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Buff Executioner


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#21 The Unstoppable Puggernaut

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Posted 23 December 2016 - 01:04 AM

View PostJudauAshta, on 22 December 2016 - 03:37 PM, said:

a 95ton mech(one of it's kind in the game currently) with less pod space then a timber wolf which is a 20tons lighter chassis.

could use more quirks and allow the removal of underperforming derp jets/MASC.

WHAT on Earth are you smoking?!

This mech is insainely deadly due to it's speed/nimbleness. Once you have elited it, re-review it cause it does make a huge difference. IMO this is a fanastic mech.

Please recognise not all mechs are designed to kill 8 mechs in one go etc etc. They have roles to play.

Exe in my mind is a hunter, if you boat a tonne of small lasers, combined they're very nasty. I run Dual PPC in chest for pop-tarting and small lasers packed with heatsinks+TC1. It's a megabeast but it's always down to your positioning. If you charge the enemy you'll catch too many hits. Play it smart !

Edited by The Unstoppable Puggernaut, 23 December 2016 - 01:04 AM.


#22 Vellron2005

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Posted 23 December 2016 - 01:05 AM

To me, an Executioner is THE BEST assault mech in the game..

Its fast, maneuverable, has a great loadout (I use medium or small lasers and LRMs), and great adaptability.

MASC is amazing on the Exe, and makes it the fastest assault mech in the game.

The ONLY thing that I hate about the Exe are the stubby arms.. if it had fists, it would look better.. Guess it's gonna have to body check or kick in HBS Battletech..

Personally, I'd rather face off a direwolf than an Executioner. I often used my EXE to kill Direwolfs and other assault mechs..

Edited by Vellron2005, 23 December 2016 - 01:07 AM.


#23 Clownwarlord

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Posted 23 December 2016 - 01:41 AM

I guess it is time I be honest with you all. I am great with the executioner. I love the mech and I am just trolling you all in hope that PGI will buff it so I can be even more powerful ...

like this ...

Posted Image

But seriously though it could use a little help mostly on the jump jets like all assaults with jump jets need help.

#24 Dark Wooki33 IIC

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Posted 23 December 2016 - 01:59 AM

Jumpjets are on a bad spot right now, with viper/shadowcat as the only exception.

#25 Paigan

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Posted 23 December 2016 - 02:16 AM

View PostJudauAshta, on 22 December 2016 - 03:43 PM, said:


masc still doesn't solve the core problems of executioner, the lack of firepower for a 95ton mech.

You can see it as a 75tonner with the armor of a 95tonner, if you want.

One way or another:
- 95tonner armor
- 75tonner weapons
- medium Mech agility
- JJs (which admittedly eat up 3-4 tons too much)
- high hardpoints
- excellent shield arm(s).

After >1000 matches in it, I can say it's an awesome Mech.
Posted Image

Edited by Paigan, 23 December 2016 - 02:16 AM.


#26 Jay Leon Hart

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Posted 23 December 2016 - 02:43 AM

I play mine as a bigger, tougher Stormcrow. The MASC and JJs help offset the speed difference. It's not a great 'mech but I'll take it over a Gargoyle any day, maybe before the the Highlander IIC and Warhawk, too.

#27 Chuck Jager

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Posted 23 December 2016 - 03:08 AM

View PostI Zeratul I, on 22 December 2016 - 03:57 PM, said:

I'm lvling basic techs in EXE's now.

3 ER PPC's in the torsos boating heatsinks is fun.

I have a unit mate swearing by the 4 erppc mastered version. He plays it like a Uac suppression mech. I am not sure on if he does 3 in the torso and one in the arm or 2 torso 2 arm.

The EXE is like the Raven it is not played like a weight class. It is a mech with a few builds that only excel if played accordingly. When played accordingly it can rock.

#28 Zergling

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Posted 23 December 2016 - 03:37 AM

Executioner is honestly average to below average to me, and it is nowhere near as good as the Summoner.

I'd rather run a Warhawk.

#29 PhoenixFire55

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Posted 23 December 2016 - 04:02 AM

As someone who has well over 1 mil exp on EXE chassis I can't support the OP.

This mech invests a great deal into mobility and speed, and it clearly has no match in those aspects among its weight class peers. When you drive a mech like that you either use said mobility and speed in your favor or you fail. You can't play it same way you play a DireWhale and expect to have any success.

There are several select builds that work on EXE in PUGs. Anything else fails, just like "random" joe-derp builds fail on everything else.

#30 QuantumButler

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Posted 23 December 2016 - 04:54 AM

View PostPaigan, on 23 December 2016 - 02:16 AM, said:

You can see it as a 75tonner with the armor of a 95tonner, if you want.

One way or another:
- 95tonner armor
- 75tonner weapons
- medium Mech agility
- JJs (which admittedly eat up 3-4 tons too much)
- high hardpoints
- excellent shield arm(s).

After >1000 matches in it, I can say it's an awesome Mech.
Posted Image


Too bad it eats up tonnage like a 95tonner too, an issue if you actually play group drops with friends or FW.

Maybe a new quirk that reduces the effective weight of a gundam for drop tonnage purposes might be in order, it'd be a nice thing that could give a lot of underperforming mechs a new lease on life in FW and group queue.

Imagine if the EXE counted as a 85 instead of 95 tons, the Gargoyle could be considered a 75 tonner, etc, different values for different underperforming rare mechs.

Edited by QuantumButler, 23 December 2016 - 04:58 AM.


#31 Phoolan Devi

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Posted 23 December 2016 - 05:09 AM

View PostJudauAshta, on 22 December 2016 - 03:37 PM, said:

allow the removal of underperforming derp jets/MASC.


Definately NO WAY!!!!!!

Those things are the reason why I am so good with this mech and prefer it to the KDK's.


.....and podspace is just fine!



#32 Hit the Deck

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Posted 23 December 2016 - 05:12 AM

View PostQuantumButler, on 23 December 2016 - 04:54 AM, said:

...
Imagine if the EXE counted as a 85 instead of 95 tons,...

Those Clan Scientists/Engineers should have designed the EXE as a 85 tonner because..., those JJs will weigh 4 instead of 8 tons! It will lose 2 crit slots for one DHS though (because of the smaller engine in an 85t chassis).

#33 PhoenixFire55

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Posted 23 December 2016 - 05:42 AM

View PostHit the Deck, on 23 December 2016 - 05:12 AM, said:

Those Clan Scientists/Engineers should have designed the EXE as a 85 tonner because..., those JJs will weigh 4 instead of 8 tons! It will lose 2 crit slots for one DHS though (because of the smaller engine in an 85t chassis).


Except they didn't need to, because they already had an 85 tonner with JJs.

The ability of Clan engineers to actually "design" and "develop" anything is way overrated, most of their tech and mech designs comes from StarLeague era, they simply kept the ability to produce it, unlike IS that drank itself to stone age.

#34 Zergling

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Posted 23 December 2016 - 05:54 AM

View PostPhoenixFire55, on 23 December 2016 - 05:42 AM, said:

The ability of Clan engineers to actually "design" and "develop" anything is way overrated, most of their tech and mech designs comes from StarLeague era, they simply kept the ability to produce it, unlike IS that drank itself to stone age.


Pretty much.

Almost all the Clan tech was developed in the 'Golden Century' after Nicholas Kerensky's death in 2834. After the Golden Century ended, the Clans stagnated until they invaded the Inner Sphere in 3049.
At that point, the Warrior caste started pushing the Scientist caste to get off their lazy bums and start developing new weapons, resulting in stuff like Heavy Lasers and ATMs.

#35 Monster Ultra Zero

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Posted 23 December 2016 - 06:40 AM

Executioner's not so terrible a mech, quite fun to play too. Sure, it could be better. All JJ-enabled Assaults and Heavies could do with the ability to actually jump, for example.

#36 Valdarion Silarius

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Posted 23 December 2016 - 08:40 AM

I think it can use a few buffs and a complete hit box reworking. Before anyone points fingers and shouts "No, you are piloting it wrong and the mech is fine you just suck" bandwagon, let me remind you that after the resizening was the last thing this mech needed. PGI will have to revisit this mech and the Warhawk to make them viable. It's still a really fun mech, but it's far down on the list of useful clan assault mechs. It's way too easy to CT even when using MASC.

Edited by Arnold The Governator, 23 December 2016 - 08:41 AM.


#37 1453 R

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Posted 23 December 2016 - 09:22 AM

The Executioner needs the forty degrees of twist arc they sawed off the Kodiak, a global jump jet rework that makes jump jets actually jump, potentially a hitbox pass post-Embiggening, and arm-mounted weapons that do not fire from a point five meters below ground level.

M.A.S.C. feels excellent on that 'Mech, yes indeed it does, but I persistently find myself unable to do anything much at all in Executioners because their torso mobility is execrable (without the excuse of possessing massive firepower or exceptionally high mounts for why its waist is broken) and they have the worst arm mounts in the history of MWO. Their stupendous size is not terribly helpful, either. For all its strengths, the Executioner is riddled with more flaws than any other existing Clan assault 'Mech. For a lot of pilots, those flaws are going to overpower the 'Mech's strengths - especially when Stormcrows are a thing that exist.

#38 PhoenixFire55

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Posted 23 December 2016 - 10:27 AM

View PostArnold The Governator, on 23 December 2016 - 08:40 AM, said:

I think it can use a few buffs and a complete hit box reworking. Before anyone points fingers and shouts "No, you are piloting it wrong and the mech is fine you just suck" bandwagon, let me remind you that after the resizening was the last thing this mech needed. PGI will have to revisit this mech and the Warhawk to make them viable. It's still a really fun mech, but it's far down on the list of useful clan assault mechs. It's way too easy to CT even when using MASC.


TBH resize hardly changed anything. EXE was already huge to begin with.

As for being viable, both EXE and Warhawk are viable mechs for PUGs. They are also viable for particular scenarios in competitive matches, same way mechs like Kodiak are also only viable for certain particular scenarios.

By the way, one of the biggest upsets of MWOWC was achieved by the team using EXE's as their assault mechs. A team that didn't even make it to the regional finals in EU (331) used them and won against a team who played in the grand final (EON).

Every mech is very situational. PUGs are always doing same things, thus PUGs are dominated by mechs doing said things well. That doesn't make such mechs OP, nor does it make other mechs non-viable.

#39 Oberost

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Posted 23 December 2016 - 10:58 AM

View PostTarl Cabot, on 22 December 2016 - 05:19 PM, said:

What is needed is coding to allow humanoid mechs to ACTUALLY raise an arm temporarily one arm at time to fire those arm mounted weapons!!!


Lostech...

#40 Hal Greaves

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Posted 23 December 2016 - 12:42 PM

here you go i got you fam

Posted Image





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