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.
Thankfully I never got the Bog tonight. I shudder to even think of it.
Lastly, weapons...or the general lack of them. A whopping 12 tons of locked equipment ensures you can barely run the same loadouts as a Stormcrow. I think I have more space in a pack of gum.
Alright, completely serious time.
In order for a mech to be viable, it has to have the edge in at least one of these areas:
- Overall Firepower/Free Tons/Crits
- Hardpoint Placement
- Mobility
The Summoner is at least somewhat viable because it has mobility and semi-decent hardpoint placement, which makes up for its severe lack of overall firepower.
The Adder makes up for its mobility by having more firepower than most lights, combined with decent hardpoint placement.
The Nova makes up for its mobility and hardpoint placement by its gratuitous amount of energy hardpoints.
Get the picture?
At least the Gargoyle has mobility to make up for its other shortcomings (sort of). The Executioner has absolutely no edge in any of these areas, and MASC, while nice, just doesn't give it enough of a boost to make it viable. Not even going to count jump jets due to the nature of jump jets on assault mechs, so they may as well not even be there.
I can already tell this grind won't be worth it. I may as well GXP everything just to be done with it, so I can have more time playing with my Cauldron Borns before PGI decides to nerf them. At least that way I'll be able to enjoy something viable that isn't a Timberwolf or Stormcrow.
Oh yeah, and those CT hitbox magnets? It's like they didn't even try to do any form of quality control on this thing whatsoever.
Kudos to the artists though. It's a beautiful mech and cockpit design, which makes it all the more sad that I'll likely never touch these things again. It's nice to know at least some people over at PGI do their job well.
Edited by Aresye Kerensky, 17 June 2015 - 12:28 AM.