The Executioner.
#1
Posted 03 May 2020 - 08:53 AM
#2
Posted 03 May 2020 - 09:15 AM
#3
Posted 03 May 2020 - 09:16 AM
Combine that with a lot of knuckledragging hardpoints and it becomes meh.
#4
Posted 03 May 2020 - 09:33 AM
#5
Posted 03 May 2020 - 10:45 AM
FupDup, on 03 May 2020 - 09:33 AM, said:
I've found the CT to not be the weakest part of the 'Mech, not because it is somehow well protected, but because every other part of the Executioner is even bigger. I usually lose both arms before the sides or middle go, which is why I put my microlaser array into the Powerfist and put the bigger lasers into the torsos. It's a beauty of a 'Mech and has began to work well in the current SOUP queue now that I have zeroed in on a build.
#6
Posted 03 May 2020 - 12:29 PM
MASC is underrated, if MASC ever showed up on an 85 tonner I'd be hooked.
#7
Posted 03 May 2020 - 04:23 PM
I ended up buying 2 more riflemen iic's for lawls in a riflemen fp deck. I didnt even know the riflemen can alpha 4 large pulse lasers with no ghost heat (WTF!!!!).
#8
Posted 03 May 2020 - 04:28 PM
#9
Posted 04 May 2020 - 09:01 AM
But in random quick play where anything can work, I have a couple of So8 EXE builds that can apply a lot of hurt. It can be a pretty fun mech if you use all its abilities in a fight.
#10
Posted 04 May 2020 - 09:44 AM
As for the rest - D was always great with 10 mpl, some others were played around 4 LPL or 3-4 ERPPC (since torso mounts are really high)...and that's it I suppose.
#11
Posted 04 May 2020 - 10:25 AM
GweNTLeR, on 04 May 2020 - 09:44 AM, said:
As for the rest - D was always great with 10 mpl, some others were played around 4 LPL or 3-4 ERPPC (since torso mounts are really high)...and that's it I suppose.
Yup I tried the A first but the LPL quirk for a set of 8 gash pods isn't worth it. You have all of your weapons mounted in low arms which absolutely guarantees that you are going to get pelted no matter what. 60 alpha can be done with many other 'Mechs without exposing everything. I prefer running with 4 energy in the torsos and the powerfist for a much more durable build.
#12
Posted 04 May 2020 - 09:18 PM
RickySpanish, on 04 May 2020 - 10:25 AM, said:
Its 76 alpha with med heavies. MASC to get behind a wall and chill for a bit. It can definitely do some good executing.
#13
Posted 05 May 2020 - 10:01 PM
its drawbacks is the mostly arm bound loadout, so losing an arm hurts. so using those arms to tank damage is likely going to quickly lead to a lack of weapons. its not really spectacular against assault mechs unless its supported by the team. you wont be running any heavy ballistics because of the weight limits though and the ballistic hardpoints are terrible, if you get the hero omnis so you can have 2 ballistic arms, you might be lucky to make a bad dual 5 (maybe 10 if you strip some armor) boat.
its a mech well suited to a specific play style. if you are looking for a fast, maneuverable nimble assault mech that plays like a heavy with the loadout of a medium, then its probably going to be a hit. but if you can make it work its worth more than the sum of its parts (which isnt exactly a high bar).
#14
Posted 05 May 2020 - 10:10 PM
RickySpanish, on 03 May 2020 - 08:53 AM, said:
poor ole gargles hasn't been the same since the spl nerf. if it was good at anything else id still be using it (which is a shame as it was a fun mech). erml boat maybe. fortunately we have the exe to get a similar play style with enough pod space to mount weapons other than lasers. its like if you had a gargles, and let me swap the engine with something smaller then throw on masc and jj.
ive always had issues with so called meta builds not being as good as the hype (even my kdk3 isn't living up to the hype when it was considered op) and ive had so called garbage mechs do extremely well. i have pretty comprehensive spreadsheets which tell me what mechs are good and what are bad, what the best variant is, or if i have something built in a bad way. i find a couple of my exes near the top of that list.
Edited by LordNothing, 05 May 2020 - 10:20 PM.
#15
Posted 06 May 2020 - 03:17 AM
Unfortunately the game punishes the weight of bigger engines. Assaults get slowed down mobility wise... so it only makes sense to just bring a heavy with equal guns.
Its not like engine 400 helps to drive faster aim, turns anymore or make an assault run the speed of a medium. Just doesnt scale
#16
Posted 07 May 2020 - 09:50 AM
I used to run 7 cSPL + 2 SRM6A + 3 cERML, you could get it working.
#17
Posted 07 May 2020 - 11:08 AM
Brizna, on 07 May 2020 - 09:50 AM, said:
I used to run 7 cSPL + 2 SRM6A + 3 cERML, you could get it working.
Yeah Clan SPLs are a little heavy for what they do. I use 7 micros instead for the close range kick.
#18
Posted 07 May 2020 - 02:17 PM
RickySpanish, on 07 May 2020 - 11:08 AM, said:
I find them to work pretty well on my favorite Cauldron Born build (2 ERPPCs + 6 SPLs). I think the trick is that their heat is so low that they're inefficient (heat is a resource to be used) when used by themselves, but they work pretty well as a supplement for high-heat main guns.
#19
Posted 07 May 2020 - 05:52 PM
Brizna, on 07 May 2020 - 09:50 AM, said:
I used to run 7 cSPL + 2 SRM6A + 3 cERML, you could get it working.
its ok if you wanted a hyper moble assault. sort of like players that prefer slow lights with lots of guns or fast mediums that are more like lights. if you prefer tank assaults then there are already dires and annis in the game. its not a jack of all trades but its real good at what it does do. i once single handedly defended my assault lance from a wolfpack in an exe keeping another 250+ tons in game. then again its not great at fighting tanky mechs.
Edited by LordNothing, 07 May 2020 - 05:54 PM.
#20
Posted 07 May 2020 - 05:54 PM
If it had JJ quirks to let it make the most of it's vertical mobility then I could see it carve out a nice niche along side the Gargoyle but right now why would you ever want to run an EXE instead of one?
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