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Looking For Feedback On Executioners


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#1 Rattler85

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Posted 19 August 2016 - 04:41 AM

I have three Executioners now.

I am thinking about one of these two for the Prime.

LPL, UAC5(3 tons of ammo), 3 MPL, ams
http://mwo.smurfy-ne...d40dfc22da40eea

Or LPL, UAC10 (3 tons of ammo), 3 erML, ams
http://mwo.smurfy-ne...88d326af3334ed9

Executioner-A

2 erLL, UAC5 (2 tons of ammo), 4 SPL, ams
http://mwo.smurfy-ne...36aa3e4c03e93f4

2 erLL, 4 MPL, ams
http://mwo.smurfy-ne...8ec2e222047134c

2 erPPC, 6 erSL, ams
http://mwo.smurfy-ne...dece4aea8d0d7b2

Executioner D

2 LPL, 7 erSL, ams
http://mwo.smurfy-ne...6b6fa35fb6d3f50

2 erLL, 4 erML, 2 SRM6 (3 tons of ammo), ams
http://mwomercs.com/...=new_post&f=210

#2 Champion of Khorne Lord of Blood

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Posted 22 August 2016 - 10:01 PM

I usually try to stay away from ERLL except when just about nothing else will fit in that spot for a build due to their long durations. LPL or PPC if you can handle the heat, are pretty nice to keep in the higher mounts. I also only use SRM6 if I can fit artemis on it. I try to keep my small lasers under 6 or in two groups of 6 if at all possible to avoid ghost heat. I usually also don't bring a UAC5 or UAC2 if I can only have one.

Here are some builds I use in order of how much I use them.

2 LPL, 6 SPL. Decent poke at range and devastating punch up close. One arm comes with a lower actuator so it tracks lights well
http://mwo.smurfy-ne...bdf2188624df44a

1 ERLL, 12 SPL. Enough firepower up close to out DPS Dire Wolves and enough speed to get you in range, really a devastating mech in general. ERLL added because I had 4 free tons and 1 slot, can be used for poking at range but won't win any trades against anyone packing a good sniping kit.
http://mwo.smurfy-ne...f21a182bde62713

1 UAC20, 6 SPL. Similar to the 12 SPL loadout in its job but with the ability to fire all guns at once and double tap for around the same damage in around the same time, this time with screen shake at the cost of ammo requirements and jam chance
http://mwo.smurfy-ne...8f1ae4fa7b9b2a3

4 SPL, 1 UAC10, 2 ASRM6. Basically I wanted a build similar to an Atlas but on my Executioner, this is about as far as I could get. Worked decently well though. Now that the Spirit Bear is out I really don't run it ever though.
http://mwo.smurfy-ne...24ab57b1cfceaf8

#3 Arianrhod

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Posted 31 August 2016 - 08:24 PM

The most effective thing I could find to put on the Executioner Prime is dual ultra 10s with two tons of ammo each and 4 ER small lasers. It sounds kind of wimpy compared to other assault mechs (It even sounds wimpy compared to the Orion IIC). It really doesn't maximize the DPS but it's simple, heat-efficient, and rangey with the ultra 10s.

Another thing I've tried is the Gauss rifle with lots of lasers and the ultra 20 with lots of lasers (which the poster above me mentioned). Either 6 ER mediums/SPLs and 1 ER small or 2 ER large and 2 ER small. The ultra 20 option runs so insanely hot that it's almost not worth it but it's still good fun. The Gauss thing is much more viable since the Gauss rifle is a good complement to high heat weapons. I even saw a team in the MWO world championships using one Executioner loaded with SPLs, flamers, and a Gauss rifle and one with an LB20 instead.

I'd just as soon skip the AMS. Let your MASC do the missile dodging

#4 Luscious Dan

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Posted 01 September 2016 - 06:57 AM

Right handed sniper with Gauss and either 2LPL or 2ERPPC (energy in the torso, gauss in the arm) has been good times. Jets, MASC, and radar deprivation let you get some good work done safely. I tend to corner peek hard in all my EXEs.

Dual UAC5 and a pile of ER small/medium lasers is fine, depending on your range and heat management preferences both can work. I prefer it over UAC10 builds, I don't recommend doubling up on UAC10s (not enough ammo and no backup weapons), and if you have one and it jams, that's most of your firepower gone. With such limited pod space the EXE-D energy spam omnipods (not to mention a lower arm actuator on the missile arm) are super helpful to get your damage up.

EXE-D with dual LPL and 6 ER smalls, with active probe, TC1, and literally max DHS also fits perfectly.

Spirit Bear is an interesting comparison, for a bit I was running a Spirit Bear type build on the Loyalty variant (UAC10, 6xER small, 2xStreak6 or 2xSRM6+A). Works better than I would have expected.

Edited by Luscious Dan, 01 September 2016 - 07:03 AM.


#5 Peter Overheater

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Posted 01 September 2016 - 07:21 AM

I did run the Exe to 1.2 million xp now, my three favoured builds are:


6MPL, 4sml: http://mwo.smurfy-ne...ebe94d9b1a40a8c

6smpl, 2xsrm6a, 3mpl: http://mwo.smurfy-ne...6c72e3e3f795d40

2LPL, 5ERML: http://mwo.smurfy-ne...74ca444eee58814

For medrange i like them as asym builds with one shield side, just poke around corners with the right side. The brawly one has to stand in the open to be effective.

with the 6mpl build i did my best round while grinding for the epic assault leaderboard, managed 8. Place because i could only grind for one day...

Also, flamers can be very nice on this mech, look up the PGI MWO YT Channel and search for 19th Strikers ;)

#6 TercieI

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Posted 01 September 2016 - 07:30 AM

This is my favorite build. The flamers are mostly to shim the ERMLs to the top of the power fist. Really matters, weirdly.

#7 Myantra

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Posted 01 September 2016 - 07:36 AM

The Executioner is an oddball as assault Mechs go. For one, it has limited tonnage and hardpoints for anything other than energy. For another, the reason it has that limited tonnage can be a weakness or strength depending on if you figure out how to use it. Before you settle on loadouts and force yourself to pilot the Mech according to that loadout, I suggest you start with the standard laser vomit meta for it and work from there. Figure out you are most comfortable piloting it.

It is one of the few assault Mechs that you can get yourself out of trouble with by using MASC, but I never found it to be a good choice for closer ranges. Mid to long range, using MASC to quickly shift to better positions was the best way to grind it for me. It does not react well to fire focus. The only dakka I had success with was a UAC20 and 6 ER Meds, using MASC and positioning to minimize facetime. It is not a Mech I recommend the dakka spam tactic with unless it is against something a good bit lighter.

I do not care for assaults, and the Executioner was the only one I liked enough to bother eliting. That said, it really does benefit from the double basics and speed increase, especially with the quirks it has too. An elited one runs 70kph and 90kph with MASC. I used these two loadouts to grind the skill trees for it (just swapping needed pods to the next one I was working on):

1xGauss and 6 ER Meds - http://mwo.smurfy-ne...fcef3ad3aeb6c5a

2xLPL and 5 ER Meds (or the previously suggested SPL's). This build is hot but manageable. You want to minimize exposure and avoid trades - http://mwo.smurfy-ne...b4fd33942bc4928

Those are both the standard laser vomit and gauss vomit meta from MetaMechs, which I found to work rather well when you play to support the other assaults and fire focus.

#8 Bassie

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Posted 03 September 2016 - 10:45 PM

My best results with ANY assault mech are with the executioner. I have got over 1000 damage twice (I am sure there are better pilots out there than me).

The build I use is 1 UAC20 and 6 small pulse lasers.

Look for the isolated crab or dire wolf. You will tear it up. Lead a charge for some medium brawlers. You can soak another assaults alpha in the chest if you need (once), while you get a lot done on it. Small pulses fire again quickly.

Just my 2c

#9 Arianrhod

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Posted 05 September 2016 - 11:34 PM

Had another thought. Trying to balance between firepower and laser duration led me to eight medium pulse lasers and 10 extra double heat sinks. Runs hotter than the sun and has no rangey or low heat backup weapons but the damage speaks for itself (64 alpha, not that I recommend alpha striking ever when ghost heat exists). Also I found out that it can out-heat manage a laser boating Battlemaster. Even if you play poorly like I have been with this thing, you should be able to rack up the damage.

#10 TercieI

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Posted 07 September 2016 - 06:08 AM

View PostArianrhod, on 05 September 2016 - 11:34 PM, said:

Had another thought. Trying to balance between firepower and laser duration led me to eight medium pulse lasers and 10 extra double heat sinks. Runs hotter than the sun and has no rangey or low heat backup weapons but the damage speaks for itself (64 alpha, not that I recommend alpha striking ever when ghost heat exists). Also I found out that it can out-heat manage a laser boating Battlemaster. Even if you play poorly like I have been with this thing, you should be able to rack up the damage.


Interesting. 8 seems like a crummy number with 6 ghost heat limit, though. What about 6 and an LPL so you can actually alpha?

#11 Arianrhod

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Posted 09 September 2016 - 04:29 PM

View PostTercieI, on 07 September 2016 - 06:08 AM, said:


Interesting. 8 seems like a crummy number with 6 ghost heat limit, though. What about 6 and an LPL so you can actually alpha?


Well now I feel silly for not even having thought of that. The 8 mpl was working so well for me that I didn't even think to change it but I'm definitely going to try it your way now, at least for a few matches. One thing is, I would move the LPL into the right side torso and make sure it gets bumped up to the top.

#12 TercieI

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Posted 09 September 2016 - 05:24 PM

View PostArianrhod, on 09 September 2016 - 04:29 PM, said:

Well now I feel silly for not even having thought of that. The 8 mpl was working so well for me that I didn't even think to change it but I'm definitely going to try it your way now, at least for a few matches. One thing is, I would move the LPL into the right side torso and make sure it gets bumped up to the top.


The only reason i didn't do that is that it shifts a third heat sink to that stripped arm.

#13 SlightlyMobileTurret

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Posted 09 September 2016 - 07:00 PM

I used to pack 7MPL on a Timber until some time back (I switched that one to SRMs), and it was very good. I just had two groups - one for torso MPLs and one for arm MPLs IIRC. Occasional alpha was tolerable in penalty, but I think it will be incredibly close to overheat with 8

#14 Arianrhod

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Posted 10 September 2016 - 09:55 PM

View PostKeshav Murali, on 09 September 2016 - 07:00 PM, said:

I used to pack 7MPL on a Timber until some time back (I switched that one to SRMs), and it was very good. I just had two groups - one for torso MPLs and one for arm MPLs IIRC. Occasional alpha was tolerable in penalty, but I think it will be incredibly close to overheat with 8


Actually, it's not anywhere near overheat, I think it only gets me to like 72%. Bearing in mind of course that I have literally the mech's entire crit space except for two slots filled with heat sinks





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