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Myomer Accelerator Signal Circuitry (MASC) equipped on a Jenner


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#1 Phoenix Branson

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Posted 14 July 2012 - 10:48 AM

Myomer Accelerator Signal Circuitry (MASC) is a piece of equipment that allows a BattleMech to move twice its walking speed. However, actuators were not built for this kind of stress, and prolonged usage of MASC systems can lock up the actuators in a Mech, and cause it to be immobilized.

Can you imagine this equipment on the Jenner. Look out, Sonic the Jenner!
Maximum speed: 118.8 kph * 2 = 237.6 kph (wow)

I hope they eventually add this equipment to the game. They could balance the MASC by implementing a small chance to immobilze the mech or take engine damage. Risk vs. Reward. Use it wisely!

Thoughts?

http://www.sarna.net/wiki/MASC
http://www.sarna.net/wiki/jenner

Edited by Maverick01, 14 July 2012 - 11:14 AM.


#2 SparkSovereign

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Posted 14 July 2012 - 10:54 AM

Sonic the Jenner w/4x Flamer is going to be awesome. Who cares if I'm immobilized if you can't recover from the heat I'm pouring into you :D

But I find myself wondering; can you put this on a Firemoth (not in MWO, duh)? Would "prolonged usage" start to mean something like "five seconds" at 500 kph?

#3 Nairdowell

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Posted 14 July 2012 - 10:56 AM

I somehow imagine having a mech move faster than most computer's frame rate might cause video problems.... besides, your example is using the Jenner's run speed.... :D

#4 Chillybill

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Posted 14 July 2012 - 11:00 AM

yeah but would you explode if you missed a turn at that speed and hit an object like a "mountain" lol this could also lead to better, stronger actuators being sold for C-bills

:D

#5 Rushyo

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Posted 14 July 2012 - 11:01 AM

Would add too high a luck factor to the game, my personal opinion. You'd need a different trade-off.

#6 Astarot

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Posted 14 July 2012 - 11:08 AM

for those that don't know 237.6 Kph is 147 MPH roughly....

the mech going that fast would trip over it feet, if it takes a turn, even light mechs weight 30 to 35 pounds, the ground would give away, and they would would stumble, and most likely fall.

#7 sakkaku

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Posted 14 July 2012 - 11:12 AM

They should add the fireball. 180km/h stock. Drop the MG for a medium laser to equip MASC. Bump up the engine with an XXL varient and equip a SuperCharger.

#8 Phoenix Branson

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Posted 14 July 2012 - 11:21 AM

View PostRushyo, on 14 July 2012 - 11:01 AM, said:

Would add too high a luck factor to the game, my personal opinion. You'd need a different trade-off.


What other trade-off do you suggest?

#9 Joe Mallad

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Posted 14 July 2012 - 11:26 AM

View PostMaverick01, on 14 July 2012 - 10:48 AM, said:

Myomer Accelerator Signal Circuitry (MASC) is a piece of equipment that allows a BattleMech to move twice its walking speed. However, actuators were not built for this kind of stress, and prolonged usage of MASC systems can lock up the actuators in a Mech, and cause it to be immobilized.

Can you imagine this equipment on the Jenner. Look out, Sonic the Jenner!
Maximum speed: 118.8 kph * 2 = 237.6 kph (wow)

I hope they eventually add this equipment to the game. They could balance the MASC by implementing a small chance to immobilze the mech or take engine damage. Risk vs. Reward. Use it wisely!

Thoughts?

http://www.sarna.net/wiki/MASC
http://www.sarna.net/wiki/jenner
Sorry bud but you have that just a bit wrong. MASC doubles a mech Walking/cruising speed. A Jenner's walking speed is 75/kph and hour and it's run speed is the 118/kph so with MASC that would make the cruising speed of 75/kph go up to 150kph. This is how MASC works. It does not double a mechs max run speed. So in other wards it works like this... You can either run at 118/kph or you can use MASC and then move at 150/kph.

Edited by Yoseful Mallad, 14 July 2012 - 11:31 AM.


#10 Terror Teddy

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Posted 14 July 2012 - 11:30 AM

You could always have the MASC system function as a weapon and produce heat when it is active.

#11 Phoenix Branson

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Posted 14 July 2012 - 11:33 AM

View PostYoseful Mallad, on 14 July 2012 - 11:26 AM, said:

Sorry bud but you have that just a bit wrong. MASC doubles a mech Walking/cruising speed. A Jenner's walking speed is 75/kph and hour and it's run speed is the 118/kph so with MASC that would make the cruising speed of 75/kph go up to 150kph. This is how MASC works. It does not double a mechs max run speed. So in other wards it works like this... You can either run at 118/kph or you can use MASC and then move at 150/kph.


Thanks for the insight. BTW, do you have the source for the Jenner's walking speed of 75 kph?

#12 Droknar

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Posted 14 July 2012 - 11:35 AM

I miss my MW2 firemoth, 500km/h (on low gravity worlds), full armor, 21 jumpjets, 10 ppcs. MASC... pretty much everything. Yes it was a bug in the mechlab but it was fun running around in a -300 ton mech lol. Just couldnt have heat on... instant death upon start up lol, had like -500 heat sinks

#13 Torinir

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Posted 14 July 2012 - 11:36 AM

View PostMaverick01, on 14 July 2012 - 11:21 AM, said:


What other trade-off do you suggest?


I'd say decay over time. 1 engine critical damaged every X time of constant use. We can leave X for discussion.

#14 wtfitsnotbutter

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Posted 14 July 2012 - 11:42 AM

View PostYoseful Mallad, on 14 July 2012 - 11:26 AM, said:

Sorry bud but you have that just a bit wrong. MASC doubles a mech Walking/cruising speed. A Jenner's walking speed is 75/kph and hour and it's run speed is the 118/kph so with MASC that would make the cruising speed of 75/kph go up to 150kph. This is how MASC works. It does not double a mechs max run speed. So in other wards it works like this... You can either run at 118/kph or you can use MASC and then move at 150/kph.

oh if only it worked like that, then the fire moth could move at 324km/h

#15 Fusea

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Posted 14 July 2012 - 11:54 AM

MASC works like this, double the walking speed for the turns that it is on. But roll 2D6. The target depends on the number of turns you have been using the system.
1st turn: 3+
2nd turn: 5+
3rd turn: 7+
4th turn: 11+
5th turn: Auto fail.
Any failure counts has 2 hip hits. This is a total of +4 any time you have to roll to not flop on your face, and your speed drops to simply mind blowing 0 kmph. And with both of your hips locked up good luck with that 4x flamer Jenner. Because I would have to be insanely apocalyptically stupid to stand in range and stay in your firing arc.

Now every turn you don't use the system, the target roll drops by one tier, but never below 3+. So you can use it for about 10 seconds at the start of the match, then 10 minutes later, when you have totally forgotten about it, suddenly you're immobilized. This usually happens at a very critical moment. For instance, you have just shot all the rear armor off of an Atlas, you turn to run and... stuck. Frak.

Edited by Fusea, 14 July 2012 - 11:59 AM.


#16 Rushyo

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Posted 14 July 2012 - 12:02 PM

View PostMaverick01, on 14 July 2012 - 11:21 AM, said:


What other trade-off do you suggest?

I wouldn't suggest any, since at that point it wouldn't be MASC. MASC has its trade-off and that wouldn't work in the context of a competitive video game, so my suggestion is don't introduce MASC. If you want to speculate about what other trade offs it might have, then you're not really talking about MASC but a different abstract gameplay mechanic.

#17 Jess Hazen

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Posted 16 April 2013 - 11:10 PM

How will MASC work with the currently inadequate netcode?

#18 KhanCipher

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Posted 16 April 2013 - 11:15 PM

View PostSparkSovereign, on 14 July 2012 - 10:54 AM, said:

But I find myself wondering; can you put this on a Firemoth (not in MWO, duh)? Would "prolonged usage" start to mean something like "five seconds" at 500 kph?


a Fire Moth (Dasher) comes with MASC by default, it is also the weakest omni the clans have (if i can make a raven and a jenner think twice about being infront of me, then what do you think i'm going to do to the dasher...)

#19 Adrienne Vorton

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Posted 17 April 2013 - 12:14 AM

View PostMaverick01, on 14 July 2012 - 10:48 AM, said:

Myomer Accelerator Signal Circuitry (MASC) is a piece of equipment that allows a BattleMech to move twice its walking speed. However, actuators were not built for this kind of stress, and prolonged usage of MASC systems can lock up the actuators in a Mech, and cause it to be immobilized.

Can you imagine this equipment on the Jenner. Look out, Sonic the Jenner!
Maximum speed: 118.8 kph * 2 = 237.6 kph (wow)

I hope they eventually add this equipment to the game. They could balance the MASC by implementing a small chance to immobilze the mech or take engine damage. Risk vs. Reward. Use it wisely!

Thoughts?

http://www.sarna.net/wiki/MASC
http://www.sarna.net/wiki/jenner

118 runspeed (11 hexes) equals about 78 walkingspeed (7 hexes) ...so MASC in this jenner would letit run at 78*2=156X1.5(runspeed) =234kph (correct me if i amwrong :))

Edited by Adrienne Vorton, 17 April 2013 - 12:15 AM.


#20 Bagheera

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Posted 17 April 2013 - 12:25 AM

View PostJess Hazen, on 16 April 2013 - 11:10 PM, said:

How will MASC work with the currently inadequate netcode?


More mechs will hit the ~150kph speed limit than are currently able to do so.

That's about it.





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