So everyone's already seen the "heat nerf" idea for MASC. But rather than straight-up fixed amount of heat, how about heat depending on your resulting speed?
The idea behind this would keep lights from being in constant Sonic mode but let heavies and assaults in with the benefits.
As an example, a mech with a MASC'd speed of 90 mph would generate far less heat than one that can reach 220 or 170, scaling in a exponential line: The heat difference between lower speeds is minimal, but jumping between 5 mph on the other end is a big spike in heat.
So with MASC on, you would generate some heat constantly, depending on how fast it's making you go.
Making Masc Work: Heat Penalties
Started by Silversynch, Jan 14 2015 06:12 PM
4 replies to this topic
#1
Posted 14 January 2015 - 06:12 PM
#2
Posted 14 January 2015 - 06:18 PM
We can't have MASC because hitreg doesn't work above speeds of ~172kph. It's a limitation with how MWO is implemented into CryEngine.
If we implement MASC and it works for the slower mechs, people will whine because the faster mechs still can't be released unless their implementation is completely different from how it works with the slower mechs that don't reach HSR-breaking speeds.
If we implement MASC and it works for the slower mechs, people will whine because the faster mechs still can't be released unless their implementation is completely different from how it works with the slower mechs that don't reach HSR-breaking speeds.
#3
Posted 14 January 2015 - 06:38 PM
Tarogato, on 14 January 2015 - 06:18 PM, said:
We can't have MASC because hitreg doesn't work above speeds of ~172kph. It's a limitation with how MWO is implemented into CryEngine.
If we implement MASC and it works for the slower mechs, people will whine because the faster mechs still can't be released unless their implementation is completely different from how it works with the slower mechs that don't reach HSR-breaking speeds.
If we implement MASC and it works for the slower mechs, people will whine because the faster mechs still can't be released unless their implementation is completely different from how it works with the slower mechs that don't reach HSR-breaking speeds.
Reread. The idea is MASCing to those speeds would generate big amounts of heat to the mech, preventing them from staying in it too long and also preventing a hit-and-run capability. But with slower speeds, the heat is not that great, preventing assaults from getting shafted by problematic lights.
#4
Posted 14 January 2015 - 10:26 PM
Silversynch, on 14 January 2015 - 06:38 PM, said:
Reread. The idea is MASCing to those speeds would generate big amounts of heat to the mech, preventing them from staying in it too long and also preventing a hit-and-run capability. But with slower speeds, the heat is not that great, preventing assaults from getting shafted by problematic lights.
In other words: You get a speedboost for bigger mechs, while giving almost nothing to the light and fast. That a correct interpretation of your suggestion?
Sorry, doesn't sound like a good idea to me!
#5
Posted 14 January 2015 - 10:53 PM
Silversynch, on 14 January 2015 - 06:38 PM, said:
Reread. The idea is MASCing to those speeds would generate big amounts of heat to the mech, preventing them from staying in it too long and also preventing a hit-and-run capability. But with slower speeds, the heat is not that great, preventing assaults from getting shafted by problematic lights.
Sorry, that's a bad suggestion, the penalties should be relative and proportional. For example, a light mech going 200 Kph instead of it's usual max of 170 (a 30 kph increase, almost 16%), should be punished less than an assault going 80Kph with MASC instead of it's regular max of 60 (20%)
Edited by IraqiWalker, 14 January 2015 - 10:54 PM.
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