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Executioner Hitboxes
#1
Posted 22 December 2015 - 02:07 AM
I'm levelling one at the moment and **** me it's like 90% CT.
#2
Posted 22 December 2015 - 03:26 AM
#3
Posted 22 December 2015 - 03:31 AM
Macster16, on 22 December 2015 - 03:26 AM, said:
I am twisting. I'm still getting hit in my CT. I don't think MASC improves twist rates, only turn rates. I own two mastered Atlases so I know how to twist roll damage.
Just feel like I'm a giant CT at the moment.
#4
Posted 22 December 2015 - 03:58 AM
Yosharian, on 22 December 2015 - 03:31 AM, said:
Just feel like I'm a giant CT at the moment.
Yeah my bad, I don't think MASC improves twist rate. Still though, as soon as you start taking fire, slam that MASC - the sudden jolt in acceleration should help to spread damage. It doesn't tank as well as the Atlas no, (I've had my fair share of games in my EXE where I've died to CT blowout with everything else relatively fresh), but you have to be fairly cautious with it I find. Yes it's a 95t assault, but I find it's most dangerous when used sneakily, poking out to take shots from range, using JJs to get into points of advantage, etc. It's not a frontline assault to lead a push and such.
#5
Posted 22 December 2015 - 04:02 AM
Macster16, on 22 December 2015 - 03:58 AM, said:
Sneaky, why yes, I like to play sneakily. That's why I bring 12 Small Pulse Lasers =p
Thanks for the advice, but I was really hoping for an actual hitbox diagram.
#6
Posted 22 December 2015 - 05:41 AM
![Posted Image](http://i.imgur.com/CAFsxEJ.jpg)
#7
Posted 22 December 2015 - 06:54 AM
Screw that. I'll go for the CT, every time.
#8
Posted 22 December 2015 - 06:58 AM
1) side torso is easy to destroy and the majority of its weapons are usually in the one side torso
2) it loses a good portion of its speed and dissipation
once you take out its weapons side torso its basically castrated anyway and you can ignore it for the rest of the match...
executioner is an awful mech I dunno why anyone even bothers using it anymore. the gauss and cxl nerf basically killed it.
Edited by Khobai, 22 December 2015 - 07:01 AM.
#10
Posted 22 December 2015 - 10:54 AM
Khobai, on 22 December 2015 - 06:58 AM, said:
1) side torso is easy to destroy and the majority of its weapons are usually in the one side torso
2) it loses a good portion of its speed and dissipation
once you take out its weapons side torso its basically castrated anyway and you can ignore it for the rest of the match...
executioner is an awful mech I dunno why anyone even bothers using it anymore. the gauss and cxl nerf basically killed it.
I actually think its pretty awesome. The Gauss nerf forces you into using the laser vomit build only, but I love that build. It could always use some love though.
#11
Posted 22 December 2015 - 02:25 PM
#12
Posted 22 December 2015 - 02:30 PM
Khobai, on 22 December 2015 - 06:58 AM, said:
1) side torso is easy to destroy and the majority of its weapons are usually in the one side torso
2) it loses a good portion of its speed and dissipation
once you take out its weapons side torso its basically castrated anyway and you can ignore it for the rest of the match...
executioner is an awful mech I dunno why anyone even bothers using it anymore. the gauss and cxl nerf basically killed it.
It looses 20% speed unless you dont take out the side with MASC, which get it back up another 10% when used....more then likely though the non masc side is the side with all the weapons.
ST's on the EXE are not easy to take off...it has big arms and the one is HUGE and shields very well. I have game after game or 800-1000 dmg and multiple kill sin my sEXE's. They are not bad mechs at all but they dont do the poke game any better then other mechs. But get them in front on a nice push and get in range to let 12 Sm pulse lasers (in my case 2 LPL's and 10 Er Smalls) and no one likes to stare at me through a 76 pt alpha....no one.
Snowhawk, on 22 December 2015 - 05:41 AM, said:
![Posted Image](http://i.imgur.com/CAFsxEJ.jpg)
Whats with the right arm from the back? Looks silly for some reason.
#13
Posted 22 December 2015 - 03:01 PM
Yosharian, on 22 December 2015 - 04:02 AM, said:
Thanks for the advice, but I was really hoping for an actual hitbox diagram.
Just want to throw out there that 6 small pulse + 2 large pulse works pretty nice too, lets you actually do something from range other than watch. Exe is a monster at poking, probably the best poker in the assault category at least. JJs and MASC with some very high torso mounts for those large pulse lasers.
Also just something to think about when building, I use a symmetrical build, mostly because the right arm which has the ability to carry up to 7 lasers at once is also the arm with the massive shield on it. I'd like to be able to lose that without losing more than half my firepower. I also go with the 4 energy hardpoint right arm because it gets lower arm actuators. I'll have the 2 LPL up in the side torso mounts then 3 small pulse lasers per arm. I can poke away at people from long range then the moment someone comes up close they get blown away.
Usually I don't play the thing aggressively until its endgame, usually if the enemy only has 4 people left, I just get more aggressive the longer the match goes on and the smaller the enemy team becomes with it. A single Executioner can take out half a team with ease near endgame when everyone is damaged and expecting an easy fight, but you shouldn't be all too hurt if you were poking at the beginning.
I did try the 12 small pulse laser loadouts before, they do some really scary damage up close, but you lose all ability to long range poke, have to worry about ghost heat if you misclick, and you lose lower actuators for your arms.
#14
Posted 22 December 2015 - 11:34 PM
Macster16, on 22 December 2015 - 03:58 AM, said:
Thats cause Atlas is quirked out the rear. EXE does a decent job with what its got though, make sure to load on the armor and you can get some good builds going and take a beating too.
#15
Posted 23 December 2015 - 02:46 AM
Dakota1000, on 22 December 2015 - 03:01 PM, said:
Just want to throw out there that 6 small pulse + 2 large pulse works pretty nice too, lets you actually do something from range other than watch. Exe is a monster at poking, probably the best poker in the assault category at least. JJs and MASC with some very high torso mounts for those large pulse lasers.
Also just something to think about when building, I use a symmetrical build, mostly because the right arm which has the ability to carry up to 7 lasers at once is also the arm with the massive shield on it. I'd like to be able to lose that without losing more than half my firepower. I also go with the 4 energy hardpoint right arm because it gets lower arm actuators. I'll have the 2 LPL up in the side torso mounts then 3 small pulse lasers per arm. I can poke away at people from long range then the moment someone comes up close they get blown away.
Usually I don't play the thing aggressively until its endgame, usually if the enemy only has 4 people left, I just get more aggressive the longer the match goes on and the smaller the enemy team becomes with it. A single Executioner can take out half a team with ease near endgame when everyone is damaged and expecting an easy fight, but you shouldn't be all too hurt if you were poking at the beginning.
I did try the 12 small pulse laser loadouts before, they do some really scary damage up close, but you lose all ability to long range poke, have to worry about ghost heat if you misclick, and you lose lower actuators for your arms.
I have an ERPPC for long/medium range engagements, it doesn't do an amazing job of fighting at range but it gives me something to do, plus I can use it close up if I have the spare heat.
Trying to fit LPLs onto this build can give you flexibility but you lose close-range capability and the LPL is not so nice up close (burn duration is too long). Fitting two just uses up too much tonnage for my tastes.
If I was going to use LPLs I'd just go all-out ranged with a laser vomit build and ****-tons of heatsinks.
#16
Posted 23 December 2015 - 04:13 AM
Build 1
2 CUAC5 - 8ton ammo
2MPL
Build 2
LPL
ERLL
CUAC20 - 3 ton ammo
Build 2
4ERML
3MPL
CUAC10 - 3ton ammo
#17
Posted 23 December 2015 - 08:24 AM
Yosharian, on 23 December 2015 - 02:46 AM, said:
Trying to fit LPLs onto this build can give you flexibility but you lose close-range capability and the LPL is not so nice up close (burn duration is too long). Fitting two just uses up too much tonnage for my tastes.
If I was going to use LPLs I'd just go all-out ranged with a laser vomit build and ****-tons of heatsinks.
I liked the LPLs because they worked at both close and long range very well for me. CERPPCs in general, especially 2 of them, is just way way too hot to be useful to me in that build. Besides, you don't actually have to keep the beam on the enemy for the entire duration if you really really need to twist, you can get around as much damage as the PPC does to one spot in the duration of the small pulse lasers, though really I only ever use the LPLs up close when I see an opportunity to dump extra damage into an enemy that is shut down, cooling down, not looking, or as an opening against a peeker.
But, you said you only use one ERPPC, what do you do with the rest of your tonnage?
#20
Posted 23 December 2015 - 09:32 AM
On my EXE I mostly run 2xLPL and 6xSL(3 SL per arm)+max SL cooldown mod, that seems to work well for me.
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