what if....
engineers would get some kind of backpack transmitter that causes
enemies to gradually lose armor/shields/accuracy as they get closer
adepts would get reinforced codpieces that let them ride their own singularities (lol)
soldiers would get an ammo pack for their machine guns that chain-feeds
heatsinks into their weaponry. no reloading during firefights. ever. downside: no increased ammo capacity
sentinels get piledriver boots that shake the ground as they storm, jolting enemies out of cover
infiltrators get a combat knife that instantly kills if used against an enemy's back
vanguards get spiked gauntlets and brass knuckles
just some ideas for extra customization/differentiation between classes. whaddya think?
class-specific armor pieces?
Débuté par
curly haired boy
, sept. 22 2010 06:45
#1
Posté 22 septembre 2010 - 06:45
#2
Posté 22 septembre 2010 - 06:58
I like the spike gauntlets - panic effect maybe? but I wouldn't limit it to Vanguards. I hope BW will offer more customization in ME3. ME2 armor is worthless and available sets and/or pieces are limited and look alike. I do like the option to change colors though.
#3
Posté 22 septembre 2010 - 07:06
I like the idea a lot, but...
...repeat after me:
Assault Sentinel is not the only Sentinel.
Assault Sentinel is not the only Sentinel.
Assault Sentinel is not the only Sentinel.
curly haired boy wrote...
sentinels get piledriver boots that shake the ground as they storm, jolting enemies out of cover
...repeat after me:
Assault Sentinel is not the only Sentinel.
Assault Sentinel is not the only Sentinel.
Assault Sentinel is not the only Sentinel.
#4
Posté 22 septembre 2010 - 07:15
It is in my universe >
#5
Guest_Aotearas_*
Posté 22 septembre 2010 - 09:21
Guest_Aotearas_*
I like the idea of specific armor pieces designed for a class:
-Elbow Blades for Vanguard-focused use
-Spare ammunition package (+ one thermal clip for every weapon) for shooting intense playstyles
-Recharge time decreasing pieces for any power usage class
-Elbow Blades for Vanguard-focused use
-Spare ammunition package (+ one thermal clip for every weapon) for shooting intense playstyles
-Recharge time decreasing pieces for any power usage class
#6
Posté 22 septembre 2010 - 11:25
curly haired boy wrote...
It is in my universe >
And that's fine, but DLC is for everybody's universe. <_<
#7
Posté 23 septembre 2010 - 02:55
well, what's a good armor piece for a caster sentinel?
#8
Posté 23 septembre 2010 - 04:08
Helmet with a horn / sharp protusion on top ...
* increase Charge impact damage by 100%
* increase Charge impact damage by 100%
#9
Posté 23 septembre 2010 - 04:23
actually the armor pieces that OP described requires all new animation as well. that simply wont happen. However I do think there should be more armor piece specific items for class. It would be cool to see an engineer specific piece or a head piece to control tech powers more.
#10
Posté 23 septembre 2010 - 05:06
curly haired boy wrote...
well, what's a good armor piece for a caster sentinel?
The best two stats for them are cooldown and power damage. If you want something unique, we could get something like:
- Adds 2 feet to the radius of all powers.
- Whenever you use a tech power, the cooldown reduction of your next biotic power is boosted by 15%. (and vice-versa.)
- If you are shot while tech armor is active, you have a 20% chance to reflect incoming fire for 10 seconds.
- You divert power from your tech armor to your bio amp and omnitool, reducing your tech armor's shield strength by 50% but increasing the damage of both tech and biotic powers by 20%.





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