Masc
#1
Posted 07 October 2015 - 05:06 PM
#2
Posted 07 October 2015 - 05:12 PM
Search is your friend.
New Equipment
Myomer Accelerator Signal Circuitry (MASC)
MASC is a new item that can be equipped onto MASC-capable 'Mechs. When active, it temporarily improves the speed and maneuverability of a 'Mech at the risk of damaging their legs.
- Similar to Jump Jets, MASC can only be equipped on MASC-capable 'Mechs, and the size of the MASC item is based on the max tonnage of the 'Mech.
- The Executioner is currently the only 'Mech capable of equipping MASC.
- The Shadow Cat (releasing July 21st) will also be MASC-capable.
- MASC can be equipped in any location with enough free critical slots.
- A 'Mech can have only one MASC item equipped to it.
- MASC is always fixed equipment in OmniMechs.
- The Executioner is currently the only 'Mech capable of equipping MASC.
- By default, MASC is activated by holding down the Left Alt key.
- Players can also bind a key to toggle MASC on/off but it is unbound by default.
- While active, MASC does the following:
- Imparts its bonuses on the 'Mech (see below).
- Fills a gauge that appears near the center of the screen.
- Shakes the 'Mech’s targeting reticle.
- When MASC is deactivated, there is a slight cooldown before the reticle returns to normal.
- When MASC is not active, the gauge automatically drains.
- Imparts its bonuses on the 'Mech (see below).
- If the MASC item is destroyed, it immediately ceases to function.
- There are no other effects from its destruction.
- If the gauge reaches 75% or higher, damage is immediately applied to the internal structure of each of the 'Mech’s legs.
- The damage is randomly determined based on the stats of the MASC item.
- If MASC remains active, and the gauge remains at 75% or above, the damage is reapplied every 0.5 seconds.
- If MASC is not active, damage will not be applied, regardless of where the gauge sits.
- The damage is randomly determined based on the stats of the MASC item.
- Acceleration bonus: +175%
- Deceleration bonus: +150%
- Turn rate bonus: +25%
- Gauge fill rate: 10% per second
- Gauge drain rate: 2% per second
- Damage threshold: 75%
- Executioner
- Shadow Cat (to be released July 21st)
MASC Item Stats
Inner Sphere
MASC MK I
- Slots/Tons: 1 slot, 1 ton
- 'Mech Tonnage Range: 20 tons
- Speed bonus: +10%
- Random damage range: 0.72 – 0.88
- Slots/Tons: 2 slots, 2 tons
- 'Mech Tonnage Range: 25 - 40 tons
- Speed bonus: +10%
- Random damage range: 1.08 – 1.32
- Slots/Tons: 3 slots, 3 tons
- 'Mech Tonnage Range: 45 - 60 tons
- Speed bonus: +12%
- Random damage range: 1.98 – 2.42
- Slots/Tons: 4 slots, 4 tons
- 'Mech Tonnage Range: 65 - 80 tons
- Speed bonus: +17%
- Random damage range: 2.7 – 3.3
- Slots/Tons: 5 slots, 5 tons
- 'Mech Tonnage Range: 85 - 100 tons
- Speed bonus: +20%
- Random damage range: 3.24 – 3.96
Clan MASC MK I
- Slots/Tons: 1 slot, 1 ton
- 'Mech Tonnage Range: 20 - 25 tons
- Speed bonus: +10%
- Random damage range: 0.72 – 0.88
- Slots/Tons: 2 slots, 2 tons
- 'Mech Tonnage Range: 30 - 50 tons
- Speed bonus: +10%
- Random damage range: 1.26 – 1.54
- Slots/Tons: 3 slots, 3 tons
- 'Mech Tonnage Range: 55 - 75 tons
- Speed bonus: +15.5%
- Random damage range: 2.34 – 2.86
- Slots/Tons: 4 slots, 4 tons
- 'Mech Tonnage Range: 80 - 100 tons
- Speed bonus: +18.5%
- Random damage range: 3.06 – 3.74
Edited by DemonicDonut, 07 October 2015 - 05:12 PM.
#3
Posted 07 October 2015 - 05:20 PM
#4
Posted 07 October 2015 - 06:15 PM
#5
Posted 07 October 2015 - 06:37 PM
DemonicDonut, on 07 October 2015 - 06:15 PM, said:
I can see it being pretty useful since maneuverability = life, but I'm hoping to hear from someone who has used it.
Remember, it's not just how much you can dish out, the important thing is dishing out damage without taking excessive amounts back.
#6
Posted 07 October 2015 - 06:59 PM
Edited by WANTED, 07 October 2015 - 07:01 PM.
#7
Posted 07 October 2015 - 08:31 PM
Wanna turn tighter to ssurprise that Locust harassing you? MASC.
Hate losing ground speed at the end of a long jump? MASC.
Wanna suicide in ridiculous new ways? MASC.
That's about it really. Only MASCer I play now is the SHC, and I'd honestly rather have the two extra tons. But it has its moments when I'm glad to have it.
#8
Posted 07 October 2015 - 09:01 PM
JigglyMoobs, on 07 October 2015 - 06:37 PM, said:
I can see it being pretty useful since maneuverability = life, but I'm hoping to hear from someone who has used it.
Remember, it's not just how much you can dish out, the important thing is dishing out damage without taking excessive amounts back.
As someone who has used it:
Executioner LOVES it.
- Use short burst to come out of and go back under cover when poking.
- Use short bursts for turning faster instead of JJs (no need for 1JJ if MASC is equipped).
- Rarely use long bursts for covering distance.
- Use to get under cover quickly or break locks including if you get missiles raining on you.
- Use short bursts to change direction when going from forward movement to reverse and vice-versa.
Shadow Cat somewhat likes it. Tends to use it more for uses #2-#5, #3 more than Executioner also to help get ECM cover to allies.
Have not tried Wolverine yet but you can remove it from the 7D. Figures they did not give the 7M yet, if they ever make that MASC Wolverine, it may compete with the 7K.
The MASC meter shows up left of the targeting cross, do not go above 70-71 into the red zone unless you have to. Reaching 70-71 takes about 8 seconds, then about 30-35 seconds to go back to 0.
Edited by Wildstreak, 07 October 2015 - 09:02 PM.
#9
Posted 07 October 2015 - 10:52 PM
Wildstreak, on 07 October 2015 - 09:01 PM, said:
Executioner LOVES it.
- Use short burst to come out of and go back under cover when poking.
- Use short bursts for turning faster instead of JJs (no need for 1JJ if MASC is equipped).
- Rarely use long bursts for covering distance.
- Use to get under cover quickly or break locks including if you get missiles raining on you.
- Use short bursts to change direction when going from forward movement to reverse and vice-versa.
Shadow Cat somewhat likes it. Tends to use it more for uses #2-#5, #3 more than Executioner also to help get ECM cover to allies.
Have not tried Wolverine yet but you can remove it from the 7D. Figures they did not give the 7M yet, if they ever make that MASC Wolverine, it may compete with the 7K.
The MASC meter shows up left of the targeting cross, do not go above 70-71 into the red zone unless you have to. Reaching 70-71 takes about 8 seconds, then about 30-35 seconds to go back to 0.
Thanks exactly what I was looking for!
#10
Posted 07 October 2015 - 11:10 PM
That's where it gets the most use on my SHCs, anyhow...
#11
Posted 08 October 2015 - 02:55 AM
The top speed increase can help but isn't very significant but the acceleration bonus is huge. It basically let's the executioner go from -100% speed to +100% speed instantly (well, in roughly half a second).
Faster turning is quite valuable on the assau as well.
All that doesn't matter nearly as much on the already agile SHC. The loyalty wolverine, your better off putting the tonnage into a bigger engine IMHO.
#12
Posted 08 October 2015 - 09:14 AM
I think there are a lot of things you can do with it that people aren't savvy to yet
#13
Posted 08 October 2015 - 11:10 PM
Edited by fat4eyes, 08 October 2015 - 11:28 PM.
#14
Posted 09 October 2015 - 01:16 AM
#15
Posted 09 October 2015 - 07:54 AM
I've found it most useful to counter momentum when doing a crash back (full forward to full reverse). The masc will also help in those instances where you need to move and move now.
As long as you don't ride the masc constantly, use it for fast direction changes, I think it's worth the weight. I'm looking forward to how it works out with the Wolverine and IS engines.
#16
Posted 12 October 2015 - 10:29 AM
I can see an army of MASC-equipped Cataphracts being fairly formidable...
#17
Posted 24 July 2017 - 11:22 AM
Edited by XV25, 24 July 2017 - 09:56 PM.
#18
Posted 25 July 2017 - 10:17 PM
#19
Posted 02 August 2017 - 01:12 AM
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