

Fix Executioner Center Torso
#61
Posted 17 June 2015 - 09:08 AM
#62
Posted 17 June 2015 - 09:19 AM
Hit the Deck, on 17 June 2015 - 08:57 AM, said:
I did do one, got a thread debited to it, but eat told the CT couldn't be as big as I guessed. Maybe I had the exact locales off, but sounds like it is indeed a walking CT
#63
Posted 17 June 2015 - 09:36 AM
After several drops in the Executioner last night – because why play with the toy that has a 65% queue percentage instead of the one with 20%? – I have come to a conclusion.
The Executioner doesn’t need CT buffs or a hitbox pass or any of that jazz to fix the issue of it getting blasted in the midline literally all game.
The problem with the Executioner’s decided CT weakness – and it does have one, no doubt – is its stupidly restrictive twist arcs.
An Executioner is sitting on 84-degree twist arcs even when doubled up – and yes, the Executioners I was using were elited out, so don’t give me that horse hooey – which means it really can’t use much defensive twisting. If its legs are pointed dead at the enemy, it cannot swing its torso entirely out of line of incoming fire, and if it’s attacking at any kind of angle at all it can only twist one way. You don’t get to pick where the damage falls on the Executioner; the enemy basically gets to shoot whatever they want because some jackass in the factory put stops on the ‘Mech’s torso arcs.
If you guys don’t think the Executioner’s ludicrously shortened torso arcs are killing it, you’re very sadly mistaken.
This is an enormous ‘Mech with a very lightweight armament for its size, no Endo, and twelve tons of fixed mobility equipment it cannot make fully effective use of because it can’t not facederp the enemy. The D RT energy hardpoints are pretty high, but you can’t make an effective hillpeeker out of 2E on a 95-ton ‘Mech, M.A.S.C. or no M.A.S.C. To make matters even freaking worse, the vast majority of its arm pods don’t come with elbows so you don’t even get proper arm articulation to try and halfway counteract the disastrously shortened twist arcs.
I like the idea of the Executioner. M.A.S.C. is friggin’ amazeballs in a city fight or other dense-packed cover situation and it has saved my oversized iron-plated posterior more than once, but it doesn’t give you any extra twist, which means enemies can shoot your giant angry-‘Mech face whenever they feel like taking the time to aim. The notion of a 95-ton ballerina, something that emphasizes bringing the right firepower to the right spot, is something that’s appealed to me since the original Victors, but they can never seem to get it right.
So. What you do to ‘fix’ the Executioner’s CT? Give it 100-degree native twist arcs. That reinforces the lightly-armed, highly agile assault ‘Mech thing the Executioner’s supposed to have going on, and more importantly it gives the Executioner plenty of room inside its arcs to twist its CT out of line and stop facederping everything it sees. Hell, even the default 90-degree arcs would be an immense and completely necessary improvement. But this 70-degree arc bullhonkey that keeps even a mastered Executioner from ever swinging its CT away from enemies properly?
Yeah. That’s going to get Executioners dead. And it will continue to get Executioners dead until it’s fixed.
SO FIX IT.
#64
Posted 17 June 2015 - 09:41 AM
I always try to bring the damages on my side but having a mech shooting on my side...while i still have them and getting cored...= lol
#65
Posted 17 June 2015 - 09:44 AM
1453 R, on 17 June 2015 - 09:36 AM, said:
After several drops in the Executioner last night – because why play with the toy that has a 65% queue percentage instead of the one with 20%? – I have come to a conclusion.
The Executioner doesn’t need CT buffs or a hitbox pass or any of that jazz to fix the issue of it getting blasted in the midline literally all game.
The problem with the Executioner’s decided CT weakness – and it does have one, no doubt – is its stupidly restrictive twist arcs.
An Executioner is sitting on 84-degree twist arcs even when doubled up – and yes, the Executioners I was using were elited out, so don’t give me that horse hooey – which means it really can’t use much defensive twisting. If its legs are pointed dead at the enemy, it cannot swing its torso entirely out of line of incoming fire, and if it’s attacking at any kind of angle at all it can only twist one way. You don’t get to pick where the damage falls on the Executioner; the enemy basically gets to shoot whatever they want because some jackass in the factory put stops on the ‘Mech’s torso arcs.
If you guys don’t think the Executioner’s ludicrously shortened torso arcs are killing it, you’re very sadly mistaken.
This is an enormous ‘Mech with a very lightweight armament for its size, no Endo, and twelve tons of fixed mobility equipment it cannot make fully effective use of because it can’t not facederp the enemy. The D RT energy hardpoints are pretty high, but you can’t make an effective hillpeeker out of 2E on a 95-ton ‘Mech, M.A.S.C. or no M.A.S.C. To make matters even freaking worse, the vast majority of its arm pods don’t come with elbows so you don’t even get proper arm articulation to try and halfway counteract the disastrously shortened twist arcs.
I like the idea of the Executioner. M.A.S.C. is friggin’ amazeballs in a city fight or other dense-packed cover situation and it has saved my oversized iron-plated posterior more than once, but it doesn’t give you any extra twist, which means enemies can shoot your giant angry-‘Mech face whenever they feel like taking the time to aim. The notion of a 95-ton ballerina, something that emphasizes bringing the right firepower to the right spot, is something that’s appealed to me since the original Victors, but they can never seem to get it right.
So. What you do to ‘fix’ the Executioner’s CT? Give it 100-degree native twist arcs. That reinforces the lightly-armed, highly agile assault ‘Mech thing the Executioner’s supposed to have going on, and more importantly it gives the Executioner plenty of room inside its arcs to twist its CT out of line and stop facederping everything it sees. Hell, even the default 90-degree arcs would be an immense and completely necessary improvement. But this 70-degree arc bullhonkey that keeps even a mastered Executioner from ever swinging its CT away from enemies properly?
Yeah. That’s going to get Executioners dead. And it will continue to get Executioners dead until it’s fixed.
SO FIX IT.
Agreed, the twist range is bad... I don't understand why it needs to be so restricting. Probably a worse issue than the CT hitbox..
#66
Posted 17 June 2015 - 09:46 AM
#67
Posted 17 June 2015 - 09:55 AM
#68
Posted 17 June 2015 - 09:57 AM
#69
Posted 17 June 2015 - 10:38 AM
#70
Posted 17 June 2015 - 10:41 AM
not a lot but just enough to help spread damage a bit more.
then it will be in a sweet spot as far as survivability goes.
#71
Posted 17 June 2015 - 10:42 AM
Although it does fit into the twist progression of the other Clan Assault class Mechs of 90(80t) - 90(85t) - 70(95t) - 60(100t).
Needs more twist.

Edited by Almond Brown, 17 June 2015 - 10:43 AM.
#72
Posted 17 June 2015 - 10:45 AM
https://twitter.com/...238886518362113
#73
Posted 17 June 2015 - 10:45 AM
[edit] ninja'd by Tina. I can live with that.
Edited by One Medic Army, 17 June 2015 - 10:46 AM.
#74
Posted 17 June 2015 - 10:46 AM
Almond Brown, on 17 June 2015 - 10:42 AM, said:
Although it does fit into the twist progression of the other Clan Assault class Mechs of 90(80t) - 90(85t) - 70(95t) - 60(100t).
Needs more twist.

70 i bet is to make up for the mech turning on a dime when masc is on.
5 tons more and the dire is 60
#75
Posted 17 June 2015 - 10:55 AM
Tina Benoit, on 17 June 2015 - 10:45 AM, said:
https://twitter.com/...238886518362113
Thanks Tina and co. \

#76
Posted 17 June 2015 - 12:14 PM
#77
Posted 17 June 2015 - 12:15 PM
Quote
theres nothing weird about it. It gets a bigger engine than the Banshee on average and it gets MASC. It torso twists faster and it turns faster so it has less torso twist range. That makes sense to me.
#78
Posted 17 June 2015 - 12:39 PM
Tina Benoit, on 17 June 2015 - 10:45 AM, said:
https://twitter.com/...238886518362113
Thank you Tina and PGI

#79
Posted 17 June 2015 - 01:13 PM
Tina Benoit, on 17 June 2015 - 10:45 AM, said:
https://twitter.com/...238886518362113
TYVM. I think the design team honestly did a great job balancing the EXE's strengths and weakness. The only thing keeping the mech from standing out and performing is the CT.
#80
Posted 17 June 2015 - 01:21 PM
Tina Benoit, on 17 June 2015 - 10:45 AM, said:
https://twitter.com/...238886518362113
That is awesome. Please please please re-evaluate the 70 degree torso twist range as well, it seems a little harsh for a mech like this.
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