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Excecute Your Executioner Builds!


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#21 Wildstreak

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Posted 17 June 2015 - 07:41 PM

I am waiting to try the usual peek out, shoot, duck back but using MASC when ducking as it does increase reverse speed too.

#22 Bespoke Cheese Cake

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Posted 18 June 2015 - 05:58 AM

Personal favourite for the Koala of Doom so far is the EXE-D. 2 LPL in the side torsos and 6 SPL in the arms.
The other variants are not working so well for me at the moment, but I will endeavour to eat more Eucalyptus.

#23 Saiphas Cain

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Posted 18 June 2015 - 07:03 AM

The MASC and jump jets make this mech unique for now. Sure, it's huge, but the on demand acceleration bonuses on MASC give it an incredible stutter step. Even with no skills you can "matrix" enemy fire if you have any kind of instinct about when you're about to be alpha'd. It may not be the best mech for a beginner but if you know your positioning and are situationally aware it's amazing. Just run a high alpha build, turn it on, pop out, fire, and fade like a light, then turn it off to cool down and reload. I use it to step back off cliffs during those surprise 5 on 1 moments as well, which is totally safe because you have jump jets for a soft landing.

#24 DONTOR

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Posted 18 June 2015 - 10:17 AM

Who is running 2 X CUAC5s? I want to know how effective it is and how much ammo you usually run through...
I'm really wary of CUACs so screen shots of good games while using it would be a huge bonus, or atleast tell me the average damage for a good game, that would help swing my opinion.

#25 Big Tin Man

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Posted 18 June 2015 - 10:58 AM

View PostDONTOR, on 18 June 2015 - 10:17 AM, said:

Who is running 2 X CUAC5s? I want to know how effective it is and how much ammo you usually run through...
I'm really wary of CUACs so screen shots of good games while using it would be a huge bonus, or atleast tell me the average damage for a good game, that would help swing my opinion.


I've been running 3uac5 (5tons)+ 2ERSL, 499 armor (mostly from legs). Due to the magnetic CT at the moment, I haven't run out of ammo, I've run out of chest. Been pulling 400-600 dmg matches. Will see how it does tonight after it gets tweaked.

#26 DONTOR

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Posted 18 June 2015 - 01:31 PM

ok thats a good start TY.

#27 stalima

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Posted 18 June 2015 - 02:07 PM

a favourite of mine using both the D arms and a D left torso for 6 ER small lasers and 2 LRM 20s with a pair of ER large lasers in both high torso slots for a good punch at any range.

http://mwo.smurfy-ne...43e4fda43943de3

Edited by stalima, 18 June 2015 - 02:11 PM.


#28 DONTOR

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Posted 18 June 2015 - 02:15 PM

^^ i thought about that too, but I was dreading losing the energy side of my mech early and being stuck with just LRMs, and I cant abide by that...

#29 grendeldog

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Posted 19 June 2015 - 02:00 PM

Man, I'm really jealous of the folks who have the D variant as an early adopter reward. Not so much for the 7 E arm as that second torso E mount - I could really use another high mount since the arms are somewhat low slung.

#30 Mr Hunter

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Posted 20 June 2015 - 04:24 AM

This is the most effective config I've come up with regularly doing excesses of 600 dmg.
Executed.exe

#31 UndeadEdd

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Posted 20 June 2015 - 05:16 AM

These are my builds:
EXE-PRIME - long range sniper
EXE-A - mid range skirmisher with long range support
EXE-D - brawler with long range support
I don't like exchanging omnipods between mechs, because that kind of defeats the point of having different variants. Running the same build under different names is boring.
Note that the weapon points in the right torso are very close to the cockpit, which allows for very high accuracy. Great spot for long range weapons.

Edited by UndeadEdd, 20 June 2015 - 05:19 AM.


#32 JRR1285

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Posted 20 June 2015 - 04:12 PM

View PostUndeadEdd, on 20 June 2015 - 05:16 AM, said:

These are my builds:
EXE-PRIME - long range sniper
EXE-A - mid range skirmisher with long range support
EXE-D - brawler with long range support
I don't like exchanging omnipods between mechs, because that kind of defeats the point of having different variants. Running the same build under different names is boring.
Note that the weapon points in the right torso are very close to the cockpit, which allows for very high accuracy. Great spot for long range weapons.


All of those builds look quite good, I'll be trying them.

I am currently running the EXE-B stock I am pretty sure. I don't think I've changed a thing about it. Seems quite good at least in PUG matches. This chassis is a ton of fun and MASC is a blast. I have been using it in conjunction with JJ's to reach higher and further places and it allows me to engage enemies from directions they don't seem to be anticipating.

I am also running the Prime variant mostly stock minus the MG's with added gauss ammo. I like that build a lot too.

#33 Tastian

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Posted 21 June 2015 - 05:53 PM

Probably my most effective build is 2xUAC5 in the side torso and 6 small lasers (3 in each arm). You can't face down anything so the constant dakka can turn your opponent away. But overall it gives me bad flashbacks of leveling the highlanders. And yet those were better.

*I really wish I could put a UAC20 in that high side torso slot :(

Edited by Tastian, 22 June 2015 - 09:45 AM.


#34 Shalune

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Posted 21 June 2015 - 06:43 PM

I'm amazed how much long range stuff is going on in this thread. I love poking, but can't stand the Exe in that role. In my experience it excels as a knife fighter. It has the agility to get in and out of positions fast (even before pilot skills) and to out-maneuver other assaults. Meanwhile it has ridiculous short range dps when boating pulse lasers.

I broke 1k damage in my first game of the day with my trusty 8 SPL 2 MPL build (without enough D pods to go around, running 2 MPL and 6 SPL works well too), and found an alternative I like in 5 MPL + 12 SRMs.

The best part with these builds is since the CT buff I never feel like I'm in a situation that either I can deal with if played right, or if I can't it's because I made a mistake earlier. The only mechs I don't think it can 1v1, or even fight as a group with proper positioning, are long range SCRs that are smart enough to kite.

Is the EXE competitive? Muhdunno. I kind of doubt it. But it can absolutely demolish things in pub games by leading charges where the enemy is weak.

#35 Arctcwolf

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Posted 21 June 2015 - 09:44 PM

the trick is using masc to its utmost. masc also works when turning, so increased turn speed to spread damage to arms helps.

it is primarily a long range sniper that can also brawl up close...

run either 2x LPL, 6x ER sml laser, and 2x MG...

OR 3x ER lrg laser, 6x ER sml laser, and 2x mg.

towards the end of matches, i never touch the long range stuff, and just hold down my short range button. the mg's actually take out more mechs than i'd like to admit, but if youre one of the last mechs still with armor, u are good.

#36 DONTOR

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Posted 22 June 2015 - 08:48 AM

View PostShalune, on 21 June 2015 - 06:43 PM, said:

I'm amazed how much long range stuff is going on in this thread. I love poking, but can't stand the Exe in that role. In my experience it excels as a knife fighter. It has the agility to get in and out of positions fast (even before pilot skills) and to out-maneuver other assaults. Meanwhile it has ridiculous short range dps when boating pulse lasers.

I broke 1k damage in my first game of the day with my trusty 8 SPL 2 MPL build (without enough D pods to go around, running 2 MPL and 6 SPL works well too), and found an alternative I like in 5 MPL + 12 SRMs.

The best part with these builds is since the CT buff I never feel like I'm in a situation that either I can deal with if played right, or if I can't it's because I made a mistake earlier. The only mechs I don't think it can 1v1, or even fight as a group with proper positioning, are long range SCRs that are smart enough to kite.

Is the EXE competitive? Muhdunno. I kind of doubt it. But it can absolutely demolish things in pub games by leading charges where the enemy is weak.

I cant run your 8 SPL 2 MPL build without being undertonned, is that how you run it?

Edited by DONTOR, 22 June 2015 - 08:49 AM.


#37 Night Thastus

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Posted 22 June 2015 - 09:43 AM

This requires the D, but then again...literally every build is better with the D.
http://mwo.smurfy-ne...3cfc7f91b9dfa37

Did I mention the flamers?

ALSO: Mega-uber-super-brawly build. (It has MG's and small pulses!)
http://mwo.smurfy-ne...9376f4028e0c393

Edited by Night Thastus, 22 June 2015 - 09:47 AM.


#38 SpiralFace

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Posted 22 June 2015 - 10:06 AM

View PostDONTOR, on 18 June 2015 - 10:17 AM, said:

Who is running 2 X CUAC5s? I want to know how effective it is and how much ammo you usually run through...
I'm really wary of CUACs so screen shots of good games while using it would be a huge bonus, or atleast tell me the average damage for a good game, that would help swing my opinion.


I've been running 2 UAC5's.

Its fun, but its not without its drawbacks.

The locked equipment is a challenge on this build. Maxing out UAC's on the high mount torso locations means you are forced to either place your ammo in the Arms or in the adjacent torso locations (due to the locked equipment in the legs and torso's.

#39 DONTOR

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Posted 22 June 2015 - 12:05 PM

View PostSpiralFace, on 22 June 2015 - 10:06 AM, said:


I've been running 2 UAC5's.

Its fun, but its not without its drawbacks.

The locked equipment is a challenge on this build. Maxing out UAC's on the high mount torso locations means you are forced to either place your ammo in the Arms or in the adjacent torso locations (due to the locked equipment in the legs and torso's.

Ya tried it. The CUAC5 rounds move too slow for accurate long range engagements, really made me miss is AC5s...

I switched to 2 x CUAC10s (6 tons ammo) and 1 ML, I'm liking it WAY more, UAC10s sound soooo cool, and they have much more affect when rounds impact the target. This way I know my place as a mid range mech and dont really go for long range targets, 6 tons of ammo has yet to run out also.

#40 UndeadEdd

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Posted 23 June 2015 - 02:35 AM

After further testing I remembered how much I love lasers, and especially pulse lasers, more than Gauss and Missiles.
So I made some changes:
EXE-D - 3-ERLL sniper + 6-SPL punch
EXE-A - 7-MPL mid-rage skirmisher
Now the A has almost the same alpha as my previous build, with similar cooling efficiency, minus the hassle of aiming and charging a Gauss. Need to be mindful of ghost heat with the alpha, but you can alter between right and left arms.
The D is quite deadly with 3-ERLL shots, can fire them 3 times in a row without shutting down. When you or the enemy close the distance, bunch them with the 6-SPL.
Both builds enjoy insta-hit and high precision shots. Just watch the heat :)





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