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Here Is The Fix For Masc


29 replies to this topic

Poll: MASC (25 member(s) have cast votes)

Put it in?

  1. Yes (19 votes [76.00%])

    Percentage of vote: 76.00%

  2. No (6 votes [24.00%])

    Percentage of vote: 24.00%

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#21 TheMadTypist

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Posted 01 September 2013 - 07:17 PM

View PostFupDup, on 01 September 2013 - 07:12 PM, said:

You solve that issue by restricting it to specific units like ECM.


Which worked so well for ECM. It only took them a few months to fix, after all.

#22 Khobai

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Posted 01 September 2013 - 07:18 PM

ecm still isnt fix

#23 FupDup

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Posted 01 September 2013 - 07:18 PM

View PostTheMadTypist, on 01 September 2013 - 07:17 PM, said:

Which worked so well for ECM. It only took them a few months to fix, after all.

I suppose that might have been a bad example, but then again ECM was/is a hard-counter type of item. MASC is just a performance-enhancement that doesn't disable enemy weapons, so in the case of MASC it would probably work out if the mechs gifted with it have worse hardpoints/engine/whatever than non-MASC mechs of similar weight.

#24 Storm Khan

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Posted 01 September 2013 - 08:08 PM

View PostKhobai, on 01 September 2013 - 05:58 PM, said:

The way MASC should work is pretty simple. MASC should have a gauge, much like the jumpjet fuel gauge, and when you activate MASC the gauge should start going down. Once the gauge reaches zero, your legs start taking internal damage gradually. When MASC is switched off the gauge would replenish itself in the same way jumpjets do.

That allows MASC to be combat viable, which it absolutely should be, because its the only thing the poor flea has in its favor.


I mostly agree with this suggestion but would tweak it by not taking internal damage when the gauge runs out but simply slow the mech down to normal speed until it recharges fully again. You cannot use it again till it is fully recharged. If you slow down/stop before running out of 'MASC juice' it begins to recharge and again cannot be reused till fully charged again.

#25 Fred013

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Posted 01 September 2013 - 10:46 PM

Just give me a Flea already!!!!

#26 Khobai

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Posted 02 September 2013 - 12:27 AM

Quote

I mostly agree with this suggestion but would tweak it by not taking internal damage when the gauge runs out but simply slow the mech down to normal speed until it recharges fully again. You cannot use it again till it is fully recharged. If you slow down/stop before running out of 'MASC juice' it begins to recharge and again cannot be reused till fully charged again.


Well in battletech if you leave Masc on for too long it basically breaks your legs off.

#27 627

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Posted 02 September 2013 - 01:23 AM

I would'nt bound MASC with heat - if you're in combat and need to get to cover asap you can't use masc or you overheat/break-a-leg/die.

A special gauge could work... Or how about this: everytime you use masc, your legs take damage. the longer you use it, the more damage you'll take. Start with 0.1damage/sec for the first 3-5 seconds, after that 0.2/secs and so on. You coud use it for small boosts but if you run away you have to take the damage.

#28 Khobai

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Posted 02 September 2013 - 01:54 AM

masc doesnt generate heat. so why would you bind it with heat? wouldnt make any sense...

#29 KharnZor

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Posted 02 September 2013 - 03:14 AM

View PostMister Blastman, on 01 September 2013 - 06:51 PM, said:

I love Masc!



... err... Mask. :)


Indeed, Masc is the mighty power that can save the day :ph34r:

#30 Kanatta Jing

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Posted 02 September 2013 - 06:30 PM

The problem of this thread being moved here is that it will recieve a lot less community attention.





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