and with that Talk possible Solutions to its Problems,
the main the problems with MASC is Lag and HitReg Problems,
with the current Game Engine and Net Code, any mechs moving faster than 170kph,
will have Lag and HitReg problems, so the solution is to not have mechs move faster than 170,
the Problem is with MASC some Light mechs would move Faster than 170kph and glitch out,
many have stated PGI should just release these MASC-Mechs without MASC,
or that we should get MASC as a place holder Equipment(one with no purpose),
until the system can run it, in many cases, some are for, some are against,
=MASC Solution=
Make MASC an Acceleration/Deceleration boost,
with Bonuses to Max Speed, and Reverse Speed,
but also generates its own heat as its penalty,
when activated imparts bonuses to your mechs Acceleration/Deceleration,
as well as its Max Forward and Max Reverse speed, wail also generating heat,
MASC will remain active until its turned off but also increases heat exponentially,
the heat generated wail MASC is on is identical to activating a single Flamer,
after its shut off their is a 5 second cool-down much like AC jam mechanic,
if a mechs Max Speed would be over 170kph, it goes 170kph instead,
but even if this is the case a mech will still gets its reverse boost,
MASC Activation= Flamer like Heat Generation till turned off,
...Mech Acceleration/Deceleration boost- +25%,
...Mech Forward/Reverse Speed boost- +5% or +10%,
MASC Deactivation= AC Jam like Cool-down for 5 Seconds,
MASC is a Equipment that has to be placed next to an Engine Component,
so in the CT for STD Engines or in the CT or ST for XL Engines(both Clan or IS),
MASC will weigh double what a single JumpJet weighs and takes up 2 Crit Slots,
...=Light=...=Medium=........=Heavy=...=Assualt=........=100Ton Assualt=.
........1Ton-2Crits......................2Ton-2Crits....................4Ton-2Crits...
=Thoughts=
this implementation i feel would be easy and easily balanced as well,
as Mechs with this MASC system wouldnt break the 170kph Rule,
for additional Balance PGI could make it that when MASC's deactivated,
your Mech would take some stumble damage, similar to a Mechs fall damage,
this damage would be slight but straight to your Legs internals, bypassing leg-armor,
this will simulate the damage MASC does to your legs internals servo systems in lore,
also all of MASC's Values, Stats, Cool-down, Heat, Leg-damage, Ect,
can all change, as per balancing by PGI, allowing MASC's implementation,
=Possibile MASC Mechs=
Also Omni-Mechs can also get,
(SuperChargers)
thoughts, comments, concerns?
thanks,
Edit- Spelling,
Edit2- Refinement,
Edit3- Refinement2,
Edit4- added new Values,
Edit5- Removed Turning,
Edit6- Heat reworked,
Edit7- Full System Reworked,
Edited by Andi Nagasia, 17 April 2015 - 03:14 PM.