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So What's The Deal With Masc?


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#1 kapusta11

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Posted 11 December 2014 - 07:41 AM

MASC is supposed to allow you to move at twice of your walking speed, mechs in MWO use run speed which is 1.5 of walking one. According to PGI and to what you can see in game the max speed MWO servers can handle is 171kph, which means you won't benefit from MASC only if your run speed is higher than 128kph after speed tweak or 117 without it. Was there no better excuse of your laziness PGI?

Edited by kapusta11, 11 December 2014 - 07:41 AM.


#2 Hillbillycrow

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Posted 11 December 2014 - 07:45 AM

I, for one, definitely do not need to encounter faster Embers.

#3 Joseph Mallan

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Posted 11 December 2014 - 07:46 AM

View Postkapusta11, on 11 December 2014 - 07:41 AM, said:

MASC is supposed to allow you to move at twice 150% of your walking speed, mechs in MWO use run speed which is 1.5 of walking one. According to PGI and to what you can see in game the max speed MWO servers can handle is 171kph, which means you won't benefit from MASC only if your run speed is higher than 128kph after speed tweak or 117 without it. Was there no better excuse of your laziness PGI?
FTFY. MASC and Supercharger doubles your speed BUT if it failed counted as engine hits!

#4 kapusta11

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Posted 11 December 2014 - 07:55 AM

View PostJoseph Mallan, on 11 December 2014 - 07:46 AM, said:

FTFY. MASC and Supercharger doubles your speed BUT if it failed counted as engine hits!


Well rulebook says "twice". TO even says 2.5

Edited by kapusta11, 11 December 2014 - 07:58 AM.


#5 Koniving

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Posted 11 December 2014 - 08:03 AM

View Postkapusta11, on 11 December 2014 - 07:41 AM, said:

Was there no better excuse of your laziness PGI?


"MASC....MASC terrifies the crap out of us." ~ Russ. (One of the Town Hall meetings).

And frankly PGI dug its own issue there.
For most mechs going 129 kph is about the fastest any mech is ever meant to go without MASC/etc or a huge sacrifice in weapons or becoming more expensive than the mech is worth (which would run the owner/user into bankruptcy after a few uses).

Then again, certain mechs going at 64.8 kph would be galloping (particularly the Warhawk, Hunchback and Centurion), and the mechs being their proper 8-ish to 14-ish meters (instead of the Centurion being 14.6 meters and the Atlas being 17.8 meters) would have 1) the maps feeling bigger 2) the mechs feeling faster 3) the mechs be more difficult to hit so the huge amount of speed would not be necessary and 4) significantly more true to the source material...instead of blaming the source material for the problems PGI created.

Edited by Koniving, 11 December 2014 - 08:03 AM.


#6 Omaha

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Posted 11 December 2014 - 08:13 AM

What if it only worked for legged mechs, then 80, or double "walking(legged)" speed whichever is slower. would be the speed, also while moving at speed your heat meter would rise, So in therory you could only move fast while legged for a limited amount of time. If you dont allow for cool down, immobilized. If you override then death can be a result.

I dunno it's just one of those TT things that the game will have trouble implementing.

Edited by Omaha, 11 December 2014 - 08:21 AM.


#7 kapusta11

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Posted 11 December 2014 - 08:20 AM

View PostOmaha, on 11 December 2014 - 08:13 AM, said:

I dunno it's just one of those TT things that the game will have trouble implementing.


What troubles exactly? As I said only lights with MASC won't benefit from it, what's the problem if 90kph medium will run at 120kph for a while, or 75kph heavy at 90kph, or 64kph assault at 85kph?

Edited by kapusta11, 11 December 2014 - 08:20 AM.


#8 Mirumoto Izanami

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Posted 11 December 2014 - 08:22 AM

I always thought they would implement MASC with a rechargable resource, like jumpjets. You can engage them for a speed boost, but they run out and you have to wait for them to recharge.

The hard part is modeling the MASC failures, I suppose. Perhaps have it build heat heat when in use?

#9 Wrathful Scythe

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Posted 11 December 2014 - 08:24 AM

Why not make it a "sprint-like" feature?
Activate it with left-shift and you go faster for a short duration and you can keep sprinting after the duration is over, but with the chance to get internal damage (or leg damage or whatever).

#10 Revis Volek

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Posted 11 December 2014 - 08:24 AM

BECAUSE THE ENGINE FOR THE GAME CANT HANDLE IT AND HAVE PROPER HSR AT THE SAME TIME.

How have people not got this through there heads by now. Its a GAME ENGINE issue HSR would not work and lights would be super invincible.

You also really wants lights and mediums that go 180-240kph? People think they are hard to kill and OP now...i would never get out of my FS9-A or Ember and no one would even be able to turn around fast enough to see me coming.

It is extremely unnecessary with the speed of mechs already.

#11 Mirumoto Izanami

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Posted 11 December 2014 - 08:30 AM

View PostDarthRevis, on 11 December 2014 - 08:24 AM, said:

BECAUSE THE ENGINE FOR THE GAME CANT HANDLE IT AND HAVE PROPER HSR AT THE SAME TIME.

How have people not got this through there heads by now. Its a GAME ENGINE issue HSR would not work and lights would be super invincible.

You also really wants lights and mediums that go 180-240kph? People think they are hard to kill and OP now...i would never get out of my FS9-A or Ember and no one would even be able to turn around fast enough to see me coming.

It is extremely unnecessary with the speed of mechs already.



I would actually only implement MASC on mechs that came with it. *eyes the Shadowcat*. I wouldn't make it a removable/purchasable component.

If the game engine cant handle a medium going 120ish kph...oh wait, it can. *looks at the Cicada*

#12 Omaha

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Posted 11 December 2014 - 08:30 AM

View PostDarthRevis, on 11 December 2014 - 08:24 AM, said:

BECAUSE THE ENGINE FOR THE GAME CANT HANDLE IT AND HAVE PROPER HSR AT THE SAME TIME.

How have people not got this through there heads by now. Its a GAME ENGINE issue HSR would not work and lights would be super invincible.

You also really wants lights and mediums that go 180-240kph? People think they are hard to kill and OP now...i would never get out of my FS9-A or Ember and no one would even be able to turn around fast enough to see me coming.

It is extremely unnecessary with the speed of mechs already.



Thats why I think it should only apply to legged mechs, if they had it. at least thats how i interpret "walking speed" since mechs in the game always seems like they are running, or at the very least a slight jog.

Edited by Omaha, 11 December 2014 - 08:32 AM.


#13 Roland

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Posted 11 December 2014 - 08:32 AM

View PostJoseph Mallan, on 11 December 2014 - 07:46 AM, said:

FTFY. MASC and Supercharger doubles your speed BUT if it failed counted as engine hits!

Was it engine hits? I thought it destroyed your leg actuators or something, as it caused the myomer muscle fibers to essentially seize up.

#14 kapusta11

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Posted 11 December 2014 - 08:33 AM

View PostDarthRevis, on 11 December 2014 - 08:24 AM, said:

BECAUSE THE ENGINE FOR THE GAME CANT HANDLE IT AND HAVE PROPER HSR AT THE SAME TIME.

How have people not got this through there heads by now. Its a GAME ENGINE issue HSR would not work and lights would be super invincible.

You also really wants lights and mediums that go 180-240kph? People think they are hard to kill and OP now...i would never get out of my FS9-A or Ember and no one would even be able to turn around fast enough to see me coming.

It is extremely unnecessary with the speed of mechs already.


Did you even bother to read first post? Engine can handle the speed of 171kph, the only way to go faster than that is to move fater than 128kph.

And as for penalty, we already have fall damage for JJs (idiotic mechanic actually) same thing acn be applied if you were running with MASC activated for too long, at least here it makes sense.

Edited by kapusta11, 11 December 2014 - 08:35 AM.


#15 Roland

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Posted 11 December 2014 - 08:35 AM

View PostDarthRevis, on 11 December 2014 - 08:24 AM, said:

BECAUSE THE ENGINE FOR THE GAME CANT HANDLE IT AND HAVE PROPER HSR AT THE SAME TIME.

You say this as though it's a real justification.
"We can't have nice things, because they're hard to code correctly. Derp."

View PostDarthRevis, on 11 December 2014 - 08:24 AM, said:

You also really wants lights and mediums that go 180-240kph? People think they are hard to kill and OP now...i would never get out of my FS9-A or Ember and no one would even be able to turn around fast enough to see me coming.

Until your leg actuator jams up, and you fall over and can't move at all, and get one shotted.

That's the key to MASC working.. it gives you a significant benefit, but it has a MASSIVE risk of penalty.

#16 Revis Volek

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Posted 11 December 2014 - 08:39 AM

View PostMirumoto Izanami, on 11 December 2014 - 08:30 AM, said:



I would actually only implement MASC on mechs that came with it. *eyes the Shadowcat*. I wouldn't make it a removable/purchasable component.

If the game engine cant handle a medium going 120ish kph...oh wait, it can. *looks at the Cicada*



CDA cannot go 180-240kph, please learn to read.

View Postkapusta11, on 11 December 2014 - 08:33 AM, said:


Did you even bother to read first post? Engine can handle the speed of 171kph, the only way to go faster than that is to move fater than 128kph.

And as for penalty, we already have fall damage for JJs (idiotic mechanic actually) same thing acn be applied if you were running with MASC activated for too long, at least here it makes sense.


Nothing in games go over 171kph and i said...

View PostDarthRevis, on 11 December 2014 - 08:24 AM, said:


You also really wants lights and mediums that go 180-240kph? People think they are hard to kill and OP now...i would never get out of my FS9-A or Ember and no one would even be able to turn around fast enough to see me coming.

It is extremely unnecessary with the speed of mechs already.


Please, learn to read and comprehend then discuss! NO mech goes faster then 171kph and MASC would allow for medium mechs to double there speed so Shadowhawks going 90 could go 180 and Cicadas going 140+ could go 280kph.

View PostRoland, on 11 December 2014 - 08:35 AM, said:

[/size]
You say this as though it's a real justification.
"We can't have nice things, because they're hard to code correctly. Derp."

[size=4]
Until your leg actuator jams up, and you fall over and can't move at all, and get one shotted.

That's the key to MASC working.. it gives you a significant benefit, but it has a MASSIVE risk of penalty.



Honestly we cant have have things, even if the community of babies and trolls wants it Paul will NERF it if its too cool or fun.

.... :rolleyes:

#17 Mister Blastman

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Posted 11 December 2014 - 08:40 AM

I'm just confused why MWO's engine can't handle faster speeds when Mechwarrior Living Legends also used Cryengine (2?) and had vehicles going 300 kph. There must be some special issues they haven't alluded to.

#18 Revis Volek

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Posted 11 December 2014 - 08:49 AM

View PostMister Blastman, on 11 December 2014 - 08:40 AM, said:

I'm just confused why MWO's engine can't handle faster speeds when Mechwarrior Living Legends also used Cryengine (2?) and had vehicles going 300 kph. There must be some special issues they haven't alluded to.



It is something that has to do WITH THEM, not really the game or engine necessarily or innately....more so a combination/snowball effect of bad coding, under powered servers and lack of geographical locations for the servers. (no EU or other servers so it will exacerbate the already present issues) They have claimed THEY (Being PGI) cannot get it implemented properly, this is not something im jut pulling out of thin air. Russ has stated this as well as others. Something with there game or the engine (Maybe Engine is the scapegoat) will not allow them to do this properly.


Again, i dont have my hands on anything other then what you have game wise. But i base this off what i have heard, been told and experience already in the game with HSR and rubberbanding, Collisions, etc.

Edited by DarthRevis, 11 December 2014 - 08:52 AM.


#19 Mirumoto Izanami

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Posted 11 December 2014 - 08:54 AM

View PostDarthRevis, on 11 December 2014 - 08:39 AM, said:



CDA cannot go 180-240kph, please learn to read.






How about YOU learn to read. I said to limit masc to mechs that come with it stock. And no masc mech in this timeline goes above 171 KPH. You arrogant arse.

Edited by Mirumoto Izanami, 11 December 2014 - 08:56 AM.


#20 Yosharian

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Posted 11 December 2014 - 08:55 AM

Let's not forget we are playing Mechwarrior Online not Mechwarrior Tabletop Online Edition. We can't have mechs going 240kph, it's just not workable.

What we have to decide is what we want MASC to potentially do to lights in this game, never mind what it does in TT.

For example MASC could double acceleration rates passively, or actively with a chance of failure. Max speed is still the same.

Another example, MASC could allow mechs to double their speed, to a top speed of 150kph, even if they can't normally reach that speed. So MASC could enable lights to take smaller engines and diversify potential builds as a result. A failure rate could apply. Perhaps the mech cannot turn while using MASC.

MASC that doubles speed but has a top speed of 150kph would still be useful for certain light mechs, e.g. the Kitfox.

Failure chances could involve a halving of acceleration rates and top speed for a period of, say 15 seconds, while actuators 'cool off' or whatever.

Another idea: MASC cannot be used in combat due to the strain on actuators (e.g. an autocannon round hitting your mech causes your actuators to work to maintain balance, so MASC has to be shut down). So if you get hit, you slowly lose your MASC bonus over say 5 seconds. This would restrict MASC's potentially unbalancing impact on combat itself, while still allowing MASC to play a big part in reaching objectives quickly, chasing down opponents, etc.

MASC should definitely be like ECM - restricted to certain mechs based on lore and/or game balance. MASC on a Dire Wolf is obviously dumb and would be overpowered.

Anyway these are just off the cuff ideas, my point is stop whining about MASC not being able to do what it does in TT (because it CANNOT do that) and start brainstorming ideas that could work within MWO.

Edited by Yosharian, 11 December 2014 - 09:00 AM.






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