Character class Upgrades for ME3
I know there was been a lot of talk on these forums about breaking the game and making classes
over-powered, but these upgrades are taking into account the multiple evolution of powers that will be in ME3 and the hope that the enemies in the game will also be upgraded—tougher, stronger and more cunning. These classes are not intended to be used in the ME2 universe because in that context they would be
over-powered.
VANGUARDI see the Vanguard as a
class who can manipulate Biotic fields in unique and unconventional ways. Perhaps with the use of a new L6 implant the
Vanguard can now combine warp with his/her own unique charge abilities.
UNSTABLE SHOCKWAVE
Shockwave can evolve to its
unstable form where combined with warp can now take down barriers and shields
in addition to the normal damage and stagger that shockwave causes.
UNSTABLE CHARGE
Again combined with warp,
Charge evolves so that the Vanguard can now pass thru organic and synthetic
beings causing molecular instability (damage) to the enemy. Unstable charge could be used to take down
barriers and shields. If the enemy
becomes unshielded and their health is low enough, an unstable charge would
cause the enemy to lose complete molecular cohesion and dissipate much like the
Praetorian when it’s destroyed. When the
Vanguard initiates the unstable charge they abruptly halt just a few feet away
from the target after passing through them. Then a brief time dilation effect
could occur allowing the Vanguard to fire weapons, melee or take cover. No shield boost is given after the charge is
completed.
BIOTIC STRIKE
We’ve seen Jack do it in a cut scene in ME2 which was powerful enough to take down 3 Ymir mechs. Let our
Vanguard be able to focus a biotic field around their fists which can cause formidable melee damage. Perhaps even to the point of going toe to toe against a Ymir mech or the equivalent in ME3.
SENTINEL Has a unique blend of biotic and tech powers. Evolving them to their ultimate expressions I’d like to see the following added to the Sentinel’s arsenal:
CRYO SHOCKWAVE
The Sentinel already has Cryo blast. Combine that with a new Shockwave talent and they can dish out damage the same as the Scions. In fact, I’d like to see the Scions get a taste of their own medicine.
DEFLECTION/ HEAVY DEFLECTION
The Sentinel can evolve the
Tech Armor to deflect enemy attacks but at the risk of the dropping the armor’s
shielding and doubling the normal cool down. At an even further evolution the
tech armor can deflect the attack directly back at the enemy and doubling the
damage. Deflection should only work at a
pre-determined distance. If the enemy is too close he/she risks inflicting
damage on themselves. If too far the
deflected attack would not make contact with the enemy. The Sentinel can only
use this ability out of cover and each time it is used, they are left
unshielded and vulnerable.
ADEPTThe Adept is the Biotic bad**** of all the classes. Here are a few expansions of their biotic abilities.
KINETIC BARRIER
Give the Adept the ability
to cast kinetic barriers that not only can protect themselves, but members of their squad. We’ve seen Liara do it in a cut scene during the Shadow Broker mission. Shepard’s biotic talents could evolve to do the same thing. Evolved, the Adept could possibly cast a kinetic barrier around an enemy and crush
them. Of course the enemy may be able to shatter the barrier before being crushed or damaged. Also the barrier may dissipate before significant damage is done.
RADIAL SHOCKWAVE/ HEAVY RADIAL SHOCKWAVE
The Adept’s shockwave ability evolves so that Shockwave no longer has to be cast in one direction. It can now radiate outward in all directions damaging enemies within a pre-determined circumference. A good ability to have when one is being swarmed by husks and other enemies. The higher the evolution, the larger the radius and damage of the shockwave. A ploy that the Adept could use is leave cover surrounded by a kinetic barrier and
draw enemies to advance towards them. When surrounded, use radial shockwave to stun and devastate their ranks.
GRAB or perhaps an evolution of PULL or THROW
We’ve seen Samara do it in a cut scene when she’s first introduced in ME2. Grab an enemy in a biotic field and hurl them through the air. Evolved, the Biotic grab could be used to hurl enemies into each other, walls and other objects, to stun or disable them. Depending on their health, they can be destroyed by the powerful collision.
The power could further evolve to AREA GRAB where multiple enemies are smashed forcefully into each other or other objects. Grab could also be used to forcefully hurl an enemy off the edge of an elevated platform.
This ability would also make for a great set up for the warp bomb.
LEVITATION
We’ve seen Samara and Liara do it. Let our Shepard be able to lower themselves from high distances to different levels in the game by enveloping themselves in a biotic field. I heard there are ladders in ME3. This ability would enable the Adept to not have to use them.
ENGINEERI feel that the Engineer needs more tech and gadgets at his/her disposal and evolve the existing ones. I see the Engineer using multiple drones at differing times depending on the need and strategic advantage. The Engineer
would have to choose the drones wisely and not be able to cast them as quickly as ME2. The Engineer also cannot cast multiple drones of differing types at the same time.
COMBAT BLAST DRONES
Instead of annoying with electricity and distracting enemies, let the drone be able to initiate on command a blast wave that can cause either considerable damage or EMP that disables weapons and other tech.
COMBAT MINE DRONES
Another evolution would be to have the drone capable of laying mines on the battle field which can be
triggered on the Engineer’s command. The drones could also be programmed to lay proximity mines.
COMBAT TARGET DRONES
The drone would seek out a specified target and when the target is acquired the Engineer would activate
its homing signal which would cause all squad mates to target that particular enemy and lay into them with weapons (if powers are in cool down) or with powers if they’re available.
COMBAT SHIELD DRONES
A portable version of the multi-core shield that Tali designed to protect the Normandy. Can be deployed
to shield the Engineer and/or squad mates from enemy attack allowing powers to cool down.
DECRYPTION (Passive Ability)
Add this ability to the Engineer’s Tech Mastery passive talent. The Engineer should not have to fumble
with locks and mini-games like the other classes. At the most evolved level the Engineer should simply be able to wave their omni-tool to unlock a door, safe, or container. At lower levels there would be fewer ciphers or code fragments for the Engineer to match than any of the other classes.
OMNI-TOOL HEAVY AI HACKING
Incorporate SABOTAGE from ME1. Evolve ai hacking so that a self-destruct mechanism can be triggered on command in unshielded mechs. The sabotage aspect could also be used on other forms of tech and weapons causing them to explode or become disabled.
OMNI-TOOL PLASMA BLAST/ HEAVY-AREA PLASMA BLAST (BURST)
Replace incineration with a more tech-like ability and cool plasmoid visual effects. Plasma blasts from the omni-tool could have the same effect as incineration in its super-heated form. It makes the Engineer seem less like a mage or elemental with this change in ability descriptor.
OMNI-TOOL GRAVITY WAVE / HEAVY-AREA GRAVITY WAVE
The omni-tool can now cast a mass-inducing wave which increases the mass of organic and synthetic
enemies. This could replace cryo blast which is also an elemental or mage-like ability. The gravity wave would create a time-dilation effect where the affected target(s) is slowed down by their increased mass. At evolved levels the target will stop moving altogether and can be crippled under its own weight.
SOLDIERJust a few changes for this class.
GRENADES
Change the grenades so
they’re part of the soldier’s weapons load-out rather than a power. The grenades should also be mod-able to CRYO, INCENDIARY and FLASH BANG.
OVERKILL
I liked this feature in ME1. This could replace concussive shot or in addition to it where the soldier can launch a powerful devastating blast from the weapon of their choice.
INFILTRATORAlthough the Infiltrator’s most powerful attack is the sniper rifle at long range, I’d like to upgrade the character for more CQC. I think stealth and deception should be the hallmark of the Infiltrator. Assuming we’re going up against even tougher enemies in ME3, here are some of my suggestions.
SHIELD-BARRIER DISRUPTOR GRENADES (which gradually bring down shields and barriers) can evolve to drop shields and barriers more rapidly. They can be thrown from a limited distance and attach to a target or placed directly on a target while cloaked. The grenades could start off only affecting shields then
evolve to take down barriers.
AFTER-IMAGE. I really like the hologram idea. I see it as the extension of the tactical cloak since the technology seems to suggest that the cloak bends light. I use the term AFTER-IMAGE where the Infiltrator can leave behind a image of himself firing at the enemy from cover while he/she cloaks and moves to a different position. This would of course require the cloak to evolve so that it lasts much longer. This ability would function like the Engineer's combat drones but is stationary and only has the ability to distract. The ammo fired from the decoy-Infiltrator would be entirely holographic and cause no damage.
PARALYTIC PROBES. We now have Collector technology (seeker swarms) from EDI data mining the Collect ship (or in some cases saving the Collector base). These re-purposed armor-piercing probes can either be fired from a gun or omni-tool that paralyze organic victims much like cryo freeze or stasis for a limited time. The probes should evolve to also effect synthetics. The probes would not be effective on enemies with shields or barriers.
SILENCER PISTOL. The Infiltrator really needs to have a signature weapon. What good is sneaking around and cloaking only to alert everyone to your location with the ear-splitting discharge of a gun being fired? This pistol
could also contain the paralytic probes and have a dual fire mode that damages as well.
PROXIMITY MINES. While cloaked the Infiltrator should be able to plant explosive mines. These mines should be able to adhere to walls as well. Again a longer cloak duration would be necessary.
USE TECH/BIOTIC POWERS WHILE CLOAKED. I'd like to see the cloak evolve so that Incinerate could be used at the same time. I'd also be in favor of switching out Incinerate for Cryo Blast or the ability to have both. Incinerating people just doesn't seem like the stealthy thing to do.
PHASIC (UNSTABLE) CLOAK. Another evolution of the cloaking ability. Instead of giving Infiltrator any sort of extra shielding give him/her the ability to cloak in a way that some enemy fire would pass harmlessly through him/her. The Infiltrator will be visible using this form of cloak and it can only be used for defensive purposes. The Infiltrator will not be able to fire a weapon or use a tech power for the duration of phasic cloaking since he/she will be temporarily out of phase with our universe. This ability will not allow the Infiltrator to walk through walls, crates, energy barriers or doors. It is a very localized and limited effect as a defense against enemy fire. This ability would be vulnerable to warp and overload which would abruptly disengage the cloak as well as damage the Infiltrator's health. The ability could evolve into the METAPHASIC CLOAK which would allow the Infiltrator partially phase back into our reality and interact with objects. Specifically being able to grab an enemy from behind and initiate MOLECULAR DISRUPTION but putting a partially phased hand into an enemy. This ability would allow the Infiltrator to regen health and shields while causing damage to the enemy.
NECK SNAP/SHADOW STRIKE. I really like the idea of giving the Infiltrator signature melee animations. Sneaking up from being while cloaked and delivering specialized finishing melee attacks would be great.
Modifié par Onpoint17, 23 mai 2011 - 11:49 .