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The Ultimate ME3 MP - DLC/Update Compilation Thread


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#176
EmperorZorn

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Yes, a survival mode would be great.

During each wave a random faction would spawn and every 3rd wave or so a random boss.

For example a Volus sitting on the back of a Krogan shouting commands and if you cause enough damage the Volus falls off and you have to fight both of them.

Or a collector that assumes command of one of your squad mates to make him shoot at the others for a brief amount of time.

Or...or...maybe a pack of Varren led by an alpha Varren that always attacks the target the alpha targets in unison - if the alpha is killed they all choose random targets.

There are so many possibilities.

#177
ElementL09

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We need more characters, I would think that would be in the red category.

#178
Richard0600

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I have not forgotten about this thread! don't worry.. going to be a bit busy over the next couple of days. But i'll make sure to check in once a day to bump and add content to the list ><!

The last couple of suggestions seem a bit forced.. varren... volus riding krogan.. erm... yeeea.. no offence but i think we'll pass on those. More likely to find a volus riding an elcor.. I've always wanted to see a battle elcor.. think it was in the codex? or was it talking to that elcor on the citadel where they describe elcors in battle (Big guns strapped on their backs lol..).

annnnyways.. a bit off topic. Come on someone must have some good ideas..

Modifié par Richard0600, 25 mars 2012 - 11:46 .


#179
XINVADER

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I have a gamemode idea that could pretty much be intergrated into the multiplayer as it is. Well it's more of a game modifier inspired the 'hazardous environment' idea someone mentioned. As soon as the game starts players shields slowly deplete over a period of time due to the sun/radiation/etc. Now scattered around the map are multiple safe zones that appear randomly (much like the areas which appear when hacking), in these safe zones your shields can recharge. Of course the safe zones only appear for a set period of time before they change and the squad has to move again, constantly keeping everyone on their toes.

It's not a fully fleshed out idea mind you but it is a modifier that could make the game much more challenging in a way. Balancing would be an issue but that's for Bioware to figure out.

I had another idea involving indoctrination, kind of like a zombies mode where one player needs to convert others to the opposite team, but having only four players in a pvp scenario is sketchy at best. Eight could work but we don't even know if bioware is capable of pulling that off.

#180
xXCerberus317Xx

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Some mp maps :  Illium (where you were in ME 2), the Salarian home planet and Oméga.

Gamemode : To cross citadel/vancouver/london to get to the survivors and evacuate them, then plant a bomb to destroy all the reapers. (But would probably be too much for Co-Op, Search and Destroy and Protect the VIP in one mission)

And something to customize your armor like new pieces and stuff that you only get in Specter packs so there is more multiplayer customization. (Could fit with permanent mods)

Lets hope . . . maybe :innocent:

Modifié par xXCerberus317Xx, 26 mars 2012 - 12:50 .


#181
TexasToast712

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Richard0600 wrote...

TexasToast712 wrote...

 This thread is becoming epic. I have a new idea.

We want the chance to get our pre order gear in MP. I WANT MY ARGUS!

But then players who didn't have the argus would want to use it..

It would be an event for everyone similar to Goliath.

#182
Malchus

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EmperorZorn wrote...


......
For example a Volus sitting on the back of a Krogan shouting commands and if you cause enough damage the Volus falls off and you have to fight both of them.

......



:huh::blink:^_^


That would be silly.

#183
Richard0600

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xXCerberus317Xx wrote...


Some mp maps :  Illium (where you were in ME 2), the Salarian home planet and Oméga.

Gamemode : To cross citadel/vancouver/london to get to the survivors and evacuate them, then plant a bomb to destroy all the reapers. (But would probably be too much for Co-Op, Search and Destroy and Protect the VIP in one mission)

And something to customize your armor like new pieces and stuff that you only get in Specter packs so there is more multiplayer customization. (Could fit with permanent mods)

Lets hope . . . maybe :innocent:

Almost all the things you've listed have already been added/addressed ><

#184
Deebo305

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One has to wonder why this thread isn't sticky or on the front page?

#185
XINVADER

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No idea feedback... aww. :(

#186
PluralAces

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So lets take these one at a time shall we:

Add Difficulty Levels - No. Those who finish gold on a regular basis are in the minority. Creating a new difficulty just for them would not be productive. Finish gold with a team of Level 1 Soldiers and come back and let me know how many people do that on a regular basis.

More Factions -Yes. Fighting the same three groups gets pretty old, espescially if you have played it long enough to know what to expect on each way and each difficulty level.

Better Map Locations - More maps would be nice but it isnt necessary.

Objective based Coop Missions - Yes. There are only three objectives total and they get repetitive, especially since they are in the same locations most of the time.

More Game Modes - Yes. I guess thats the same as objective based coop missions. But they are not that many game modes that you can create with cooperative multiplayer.

Interface Changes - Not sure about this...but i guess checking to see how much damage a weapon does is better in practice then finding out in ana ctual game that it sucks.

Gameplay Changes - Yes! Definitely need to merge the human male/female. Would like more playable races

Reward System Changes - they need to fix the packs, stop giving out cards that are the same, and their shouldbe three of the same card in one pack, like I have experienced.

Good start

#187
shadowkinz

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GracefulChicken wrote...

Abisco wrote...

See the reason the current factions work so well is because of all the different roles the enemies play within a certain faction. Previous enemy factions (for example, lets look at the collectors) didnt really have much going on, I mean you got:
1. Basic Collector
2. Harbinger?
3. Pretorean I guess?
4. Abominations
5. Husks
6. Scions

It wouldn't make sense in the context of the multiplayer... but I can see scions and collectors being fun to deal with...


I usually care about lore, but I wouldnt at all if they introduced collector enemies into MP.

Plus, the collectors had the basic collector guy (ground troops), the ones with sniper rifles or the collector particle beams, then preatorians, scions, husks, abominations, (no harbinger this time, I imagine). Release a dlc with the collector weapons added to your packs, and the option to have collector enemies, plus a collector-themed map maybe. The enemy types are all there.

Basic guy (been a while since I played me2) = assault troops
particle beam guys = nemesis
preatorians = brutes
scions = atlas/banshee
abominations/husks = self explanatory

Maybe a few new types like a collector general (we only saw the one) to round it out. A platinum difficulty on top of that would be amazing, imo. Plus a merc faction later on (or vice versa) would be stellar.

I would probably pay standard map-pack dlc price for that. Maybe $10-15, hold the line be damned.



it could fit lore wise, we didn't wipe out the collectors, just a ship.. i believe there are more than just a single ship of collectors left, since they are the protheans.. most prothies died, some were converted... i'm sure a species that solely dominated the galaxy would have enough #s to support a bigggg off-race (collectors)

#188
shadowkinz

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Steelgrave wrote...

I don't understand why everybody is constantly begging for increased difficulty. Don't you care about realism at all? I understand you might want more of a challenge but don't you think it's pretty stupid if you have to unload 5 full clips into 1 enemy? Especailly a weak enemy like a Cerberus/Geth Trooper or a Cannibal? In real life war a soldier doesn't have to unload 20 clips just to take down 1 enemy so why would you want something as ridiculous as that in your game? It may be "too easy" but I'll take realism any day. I already can't enjoy silver or gold because it's to unrealistic. If anything I would want them to add more enemies & more bosses but not make it more difficult. Adding Harvesters & the Geth Colossus would be cool, but don't make my guns completely useless.  I prefer realism over difficulty.


big bad boy armor and kinetic barriers!

but yeah i would be pained to shoot 20 shots into a trooper and have him go "TAKING FIRE, GET TO COVER... DAMN"

lol!!

#189
shadowkinz

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Wexxx wrote...

yes, Platinum would be cool! very cool.... i also like the idea of flashlights....

at home, in the dark, headset on, no lights, just the TV/PS3..... then... banshee :D damn :D thats gonna be fun !!!!

+1 for Topic Starter ideas!


dude i did that with F.E.A.R.

I turned off all my lights and put my headset on, it was pitch black in my basement (lol basement dweller) other than the light from my TV (my monitor is a TV propped on my desk lol)... i would occasionally look over my shoulder into the boiler room haha.

#190
shadowkinz

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SinerAthin wrote...

I'm fine as long as they don't charge us $ for the new enemies/maps.


I don't want to see the community fractured and split.


yeah i always hated that about DLC... splits up the community.. i lived thru it once already with 1.6/source (i play 1.6) for counter-strike..

=/

(i kno that's not DLC, just saying)...
and any other game i've played with DLC like MW games.. DLC i've never bought... 15 dollars for 4 maps is LOL... but adding new guns would be unfair.. i think they should add cosmetic stuff...

My fear about the the story charging real money in ME3 is the fact that one day they will charge for new characters which is meh..

but hey... i guess it is ok *edit* b/c it adds longevity to the game.. but soon every game is gonna become $ like an MMO.. extra monthly expenses lol

Modifié par shadowkinz, 26 mars 2012 - 07:54 .


#191
IncrediBurch

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I'm for this thread. There are a lot of great ideas.

Mercenaries enemy faction sounds great. The classes would need a bit of tweaking, but I'm for it. The Collectors being a featured faction would be nice too. I'm fine with canon breaking in multiplayer. It's all about the fun for me in this mode.

After lots of thought, I find the pack system a fine reward system. I wish credits were a little easier to come by. I understand why Bioware did it this way. If they had the market system like in single player, people would focus too much on their preferred weapons and not experiment with the weapons that received upgrades, and get bored with the mode a lot quicker because they could get what they wanted quick.

I think the weapon selection is fine right now, but I would like to see more equipment items with more interesting effects. A few thoughts I had on equipment:

-Super Heat Sink: Don't have to reload, draw directly from max shot count. Firing rate remains unchanged.
-Back-up shield battery: chance of shield instantly recharging upon depletion.
-High Density Rounds: Chance for every shot to deal critical damage.
-Cauterizer: Chance for each shot to regenerate health.
-Lethal Omni-Mod: Chance for Heavy Melee to instant kill, fully deplete shields, or destroy barrier.
-Self-Destruct mod: Once bled out or executed, detonate to deal massive area damage. Remain out of play for remainder of the round.

Those are just a few of the ridiculous things that could be implemented. I can't wait to hear what Bioware is releasing.

#192
Richard0600

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PluralAces wrote...

So lets take these one at a time shall we:

Add Difficulty Levels - No. Those who finish gold on a regular basis are in the minority. Creating a new difficulty just for them would not be productive. Finish gold with a team of Level 1 Soldiers and come back and let me know how many people do that on a regular basis. 

More Factions -Yes. Fighting the same three groups gets pretty old, espescially if you have played it long enough to know what to expect on each way and each difficulty level. 

Better Map Locations - More maps would be nice but it isnt necessary.

Objective based Coop Missions - Yes. There are only three objectives total and they get repetitive, especially since they are in the same locations most of the time. 

More Game Modes - Yes. I guess thats the same as objective based coop missions. But they are not that many game modes that you can create with cooperative multiplayer. 

Interface Changes - Not sure about this...but i guess checking to see how much damage a weapon does is better in practice then finding out in ana ctual game that it sucks. 

Gameplay Changes - Yes! Definitely need to merge the human male/female. Would like more playable races

Reward System Changes - they need to fix the packs, stop giving out cards that are the same, and their shouldbe three of the same card in one pack, like I have experienced. 

Good start

 

Most of the ideas on this list are suggested by other players.. an have already been reviewed by me.. If I disagree with something I'll leave a comment underneath it in white.

IncrediBurch wrote...

I'm for this thread. There are a lot of great ideas.

Mercenaries enemy faction sounds great. The classes would need a bit of tweaking, but I'm for it. The Collectors being a featured faction would be nice too. I'm fine with canon breaking in multiplayer. It's all about the fun for me in this mode.

After lots of thought, I find the pack system a fine reward system. I wish credits were a little easier to come by. I understand why Bioware did it this way. If they had the market system like in single player, people would focus too much on their preferred weapons and not experiment with the weapons that received upgrades, and get bored with the mode a lot quicker because they could get what they wanted quick.

I think the weapon selection is fine right now, but I would like to see more equipment items with more interesting effects. A few thoughts I had on equipment:

-Super Heat Sink: Don't have to reload, draw directly from max shot count. Firing rate remains unchanged.
-Back-up shield battery: chance of shield instantly recharging upon depletion.
-High Density Rounds: Chance for every shot to deal critical damage.
-Cauterizer: Chance for each shot to regenerate health.
-Lethal Omni-Mod: Chance for Heavy Melee to instant kill, fully deplete shields, or destroy barrier.
-Self-Destruct mod: Once bled out or executed, detonate to deal massive area damage. Remain out of play for remainder of the round.

Those are just a few of the ridiculous things that could be implemented. I can't wait to hear what Bioware is releasing.


As you said yourself some of those things are quite ridiculous. Super Heat Sink? Can you imagine that on the Widow. I'm sure a lot of people will be solo-ing gold...

Modifié par Richard0600, 27 mars 2012 - 12:52 .


#193
AnthonyF27

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I think there should be different wave settings:
Short - 5 waves, don't get many points or credits. This is if you want to finish your game in 10 minutes.
Regular - The way it is now, 10 waves.
Long - 20 waves

It can either be done two ways. In Long you could have it so wave 20 is like wave 10 on normal and 10 is like 5 on normal,,, or you can make it so that wave 20 is even harder than wave 10 is now.

Otherwise, maybe a Long game can introduce Boss fights as was pointed out in the OP.


Also, maybe instead of leveling up by class, you should have to level up each individual character separately.  

Modifié par AnthonyF27, 27 mars 2012 - 01:11 .


#194
AnthonyF27

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Add Difficulty Levels - No. Those who finish gold on a regular basis are in the minority. Creating a new difficulty just for them would not be productive. Finish gold with a team of Level 1 Soldiers and come back and let me know how many people do that on a regular basis.


The game's only been out about a month...  I've only been playing MP for about 3 or 4 days and I already beat a gold match.  Once your characters get to level 20, Silver isn't quite as challenging....  plus let's be honest, no one is going to go through a gold game with a level 1 character (you'll get kicked as soon as you join the game anyway), just like no one is going to go through ME on insanity without ever upgrading their character past stock.

Modifié par AnthonyF27, 27 mars 2012 - 01:16 .


#195
P4NCH0theD0G

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MP DLC:

- New Maps.
- More Interactive Environments - Cerberus Cover Generators, Collector Barrier Generators etc.
- New enemies.
- New Objectives. More Objectives per game. Dynamic Combat Missions that result in item drops, ammo drops, etc. Objectives not dependent on waves.
- Boss Fights.
- Vs. Mode like Left 4 Dead - 4 Players as usual vs. 4 Players controlling certain enemies - same amount of waves, less enemies, better characters unlocked by progression through waves.


Gameplay Updates/Patches:

- Ability to map your powers like you want, where you want, which power is 1, which is 2 etc.
- Better lag compensation for hit detection when melee-fighting.
- More Damage for Fire Explosion Combo.
- Fix for powers going right through enemies.
- Shockwave should affect all enemies in the AoE equally.
- Revive command should have priority over taking cover.
- Revive should be holding button down while standing, so no "Revive instead of Rolling" Deaths.
- Automatic Reticule Re-Centering / Lowering after firing heavy-recoil weapons instead of permanent muzzle climb.
- Connection Meter for each player to gauge possible lag / strength of connection / ping times.
- Geographical Search Function for Public Games with preferences.

Maybes:

- One Bonus power for each class, unlockable by reaching certain game landmarks (with balancing, similar power limitations etc.) to replace one default power.
- One Custom Character for each class, with balancing, similar power limitations etc.

#196
MrBurntToast

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Great thread, if bioware implemented any of these changes, I'd be happy.

#197
xxnickx45xx

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MrBurntToast wrote...

Great thread, if bioware implemented any of these changes, I'd be happy.


I second this.

#198
Huitzil

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 Here's my treatment of a mixed mercenary faction, showing off what I mean by having a gameplay theme -- the idea here is that mercs make you stay on the move, both to catch their units before they buff up and to avoid close-range AoE damage. They also have mixed defenses to be a bit reminiscent of ME2's greater focus on defense-stripping.
I know there's no chance of this ever happening, but it's fun to come up with anyway.


Mercenary Grunt
Health: Low
Armor/Barrier/Shields: Minimal
Weapon: M-15 Vindicator Assault Rifle
Role: Basic Infantry
 The basic foot soldiers of Mercenaries come in three varities, all with the same name: vorcha  Blood pack grunts have a small amount of armor over their health, asari Eclipse grunts have a small amount of barrier, and turian Blue Suns have a bit of shields. It takes very little effort to strip their defenses off, but they still HAVE them, blocking certain powers. They are capable of executing downed players, and engage at medium range.


Blue Suns Bastion
Health: Medium
Shields: High
Weapon: M-9 Tempest
Role: Close-Range Heavy Infantry
A batarian Sentinel with visible tech armor. While the tech armor is active, the Bastion takes 50% less damage from tech and biotic powers, but not combat powers or gunfire/melee. The armor explodes when its shields are depleted, damaging everything within 3 meters. They engage at close range to get the most out of armor detonation and since the Tempest is horribly inaccurate. 


Blue Suns Mechanic
Health: Low
Shields: Medium
Weapon: M-4 Shuriken
Role: Summoner/Support
A human equipment specialist  who spawns carrying two large cases of materiel. The Mechanic needs to set his equipment up and will try and do so in an out of the way location, and nearby Mercenaries will stick with him when he spawns and attempt to protect him while he sets up. Once he sets up his equipment station, he spawns SIRIUS mechs that chase down and attack the players and provides a damping shield to close-by Mercenary units that prevents tech bursts and biotic combos from detonating. His equipment platform looks like the generators in single-player, and can be destroyed like them. Does not seek out players and thus only engages when his hiding spot is attacked. 


SIRIUS Mech
Health: Low
Weapon: Taser, Self-Destruction, Corrosion
Role: Exploding Summon
A modified version of the common FENRIS Mech, one spawns with each Blue Suns Mechanic and he can produce more. The SIRIUS attempts to jump at players and shock them with the taser in its "head", like the FENRIS. Unlike the FENRIS, this attack is really just an annoyance to facilitate the SIRIUS's real purpose -- whenever it is destroyed, the SIRIUS explodes, damaging whoever is close by and leaving a caustic puddle of solvents on the ground that damages any who step on it, like when a Ravager dies. If the SIRIUS is hit with a melee attack, it is sent flying backwards (before it explodes, if it took enough damage to do so). Can be hacked with Sabotage and, like swarmers, they do not count against the enemy cap.


Eclipse Commando
Health: High
Barrier: High
Weapon: M-27 Scimitar, Biotic Shockwave Melee
Role: Close-range house-cleaner
An asari commando with thick barriers, a rapid-fire shotgun, and no tolerance for your nonsense. The Commando is capable of overcharging her barrier by kneeling down for three seconds and psyching up; after that, her barrier refills to capacity and she goes into hyper mode for the next 20 seconds, giving her shots extra damage to shields and barriers, allowing her to use the same 360-degree heavy melee attack as the Asari Adept and Vanguard with no recovery animation, and rendering her immune to stun and stumble effects. While she is kneeling to charge her hypermode, she is totally immobile, and if dealt at least 1 bar of health or barrier damage she will break concentration and fall over like a jackass. Once her hypermode ends, she can't use it again for a minute. 


Eclipse Storm Gunner
Health: Medium 
Barrier: Medium
Weapon: Arc Projector, Biotic Snare
Role: Heavy Weapons
A human adept carrying a reverse-engineered Arc Projector. The Eclipse Arc Projector doesn't work quite as well as the Cerberus one, and so it has much less auto-aim assist. To compensate, Storm Gunners use a special biotic snare ability that locks its target to one position while still allowing them to rotate and fire or use powers, sticking them in one place just long enough for the arc projector to charge and fire. Storm Gunners hide behind cover until ready to snare and shoot, and while their weapons have a distinctive blue glow as they charge, they don't have a laser sight pointing the way right to them; it takes at least a BIT more effort to find their position and shoot them to interrupt their charge. If the shock bolt successfully hits its target it arcs to other players nearby, even if they are in cover. If the Storm Gunner is sabotaged, the backblast hits the Storm Gunner and arcs to all nearby enemies as well.  


Blood Pack Skirmisher
Health: High
Armor: Low
Weapon: M-6 Carnifex
Role: Uh... Skirmisher
The result of an experiment to advance the Vorcha regenerative and adaptive abilities, Skirmishers engage at medium to close range until their armor is depleted and about half their health is gone, at which point they try to break off and flee. If allowed time away from the fight to recuperate, the Skirmisher regenerates all its health and armor, becomes faster and more accurate, and gains damage reduction, and will then rejoin the fight. It can only do this once, and fights to the death afterward. 

Blood Pack Warlord
Health: Very High
Armor: Very High
Weapon: M-76 Revenant with Incendiary Rounds, Melee Charge
Role: Walking Tank
A Krogan battlemaster who doesn't have a whole lot of tricks unless "bashing your skull in" is a trick. If you get close to him, he will charge you with a melee attack, sending your ass into the dirt and taking you out instantly in the process. He walks slowly and has a big head for his size, but rarely stumbles or needs to reload and advances constantly but inexorably like the Terminator, spraying bullets. 

Modifié par Huitzil, 27 mars 2012 - 04:34 .


#199
AZ NiiGhTmArE

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That must have took some time but what about adding the yahg idea also. Similar to the shadow broker fight have a shield and a revenant which can void the current over use of vanguard nova/charge

#200
Richard0600

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P4NCH0theD0G wrote...

MP DLC:

- New Maps.
- More Interactive Environments - Cerberus Cover Generators, Collector Barrier Generators etc.
- New enemies.
- New Objectives. More Objectives per game. Dynamic Combat Missions that result in item drops, ammo drops, etc. Objectives not dependent on waves.
- Boss Fights.
- Vs. Mode like Left 4 Dead - 4 Players as usual vs. 4 Players controlling certain enemies - same amount of waves, less enemies, better characters unlocked by progression through waves.


Gameplay Updates/Patches:

- Ability to map your powers like you want, where you want, which power is 1, which is 2 etc.
- Better lag compensation for hit detection when melee-fighting.
- More Damage for Fire Explosion Combo.
- Fix for powers going right through enemies.
- Shockwave should affect all enemies in the AoE equally.
- Revive command should have priority over taking cover.
- Revive should be holding button down while standing, so no "Revive instead of Rolling" Deaths.
- Automatic Reticule Re-Centering / Lowering after firing heavy-recoil weapons instead of permanent muzzle climb.
- Connection Meter for each player to gauge possible lag / strength of connection / ping times.
- Geographical Search Function for Public Games with preferences.

Maybes:

- One Bonus power for each class, unlockable by reaching certain game landmarks (with balancing, similar power limitations etc.) to replace one default power.
- One Custom Character for each class, with balancing, similar power limitations etc.

 

Huitzil wrote...

 Here's my treatment of a mixed mercenary faction, showing off what I mean by having a gameplay theme -- the idea here is that mercs make you stay on the move, both to catch their units before they buff up and to avoid close-range AoE damage. They also have mixed defenses to be a bit reminiscent of ME2's greater focus on defense-stripping.
I know there's no chance of this ever happening, but it's fun to come up with anyway.


Mercenary Grunt
Health: Low
Armor/Barrier/Shields: Minimal
Weapon: M-15 Vindicator Assault Rifle
Role: Basic Infantry
 The basic foot soldiers of Mercenaries come in three varities, all with the same name: vorcha  Blood pack grunts have a small amount of armor over their health, asari Eclipse grunts have a small amount of barrier, and turian Blue Suns have a bit of shields. It takes very little effort to strip their defenses off, but they still HAVE them, blocking certain powers. They are capable of executing downed players, and engage at medium range.


Blue Suns Bastion
Health: Medium
Shields: High
Weapon: M-9 Tempest
Role: Close-Range Heavy Infantry
A batarian Sentinel with visible tech armor. While the tech armor is active, the Bastion takes 50% less damage from tech and biotic powers, but not combat powers or gunfire/melee. The armor explodes when its shields are depleted, damaging everything within 3 meters. They engage at close range to get the most out of armor detonation and since the Tempest is horribly inaccurate. 


Blue Suns Mechanic
Health: Low
Shields: Medium
Weapon: M-4 Shuriken
Role: Summoner/Support
A human equipment specialist  who spawns carrying two large cases of materiel. The Mechanic needs to set his equipment up and will try and do so in an out of the way location, and nearby Mercenaries will stick with him when he spawns and attempt to protect him while he sets up. Once he sets up his equipment station, he spawns SIRIUS mechs that chase down and attack the players and provides a damping shield to close-by Mercenary units that prevents tech bursts and biotic combos from detonating. His equipment platform looks like the generators in single-player, and can be destroyed like them. Does not seek out players and thus only engages when his hiding spot is attacked. 


SIRIUS Mech
Health: Low
Weapon: Taser, Self-Destruction, Corrosion
Role: Exploding Summon
A modified version of the common FENRIS Mech, one spawns with each Blue Suns Mechanic and he can produce more. The SIRIUS attempts to jump at players and shock them with the taser in its "head", like the FENRIS. Unlike the FENRIS, this attack is really just an annoyance to facilitate the SIRIUS's real purpose -- whenever it is destroyed, the SIRIUS explodes, damaging whoever is close by and leaving a caustic puddle of solvents on the ground that damages any who step on it, like when a Ravager dies. If the SIRIUS is hit with a melee attack, it is sent flying backwards (before it explodes, if it took enough damage to do so). Can be hacked with Sabotage and, like swarmers, they do not count against the enemy cap.


Eclipse Commando
Health: High
Barrier: High
Weapon: M-27 Scimitar, Biotic Shockwave Melee
Role: Close-range house-cleaner
An asari commando with thick barriers, a rapid-fire shotgun, and no tolerance for your nonsense. The Commando is capable of overcharging her barrier by kneeling down for three seconds and psyching up; after that, her barrier refills to capacity and she goes into hyper mode for the next 20 seconds, giving her shots extra damage to shields and barriers, allowing her to use the same 360-degree heavy melee attack as the Asari Adept and Vanguard with no recovery animation, and rendering her immune to stun and stumble effects. While she is kneeling to charge her hypermode, she is totally immobile, and if dealt at least 1 bar of health or barrier damage she will break concentration and fall over like a jackass. Once her hypermode ends, she can't use it again for a minute. 


Eclipse Storm Gunner
Health: Medium 
Barrier: Medium
Weapon: Arc Projector, Biotic Snare
Role: Heavy Weapons
A human adept carrying a reverse-engineered Arc Projector. The Eclipse Arc Projector doesn't work quite as well as the Cerberus one, and so it has much less auto-aim assist. To compensate, Storm Gunners use a special biotic snare ability that locks its target to one position while still allowing them to rotate and fire or use powers, sticking them in one place just long enough for the arc projector to charge and fire. Storm Gunners hide behind cover until ready to snare and shoot, and while their weapons have a distinctive blue glow as they charge, they don't have a laser sight pointing the way right to them; it takes at least a BIT more effort to find their position and shoot them to interrupt their charge. If the shock bolt successfully hits its target it arcs to other players nearby, even if they are in cover. If the Storm Gunner is sabotaged, the backblast hits the Storm Gunner and arcs to all nearby enemies as well.  


Blood Pack Skirmisher
Health: High
Armor: Low
Weapon: M-6 Carnifex
Role: Uh... Skirmisher
The result of an experiment to advance the Vorcha regenerative and adaptive abilities, Skirmishers engage at medium to close range until their armor is depleted and about half their health is gone, at which point they try to break off and flee. If allowed time away from the fight to recuperate, the Skirmisher regenerates all its health and armor, becomes faster and more accurate, and gains damage reduction, and will then rejoin the fight. It can only do this once, and fights to the death afterward. 

Blood Pack Warlord
Health: Very High
Armor: Very High
Weapon: M-76 Revenant with Incendiary Rounds, Melee Charge
Role: Walking Tank
A Krogan battlemaster who doesn't have a whole lot of tricks unless "bashing your skull in" is a trick. If you get close to him, he will charge you with a melee attack, sending your ass into the dirt and taking you out instantly in the process. He walks slowly and has a big head for his size, but rarely stumbles or needs to reload and advances constantly but inexorably like the Terminator, spraying bullets. 


Both of these have some good points I'll add them to the list when I have time. I'll be fairly busy over the next two days. But keep em coming.