Executioner


Last Updated: 29-Jun-2015

Executioner time, babyyy

 

Overview

As the first mech in MWO with MASC, the Executioner proves once and for all that some mechs really do need it. Though I was personally disappointed with how not-gamebreaking the Executioner ended up being (I mean come on a 95 ton Clan mech with less pod space than a Timber Wolf?!), it remains a solid mech and not one to take lightly, and the inclusion of MASC keeps things interesting.

All variants are currently the same in terms of the CT, but the “bonus” variant, the EXE-D, has all the best omnipods except for the Left Arm, and so I’ll try to include non-D builds where applicable (though many builds kind of require the D…).

 

Chassis-Wide Information

Strengths

  • MASC. Holy crap, I regret that it’s locked and I can’t use those tons and slots, but it is kind of…worth it. I was kind of surprised by this going in, but it can really come in handy.
  • Beefy, well armored assault mech with hitboxes that are more than adequate since their update.
  • Plenty of hardpoints (13 total possible energy!)
  • Jump jets aren’t worth the tonnage, but you have them and they do help with maneuverability.
  • No nega-quirks! Big boost to its competitiveness vs. the Timber Wolf (though the tonnage/weight class difference is arguably not worth).

 

Weaknesses

  • Not nearly enough tonnage available for its weight – MASC and the jumpjets eat up 12 tons total which could have made it a very impressive mech (2 Gauss + 5 cERML with a jumpjet woulda been very doable, for example). It ends up having less pod space than the Timber Wolf.
  • Arm mounts are super low, and torso mounts aren’t all that great – better but not great. Also, energy weapons fill up the arm mounts from bottom to top, which can hurt a little bit.

 

Generic Tips

You gotta make the most of MASC to make the most of the mech, and there are a few possible uses of MASC.

  • Corner-peeking or hill-humping. An important thing to keep in mind for these is that the reticle shake from using MASC remains for a second or so after it is deactivated, so factor that timing in when you expose by letting up on it maybe a half a second before you exit cover to fire. Most importantly, as soon as your done shooting get that MASC going to help you return to cover quickly – this is, in my mind, the most useful bit of MASC.
  • Passing uneven terrain. This is something that jumpjets have historically helped a lot with, by helping you up and over rocks and bumps and what have you, but these things still slow you by a lot and force you to accelerate back to top speed. By combining MASC and jumpjets in this process, your re-acceleration time is cut down by a lot and you can keep going without so much bother.
  • General use. For example, at the start of the game, I usually hold down MASC until it maxes out so that I can get into position sooner. If I’m falling behind on a push or if I’m going to get caught out for whatever reason, I’ll lean on it to help me. Really whenever you need a bit of a boost in speed, it helps out a lot. Just keep your ear tuned to the beeps and let go before your legs go boom.

 

Builds

For those of you who are not familiar with the general format, here’s how it goes (and it is different from the IS ones). We’re going to be identifying build archetypes (generally listed from long range to short) and customizing them to fit the variants, often coming up with a few separate versions of the same type of build which function differently in some way. Some Clan mechs (like the Summoner) share the same CT and so don’t need differentiation based on the variant, but others (like the Timber Wolf) have variants with very different center torsos and so a custom build for each of those variants must be made (if it’s getting a bit confusing, don’t worry it should all become clear momentarily). I will italicize the variant(s) that the archetypical build fits best in as well. In general, the builds will be labeled according to their armament, but occasionally I will name a build if it is particularly badass.

Also, the consumables I’ve listed are the ones that are best for normal play, but while leveling the mech you may want to swap the less important one out for a UAV, if you can afford to use consumables at all (they aren’t necessary, just nice).

Now then, on with it!

 

Laser Sniper

Really not the best fit for the mech due to hardpoint locations, but it’s still your best for super long range laser stuff. You’ll have to avoid ghost heat by alternating left/right sides, and for hill-humping you can only use three of your lasers (though for that you’re pretty ok firing them all together), but its armor and heatsinks should help you come ahead in extended trades.

Like pretty much all of the other laser snipers, your job is to sit as far back as is reasonable (not so far back that you can’t see the enemy or are getting caught out by lights, but not so close that you’re the front line) and pew pew until they die.

Mech Modules (In order of importance): Radar Deprivation, Seismic Sensor

Weapon Modules (In order of importance): cERLL Range, cERLL Cooldown

Consumables (In order of importance): Cool Shot, Air Strike

Without the high(er) mounts, I really don’t think it’s worth running, but that’s your decision.

 

Mixed Sniper

Yup, the build barely squeezes in, not even the tonnage for a TC1 to spare. Probably better in most situations than the pure laser sniper, but you still have ghost heat and less heat sinks to spare to compensate.

You’ll play this much like the laser sniper, but with a bit of extra DPS potential. If you’re focused on DPS over poking/trading, stick to your Guass and 2 cERLLs instead of 3 (or 1 if you’re really hot).

Mech Modules (In order of importance): Radar Deprivation, Seismic Sensor

Weapon Modules (In order of importance): cGauss Cooldown, cERLL Range

Consumables (In order of importance): Cool Shot, Air Strike

Even less optimal than the laser sniper one…shield like your life depends on it.

 

Poptart

You’ve got the jumpjets, might as well use them! The damage isn’t going to knock your socks off and it is pretty hot, but the mounts are high enough to make it do-able. And this is really not worth running without that D LT, not even gonna bother making a version for it.

For the most part, this plays like a standard poptart, but in an open engagement where you can’t be poppin’, you will want to ignore your cERPPC when you’re hot in favor of the cGauss & Lasers. But it’s better that you just not get in such situations and keep poking with your 25-30 damage PPFLD.

Mech Modules (In order of importance): Radar Deprivation, Seismic Sensor

Weapon Modules (In order of importance): cGauss Cooldown, cERML Range

Consumables (In order of importance): Cool Shot, Artillery Strike

It’s hot, and it’s maybe not the best idea, but at least it fits! And if you move that cERPPC from the LT to the RA, you can run it without EXE-D omnipods.

Weapon Modules (In order of importance): cGauss Cooldown, cGauss Range

For the most part, this is worse than the Gauss/Meds combination, but it has the durability and heat efficiency that the latter lacks.

Weapon Modules (In order of importance): cGauss Cooldown, cERML Range

 

Hybrid LRMs

This is one of my favorite incarnations of the “Hybrid LRM” build archetype. It’s got the punch you need with 6 cERMLs, for which 21 DHS is…well, it’s ample. And then you’ve got the LRM10s for extra firepower and backup.

Don’t stay back and LRM. Just don’t do it. Maaaybe after your CT and side torsos are all crit you can, but until that happens your place is right smack dab in the middle of the front-line, where you can pew pew for days. Add in the LRMs when you have heat to spare or whenever you feel it’s right, or if you’ve got nothing else you can do at the time (great way to keep doing damage while repositioning!)

Mech Modules (In order of importance): Radar Deprivation, Target Decay

Weapon Modules (In order of importance): cERML Range, cLRM10 Cooldown

Consumables (In order of importance): Cool Shot, Artillery Strike

 

Laser Vomit

As powerful as it is hot, this is my favorite build for the mech. If you’re intimidated by the heat, there’s a cooler build for you down below, but if you think you can handle it, buckle up. I recommend using quite a few weapon groups – one for torso weapons, one for arm weapons, another for just the large pulses, and another for the top 3 cERMLs (the torso and the top two on the arm). This has you set up for a few occasions. If you’re peeking over cover, use the torso weapon group. If all your weapons are usable and you’re running cool enough, alpha strike. If the enemy is too far down or to the side for your torso weapons, use your arm. If they’re too far away for your cERMLs to be worth it, or if you’re running particularly hot, use the cLPLs, and if you’re running decently hot but still can manage a nice bit, use the torso group and the 3 highest cERMLs. But maybe that’s just what works for me, you do your own thing and see how that goes.

Corner-peeking is the name of the game, for you. Use your MASC to get in position, fire, and kick up that MASC to retreat behind cover. And if you’re getting hit hard while shooting, maybe don’t wait the full duration before hitting MASC and pulling back around the corner. If you can’t corner-peek, consider hill-humping (same general technique though), and if neither of those are working for you, idk, just stick with the team and do whatever they do.

Mech Modules (In order of importance): Radar Deprivation, Seismic Sensor

Weapon Modules (In order of importance): cERML Range, cLPL Range

Consumables (In order of importance): Cool Shot, Artillery Strike

Plays pretty much the same, but cooler and less damage. Simple enough to adapt to, and you might prefer it, particularly before double basics.

Weapon Modules (In order of importance): cERML Range, cLPL Cooldown

Meh. You can’t hill-hump effectively, and while you can peek around either side of a corner, neither side, neither gets your full firepower, though your right side does have more oomph so peek with that and shield with your left.

Weapon Modules (In order of importance): cERML Range, cLPL Cooldown

So this is, like, my favorite build. I wish I could make a whole section for it but I know it’s not good or unique enough. That being said, it’s fucking tits. Without leveling it, it will overheat in one volley (and by the way, that’s with splitting up the cERMLs to avoid ghost heat). Even if it is leveled, it gets close (haven’t actually tested it in the middle of Terra Therma to be fair…). At any rate, it’s insanely fun, can corner peak around either side very effectively, and if you manage to get a full burn you will destroy people so fast. Highly recommend at least checking it out for the lulz.

Weapon Modules (In order of importance): cERML Range, cERLL Cooldown

 

Gauss Vomit

A now-classic combination. Absolutely deadly at mid-range, it’s hot but so worth it, and the heat is pretty easily manageable. Plus, it’s fully asym which is something we just don’t get much of these days.

If you’re not shielding or shooting, you’re fucked. Although I think this configuration is objectively the best for the build, I really don’t like betting everything when a lucky crit could strip you. This is pretty much the only build that got a bit worse when they fixed the CT hitbox, as at least back then you could count on your side torsos not getting hit at all. But if you can survive and hold onto your guns, you can do well.

Mech Modules (In order of importance): Radar Deprivation, Seismic Sensor

Weapon Modules (In order of importance): cERML Range, cGauss Cooldown

Consumables (In order of importance): Cool Shot, Artillery Strike

This one’s less vulnerable to getting stripped, but has to sacrifice some free tonnage to accomplish that due to the extra armor requirements. As such, I dropped a cERML, though you can keep it at 6 if you can handle the heat.

Basically just a worse version of that less build, but at least you can do it without EXE-D omnipods.

 

Dakka

This puts us in a similar position as we had with the Gauss Vomit – if that RT goes, the mech goes with it (well, except for the vestigial cERML). However, this one doesn’t have to worry about a crit exploding the friggin side torso so it’s a fair bit safer. It’s still going to give you less alpha strike potential obviously, but it runs a bit cooler and has some sweet DPS with those sorta-high mounted UACs.

You wanna side peek with this like with the other similar builds, but instead of jutting you, firing, and MASCing your way back to safety, you want to stay out for a little longer. This isn’t a hard and fast rule or anything, and if a bunch of dudes are actively shooting back at you, you do want to MASC the hell out of there, but if you can afford to use the DPS from your UACs, do it.

Mech Modules (In order of importance): Radar Deprivation, Seismic Sensor

Weapon Modules (In order of importance): cUAC/5 Cooldown, cERML Range

Consumables (In order of importance): Cool Shot, Artillery Strike

 

Wubs!

Now this is a fun one. At least to me. It has just the right amount of complexity. Obviously, you don’t want to alpha strike; that would break ghost heat that’s a no-no. Usually. But what we can do is corner-peek to either side! For this reason I set up three weapon groups – one with the Left Arm and torso weapons, another with the Right Arm and torso weapons, a third with just the torso weapons for hill-humping, and the last one with just arm weapons for tracking dudes you can’t hit with your torso.

cMPL builds generally strike a middle ground between brawling and laser vomit, and you gotta make sure that you play to that middle. Don’t get so close that you get caught out by SRM boats, and try to stay close enough to be able to leverage your cMPLs without losing trades to medium-range mechs. Hit-and-run tactics are your best friend, and you can out-damage most mechs, as long as you’re careful of your heat. And remember that while you can corner-peek with both sides, your right side is stronger and you should be shielding with your left. And besides that, you don’t necessarily want to only corner peek, sometimes you gotta hit the bad guys with everything you’ve got – just try to avoid triggering ghost heat and split your weapons fire in two groups.

Mech Modules (In order of importance): Radar Deprivation, Seismic Sensor

Weapon Modules (In order of importance): cMPL Range, cMPL Cooldown

Consumables (In order of importance): Cool Shot, Artillery Strike

This version is less complicated but, in my opinion, a little bit worse. It’s still great and even grabs an extra heatsink, but you’re limited to corner-peeking to the right and it still breaks ghost heat. Worth a try to see if it’s more to your taste.

Pretty similar to the original build, but it lacks 2 of the higher torso energy mounts.

 

Brawler

Heh, even more wubs! It’s hot as hell, but it’s pretty damn strong too. I recommend splitting your cSPLs up into two groups of 6 with some overlap – the 6 lowest on the arm and the 3 highest on the arm plus the 3 torso mounted lasers. And then your last weapon group is for the streaks. I decided not to include CAP because that would have required losing a heatsink which we’re already short on, and honestly if your streaks are blocked by ECM, just wub the dude that’s jamming them until they’re unblocked. Though, you need the EXE-D omnipods to make this sort of build work – there are brawling options without them but they’re not great.

This is a true brawler. You can use your streaks well past 300 meters, sure, but your cSPLs are severely range limited. Wait to close until you can afford to, with your team’s backup and the enemy team’s vulnerability, and if they’re within your cSPL range and you want to poke, go ahead – you don’t have to full engage ASAP, just make sure that if your team does that you’re right at the front.

Mech Modules (In order of importance): Seismic Sensor, Radar Deprivation

Weapon Modules (In order of importance): cSPL Range, cSSRM6 Range

Consumables (In order of importance): Cool Shot, Artillery Strike

This one breaks ghost heat in two ways – overall and with more cSPLs than is healthy. For this reason, I recommend using one weapon group for all 7 cSPLs (a little bit of ghost heat isn’t too bad) but another one for just 6 if you’re trying to stretch your heat out. And of course one for just your cMPLs for “ranged” poking.

Weapon Modules (In order of importance): cSPL Range, cMPL Range

 

Pilot Skills

I’ve figured that this is the best skill order for pretty much any mech, and so I’m just going to customize it for mechs that have to emphasize unusual pilot skills.

Basics: Cool Run – Heat Containment – Hard Brake – Kinetic Burst – Twist Speed – Twist X – Anchor Turn – Arm Reflex

Elites: Speed Tweak – Fast Fire – Quick Ignition – Pinpoint

Then just master it. As with the Ebon Jaguar, I’m holding onto all of the variants until they announce quirks on the CTs, just in case. Maybe it’ll never happen, but if you can afford to hold onto your mechs I recommend you do so.

_________

And that’s that. I hope you enjoy your mech, let me know if you have any questions, and as always glhf

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