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Executioner Build Ideas Revisited


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#21 IraqiWalker

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Posted 11 June 2015 - 07:37 PM

View PostNik Reaper, on 11 June 2015 - 06:43 PM, said:


So if it is modular and can be removed we might have an assault with 31.5 tons of pod space .. nice, kinda like the warhawk but with JJ and more armor.


It's not gonna be removed. MASC is hardwired to the structure (in the wave III page MASC is grayed out signifying fixed equipment.), per construction rules.

#22 Hit the Deck

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Posted 11 June 2015 - 10:53 PM

View PostGroxGlitch, on 11 June 2015 - 12:30 PM, said:

I, for one, welcome our new Koala overlords.

I'm trying something new and setting up a google spreadsheet for build assembling. I've just gotten the four default variants/builds set up inside it. I'm going to work on transferring the other ones listed here over atm - y'all are welcome to take a look and use it if you find it useful:

https://docs.google....4VqQ/edit#gid=0

EDIT: OK, phew! All of the builds listed in this thread up until the time of this edit should be present in the spreadsheet.

I really appreciate the effort! But I guess people will be too lazy to write there.

View PostXX Sulla XX, on 11 June 2015 - 06:24 PM, said:

Here is my first thought on what will work best.

LEFT TORSO - 1 LPL
RIGHT TORSO- 1 LPL and 1 ML
LEFT ARM - 3 ML
Rest heat sinks and 1 ton targeting computer.

This lets you use the right arm as a shield arm since it has a huge shield on it. Or you can flip it and do a right side build if you like. It gives you good range and good DPS and a good alpha. And the TW no longer runs this build well. Nor does the Gar it does not have tonnage for enough heat sinks. The warhawk does not have the energy hard points to run it. The smaller heavies do not have enough heat sinks to run it well. So its not going to be just a normal laser vomit but a bit better.

If you have a WHK-C you can run that build but otherwise I agree with you.

BTW, my problem with EXE from configuring it as a mid-to-long-range gunner is that, it has low slung (right) arms, slightly worse than the Banshee (look up El Bandito's thread in GD for reference). It has to expose a lot of upper body part to shoot the (right) arm mounted weapons. But you are right that maybe it can do its job more decently if carrying an (right sided) asymmetrical loadout.

Taken from the above mentioned thread:

Posted Image

Edited by Hit the Deck, 11 June 2015 - 10:56 PM.


#23 Lsq78

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Posted 11 June 2015 - 11:13 PM

I would put the long ranged weapons in the torso hardpoints, and the shorter ranged ones in the arms. You can fit a gauss in the RT if my numbers are correct.

Also, DAMN. This thing is so much narrower than the banshee... Coupled with the mobility, this thing is going to be VERY durable.

#24 Hit the Deck

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Posted 11 June 2015 - 11:23 PM

View PostLsq78, on 11 June 2015 - 11:13 PM, said:

I would put the long ranged weapons in the torso hardpoints, and the shorter ranged ones in the arms. You can fit a gauss in the RT if my numbers are correct.
....

That's exactly what I did but it's still not ideal for things like 2x LPL + 3x ERML build because the Clan ERML can reach up to 405m full damage and you will more likely than not hunker down shooting someone at that distance but with Mr. Exe you can't because the ERMLs are on the arms! What you can still do well is peek-a-booing with your right side.

Edited by Hit the Deck, 11 June 2015 - 11:26 PM.


#25 IraqiWalker

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Posted 12 June 2015 - 12:28 AM

View PostLsq78, on 11 June 2015 - 11:13 PM, said:

I would put the long ranged weapons in the torso hardpoints, and the shorter ranged ones in the arms. You can fit a gauss in the RT if my numbers are correct.

Also, DAMN. This thing is so much narrower than the banshee... Coupled with the mobility, this thing is going to be VERY durable.

Removing it's STs is not gonna be easy, I'll tell you that much.

#26 Nik Reaper

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Posted 12 June 2015 - 05:32 AM

View PostIraqiWalker, on 11 June 2015 - 07:37 PM, said:


It's not gonna be removed. MASC is hardwired to the structure (in the wave III page MASC is grayed out signifying fixed equipment.), per construction rules.


Per the rules I know, but during one of the townhalls or other NGNG podcasts with Russ he said that it might be equipment that is optional but can only be equiped to mechs that can equp it , like ECM, it's been a while and I can't remember where the info comes from, and it might have been there position at the time X) .

#27 Hit the Deck

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Posted 12 June 2015 - 05:54 AM

If 4 tons from MASC could be freed then Koala can do 2x UAC/10 + 4x cERML build among others. Too bad that it still only has 2 missile hardpoints....

#28 theta123

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Posted 12 June 2015 - 07:54 AM

IIRC MASC is not removable

#29 GroxGlitch

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Posted 12 June 2015 - 07:59 AM

On one hand, MASC is greyed out on the Wave III page, but then it's also possible they may made the decision to make MASC optional after that point, if that's truly the case.

I guess we just have to wait for Tuesday to find out for sure, huh?

#30 Lugh

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Posted 12 June 2015 - 08:19 AM

View PostHit the Deck, on 11 June 2015 - 02:27 AM, said:

Apparently the Right Torso which houses the ballistic hardpoints will be limited to 6 slots of pod space because of a fixed heatsink but you can still put a Gauss Rifle or 2x cUAC/5 there. That means a lot of my builds aren't valid and have to be modified :(

*Thanks to Mcgral18 for the info!

2 UAC5s all the way baby!

#31 Nik Reaper

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Posted 12 June 2015 - 09:20 AM

View PostGroxGlitch, on 12 June 2015 - 07:59 AM, said:

On one hand, MASC is greyed out on the Wave III page, but then it's also possible they may made the decision to make MASC optional after that point, if that's truly the case.

I guess we just have to wait for Tuesday to find out for sure, huh?


Also it might be that Russ was talking about IS mech MASC as the cataphract with masc and a few other will be introduced soon to the gifting store while clans might have it locked , but the flamer should be coming off the adder so who knows...

#32 Lsq78

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Posted 12 June 2015 - 10:02 AM

After viewing the video on the MASC, I'm sold anyway. Even if this thing is optional, it will stay. Seeing a 95 tonner moving like a ballerina is surreal.

#33 IraqiWalker

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Posted 12 June 2015 - 11:21 AM

View PostHit the Deck, on 12 June 2015 - 05:54 AM, said:

If 4 tons from MASC could be freed then Koala can do 2x UAC/10 + 4x cERML build among others. Too bad that it still only has 2 missile hardpoints....


MASC is an all or nothing system. You either install all 5 slots, and 5 tons, or none. That's if it's removable, if it's not, then it's 5 slots, and 5 tons.

View PostNik Reaper, on 12 June 2015 - 09:20 AM, said:


Also it might be that Russ was talking about IS mech MASC as the cataphract with masc and a few other will be introduced soon to the gifting store while clans might have it locked , but the flamer should be coming off the adder so who knows...

I really wish they kept the flamer, and instead fixed the damn weapon.

#34 E_Crow

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Posted 02 July 2015 - 10:47 PM

What do you guys think of this as a sniper build?

EXE-PRIME

#35 IraqiWalker

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Posted 03 July 2015 - 12:15 AM

View PostAstroTiki, on 02 July 2015 - 10:47 PM, said:

What do you guys think of this as a sniper build?

EXE-PRIME

The ST mounts are at a good height on the EXE. However, I will have to argue that it might be a waste of a 95 tonner. On the other hand. You will make for a great mobile sniper. Just make sure you never fire on anything beyond 800 meters.

#36 Christoph Lance

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Posted 04 July 2015 - 11:33 AM

executioner is very, very interesting mech) tryied some builds and stopped with this 3:
4mpl, 4spl, tk5 and the result https://yadi.sk/i/Vdt0rL6Lhfhbm

4spl, 1 lpl, 1 uac20 https://yadi.sk/i/VkPXBxAPhfiBp

#37 Mad Dog Morgan

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Posted 12 July 2015 - 09:07 AM

Traffic Cone - The Trafficking
5SPLs, 2MPLs, 1LPL
All traffic, all the time. Safety.

Seriously formidable. Melts components, faces, and egos all at once.
Posted Image

Edited by Vaskadar, 12 July 2015 - 09:08 AM.


#38 Hit the Deck

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Posted 12 July 2015 - 09:15 AM

This thread shouldn't have come up again since someone has created new one, lol.

Oh, well, maybe I'll do some cleaning up and fix the original post with smurfies and so on.

But... yeah, Mr. EXE is pretty cool! B)

#39 Bespoke Cheese Cake

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Posted 29 December 2015 - 04:57 PM

I only have two builds that have been consistent in doing good damage, a Brawler and a Laser-boat . Unfortunately I can't seem to do as well with anything else I try.The upside is that these two builds do really well for me.

Edited by Bespoke Cheese Cake, 29 December 2015 - 04:59 PM.


#40 Bassie

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Posted 24 January 2016 - 07:35 PM

Hey all, keen to hear if anyone has come up with any new builds?

I am finding heat on this bad boy a bit of an issue!
But, 6erml spread across right torso and arm, cuac20 on the left has worked well. Those lasers really burn!!! I tried it with gauss but found while the gauss was cold as ice, it didn't do enough damage and I was mostly in cuac 20 range anyway.

Another build that is going okay is a multicoloured beam laser-boat. 2erll, 3erml & 6spl. I find I can't use the meds and small a at the same time, but use either with the erll,s depending on range.

It's a tricky mech to use - the lack of tonnage for weapons means I feel like I should focus on one range, but there is so much time I seem out of range, I feel like I need large lasers of some description. However, so many (energy) hard points and low arms make short range weapons seem necessary...

Some ideas....
3 torso Erml, 6ersl, uac20
2 x 6 spl, 2 srm6

If anyone has advice different to builds, more about playstyle, I'd be keen to hear it. Seems to me that this mech loves city-cover, where masc allows peaking/ sprinting between cover to be most effective. Keen to know how you use masc in mid/long range though.

Also, anyone ever run 12med lasers? How to manage that heat?? When I shoot 6 it takes what seems like forever for it to cool down again - feels like it needs a low heat weapons system, or just a bigger alpha (alpha shot, evade, evade, alpha shot...)






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