Ugh, ok I'll bite yet again on this post. . . This is why I cringe when I hear post like these. . There is always someone out there that thinks this or that should be nerfed. Instead of nerfing something maybe the devs could come up with something that makes a player change up. . . tactics, weapons, whatever. I can reasonably say I've been the victim of nerf crap on so many different games that to me it's a unreasonable option and should only be considered if all other ideas fall flat on their face or it makes the program unstable / unplayable.
I really hate nerfing anything when it comes to the various classes. . . I guess I would rather see a creative counterattack that's able to be applied by the enemy AI or something that can be shared between the Enemy AI and Player.
I guess I kicked around a few ideas based on what I've read thus far. . and have come up with a few suggestions. . Rather the development team decides to use them or not is entirely there choice. If these concepts have been posted before, take no offence.
Maybe a way to countermand somethings with the Solder and the AR would to provide AI with Tech skill a power and the same thing could be said for other powers that seem a bit to much. I'm not going to go into cooldown times etc. . just tossing out concepts
reluctantly (since I'm not getting anything for this.) . . . here.
For techys (devs can decide what player classes this can apply to or not)
'Scramble' a LOS (Line of Sight) cast. . . Those out of direct LOS would be protected from it.
This is something that would effect weapons / or the Sentinal's shield. (The idea is to confuse the computer in a offensive weapon system.)
Concept: Once cast this power could effect
offensive weapon system in one or some of the following ways. (depending on how one wants to program it into the game).
1. Disruption of sighting. Either by making the players aim sight disappear entirely or just by opening them up and forceing a inaccuracy effect.
(as far as I know no other 'shooter' games do this.)2. Misfires Overloading shields - active weapon misfire. . requiring the player to wait for the cooldown to pass or having swap one weapon for another (#2 is just a variation of the 'overheat' found in ME 1)
3. Overloads the weapon and forces it to shoot. . . The player can still aim it, yet it will not stop firing until the thermal clip is used up. (Player has to wait for the effect to go away on the weapon, since reloading another thermal clip will cause it to continue to discharge uncontrolably.)
4. Overloads the power capacitor (not the power cell or battery, if your into electronics you probabily have a better idea what I'm talking about.) and zaps the user, causing a stun - minor damage effect. Forces a reduction in aim and hands to shake.
5. Effects mechs in one are more of the above suggestions, and / or causes them to wander in a random odd direction (instead of advancing to target.) Heavier mechs and geth would beable to regain control a bit quicker than smaller ones.
6. Directly effects the Sniper scope causing it to focus improperly.
7. If the development team incorporates something like night vision into ME 3 - it would cause it to flicker and dim slightly.
Visual effect: Sparks surround the weapon / system effect.
Drawbacks: Caster has to have direct LOS to intended target and thus be exposed to incomming fire. . . (casting time can be adjusted for exposure. . . And cool down time can be as well.) (Devs can decide as to how effective it is with targets who have armor and barriers active.) Those afflicted with Scramble have to wait for it to wear off in order to use that offensive weapon. Afficted can swap a weapon for another to resume their attack.
'Collapse - Shield Crush' cast similar to 'Inciderate'. (it's a defense barrier bleed & delay) and might be more useful for enemy AI.
Concept: This only effects enemies with a active kinetic barrier. Once cast this causes the kinetic barrier to switch on and begin to crush the target thus slowing all actions.
1. The crushing effect slows the target due to the painful effects.
2. 'Living' targets without rebreather units may start to suffocate and black out. (if player - screen darkens as the effect is active.) This wouldn't effect anyone who is breathing the suit's atmosphere btw. . .
3. The kinetic barrier is weakened by constantly being on and stressed. May force the Sentinal's to fire early.
4. Stagger effect from crush or obvious forceful movement.
Visual effect: Kinetic Barrier recharge effect stays on.
Drawbacks: It only effects Kinetic Barriers. . . Not sure it would effect a Biotic Barrier since the idea is to effect the computer of barriers. It wouldn't effect armor.
'Silent fire' cast similar to 'Cryo, Incinerate, AP rounds' and is intended for Players using Inflitrators or a squadmate. (maybe a modified cloak ability would be better.)
Concept: Limited duration ability (instead of active all the time it's only active for a short period or for a few rounds.) Increases terminal performance of bullets on targets and confuses them. (my other concept was a special weapon for Infiltrators. . . one for long range and maybe a pistol version for short.)
1. Improves damage values of rounds but reduces the shooters detectablity and causes the enemy AI to fire wildly in all directions since they don't know where the round came from.
Visual effect: Similar to current bullet modifiers / holo image around gun.
Drawbacks: A limited use abilty due to temperary effect, and cool down.
'Punch' a LOS - limited range cast. Intended for Vanguards who like to brawl. (can be used with AI as well)
Concept: A brawler's biotic abiltiy, yet can only be cast at sort range. Damage - Delay effect
1. Powerful direct damage attack, stun, from a biotic charged punch.
2. Effect causes the enemy to get knocked off of feet and skid a short distance.
3. Effect causes some things to fly off of enemy (in the case of Mechs or maybe armor shards or pieces?)
Visual effect: Biotic ripples thoughout user denote charging effect. Quick right hand punch requires weapon to be held in left hand. . . or in the case of pistols - smg swapped to the left temporarily.
Drawbacks: Exposure to enemy fire, LOS, and very short range 1m or less attack. Charge up time could be lengthened or shortened and cool downs for balence.
'Hold' (I'm sure someone has posted a concept similar to this.) a biotic ability that allows the player to lift and move a target or throw. A pure LOS cast.
Concept: Allows biotics to lift and move a target.
1. Lifting action is acomplished by holding down on the button and utilizing visual (or motion) controlsl to lift and move left or right. Releasing button leaves target temporarly floating unable to fight back and subject to a 'Throw' cast upon global cooldown.
2. Optional: (still holding down the button) Lifing is acomplished by utilizing visual control, yet a toss can be done by triggering a motion control. Damage is only applied if the target falls to it's death, heads out of bounds, or strikes something.
Visual effect: Biotic ripples. Weapon held in left hand (or swapped to it in the case of pistol - smg), a grasping fist with right.
Drawbacks: Requires assignment and tieing up a 'hot key or button' on the controller. May or may not be effective with armor or barriers equipped targets (devs choice), Since it's a LOS cast, exposure to AI fire may be a bit lengthy as well due to the complicated control aspect.
'Quake' a biotic ability that knocks targets down and causes some damage. Cast simlar to 'Singlarity' yet is a more concentrated form of 'Shockwave' and requires it to land near their feet -vs- midsection.
Concept: Enemy advancement delayer - damage dealer.
1. Small random bursts in a 3 meter circle at Enemy's feet, more of a circular yet more constrated form of shockwave or maybe better described as a cluster bomb quake effect.
2. (Unarmored - no barrier) Causes the enemy to bounce slighly in the air and recieve damage from each biotic explosion. (amount of explosions, and duration adjustable by advancement of skill pts) And causes knockdown - stun effect.
3. Disrupts aim while active reguardless of defenses. (armor or barriers)
4. Causes panic in some less experenced living enemies, mild confusion in mechs, makeing them move erratically after effect.
5. Stops movement reguardless of defensive value. (Enemy is trying to 'hang on' to something.)
6. Stagger effect for 'living' enemies.
7. (Edit! forgot) it dose damage defenses. . . Armor and Barriers.
Drawbacks: Must strike near target. Cast requires exposure to enemy fire. Cooldown.
Ok time to take a break. . . and I do like the suggestions for the solder with the grenades! And no I wasn't trying to favor this or that class. Just tossing out a few conceptual ideas.
Modifié par Element_Zero, 08 janvier 2011 - 03:35 .