Create your own biotic power.
#1
Posté 17 avril 2010 - 01:39
Pickup : This would allow teh player to pick up things like explosive cannisters and then throw them at the selected enemy. Each stage upgrade would improve what you can lift, so...
Stage 1 : Small explosive cannisters.
Stage 2 : Lightweight enemy. Geth, humans etc.
Stage 3 : Heavyweight enemy. Krogan, heavy geth etc.
Stage 4 : Huge explosive crates which would give the crate an extra 20% explsion damage increase.
#2
Posté 17 avril 2010 - 03:35
Stage 1: Offers minimal protection and reflection accuracy. Ricochets are just as likely to hit friendlies as enemies.
Stage 2: Medium protection and reflection accuracy. Less chance of ricochets hitting friendlies.
Stage 3: Heavy protection and high reflection accuracy. Ricochets likely hit enemies more than anybody else.
Stage 4: Along with maximum protection and reflection accuracy, you can also surround your squaddies in their own field OR you can maximize it for yourself so that it will even reflect heavy weapons ammo.
Limitations: Will not work against biotic attacks, flame throwers, or melee attacks. Flash/frag grenade effects can still be felt.
Modifié par Jorran Khaar, 17 avril 2010 - 03:39 .
#3
Posté 17 avril 2010 - 03:41
"get over here" then i choke the **** outta him/her
#4
Posté 17 avril 2010 - 03:49
Stage 1: biotically suspend the target in the air for 3 seconds.
Stage 2: 5 seconds
Stage 3: 7 seconds
Stage 4a: suspend everyone in a 3m radius for 7 seconds
Stage 4b: increase the suspension force to a single target massively, so that the biotic field will explode after 7 seconds with a force of 900N in a 4m area.
Modifié par cruc1al, 17 avril 2010 - 03:51 .
#5
Posté 17 avril 2010 - 04:05
the barrier can take damage and the caster will not be able to attack or cover squadmates .... useful for critical situations - like when ure dying, a heavy mech is to close, ure surrounded by husks.
Stage 1: small barrier, discrete protection
Stage 2: medium barrier with enough protection
Stage 3: heavy barrier with heavy protection.
Stage 4: - 1. Heavy barrier with heavy protection + heavy explosion(damage or duration)(see sentinel tech armor)
- 2. Heavy protection + the caster is able to shoot pistols or submachine guns.
NB1 - the barrier remains active for 10 seconds.
NB2 - CD - 1min. lol
#6
Posté 17 avril 2010 - 06:34
Stage 1: Enemy is stunned for 3.00 Seconds and sustains 25.00% more damage from weapons and powers for 6.50 seconds
Stage 2: Enemy is stunned for 3.50 Seconds and sustains 35.00% more damage from weapons and powers for 6.50 seconds
Stage 3: Enemy is stunned for 3.75 Seconds and sustains 50.00% more damage from weapons and powers for 6.50 seconds
Stage 4:
Heavy Corruption: Enemy is stunned for 6.00 Seconds and sustains 50.00% more damage from weapons and powers for 6.50 seconds
Improved Corruption: Enemy is stunned for 3.75 Seconds and sustains 65.00% more damage from weapons and powers for 7.5 seconds
#7
Posté 17 avril 2010 - 06:48
Stage 1: Blows the **** out of everyone in a 15 foot radius.
Stage 2: Blows the **** out of everyone in a 20 foot radius.
Stage 3: Blows the **** out of everyone in a 30 foot radius.
Stage 4: Blows the **** out of everyone in a 50 foot radius/Blows the **** out of everyone in a 30 foot radius + 75% cooldown speedup.
#8
Posté 17 avril 2010 - 08:35
1. Force Repulse, I mean Biotic Repulse. See Morinth v. Samara.
2. Targeting biotic powers. I.E. if an enemy biotic throws a throw or warp at me, I can target it and send it back at him. See the various biotic duels throughout the game.
3. Force Grab, I mean Biotic Grab. Objects and weaker enemies are now battering rams. See Jack and Miranda cat fight.
#9
Posté 17 avril 2010 - 08:53
nuculerman wrote...
2. Targeting biotic powers. I.E. if an enemy biotic throws a throw or warp at me, I can target it and send it back at him. See the various biotic duels throughout the game.
I really like this idea. I hope in ME3 we can counter biotic projectiles of enemies with a biotic of our own, to either deflect it or send it back.
#10
Posté 17 avril 2010 - 08:54
Like pull or slam, but only targets underwear.
#11
Posté 17 avril 2010 - 09:05
Stage 2: Negates one layer of an enemies defense for 3 seconds.
Stage 3: Negates one layer of an enemies defense for 4 seconds.
Stage 4a: Negates one layer of an enemies defense for 6 seconds.
Stage 4b: Negates two layers of an enemies defense for 4 seconds.
Basically it temporarily removes an enemy's shield/barrier/armor allowing damage to be done to health and powers to work against them. Probably super overpowered.
#12
Posté 17 avril 2010 - 09:15
Stage one: focuses biotic power into a small spike that damages the enemies shields/health
Stage two: increases size/damage of the spike
Stage three: Increases the size/damage further
Stage four A: makes the spike able to pin an enemy to a wall.
Stage four B: Splits the spike into miniature versions to hit multiple enemies
Modifié par Undying Reaver, 17 avril 2010 - 09:16 .
#13
Posté 17 avril 2010 - 09:34
mackster2289 wrote...
Stage 1: Negates one layer of an enemies defense for 2 seconds.
Stage 2: Negates one layer of an enemies defense for 3 seconds.
Stage 3: Negates one layer of an enemies defense for 4 seconds.
Stage 4a: Negates one layer of an enemies defense for 6 seconds.
Stage 4b: Negates two layers of an enemies defense for 4 seconds.
Basically it temporarily removes an enemy's shield/barrier/armor allowing damage to be done to health and powers to work against them. Probably super overpowered.
Hmm, if it had a 6s cooldown it would be about as effective as overload against shields or incinerate against armor... except the protection would be "back up" again in a few seconds, whereas with overload/incinerate th protection is down for good. AND you couldn't use it against opponents with armor as their health, like Harbringer. That's way underpowered I'd say.
#14
Posté 17 avril 2010 - 09:34
#15
Posté 17 avril 2010 - 10:53
Upgrade it to stage 4 and all synthetics heads and limbs would explode. This would only happen if overload is used to finish them off.
Trauma :
Stage 1 : Causes human to turn gun on self.
Stage 2 : Causes human to turn gun on enemies for 6 seconds.
Stage 3 : Causes human to turn gun on enemies for 12 seconds
Stage 4 : Has ability to control enemy for 20 seconds.
#16
Posté 18 avril 2010 - 12:03
(Yes, I ripped that from the Invisible Women in FF)
#17
Posté 18 avril 2010 - 12:06
Brako Shepard wrote...
Trauma :
Stage 1 : Causes human to turn gun on self.
Stage 2 : Causes human to turn gun on enemies for 6 seconds.
Stage 3 : Causes human to turn gun on enemies for 12 seconds
Stage 4 : Has ability to control enemy for 20 seconds.
Hmm. Seems a little bit too similar to Dominate.
I'd go with ... emo affliction.
Cries and moans, which obviously disables the target, but also inflicts morale penalties in a radius. Maybe something like a cooldown or damage penalty.
One of the evolved versions causes one of its allies to shoot it, then gets be depressed (i.e. suffers effects of level 3 version).
#18
Posté 18 avril 2010 - 12:13
Brako Shepard wrote...
Trauma :
Stage 1 : Causes human to turn gun on self.
LOL. Forced suicide power. Then you accidentally target a squad mate: "Dammit I just made Garrus pop his head off."
#19
Posté 18 avril 2010 - 01:41
Creates an increased gravity field to slow enemies.
Cooldown time 30 seconds.
Level 1 - Slows enemies' movement and rate of fire by 33% in a 6 meter radius for 10 seconds.
Level 2 - Slows enemies' movement and rate of fire by 33% in a 8 meter radius for 10 seconds.
Level 3 - Slows enemies' movement and rate of fire by 50% in a 8 meter radius for 10 seconds.
Level 4 - Choose
Super-massive Gravity Crush - Slows enemies' movement and rate of fire by 50% in a 8 meter radius for 10 seconds. Also inflicts 5 points of damage per second.
Wide Gravity Crush - Slows enemies' movement and rate of fire by 50% in a 10 meter radius for 15 seconds.
Modifié par x-wrentaile, 18 avril 2010 - 03:21 .
#20
Posté 18 avril 2010 - 02:50
Anyhoo:
Bounce
A kinetic pull that pulls object to another object. If alone, it pulls into part of the enviroment
Level1: Pulls enemy toward enemy/object and has to be close to 3-5 feet
Level 2: Pulls enemy toward enemy/object and has to be close to 6-10 feet
Level 3:Pulls enemy toward enemy/object and has to be close to 12-15 feet
Level 4: Choose
Refelect: Causes two enemys or an enemy and neares object to launch enemy like a powerful magnetic force.
Improved Bounce: 3 or 4 enemys bounce off each other giving each other telekenitic damage from their sheilds within 5 to 10 feet from each other.
#21
Posté 18 avril 2010 - 05:29
A Barrage of Biotic Bolts that can stun enemies, and even knock them down at a later rank. Main purpose: Damage. Knock down and Stun are effected by shields/barriers/armor, but damage is always sustained.
Stage 1: Send out half a dozen biotic bolts in a long range Cone in front of you, doing minor damage if they hit. Stuns for half a second if they hit.
Stage 2: Send out a dozen biotic bolts in long range Cone in front of you, slightly wider cone, doing slightly more damage if they hit. Stun for a half a second if they hit.
Stage 3: Send out eighteen biotic bolts in a long range Cone in front of you, slightly wider cone, doing slightly more damage if they hit. Stun for half a second if they hit.
Stage4a: Send out twenty-four biotic bolts in a long range Cone in front of you, slightly wider cone, slight damage increase. Stuns for half a second.
Stage 4b: Second out twenty-four biotic bolts in every direction, no damage increase. Knocks opponents down or away depending on their size and proximity to the center of the barrage.
-
Hand Amp. 26x:
A modification to your Biotic powers, a set of connectors are plugged into your nervous system and run out, through your arm, up to your hand. The new Amplifier is an extension of a Biotic's base Biotic Amplifier able to focus short and quick Biotic blasts depending on the settings. Due to heat issues, the Hand Amp. 26x requires the use of thermal clips to prevent over heating.
Stage 1: Biotic Burst Mode 1: Fires short Biotic bursts. Matches the damage, damage type and fire rate of any Pistol you have acquired, - Pistol thermal clips capacity is also in this mirrored.
Stage 2: Biotic Stinger Mode 2: Fires rapid Biotic bursts. Matches the damage, damage type and fire rate of any Machine Pistol you have acquired, - Machine Pistol thermal clips capacity is also mirrored in this mode.
Stage 3: Biotic _______ Mode 3: Depending on your weapon choice (this mode is not available until you pick up your third weapon), it matches the damage, damage type, and fire rate of said weapon you have acquired, - 3rd weapon's clips capacity is also mirrored in this mode.
Stage 4a: Biotic Build-up: Charge your Hand Amp - your next ( 1 ) Biotic attack or Hand Amp. attack is granted an additional effect based on how long (short/medium/long) you've held down the fire button to charge while in this mode (short: additional damage to armor, medium: additional damage to armor/barriers, long: additional damage to armor/barriers/shields). Does more base damage depending on charge time. Biotic busts (from the Hand Amp.) that have been built up consume one, two or three extra thermal clip rounds.
Stage 4b: Biotic Storm: Uses 1 Heavy Weapon Ammo, charges a Biotic attack, that, when released, warps and twists the air in a wide and long ranged cone in front of the Biotic doing massive damage and traveling with enough force to surpass the protections of most defenses.
Modifié par Janan Pacha, 18 avril 2010 - 05:33 .
#22
Posté 18 avril 2010 - 05:46
Name of Power: Biocover
Type: Biotic
For class/classes: Sentinel/Adept
Evolved Forms: Wide Biocover, Improved Biocover
Description: This is practically a biotic wall that the player can cast anywhere on the ground to create a biotic wall that they can use as cover for a short amount of time. Biocover is chest-high so the player can shoot from anywhere on the wall and even mount it if they wish. The normal power is wide enough for 2 people to take cover behind it.
This power is defensive in another way too! When cast on an enemy, that enemy will be 'enclosed' within a circlular wall and is unable to shoot at the player or move from their spot...however, the enemy cant be damaged whilst surrounded by the wall either! Most effective against mini-boss enemies such as Scions and Harbinger where you can use Biocover on them so that you can deal with the other little annoyances first (husks, collector drones etc.)
Wide Biocover improves the length of the wall and also the radius of enemy enclosure (so its possible to enclose multiple enemies and also make a wall that you can block off a whole path). With wide biocover, you are also able to encase larger enemies (such as YMIR mechs and Geth Armatures)
Improved Biocover increases the duration of the Biocover so that it remains active for longer and also allows you to have 2 active Biocovers at a time (1 for a wall and another for enemy enclosure, not 2 walls/enclosures, 1 of each)
Ranks: (12 second cool down before you can cast again)
Rank 1- 10 second wall duration, 5 seconds for enemy enclosure
Rank 2- 20 second wall duration, 10 seconds for enemy enclosure
Rank 3- 30 second wall duration, 15 seconds for enemy enclosure
Rank 4 Wide Biocover- 30 second wall duration, 15 seconds for enemy enclosure, 5 metre wall width, 3 metre enclosure radius
Rank 4 Improved Biocover- 45 second duration, 25 seconds for enemy enclosure, allows for 2 active biocovers
So, what do you think?
#23
Posté 18 avril 2010 - 06:08
The user creates biotic field that pushes inward on the target, doing damage and holding them in place.
Stage 1: Minor damage and short incapacitation duration.
Stage 2: Moderate damage and longer incapacitation duration.
Stage 3: Heavy damage and an even longer incapacitation duration.
Stage 4: Choose
"Severe Constrict" The inward force reaches critical levels, causing severe bodily harm and hemorraging (Damage increase).
"Crippling Constrict" The user focuses the inward force on weak points on the body, breaking bones and dislocating joints (Incapacitation duration increase).
Accelerate
The user forces a biotic Charge on a moving target, but instead of bypassing physical objects, the target slams into them with incredible force.
Stage 1: The target mildly accelerates, causing an impact force of 350 newtons.
Stage 2: The target's acceleration speed increases, causing an impact force of 550 newtons.
Stage 3: The target's acceleration speed increase futher, causing an impact force of 750 newtons.
Stage 4: Choose
"Heavy Acceleration" The target is propelled with incredible speed, increasing the impact force to 1000 newtons.
"Staggered Acceleration" The target has the ability to slam into multiple objects through the duration of the Charge.
Modifié par Excalceo, 18 avril 2010 - 06:32 .
#24
Posté 18 avril 2010 - 11:00
classes: Sentinel, Vangaurd
Description: A purely close-quarters technique that has the biotic delivering two devastating punches to the target(a right jab and a left hook), ending with a haymaker that knocks the opponent onto the ground. The knockdown works even if the target is protected by armor, shields, or biotic barriers, but on a resistance-free target, the knockback is much greater. Biotic Strikes deal minimal damage to armor and shields, but are very effective against biotic barriers.
At rank 4, Biotic Strikes evolves into one of two improved versions which severely alter the finishing haymaker. In ranks one through three, the final strike is a right uppercut with noticeable damage to it.
Biotic Straight: The final Biotic Strike is a bone-shattering straight punch that sends the target careening for an incredible distance.
Biotic Roundhouse: The final Biotic Strike is a wide-reaching round kick. This kick can knock back several opponents rather than just one.
The cooldown would be six seconds to start with, then reduce with each stage to be five, four, and ultimately only three seconds.
Modifié par Miss Yuna of Atlanta, 18 avril 2010 - 11:01 .
#25
Posté 18 avril 2010 - 02:16
1) Biotic Marbles: Creates a bunch of small, round, slippery objects beneath an enemy's feet, causing them to slip and fall. Use to take enemies out of cover or for a chance of throwing them off ledges.
2) Cardiac Arrest: Generates a constricting mass effect field inside the target's chest, inducing a massive heart attack. Induces blood rage in Krogans when their secondary systems take over, causing them to indiscriminately wreak havoc, even among their own people.
3) Psychosis: Causes the target to experience terrifying hallucinations, making them as likely to shoot their teammates or thin air as to shoot you. Unaffected enemies might take out their fellow soldiers just to keep from getting attacked.
4) Testicle Crush: Works only on male enemies, but the name kinda says it all. Enemies hit by this aren't killed, but they're not getting up for a LONG time. Higher levels of the power mean that the target had better take up studying cell reproduction - less alcohol, mood music, and sperm production required.
5) Biotic Concussion: Delivers a hard blow to the enemy's head, causing confusion, inability to stay balanced, possibly double vision - all the effects of a concussion. Higher levels also cause whiplash and chronic lower back pain in later life.
6) Vanguard Ass Kicking Charge: As the Vanguard charges an enemy, he also delivers a really hard biotic push to the enemy's backside, flinging him forward almost as fast as the charge. Higher levels add a shockwave effect that knocks down surrounding enemies around the point of impact.
7) Revenge of St Vitus: Uses microscopic mass effect fields to randomly stimulate the movement centers of the target's brain, causing uncontrollable, jerky movements. Higher levels can reduce an entire roomful of enemies to fits of silly dancing, or give a single enemy a full-blown epileptic seizure.
8) Biotic Itching Powder: Hundreds of little mass effect fields crawl up the target's skin, causing them to itch uncontrollably. May not work on all species.
Modifié par abstractwhiz, 18 avril 2010 - 02:20 .




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