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Need Help With Executioner


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#1 Feezou

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Posted 01 September 2018 - 11:18 AM

I’m interested in new Executioner builds that work in mid to close range. I currently use 2 builds:

(By the way, the armor values might be a little bit off.)
https://mwo.smurfy-n...a1df14c102545de
This build is gets pretty low damage overall. But it doesn’t lose that much armor in fights. It’s main problem is the inability to alpha strike without ghost heat. I don’t favor this build that much.

https://mwo.smurfy-n...2dfb466935c7afe
This build runs quite hot, but can do a lot of close range damage quickly. I was wondering if I should use Ermls instead of Hmls, but I like the punch that the hmls provide. I would like to use an LB-20X and ER lasers, but I need the tonnage to damage efficiency since the Executioner has such low space for weapons. It can get a burst of up to 112.5 damage.

I am trying to think of new builds, since mechspecs is down and I want to see if anyone can tweak these builds. I was thinking of an SRM brawler. I also have Cherbi omnipods.


#2 Rainer Frost

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Posted 01 September 2018 - 02:38 PM

5 Large laser work for IS mechs, for clan ones... not so much.
As for your second build - as long as you dont overheat, that should be a close range murderboat. Too hot for my taste though.

The Executioner is a hard mech to work with.
8 MPL can be some fun up close and personal, but other mechs can do it better, like an Ebon Jag or even a Huntsman.

For a longer range build, you could make actual use of the high torso hardpoints and go with PPC and SLs or replace one arm with SRM.

Edited by Rainer Frost, 01 September 2018 - 02:45 PM.


#3 Feezou

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Posted 01 September 2018 - 04:31 PM

View PostRainer Frost, on 01 September 2018 - 02:38 PM, said:

5 Large laser work for IS mechs, for clan ones... not so much.
As for your second build - as long as you dont overheat, that should be a close range murderboat. Too hot for my taste though.

The Executioner is a hard mech to work with.
8 MPL can be some fun up close and personal, but other mechs can do it better, like an Ebon Jag or even a Huntsman.

For a longer range build, you could make actual use of the high torso hardpoints and go with PPC and SLs or replace one arm with SRM.


The PPC+SL build looks good on paper, but the weapons have such different ranges. I think I’ll try that. Thanks for the reply.

#4 Feezou

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Posted 01 September 2018 - 06:03 PM

And my second build really does wreck face, as long as I can masc my way out of there and cool ooff.

#5 loopala

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Posted 02 September 2018 - 07:53 AM

My favorite Executioner build is a mixed range build. I joke that it has a Catapult in the left arm and a Locust in the right.

https://mwo.smurfy-n...ff75a57dfe02196

the high mounts work really well the ERLL and having the ERSL in the arm give real good brawling. i tried 7 ERSL but it just ran too hot. I normally leave them in one group and chain fire them very quickly. the ERLL are a bit slow for true brawling but the EXE is not really a true stand up brawler. more of a jump in, jump out slasher. the LRMs keep me from getting bored at range but i bet an ATM9 would work well also

#6 Feezou

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Posted 03 September 2018 - 10:16 AM

View Postloopala, on 02 September 2018 - 07:53 AM, said:

My favorite Executioner build is a mixed range build. I joke that it has a Catapult in the left arm and a Locust in the right.

https://mwo.smurfy-n...ff75a57dfe02196

the high mounts work really well the ERLL and having the ERSL in the arm give real good brawling. i tried 7 ERSL but it just ran too hot. I normally leave them in one group and chain fire them very quickly. the ERLL are a bit slow for true brawling but the EXE is not really a true stand up brawler. more of a jump in, jump out slasher. the LRMs keep me from getting bored at range but i bet an ATM9 would work well also


I’ll make sure to try that one out. It looks pretty good as a late game brawler.

#7 admiralbenbow123

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Posted 03 September 2018 - 11:16 AM

View PostFeezou, on 01 September 2018 - 11:18 AM, said:

I’m interested in new Executioner builds that work in mid to close range. I currently use 2 builds:

(By the way, the armor values might be a little bit off.)
https://mwo.smurfy-n...a1df14c102545de
This build is gets pretty low damage overall. But it doesn’t lose that much armor in fights. It’s main problem is the inability to alpha strike without ghost heat. I don’t favor this build that much.

https://mwo.smurfy-n...2dfb466935c7afe
This build runs quite hot, but can do a lot of close range damage quickly. I was wondering if I should use Ermls instead of Hmls, but I like the punch that the hmls provide. I would like to use an LB-20X and ER lasers, but I need the tonnage to damage efficiency since the Executioner has such low space for weapons. It can get a burst of up to 112.5 damage.

I am trying to think of new builds, since mechspecs is down and I want to see if anyone can tweak these builds. I was thinking of an SRM brawler. I also have Cherbi omnipods.


I run 1 uac-10, 1 uac-2 and 6 er small lasers on mine, which is a nice dakka build. I also used to run 1 lb-20-x, 1 er large/heavy large laser and 6 er small lasers.
By the way, do you need any tips on how to pilot the executioner? Tell me if you do and I will be happy to help :)

#8 Brizna

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Posted 03 September 2018 - 03:19 PM

Once upon a time Executioner had an small niche where it performed subpar but decently, then a large array of nerfs aimed at other over performing mechs hit it: re-scaling, cSPL mega nerf, engine decoupling, artemis nerf, you name it it hit EXE, so a mech that used to be barely decent at a barely decent role (brawling) became garbage, and that basically sums up nowadays EXE's status.

That said and if you insist on playing EXE, you still got build it brawly, its MASC and small POD space don't leave ground for anything else. To be honest I haven't even bothered to adapt my EXE build from back then, what for? This mech is hopeless nowadays, so play it with style as if nothing had happened to it in the last two years, you can at least make it dance with MASC and in PUG land if you are smart you can make anything work... a bit.

#9 GweNTLeR

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Posted 03 September 2018 - 08:30 PM

I frequently use EXE-A in QP and CW. It has some good quirks which allows him to be very potent as a vomit. Right arm for sustain && DPS, left for alpha && long to mid range engage.
I also tried heavy med-gauss vomit, which proved to be effective, but extremely hard to use. I don't remember the exact build but it was something like this.
Edit: armor

Edited by GweNTLeR, 03 September 2018 - 10:19 PM.


#10 admiralbenbow123

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Posted 04 September 2018 - 05:05 AM

View PostBrizna, on 03 September 2018 - 03:19 PM, said:

Once upon a time Executioner had an small niche where it performed subpar but decently, then a large array of nerfs aimed at other over performing mechs hit it: re-scaling, cSPL mega nerf, engine decoupling, artemis nerf, you name it it hit EXE, so a mech that used to be barely decent at a barely decent role (brawling) became garbage, and that basically sums up nowadays EXE's status.

That said and if you insist on playing EXE, you still got build it brawly, its MASC and small POD space don't leave ground for anything else. To be honest I haven't even bothered to adapt my EXE build from back then, what for? This mech is hopeless nowadays, so play it with style as if nothing had happened to it in the last two years, you can at least make it dance with MASC and in PUG land if you are smart you can make anything work... a bit.


Actually, I haven't noticed these nerfs being that "MEGA". The engine decoupling didn't make any mechs feel different to pilot, the artemis nerf did not affect the executioner simply because of it's few missile hardpoints and the small pulse laser got a lot of buffs since then. So, personally, I don't think that such minor changes can make the executioner pointless.
Here's what I'll tell you: if you are enjoying the game and the mech, you won't notice any of these changes. So, judging by your signature, you are probably one of those people who complain about every single slight change instead of enjoying the game.

And, talking about MASC and very little pod space, this is not your average assault mech, but it's actually a harrassing mech which falls under the "speed is life" category of mechs. The reason why people don't like the executioner is because they don't know how to pilot it properly. You need to use your MASC all the time except when you are standing still or firing and basically pilot the executioner like a very large heavy. The executioner is one of those mechs that play really well if you know how to pilot them, but if you don't, it's going to collect dust in your hangar and you will end up hating it.

Edited by admiralbenbow123, 04 September 2018 - 05:19 AM.


#11 SmokeGuar

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Posted 04 September 2018 - 06:08 AM

EXE-A, LPL and 3 med pulse right arm + 3 med pulse left arm.

MIX, EXE E right ST, 3 ERLL, D left ST 1 ERLL, arms micro lasers.

Putting ERLLs to arms on EXE is pointless, arms are way too low.

Edited by SmokeGuar, 04 September 2018 - 06:26 AM.


#12 Eisenhorne

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Posted 04 September 2018 - 06:17 AM

The only use I've found for the Executioner that I like is 3 ERPPC on one side of it. It's decent for playing the trading game at long range on maps with lots of vertical cover, where you don't have to top poke over hills. Maps like Frozen City, Canyon, and Grim Plexus. You can simply poke to the side of a building, fire a staggered volley of PPC fire, then use MASC to get back into cover real fast.

#13 admiralbenbow123

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Posted 04 September 2018 - 07:04 AM

View PostEisenhorne, on 04 September 2018 - 06:17 AM, said:

The only use I've found for the Executioner that I like is 3 ERPPC on one side of it. It's decent for playing the trading game at long range on maps with lots of vertical cover, where you don't have to top poke over hills. Maps like Frozen City, Canyon, and Grim Plexus. You can simply poke to the side of a building, fire a staggered volley of PPC fire, then use MASC to get back into cover real fast.


That is actually a really interesting build! I should try that out at some point.

#14 Brethren

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Posted 04 September 2018 - 07:39 AM

As mentioned before the EXE-A brings 7 energy hardpoints paired with useful set-of-8 quirks (+10% energy range, -10% energy heat). Medium pulse lasers are a good way to start things up, maybe even 2 machine guns for that +20% RoF quirk.

Other than that I think the 7 E-hardpoint right arm is perfectly suited to house 7 ER micro lasers. It adds fantastic short range punch in matters of bang-for-buck.
-> 16.8 damage, 9.45 heat, 3s duration+cooldown for just 1.75t

I especially like my max. hardpoint laser vomit. You can even kind of alpha strike the whole thing. If you fire the micros 0.5s late their duration ends on time with the ER mediums.

#15 Feezou

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Posted 04 September 2018 - 08:32 AM

View Postadmiralbenbow123, on 03 September 2018 - 11:16 AM, said:


I run 1 uac-10, 1 uac-2 and 6 er small lasers on mine, which is a nice dakka build. I also used to run 1 lb-20-x, 1 er large/heavy large laser and 6 er small lasers.
By the way, do you need any tips on how to pilot the executioner? Tell me if you do and I will be happy to help :)

I’ll take any tips I can get. I usually play it as a heavy brawling mech with extra armor. For the most part, I bully other heavy mechs, and avoid face to face slugging matches with assaults. I use MASC to round corners and ambush other mechs, cover ground, and quickly peek. Even though the mech is really tall, it isn’t heavily armored, so I avoid the enemy attention. I would like any tips on how to play the mech more effectively.

#16 Feezou

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Posted 04 September 2018 - 08:39 AM

View PostBrizna, on 03 September 2018 - 03:19 PM, said:

Once upon a time Executioner had an small niche where it performed subpar but decently, then a large array of nerfs aimed at other over performing mechs hit it: re-scaling, cSPL mega nerf, engine decoupling, artemis nerf, you name it it hit EXE, so a mech that used to be barely decent at a barely decent role (brawling) became garbage, and that basically sums up nowadays EXE's status.

That said and if you insist on playing EXE, you still got build it brawly, its MASC and small POD space don't leave ground for anything else. To be honest I haven't even bothered to adapt my EXE build from back then, what for? This mech is hopeless nowadays, so play it with style as if nothing had happened to it in the last two years, you can at least make it dance with MASC and in PUG land if you are smart you can make anything work... a bit.

Compared to a mech like the Night Gyr, the Executioner is REALLY agile, and I don’t think the desync was that damaging to the Executioner. I do avoid SPLs, though.

View PostGweNTLeR, on 03 September 2018 - 08:30 PM, said:

I frequently use EXE-A in QP and CW. It has some good quirks which allows him to be very potent as a vomit. Right arm for sustain && DPS, left for alpha && long to mid range engage.
I also tried heavy med-gauss vomit, which proved to be effective, but extremely hard to use. I don't remember the exact build but it was something like this.
Edit: armor

Your first build looks pretty fun to play. I think I’ll give it a spin.

#17 admiralbenbow123

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Posted 04 September 2018 - 09:26 AM

View PostFeezou, on 04 September 2018 - 08:32 AM, said:

I’ll take any tips I can get. I usually play it as a heavy brawling mech with extra armor. For the most part, I bully other heavy mechs, and avoid face to face slugging matches with assaults. I use MASC to round corners and ambush other mechs, cover ground, and quickly peek. Even though the mech is really tall, it isn’t heavily armored, so I avoid the enemy attention. I would like any tips on how to play the mech more effectively.


So, first of all, try to use MASC all the time except when you are standing still, firing or if the MASC gauge is too full.
Second tip: use the EXE-D left arm if you don't heavy any weapons in that component, because it will allow you to move your right arm from side to side and the left arm won't look like half of it got cut off.
Third tip: try your best to preserve your right arm (if you have 6 er small/small pulse lasers or any other powerful weapon combo in there) because a lot of pilots will attempt to shoot it off since most EXE builds have the bulk of their firepower in that arm.
Fourth tip: try to preserve your left torso, because this is where your MASC is. (I know that this one is a bit obvious)

Apart from these tips, you are actually playing the mech like it should be played.
So, I hope these tips help you.
Have fun! :)





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