Edited by Ecrof, 09 November 2013 - 04:52 PM.
Why No Masc?
Started by Ecrof, Nov 09 2013 04:47 PM
6 replies to this topic
#1
Posted 09 November 2013 - 04:47 PM
To me it seems depressing
that with all the time the flea has been delayed that masc would have been done a long time ago. I do not think that the speed cap needed to raised to figure out how masc would work as a game mechanic. Is the speed cap going to be raised again? That is the only reason I can think of that masc has not been finished. Any ideas why the flea/masc has not been released?
#2
Posted 09 November 2013 - 05:01 PM
As I recall, it was something to do with the fact that the engine couldn't handle the mechs moving at the high speeds they were capable of on paper. It's why the speed cap was introduced at 151.3kph, and then (I think - it certainly felt like it) they nerfed the speed further while keeping the numbers the same (so what was 151kph before was not so after, while the speedometer still read 151).
They seem to be getting over these hurdles though, which was why they increased the cap to 171.2kph. Hopefully MASC will come soon!
They seem to be getting over these hurdles though, which was why they increased the cap to 171.2kph. Hopefully MASC will come soon!
#3
Posted 09 November 2013 - 05:12 PM
There is no honest ETA in this. I suspect the "Cryengine" update that is required will need UI 2.0 finished before potentially "breaking things further".
Adding MASC as a concept could be added, but right now it's tied to the Flea, which has no actual ETA date... at least 2014 at the earliest and that's not even counting how delayed CW will be.
Adding MASC as a concept could be added, but right now it's tied to the Flea, which has no actual ETA date... at least 2014 at the earliest and that's not even counting how delayed CW will be.
#4
Posted 09 November 2013 - 05:16 PM
Bad netcode is why there is no masc. No ETA so far but the netcode is good enough now to move the speed cap to 170, so its not too far off.
#5
Posted 10 November 2013 - 03:55 PM
Another issue would be modeling MASC's tonnage and crit requirements.
In BattleTech, IS-built MASC takes up a number of tons & a number of criticals (that all have to be in the same place) equal to a 'Mech's total tonnage divided by 20 (rounded up to the nearest integer for both tonnage and crits), while Clan-built MASC takes up a number of tons & a number of criticals (again, that all have to be in the same place) equal to a 'Mech's tonnage divided by 25 (rounded up to the nearest integer for both tonnage and crits).
As such:
In BattleTech, IS-built MASC takes up a number of tons & a number of criticals (that all have to be in the same place) equal to a 'Mech's total tonnage divided by 20 (rounded up to the nearest integer for both tonnage and crits), while Clan-built MASC takes up a number of tons & a number of criticals (again, that all have to be in the same place) equal to a 'Mech's tonnage divided by 25 (rounded up to the nearest integer for both tonnage and crits).
As such:
- a MASC system for a 20-ton IS 'Mech would weigh 1.0 tons and consume one critical & a MASC system for a 20-ton Clan 'Mech would weigh 1.0 tons and consume one critical,
- a MASC system for a 45-ton IS 'Mech would weigh 3.0 tons and consume three criticals & a MASC system for a 45-ton Clan 'Mech would weigh 2.0 tons and consume two criticals, and
- a MASC system for a 100-ton IS 'Mech would weigh 5.0 tons and consume five criticals & a MASC system for a 100-ton Clan 'Mech would weigh 4.0 tons and consume four criticals.
#6
Posted 14 November 2013 - 11:10 AM
UI2.0 according to devs
#7
Posted 18 November 2013 - 01:16 PM
Well it should not be a surprise that it is not in game. Frankly I glad it is not after the disappointment I have over other systems they have in game. Like PPC's, ECM, BAP, Ultra AC5, and many more. I would rather they leave it out if they cant make it like it was intended to operate. We dont need another crappy game changing system like ECM running around the field (he he joke).
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