[Guest Post] The Executioner: Post and Pre Patch

Pre Patch
With the recent frigate changes I was asked to help out with some change testing Executioner and sum up my thoughts and reactions to how the ship has changed for this blog.

As these are low-end ships I have been doing the testing on a low skillpoint alt (about 2 million SP at time of writing); so as to fly the ship as a new player would with all limitations this entails*.

As you will or should know the Executioners original slot layout was 2 high (2 turret slots), 2 mid, 2 low and 3 rig slots. I found that this doesn’t leave you with a lot of fitting choices. Of course with the low CPU and PG available mixed with the lack of fitting skills I found my options even more reduced.

So after much umm’ing and agg’ing over the lack of fitting options I settled on to the following fitting: –

High slots
2x Dual Anode Pulse Particle Stream I (Multifrequency S)

Mid slots
Limited 1MN MicroWarp drive I
J5b Phased Prototype Warp Scrambler I

Low slots
Damage Control I
Overdrive Injector System I

The guns (with this low skill point char) have the enviable damage output of ~38DPS, but that doesn’t really matter as this ship is the precursor to the interceptors, its job is to go fast and tackle ships so that your fleet can kill them, and fast it does go; even with my mere 2 million skill points I was getting up to about 3,300 m/s. Fast to the point where your problem then becomes “I must not overshoot my target and stay in scramble range”, you may laugh at that comment but as this ship doesn’t have a tank or even any kind of buffer if someone looks at you funny you can go pop. So you want to stay in scramble range but only just so you can try and run / coast out of their scramble range (if they have one fitted) as your only defence is your speed and it you get scrambled your dead.

So to summarise my pre patch feelings:
Frustratingly few fitting Options
Does its job (fast tackling) but does it in a fragile manor

Post Patch
Then came the frigate changes, the Executioner as well as the other interceptor precursors have received quite a significant buff. Importantly including; more power and CPU, and a slot layout changed to 4 high (3 turret slots), 3 mid, 3 low and 3 rig slots, This give so many more fitting options as well as the possibility of fitting a small tank or at least some sort of buffer so that you don’t explode when someone sneezes on the same grid.

After some time trying to be a fitting warrior (not sure if I was successful) I came up with the following two basic fittings one armour and one shield: –

High slots
3x Dual Anode Pulse Particle Stream I (Multifrequency S)
E5 Prototype Energy Vampire

Mid slots
Limited 1MN Microwarp drive I
J5b Phased Prototype Warp Scrambler I
Patterned Stasis Web I

Low slots
Damage Control I
Prototype Energized Adaptive Nano Membrane I
200mm Reinforced Rolled Tungsten Plates I

Rig slots
3x Small Trimark Armour Pump I

And

High slots
3x Dual Anode Pulse Particle Stream I (Multifrequency S)
E5 Prototype Energy Vampire

Mid slots
Limited 1MN Microwarp drive I
J5b Phased Prototype Warp Scrambler I
Medium F-S9 Regolith Shield Induction

Low slots
Damage Control I
Overdrive Injector System I
Micro Auxiliary Power Core I

Rig Slots
2x Small Anti-EM Screen Reinforcer I
Small Anti-Thermal Screen Reinforcer I

I haven’t ever flown the armour version as the 200mm plate reduces the speed of the ship by about 1000 m/s bringing its top speed to about 2300 m/s and being a fast tackler I didn’t think this was acceptable.

Both of the above fittings have an effective HP of ~4300hp compared to the ~2000hp of the pre-patch Executioner which gives it much better survivability when in a fight, the extra turret slot does increase the DPS of the ship to ~57DPS but as I said earlier this ship is designed to tackle enemy ships for their fiends to kill.

Again summarising my post patch feelings:
Far more fitting options
More tank while still for filling its role

The full changes can be found below (with the adjustment in brackets credit in part to Callic Veratar):

Frigate skill bonuses: -10% to small energy turret capacitor need and +5% small energy turret damage per level
Role bonus: 80% reduction in Propulsion Jamming systems activation cost (new)
Slot layout: 4 H (+2), 3 M (+1), 3 L (+1), 3 turrets (+1), 0 launchers
Fittings: 45 PWG (+20), 140 CPU (+40)
Defense (shields / armor / hull) : 250 (+15) / 400 (+95) / 350 (+76)
Capacitor (amount / recharge rate / cap per second): 360 (+173) / 180 s (+39.37) / 2 (+0.67)
Mobility (max velocity / agility / mass / align time): 410 (+6) / 2.85 (+0.04) / 1090000 (-34000) / 2.91s
Drones (bandwidth / bay): 0 / 0
Targeting (max targeting range / Scan Resolution / Max Locked targets): 27.5km (+7.5) / 920 (+220) / 4
Sensor strength: 8 Radar (+2)
Signature radius: 31 (-2)
Cargo capacity: 115 (-20)

As with Hark’s earlier post on the Atron (http://extravehicular.blogspot.co.uk/2012/07/new-frigate-changes.html) I think CCP did a very good job with these changes and have given the Executioner a new lease of life other than just being built to be upgraded in to an interceptor. I am now hoping they will do as good a job with the new destroyers.

*Such as no advanced weapon upgrades trained to level 5 making ship fitting that much easier (aaggg damn you power-grid I only need 0.5 more to get this to fit..)

Harks Foot Note
This was a great write up and an interesting incites in the difference in treatment between the Atron/Incursus and the Tormentor/Executioner. When I looked into The fittings (using my main Char which can fly all the races/weapons) I found that the Tormentor/Executioner were getting significantly less DPS than the Atron/Incursus (around 20DPS difference), in addition the tracking difference between the two sets is also bias towards Gallente with them tracking 0.2 radians faster than the pulse lasers. Of course you could argue that the Amarr get a longer range (7km to 5km) but considering the increase doesn’t bring them outside of Scram/web range is 2km really enough to justify the lesser DPS & tracking? I believe that these changes (as they currently stand) has effectively nerfed the Amarr… which would you fly given the choice? This could of course all come out as a rock paper scissors change with the Amarr doing better with the Bombardment frigates when their changes come along, but right now the Punisher is still the best Amarr frigate. If CCP stick with the current changes we could even see the Punisher getting a nerf of around 40DPS. Prehaps that is alarmist, but lets see how things go.

My special thanks to Lore (who I am hoping to convince to become a regular author) for this post and his time testing. I am expecting a draft soon from Arian with his impressions of the Condor and the Slasher shortly. Looking forwards to how well they match up.

One thought on “[Guest Post] The Executioner: Post and Pre Patch

  1. Anonymous says:

    Great write up and well done on doing a thorough review of this frigate change. I hope to see more well “executed” articles like this one 😉

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