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I Came Up With The Perfect Compromise!


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#1 Sephlock

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Posted 30 June 2014 - 06:52 PM

Every now and then a few people ask about the Flea, but let's face it: chances are quite good that it... well... won't be very good.

Also, apparently the high speed granted by MASC (when used on fast mechs) still breaks the game, so we can't just get MASC...

BUT WAIT!

Clan mechs have a low speed cap! While we couldn't get the Dasher, we could use MASC on our current Clan mechs without breaking the game!

B)?

#2 MonkeyCheese

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Posted 30 June 2014 - 06:55 PM

I think it is more the mechanic of accelerating that is the problem not the ultra high speeds.

#3 Lynx7725

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Posted 30 June 2014 - 07:16 PM

Given how often Ultra ACs jam on first pull, MASC failures would be hilarious to watch.

#4 Agent 0 Fortune

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Posted 30 June 2014 - 07:25 PM

No. PGI needs to clean house before introducing more broken tech. This game is a warehouse of patchwork code and broken promises.

#5 Lynx7725

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Posted 30 June 2014 - 07:26 PM

View PostAgent 0 Fortune, on 30 June 2014 - 07:25 PM, said:

This game is a warehouse of patchwork code and broken promises.

Dude, I hate to break it to you, but that's normal in the IT industry.

#6 MischiefSC

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Posted 30 June 2014 - 07:28 PM

Flea or bust.

#7 MuffinTop

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Posted 30 June 2014 - 08:02 PM

View PostAgent 0 Fortune, on 30 June 2014 - 07:25 PM, said:

No. PGI needs to clean house before introducing more broken tech. This game is a warehouse of patchwork code and broken promises.
I would like to ask" Are you new here?" but that would be a silly question and a mutual waste of time.

#8 LordKnightFandragon

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Posted 30 June 2014 - 09:40 PM

View PostLynx7725, on 30 June 2014 - 07:16 PM, said:

Given how often Ultra ACs jam on first pull, MASC failures would be hilarious to watch.



What happens when MASC fails? THe mech just cannot even walk anymore?

And yeah, the jam rate on UAC is absurd....pretty much why I cant bring myself to make any dedicated loadout with them. then AC and LBX, just ugh.

#9 FupDup

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Posted 30 June 2014 - 09:42 PM

View PostLordKnightFandragon, on 30 June 2014 - 09:40 PM, said:

What happens when MASC fails? THe mech just cannot even walk anymore?

Actually, yes. It literally has its legged locked up and it is basically turned into a turret. Hopefully PGI wouldn't implement MASC based on how it functioned in TT...

#10 Lynx7725

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Posted 30 June 2014 - 09:46 PM

View PostFupDup, on 30 June 2014 - 09:42 PM, said:

Actually, yes. It literally has its legged locked up and it is basically turned into a turret. Hopefully PGI wouldn't implement MASC based on how it functioned in TT...

Well, since we have no actuator critical effects at this time, a MASC failure can count as both legs destroyed in MWO... so I hope PGI implement MASC based on how it functions in TT... xD

EDIT: And if PGI doesn't do TT-style, I demand that the MASC-failed mech do a forward somersault during the death animation! B)

Edited by Lynx7725, 30 June 2014 - 09:47 PM.


#11 LordKnightFandragon

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Posted 30 June 2014 - 09:47 PM

View PostFupDup, on 30 June 2014 - 09:42 PM, said:

Actually, yes. It literally has its legged locked up and it is basically turned into a turret. Hopefully PGI wouldn't implement MASC based on how it functioned in TT...



They could work on a "sprint" option, based on how we get sprint in most human shooters. A Mech with MASC would have access to this "Sprint" mechanic, which would increase it's speed by however much MASC does. However, to balance it, instead of lockup, it gains like 5% heat per second its active. Then it also vastly destroys the mech's ability to turn. NUmbers could be tweaked, but make it so that its used more as a defensive tool to escape or w/e...

#12 FupDup

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Posted 30 June 2014 - 09:48 PM

View PostLordKnightFandragon, on 30 June 2014 - 09:47 PM, said:



They could work on a "sprint" option, based on how we get sprint in most human shooters. A Mech with MASC would have access to this "Sprint" mechanic, which would increase it's speed by however much MASC does. However, to balance it, instead of lockup, it gains like 5% heat per second its active. Then it also vastly destroys the mech's ability to turn. NUmbers could be tweaked, but make it so that its used more as a defensive tool to escape or w/e...

That's fairly similar to what MW3 did with MASC, and it could work if the values were fine-tuned to the right levels.

#13 627

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Posted 30 June 2014 - 10:01 PM

The question is still how finished the flea is. Is it ready to launch and only waiting for masc or is it more or less in concept stage without ingame model and animations and all that?

Whould be a waste imho to invest dev ressources into the flea beyond masc implementation. If it is done, just release it with a masc dummy like the command console. If it needs work... just scrap it.

#14 RAM

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Posted 30 June 2014 - 11:22 PM

View PostLynx7725, on 30 June 2014 - 07:16 PM, said:

Given how often Ultra ACs jam on first pull, MASC failures would be hilarious to watch.


Given how criticals work, MASC failure would have no effect.


RAM
ELH

#15 Lynx7725

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Posted 01 July 2014 - 12:24 AM

View PostRAM, on 30 June 2014 - 11:22 PM, said:

Given how criticals work, MASC failure would have no effect.

Nah, if MASC doesn't have a downside, it'd be OP and PGI would never put it in game.

Oh wait.


B)

#16 Sephlock

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Posted 01 July 2014 - 12:11 PM

View PostLynx7725, on 30 June 2014 - 07:16 PM, said:

Given how often Ultra ACs jam on first pull, MASC failures would be hilarious to watch.

I think when Masc fails, the mech should ragdoll. Seeing mechs ragdoll at high speeds is already hilarious. Seeing them spastically jerking and flailing while doing so should be epic, especially if they can slide-tackle other mechs while doing so :).

#17 CDLord HHGD

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Posted 01 July 2014 - 12:46 PM

View PostLynx7725, on 30 June 2014 - 07:26 PM, said:

Dude, I hate to break it to you, but that's normal in the IT industry.

I'm a telecom engineer and I approve of this statement. Lazy friggin coders are not an isolated PGI problem....

#18 Sephlock

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Posted 01 July 2014 - 12:52 PM

View PostFupDup, on 30 June 2014 - 09:42 PM, said:

Actually, yes. It literally has its legged locked up and it is basically turned into a turret. Hopefully PGI wouldn't implement MASC based on how it functioned in TT...

Considering how TT handles Ultra Autocannon jams, I'm guessing they wouldn't.

Although I;d be happy to have TT style mechanics if they also introduced a special module;

AUTOCANNON GNOMES!

Hell, there are even actual Battlesuits called "Gnomes", and the Dasher/Fire Moth has special places to carry Elementals into battle!

They'd crawl out when your Autocannon jams and manually unjam them with toothbrushes and pipe cleaners!

#19 1453 R

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Posted 01 July 2014 - 12:55 PM

More Realistic Interpretation Of MASC's TT Downsides:

A MASC failure instates the 'legged 'Mech' code, slowing a unit down to half its top speed or 40kph. Given that this is MWO and not TT, it would likely be a temporary 'MASC Overload' state similar to UAC jamming - wait a specified amount of time and the 'Mech can move normally again, so as to avoid one bad dice roll in the first-minute sprint from completely removing a player from the match. That said, MASC-failing at the wrong moment, even with this particularly lenient redux? yeah, bye-bye Charlie.

#20 Deathlike

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Posted 01 July 2014 - 01:16 PM

View PostSephlock, on 30 June 2014 - 06:52 PM, said:

Every now and then a few people ask about the Flea, but let's face it: chances are quite good that it... well... won't be very good.

Also, apparently the high speed granted by MASC (when used on fast mechs) still breaks the game, so we can't just get MASC...

BUT WAIT!

Clan mechs have a low speed cap! While we couldn't get the Dasher, we could use MASC on our current Clan mechs without breaking the game!

:(?


3 words that would describe MASC and light mechs..

Crash and burn!

:)





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