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The Executioner (Aka: Gargoyle Mk Ii)


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#61 Saint Scarlett Johan

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Posted 17 June 2015 - 03:35 PM

View PostGas Guzzler, on 17 June 2015 - 02:15 PM, said:


Heavy Metal is all ya got for Class 1s


Each test was repeated 5 times using Crimson Strait grids A5 and A6 and the F9 key to have access to the XYZ axial information.

Heavy Metal, one JJ, XL330
-5.5m vertical height
-114m distance running at 68.3kph

Heavy Metal, two JJs, XL330
-8.5m vertical height
-116m distance running at 68.3kph

Heavy Metal, three JJs, XL330
-12m vertical height
-118m distance running at 68.3kph

Heavy Metal, four JJs, XL330 (EXE-Prime, four JJs, XL380)
-14.5m vertical height (13.5m vertical height, MASC makes no difference in height)
-121m distance running at 68.3kph (120m distance running at 64.8kph, 138m using MASC at 76.8kph)

Heavy Metal, five JJs, XL330
-18m vertical height
-128m distance running at 68.3kph

Decided to test engine size, to see if that came into play, which they do for distance. But it doesn't affect height.

Heavy Metal, five JJs, XL300
-18m vertical height
-115m distance running at 62.1kph


I decided to test mechs with 6+ JJs as well, so I used my GRF-3M

Griffin 3M, seven JJs, XL300
-29.5m vertical height
-150m distance running at 97.2kph

Griffin 3M, five JJs, XL300
-21m vertical height
-142m distance running at 97.2kph

#62 Gas Guzzler

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Posted 17 June 2015 - 03:41 PM

View PostLord Scarlett Johan, on 17 June 2015 - 03:35 PM, said:


Each test was repeated 5 times using Crimson Strait grids A5 and A6 and the F9 key to have access to the XYZ axial information.

Heavy Metal, one JJ, XL330
-5.5m vertical height
-114m distance running at 68.3kph

Heavy Metal, two JJs, XL330
-8.5m vertical height
-116m distance running at 68.3kph

Heavy Metal, three JJs, XL330
-12m vertical height
-118m distance running at 68.3kph

Heavy Metal, four JJs, XL330 (EXE-Prime, four JJs, XL380)
-14.5m vertical height (13.5m vertical height, MASC makes no difference in height)
-121m distance running at 68.3kph (120m distance running at 64.8kph, 138m using MASC at 76.8kph)

Heavy Metal, five JJs, XL330
-18m vertical height
-128m distance running at 68.3kph

Decided to test engine size, to see if that came into play, which they do for distance. But it doesn't affect height.

Heavy Metal, five JJs, XL300
-18m vertical height
-115m distance running at 62.1kph


I decided to test mechs with 6+ JJs as well, so I used my GRF-3M

Griffin 3M, seven JJs, XL300
-29.5m vertical height
-150m distance running at 97.2kph

Griffin 3M, five JJs, XL300
-21m vertical height
-142m distance running at 97.2kph


And the mass fraction of 6 JJs on a Griffin is 0.055.

Highlander with 5 JJs? 0.111

5.5% of the Griffins mass, 11.1% of the Highlanders mass. Interesting....

#63 Ted Wayz

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Posted 17 June 2015 - 04:03 PM

I don't get these threads. Started piloting them last night and with the exception of the Prime wrecked face with all of them. Especially the Gauss ones which makes me scratch my head why Gauss father isn't in love with this thing.

While the Executioner may serve the same role as the Gargles it is far superior in every aspect. It gets in and out of cover fast. It has JJs that are actually effective. And on one variant you can have a high mounted Gauss.

My only issue with the Executioner is that they run out of ammo keeping my scores down!

#64 Gaussfather

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Posted 17 June 2015 - 04:15 PM

View PostDONTOR, on 17 June 2015 - 11:59 AM, said:

All I have to say is L2MASC, IF you L2MASC you will immediatly see that it can do things no other mech its size could ever dream of. Its agility is truly amazing when you get ahold of it.


OK, probably showing my age here but what does "L2MASC" mean? Thanks for not being too sarcastic.

#65 Mcgral18

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Posted 17 June 2015 - 04:19 PM

View PostJman88, on 17 June 2015 - 04:15 PM, said:


OK, probably showing my age here but what does "L2MASC" mean? Thanks for not being too sarcastic.


Learn to MASC (MASC being the thing that makes you go fast).


How to apply it in a useful fashion, generally.

#66 Saint Scarlett Johan

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Posted 17 June 2015 - 04:34 PM

View PostGas Guzzler, on 17 June 2015 - 03:41 PM, said:


And the mass fraction of 6 JJs on a Griffin is 0.055.

Highlander with 5 JJs? 0.111

5.5% of the Griffins mass, 11.1% of the Highlanders mass. Interesting....


Yeah, it's not that there's a huge difference between the performance between the classes of jump jets, it's that weight trade offs are shite.

#67 Khobai

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Posted 17 June 2015 - 04:57 PM

Quote

One of the safest Assault mechs to XL, actually.


No. Because its obvious it has an XL from the loadout. And you shoot the side torso out.

Its still an assault and its side torsos are still easy to pinpoint.

#68 Mcgral18

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Posted 17 June 2015 - 05:00 PM

View PostKhobai, on 17 June 2015 - 04:57 PM, said:


No. Because its obvious it has an XL from the loadout. And you shoot the side torso out.

Its still an assault and its side torsos are still easy to pinpoint.


You say this, but it's rarely the case.

I've got over 1k drops with a Banshee; an XL is far from the worst thing you can do with it.
(MGs and Flamers are the worst thing you can do with it)


The XL Banshee is more durable than any Executioners at the moment with their gigantic CTs.

#69 Xetelian

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Posted 17 June 2015 - 05:05 PM

I have to agree OP.


Every top tier mech sucks.

Masakari sucks
Man of War sucks.
Gladiator sucks


The best mechs out of all three packs are the Heavy mechs.

#70 Evan20k

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Posted 17 June 2015 - 05:21 PM

The masakari is incredible, I don't know what you're talking about.


But yeah, the executioner's biggest problem right now is that its CT is the size of Texas.

#71 Quicksilver Aberration

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Posted 17 June 2015 - 10:10 PM

View PostHit the Deck, on 17 June 2015 - 02:11 PM, said:

Well, your opinion quite surprised me. I thought JJs are for jumping and general maneuvering purposes.

I had to reread it to make sure that I'm reading correctly.

So here is the deal with that thought. For JJs to be good for just their jumps, there has to be favorable terrain that is only accessible to jump capable mechs. The problem with that is that more often than not jump capable mechs benefit waaaay too much with the favorable terrain and jump mechs become mandatory.

If jump jets are useful for maneuvering, like I suggest, then it is simply to make it harder for the enemy to hit you while moving as opposed to just running on flat terrain or whatever, similar to the abuse of the jump jet animation when you fluttered the JJs, but less exploit-y. I don't mind this option, but JJs have to be fast to actually use for maneuvers, preferably with the ability to change direction in midair with a second tap of the jets or something of the sort (think scout double jump for TF2).

Then there is poptarting, which if done right (provided you have the space), you abuse both vertical and horizontal motion to make it harder to hit you. It was powerful previously because there was no firepower penalty for this ability and poptarts had less exposure time overall. If poptarts were only 2 of the 3 advanatages above, it would be somewhat of a decent trade off, but currently it is not (partially due to heat and PPCs just being bad).

#72 Aresye

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Posted 17 June 2015 - 11:42 PM

View PostMcgral18, on 17 June 2015 - 05:00 PM, said:


You say this, but it's rarely the case.

I've got over 1k drops with a Banshee; an XL is far from the worst thing you can do with it.
(MGs and Flamers are the worst thing you can do with it)


The XL Banshee is more durable than any Executioners at the moment with their gigantic CTs.


Unless you end up on the wrong end of 2 lucky shots + crit chance :P



Mcgral's been running XL Banshees for quite some time. Barring incredible luck, they are one of the more safer assaults to put them in.

Edited by Aresye Kerensky, 17 June 2015 - 11:43 PM.


#73 Mcgral18

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Posted 18 June 2015 - 12:42 AM

View PostAresye Kerensky, on 17 June 2015 - 11:42 PM, said:


Unless you end up on the wrong end of 2 lucky shots + crit chance :P



Mcgral's been running XL Banshees for quite some time. Barring incredible luck, they are one of the more safer assaults to put them in.


Blargl


4 PPCs dealt 54 damage.

Dem crits are real. 10 were needed to deal 55 damage, and there were only...9 crits available?


I feel like I'm forgetting something important. Unless you actually managed three 3% crits and damage is rounded up...that's a 0.0027% chance...


14 armour and 40 structure shouldn't have been killed by that. It still confuses me when I see it.

Edited by Mcgral18, 18 June 2015 - 12:43 AM.


#74 Pocket_Aces

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Posted 18 June 2015 - 04:09 AM

Been playing the Executioner, all deaths, bar one, were CT deaths, no matter how much I twisted the CT acted like a magnet. The only time I didn't die from CT death was when I was screwing around with MASC. On that note, an extra 8km p/h isn't game changing, so I agree with the OP.

#75 Jaspbo1

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Posted 20 June 2015 - 09:20 AM

The only prime issues I see of the Exec is the CT, MASC is another issue that needs work on, that cool down/build up ratio is dumb and the shoddy amount of torso twist other than that, I think it's a nice clan Omnimech, a few quirks to give it some turn rate obviously would be nice, but it can sustain well, even better with a better torso twist and some hit box alterations..

MASC is all about getting in/out not for travelling unless you plan on ramping up speed for JJ's.

Other than that, not much to complain about, better than the Warhawk, feels beefier than the Gargoyle (which isn't bad if you build a good build for it, just saying.)

Oh and it can use 13ERMLs quite well without exploding.

#76 Ultimax

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Posted 20 June 2015 - 10:33 AM

View PostMcgral18, on 17 June 2015 - 05:00 PM, said:


You say this, but it's rarely the case.

I've got over 1k drops with a Banshee; an XL is far from the worst thing you can do with it.
(MGs and Flamers are the worst thing you can do with it)


The XL Banshee is more durable than any Executioners at the moment with their gigantic CTs.



Post hitbox fix the EXE feels very durable now (and now that I have double basics/elite).

I'd say it's definitely more tanky than an XL Banshee.

STD engine Banshee will give it a run for it's money, but that build tends to cap out either really, really short ranged or around 350STD engine - so slower, no JJs, no MASC.

Banshee has the edge in torso yaw, and more higher mounts - but the alpha potential at mid-range is not too dissimilar.

I'm running (at different times) 2x CLPL (torsos) + 5x CERMLAS (1 in torsos). Which is a solid, 33 damage alpha from torso mounts only at 450m - or I'm running 6x CMPLs, with 3 in torsos - a smaller torso only alpha of 24, but noticeably more sustainability inside 370m.


They both have some pros and cons against each other, aside from the Dakka Banshee being a stronger build option (but much, slower) - I'd say ton for ton they are very evenly matched.

Edited by Ultimatum X, 20 June 2015 - 10:35 AM.


#77 Valas

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Posted 20 June 2015 - 10:09 PM

View PostAresye Kerensky, on 17 June 2015 - 12:25 AM, said:

Let this be a lesson to myself to never, ever buy another top tier pack ever again.

Where to start?

Okay, first off, this thing feels absolutely no different than the Gargoyle. Actually scratch that. This thing feels absolutely no different than the Gargoyle...when using MASC. MASC is what the mech should feel like at its baseline, but instead you've got mobility that feels like it's a "slight" improvement over the Dire Wolf (aka: none at all).

Yes, once it is fully Elited it will feel a little different, but I've leveled up over a hundred mechs. I KNOW it isn't THAT big of a difference, and I can sure tell you right now that even when this thing is Elited, it's going straight into the garage to collect dust next to the Gargoyle, because no amount of X2 efficiencies will change this thing from the sluggish, underpowered, low-slung garbage that it is.

That brings me to my next point. This thing has got to have the LOWEST arm weapons of any mech in the entire game. Which wouldn't be too big of an issue except for the fact that the majority of its meager armament is contained in those arms! It's pretty much confined to a single niche role: Poking around a corner on completely flat terrain................and that's it. Lord help you if you have a gentle rolling hill between you and the enemy, because your arm weapons CAN and WILL hit it, leaving you will no other options in the other 99% of situations but to crest your entire body on the center of a hill. A tactic that even a Dire Wolf would laugh at.


Yeah, I was extremely underwhelmed by the performance of MASC on the Executioner. I know it's a big slug, but seems like the boost is only useful for making turns "Slightly" faster, or climbing hills...oh wait, I have 4 jump jets for that. Seems like the boost should take a little longer to overheat, not a lot, but, some anyway. Perhaps it will show up as a quirk later.

As for the right arms, I have to agree, the hard point placement on them, makes them virtually useless on almost every map I have played on. Trying to shoot down from above, shot hits the terrain, often even very close to going over the edge. I have no clue why the arm would hang so much lower than the other arm. To me it seems like the pod on the bottom of the hand on the Prime arm, should be about level with the bottom of the weapon pod on the left arm. As for the other variant's right arms, the ones that can't fit a hand actuator, I see no reason the beams cannot be placed in the void left where the hand model would be. From the original models, figurines, and pictures, the arm does hang a bit lower. But, with several of them, you can see that the mech is able to extend or retract their arms forward or backward because they have upper arm and shoulder actuators. This raises the firing height of the weapon. Not just a simple pivot up and down. Allowing ALL mechs to move their arms they way they should be able to, with the proper actuators would be nice. Can use a mechanic for various arm positions like the King Crab does for it's claws, etc. Although I understand that would probably require remodels for many of them.

Still like the mech though, just seems like, as with many, it still needs some tweaking.

Edited by Valas, 20 June 2015 - 10:21 PM.


#78 Antares102

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Posted 21 June 2015 - 12:47 AM

What I predicted:

http://mwomercs.com/...84#entry4475784

Granted MASC is ok, but the JJ are a waste of pod space and the energy slots on the arms... well....

Edited by Antares102, 21 June 2015 - 12:55 AM.






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