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Easy Solution For Masc


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#1 Lefty Lucy

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Posted 11 December 2014 - 10:43 AM

Allow a mech to activate MASC for 10 seconds of 1.5x top speed at the cost of taking a point of internal leg damage.

#2 FupDup

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Posted 11 December 2014 - 10:46 AM

I'd prefer the downside to be heat (that exponentially grows higher the longer you use it) rather than damage, so that the really small lights like the Flea and Dasher wouldn't handicap themselves by using it. They can't afford much leg damage...

#3 Lefty Lucy

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Posted 11 December 2014 - 10:50 AM

View PostFupDup, on 11 December 2014 - 10:46 AM, said:

I'd prefer the downside to be heat (that exponentially grows higher the longer you use it) rather than damage, so that the really small lights like the Flea and Dasher wouldn't handicap themselves by using it. They can't afford much leg damage...


Yeah, MASC is supposed to be really risky. If it's just a heat penalty people will use it outside of combat situations all the time, and never in combat, which is the opposite of its TT/lore use, which is as an emergency boost of speed for combat and escape.

#4 Spheroid

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Posted 11 December 2014 - 10:50 AM

The easy solution is to disallow any combination of MASC and engine that exceed 170 kph. Lights are fast enough already. Many mediums and heavies are being denied the joy of MASC.

#5 Brody319

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Posted 11 December 2014 - 10:52 AM

MASC on activation
+20% acceleration
+20% deceleration
+Top speed set to 171 kph
- has a random chance to deal 1 point of damage to leg internals
- longer use increases chance to deal damage to legs

On deactivation
Speed set to 50 kph for 4 seconds,
Leg damage chance stops
Cool down of 10 seconds

#6 Metus regem

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Posted 11 December 2014 - 10:55 AM

View PostSpheroid, on 11 December 2014 - 10:50 AM, said:

The easy solution is to disallow any combination of MASC and engine that exceed 170 kph. Lights are fast enough already. Many mediums and heavies are being denied the joy of MASC.


But I want my Firemoth.... 216kph! A zoom, zoom, zoom!

http://www.sarna.net/wiki/Firemoth

#7 FupDup

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Posted 11 December 2014 - 10:56 AM

View PostLefty Lucy, on 11 December 2014 - 10:50 AM, said:

Yeah, MASC is supposed to be really risky. If it's just a heat penalty people will use it outside of combat situations all the time, and never in combat, which is the opposite of its TT/lore use, which is as an emergency boost of speed for combat and escape.

Except that internal leg damage becomes progressively less risky as your mech's tonnage increases, because people don't shoot the legs of larger mechs as often and they have more armor/internals to soak the damage anyways. A mech like the Gladiator (95 tonner) would have minimal drawbacks to using MASC under such a system, while the mechs that arguably "need" MASC the most (for their niche) would barely be able to make use of it.

My goal was to make it a bit more across the board and to not overly penalize mechs that have basically no purpose except for the fact that they mount MASC (i.e. Fire Moth).


Also note that the heat gain would be exponential, like Flamers are. When you start out it wouldn't be very much, but using it more and more would cause it to become increasingly hard to manage. Eventually, it would spike your heat to the top even for just a second of use. Here is a demonstration of the exponential heat gain on Flamers, for reference and lulz:



If we're going by its lore/TT use, it wouldn't deal internal damage at all, it would just randomly lock up your legs and completely immobilize you if you didn't make enough offerings to the dice gods.

Edited by FupDup, 11 December 2014 - 11:11 AM.


#8 Fut

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Posted 11 December 2014 - 10:56 AM

View PostLefty Lucy, on 11 December 2014 - 10:43 AM, said:

Allow a mech to activate MASC for 10 seconds of 1.5x top speed at the cost of taking a point of internal leg damage.


1 point of damage each and every time isn't "risky" though, there's no risk at all if you get damaged every time.
Maybe it should have a RNG involved, and 25% of the time you take a few points of leg damage.

#9 Lefty Lucy

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Posted 11 December 2014 - 10:56 AM

View PostBrody319, on 11 December 2014 - 10:52 AM, said:

MASC on activation
+20% acceleration
+20% deceleration
+Top speed set to 171 kph
- has a random chance to deal 1 point of damage to leg internals
- longer use increases chance to deal damage to legs

On deactivation
Speed set to 50 kph for 4 seconds,
Leg damage chance stops
Cool down of 10 seconds


Why make it complicated and random?

#10 Brody319

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Posted 11 December 2014 - 11:00 AM

View PostLefty Lucy, on 11 December 2014 - 10:56 AM, said:


Why make it complicated and random?


because that is how its set in table top. You are super charging your mech's muscles to move faster than they should. random damage is bound to happen and its a risk you must accept if you wish to mount it.

also its not that complicated, almost all those effects are already in the game they just need an activation and modified value code.

#11 kapusta11

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Posted 11 December 2014 - 11:01 AM

According to TT MASC increases run speed by 33%, lasts for 15 sec, that would be 6 sec in MWO since it was speed up 2.5 times and has a 33% chance to apply penalty. The penalty can be replaced with movement decrease and applied every time you use MASC, if myomer suffers a stress that high that it can immobilize you, it seems logical that your movement stats will be reduced for a while after using it.

Also, STOP TRYING TO BALANCE EVERYTHING WITH HEAT, thanks.

Edited by kapusta11, 11 December 2014 - 11:05 AM.


#12 DONTOR

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Posted 11 December 2014 - 11:01 AM

No to automatic leg damage, just have it be a bar you have to monitor like JJs then once you go over you could take a bit of damage which increases the longer you go past the limit. So if you keep your eye on the bar you take no damage, but if you dont you risk damage.





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