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#1 JigglyMoobs

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Posted 07 October 2015 - 05:06 PM

So I missed the info on MASC. What is it? What does it do? And most importantly, has it been useful in-game?

#2 DemonicDonut

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Posted 07 October 2015 - 05:12 PM

https://mwomercs.com...13405-16jun2015

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.
  • 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.
  • 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.
Stats common to all MASC items:
  • 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%
'Mechs currently capable of equipping MASC:
  • Executioner
  • Shadow Cat (to be released July 21st)
Information regarding additional MASC 'Mechs will be revealed at a later date.

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
MASC MK II
  • Slots/Tons: 2 slots, 2 tons
  • 'Mech Tonnage Range: 25 - 40 tons
  • Speed bonus: +10%
  • Random damage range: 1.08 – 1.32
MASC MK III
  • Slots/Tons: 3 slots, 3 tons
  • 'Mech Tonnage Range: 45 - 60 tons
  • Speed bonus: +12%
  • Random damage range: 1.98 – 2.42
MASC MK IV
  • Slots/Tons: 4 slots, 4 tons
  • 'Mech Tonnage Range: 65 - 80 tons
  • Speed bonus: +17%
  • Random damage range: 2.7 – 3.3
MASC MK V
  • Slots/Tons: 5 slots, 5 tons
  • 'Mech Tonnage Range: 85 - 100 tons
  • Speed bonus: +20%
  • Random damage range: 3.24 – 3.96
Clans
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
Clan MASC MK II
  • Slots/Tons: 2 slots, 2 tons
  • 'Mech Tonnage Range: 30 - 50 tons
  • Speed bonus: +10%
  • Random damage range: 1.26 – 1.54
Clan MASC MK III
  • Slots/Tons: 3 slots, 3 tons
  • 'Mech Tonnage Range: 55 - 75 tons
  • Speed bonus: +15.5%
  • Random damage range: 2.34 – 2.86
Clan MASC MK IV
  • 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 JigglyMoobs

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Posted 07 October 2015 - 05:20 PM

Sounds pretty much like a horizontal jump jet. Has it been useful?

#4 DemonicDonut

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Posted 07 October 2015 - 06:15 PM

I don't have a mech that can equip it, but from my perspective I'd rather use the tonnage/slots for weapons, ammo, HS's etc.

#5 JigglyMoobs

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Posted 07 October 2015 - 06:37 PM

View PostDemonicDonut, on 07 October 2015 - 06:15 PM, said:

I don't have a mech that can equip it, but from my perspective I'd rather use the tonnage/slots for weapons, ammo, HS's etc.


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 WANTED

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Posted 07 October 2015 - 06:59 PM

The new Wolverine ( if you bought any packages like the Marauder or such you get it as Appreciation bonus ) has MASC as well. Funny stuff cause it sounds like the Bionic man when engaging but I only tried it out once in that mech cause I got smoked fast other night. I didn't tweak the standard loadout so I would go from 81kph to 90kph when engaged but seems more useful to poking and backing up quickly than trying to run with it cause your reticle is bouncing like crazy ( similar to jumping )

Edited by WANTED, 07 October 2015 - 07:01 PM.


#7 Not A Real RAbbi

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Posted 07 October 2015 - 08:31 PM

Has its uses.

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 Wildstreak

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Posted 07 October 2015 - 09:01 PM

View PostJigglyMoobs, 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 JigglyMoobs

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Posted 07 October 2015 - 10:52 PM

View PostWildstreak, on 07 October 2015 - 09:01 PM, said:

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.


Thanks exactly what I was looking for! :)

#10 Not A Real RAbbi

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Posted 07 October 2015 - 11:10 PM

Small piece of advice, if you've got it in a SHC or WVR. Hit the MASC at the end of a jump, right before the feet hit the ground. You know how you lose some forward speed during a jump, and more the longer you're in the air? The ridiculous acceleration buff with MASC on, it makes the transition back to top speed almost instantaneous. VERY helpful when you're running a long route on maps like Tourmaline, when you might often use the JJs to clear small obstructive terrain or to soften the landing at the end of a fall. Again, hit the key RIGHT before your feet are on the ground, and switch it back OFF as soon as you're at desired speed.

That's where it gets the most use on my SHCs, anyhow...

#11 Wintersdark

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Posted 08 October 2015 - 02:55 AM

Yeah, overall its amazing on the executioner, and merely neat on the mediums.

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 Miaku

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Posted 08 October 2015 - 09:14 AM

I'm a firm supporter of MASC.
I think there are a lot of things you can do with it that people aren't savvy to yet

#13 fat4eyes

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Posted 08 October 2015 - 11:10 PM

You can also bunny-hop if you want to travel faster without using too much of the MASC meter. Briefly engage MASC to get to top speed then use your jumpjets to hover a few feet off the ground. As long as you don't touch the ground you'll still be travelling at your MASC top speed. Then trigger MASC again briefly as you land to accelerate to your top speed. Rinse and repeat. Works very well with the Shadow Cat's many jumpjets.

Edited by fat4eyes, 08 October 2015 - 11:28 PM.


#14 Yozzman

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Posted 09 October 2015 - 01:16 AM

I hate it on the shadowcat... Waste of tonnage :/

#15 Darrious Quinn

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Posted 09 October 2015 - 07:54 AM

I've yet to try it on the Executioner, I'm not much into assaults, but I honestly use the heck out of it while in a shadow cat. I can understand the argument that it is waste space, but personally I beat the heck out of it.

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 Not A Real RAbbi

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Posted 12 October 2015 - 10:29 AM

I'd recommend it more if we had more MASC-capable mechs that could accommodate a 1-ton MASC unit. The top speed buff just isn't worth it, IMO, but the other advantages MAY be worth a single ton and critical slot.

I can see an army of MASC-equipped Cataphracts being fairly formidable...

#17 XV25

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Posted 24 July 2017 - 11:22 AM

There is a problem with the mask on the Kodiac Spirit Bear. Acceleration with the mask takes a very long time, but loses speed instantly. As if the inertia only works in one direction. Is this a bug?

Edited by XV25, 24 July 2017 - 09:56 PM.


#18 DaMuchi

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Posted 25 July 2017 - 10:17 PM

Masc is best used for accele ration and deceleration. It's insane on shc given the fact you can go from 0kph to 100kph in a fraction of a second. This makes poking ridiculous for the shc. Using masc after landing from height, whether dropping or jumpjets, entirely negate the drop in speed from it. That being said, the shadow cat, having many jj and macs is by far the most agile mech in the game.

#19 Thwunk

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Posted 02 August 2017 - 01:12 AM

I have just won a standalone CLAN MASC Mk 111 as a supply cache prize but cant find any mech that it will fit on. Please can someone tell me which mechs it can be used on .TX





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