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#401
GGW KillerTiger

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 How about classes that aren't 3 sets of 2 classes that cookie cutter copy eachother except for 1 skill? :innocent:

That is my suggestion

Modifié par GGW KillerTiger, 30 mai 2012 - 09:30 .


#402
Nahuel6

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more customizable characters.
Something to make one drell adept stand out from another drell adept than just color and weapons.

#403
Zaraki kanzaki

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Thank you everyone with your opinion, :-) we have to make more noise :-)

#404
ConlanBeorn

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1) Give us the option to add one extra ability to our MP Characters. Like Shep has with the squadmate ability list on the normandy.
2) Raise the Level Cap up at least 5 Levels. Some of us like to go in with max abilities. Since this is the "LAST" Mass Effect game might as well GO BIG or GO HOME.
3) Pirate Map: Objective A: Board an enemy vessel to either take over or retrieve info off the ship. Objective B: Repell incoming enemies until backup / extraction arrives.
4) MORE ENEMIES / ENEMIE classSES.

#405
Guest_KproTM_*

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This DLC idea came up from the thought of a last ditch effort for the war against the Reapers and a chance of hope as well for the fighting races. The title I give for this DLC is the "Retribution Pack". Here are the details on it:

classes

Adept: Prothean*

On the planet of Klencory, the the eccentric volus billionaire Kumun Shol, who was been ridiculed for his visions of "beings of light" protecting organic life from synthetic "machine devils", discovered a network of hidden stasis pods. These so called beings of light turned out to be Protheans in vita-pods. The Protheans arose from a single planet and developed an immense galaxy-wide empire encompassing many other spacefaring species. Believe to have died out in the last galactic purge, the Protheans have risen back to life to seek retribution against the Reapers.

New Ability: Biotic Wave
The Prothean adept can generate a wide and powerful biotic force of energy that can throw a group of 3 or even 5 individuals back with devastating effects.

Soldier: Yahg*

The yahg[/b] are a sentient race of towering humanoids native to the world of Parnack, known for their violent and aggressive nature. Consummate predators, the yahg possess unrivaled perceptiveness and mental adaptability. When the Council landed on the homeworld of Parnack with intentions of peace, they were massacred by the Yahg, thus cutting off their homeworld from the rest of the galaxy declaring Parnack off-limits. Now they return, only this time seeking aid against the Reapers. Seeing that the Reapers were a much stronger threat than their own, the Yahg agreed and were then unleashed upon to help quell the tide of war.

New Ability: Scorched earth
The yahg are known for their brutality as well as their strength. The scorched earth ability is similar to that of the biotic nova, with a few differences. While Nova has a surrounding effect, scorched earth is more cone spread, has a much farther radius, and when the yahg pounds the ground it emits an explosive effect with high amounts of damage.

Take note: Like the Krogan, the Yahg have a stronger and unique version of melee. Unlike the krogan, the heavy melee of a yahg is charging head on into the thick of battle. The regular melee of a yahg is equivalent to that of a krogan's heavy melee

Engineer: Ex-Cerberus Talos

Thanks to the funding of the Illusive Man and the schematics of billionaire and arms manufacturer Tony Rhodes, cerberus engineers were able to create power armored Talos units that gives them superhuman strength, durability, and an array of weapons. The power-armor was created as a means to turn a shocktrooper into a walking tank. When the Illusive Man's ethics of control were too much to handle, Mr. Rhodes defected and gave his army of iron soldiers to the Alliance.

New Ability: Battle Systems
A hybrid between Hunter Mode and Matrix, Battle Systems buffers up the weapons damage, durability, and powers of the Talos operative. When activated, weapons are more deadly, powers do more heavy damage, and shielding as well as health are boosted. The suit is also equipped with a passive shoulder turrent. The only drawback is that the Talos operative is much slower, the same speed as that of a walking krogan.

Sentinel: Yagh*

The yahg[/b] are a sentient race of towering humanoids native to the world of Parnack, known for their violent and aggressive nature. Consummate predators, the yahg possess unrivaled perceptiveness and mental adaptability. When the Council landed on the homeworld of Parnack with intentions of peace, they were massacred by the Yahg, thus cutting off their homeworld from the rest of the galaxy declaring Parnack off-limits. Now they return, only this time seeking aid against the Reapers. Seeing that the Reapers were a much stronger threat than their own, the Yahg agreed and were then unleashed upon to help quell the tide of war.

New Ability: Omni-Shield
The yahg are not only known for their ferocity, but for their cunning as well. They have the intelligence similar to that of salarians and can learn at an astonishing rate. As a result, the yahg have utilized the use of the omni-shield. When used in one hand, the impenetrable shield blocks all attacks while still allowing the yahg to use a offensive weapon in the other. The drawback is that no other powers can be used while the omni-shield is being used.

Take note: Like the Krogan, the Yahg have a stronger and unique version of melee. Unlike the krogan, the heavy melee of a yahg is charging head on into the thick of battle. The regular melee of a yahg is equivalent to that of a krogan's heavy melee

Infiltrator: Ex-Cerberus Ghost
Before the deployment of the Phantom units, experimental prototypes were attempted to create the ultimate assasin in combating Drell assassins. With the help of the Illusive Man and operative Kai Leng, cerberus scientists were able to create Ghost operatives, more durable yet agile agents of the organization. But with the overzeal of the Illusive Man and the unethics of Kai Leng, many Ghost operatives defected to join the Alliance.

New Ability: Homing Shurikens
Ghost operatives have the ability to utilize homing shurikens that lock on to their target and seek them out. The Ghost operative is able to throw a large shuriken, which then separates into smaller ones and attacks their target. Upgrades to this ability include multiple shurikens, more bleeding damage, and even explosive effects.

Take Note: Ex-Cerberus Ghosts are able to use monomolecular blades as their melee ability

Vanguard: Prothean*

On the planet of Klencory, the the eccentric volus billionaire Kumun Shol, who was been ridiculed for his visions of "beings of light" protecting organic life from synthetic "machine devils", discovered a network of hidden stasis pods. These so called beings of light turned out to be Protheans in vita-pods. The Protheans arose from a single planet and developed an immense galaxy-wide empire encompassing many other spacefaring species. Believe to have died out in the last galactic purge, the Protheans have risen back to life to seek retribution against the Reapers.

New Ability: Biotic Fallout
By playing with the molecular atoms on the battlefield, the Prothean vanguard is able to rain down a barrage of multiple, mini-biotic warps on their foes with devastating effects.

*Yeah, I know these have a long shot to be included as well. But hey, you never knowImage IPB

New Maps

Firebase Shrine: A map based on Sanctuary

Firebase Agora: On the Citadel

New Objective

None that I can think of

New Enemies

The Collectors: Collector Drone, Collector Assassin, Collector Sentry, Praetorian, Scion, Abominations

New Weapons

Particle Rifle (A Prothean-based assault rifle)
Whitenova (A Reaper-based Pistol)
Mauler (A Yahg-based shotgun)

#406
Zaraki kanzaki

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KproTM wrote...

This DLC idea came up from the thought of a last ditch effort for the war against the Reapers and a chance of hope as well for the fighting races. The title I give for this DLC is the "Retribution Pack". Here are the details on it:

classes

Adept: Prothean*

On the planet of Klencory, the the eccentric volus billionaire Kumun Shol, who was been ridiculed for his visions of "beings of light" protecting organic life from synthetic "machine devils", discovered a network of hidden stasis pods. These so called beings of light turned out to be Protheans in vita-pods. The Protheans arose from a single planet and developed an immense galaxy-wide empire encompassing many other spacefaring species. Believe to have died out in the last galactic purge, the Protheans have risen back to life to seek retribution against the Reapers.

New Ability: Biotic Wave
The Prothean adept can generate a wide and powerful biotic force of energy that can throw a group of 3 or even 5 individuals back with devastating effects.

Soldier: Yahg*

The yahg[/b] are a sentient race of towering humanoids native to the world of Parnack, known for their violent and aggressive nature. Consummate predators, the yahg possess unrivaled perceptiveness and mental adaptability. When the Council landed on the homeworld of Parnack with intentions of peace, they were massacred by the Yahg, thus cutting off their homeworld from the rest of the galaxy declaring Parnack off-limits. Now they return, only this time seeking aid against the Reapers. Seeing that the Reapers were a much stronger threat than their own, the Yahg agreed and were then unleashed upon to help quell the tide of war.

New Ability: Scorched earth
The yahg are known for their brutality as well as their strength. The scorched earth ability is similar to that of the biotic nova, with a few differences. While Nova has a surrounding effect, scorched earth is more cone spread, has a much farther radius, and when the yahg pounds the ground it emits an explosive effect with high amounts of damage.

Take note: Like the Krogan, the Yahg have a stronger and unique version of melee. Unlike the krogan, the heavy melee of a yahg is charging head on into the thick of battle. The regular melee of a yahg is equivalent to that of a krogan's heavy melee

Engineer: Ex-Cerberus Talos

Thanks to the funding of the Illusive Man and the schematics of billionaire and arms manufacturer Tony Rhodes, cerberus engineers were able to create power armored Talos units that gives them superhuman strength, durability, and an array of weapons. The power-armor was created as a means to turn a shocktrooper into a walking tank. When the Illusive Man's ethics of control were too much to handle, Mr. Rhodes defected and gave his army of iron soldiers to the Alliance.

New Ability: Battle Systems
A hybrid between Hunter Mode and Matrix, Battle Systems buffers up the weapons damage, durability, and powers of the Talos operative. When activated, weapons are more deadly, powers do more heavy damage, and shielding as well as health are boosted. The suit is also equipped with a passive shoulder turrent. The only drawback is that the Talos operative is much slower, the same speed as that of a walking krogan.

Sentinel: Yagh*

The yahg[/b] are a sentient race of towering humanoids native to the world of Parnack, known for their violent and aggressive nature. Consummate predators, the yahg possess unrivaled perceptiveness and mental adaptability. When the Council landed on the homeworld of Parnack with intentions of peace, they were massacred by the Yahg, thus cutting off their homeworld from the rest of the galaxy declaring Parnack off-limits. Now they return, only this time seeking aid against the Reapers. Seeing that the Reapers were a much stronger threat than their own, the Yahg agreed and were then unleashed upon to help quell the tide of war.

New Ability: Omni-Shield
The yahg are not only known for their ferocity, but for their cunning as well. They have the intelligence similar to that of salarians and can learn at an astonishing rate. As a result, the yahg have utilized the use of the omni-shield. When used in one hand, the impenetrable shield blocks all attacks while still allowing the yahg to use a offensive weapon in the other. The drawback is that no other powers can be used while the omni-shield is being used.

Take note: Like the Krogan, the Yahg have a stronger and unique version of melee. Unlike the krogan, the heavy melee of a yahg is charging head on into the thick of battle. The regular melee of a yahg is equivalent to that of a krogan's heavy melee

Infiltrator: Ex-Cerberus Ghost
Before the deployment of the Phantom units, experimental prototypes were attempted to create the ultimate assasin in combating Drell assassins. With the help of the Illusive Man and operative Kai Leng, cerberus scientists were able to create Ghost operatives, more durable yet agile agents of the organization. But with the overzeal of the Illusive Man and the unethics of Kai Leng, many Ghost operatives defected to join the Alliance.

New Ability: Homing Shurikens
Ghost operatives have the ability to utilize homing shurikens that lock on to their target and seek them out. The Ghost operative is able to throw a large shuriken, which then separates into smaller ones and attacks their target. Upgrades to this ability include multiple shurikens, more bleeding damage, and even explosive effects.

Take Note: Ex-Cerberus Ghosts are able to use monomolecular blades as their melee ability

Vanguard: Prothean*

On the planet of Klencory, the the eccentric volus billionaire Kumun Shol, who was been ridiculed for his visions of "beings of light" protecting organic life from synthetic "machine devils", discovered a network of hidden stasis pods. These so called beings of light turned out to be Protheans in vita-pods. The Protheans arose from a single planet and developed an immense galaxy-wide empire encompassing many other spacefaring species. Believe to have died out in the last galactic purge, the Protheans have risen back to life to seek retribution against the Reapers.

New Ability: Biotic Fallout
By playing with the molecular atoms on the battlefield, the Prothean vanguard is able to rain down a barrage of multiple, mini-biotic warps on their foes with devastating effects.

*Yeah, I know these have a long shot to be included as well. But hey, you never knowImage IPB

New Maps

Firebase Shrine: A map based on Sanctuary

Firebase Agora: On the Citadel

New Objective

None that I can think of

New Enemies

The Collectors: Collector Drone, Collector Assassin, Collector Sentry, Praetorian, Scion, Abominations

New Weapons

Particle Rifle (A Prothean-based assault rifle)
Whitenova (A Reaper-based Pistol)
Mauler (A Yahg-based shotgun)

thank you! added=]

#407
Zaraki kanzaki

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varteral6162 wrote...

If the Collectors are brought into multiplayer there should be two Collector themed maps with unique missions.
1) Collector base assault (virtually the entire Prothean race was converted into the Colletcors so it's likely they had more then one base) following a similar path to the ME2 suicide mission (without the Human-Reaper). but you have to evacuate before the base explodes.

2) Collector ship assault (any ships that survived the aftermath of the bases destruction would have ceased all abduction and remained hidden until the Reapers invade) essentially go to the ships core , plant a giant bomb and evacuate before the bombs timer runs out.

thank you! :D

#408
Zaraki kanzaki

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ConlanBeorn wrote...

1) Give us the option to add one extra ability to our MP Characters. Like Shep has with the squadmate ability list on the normandy.
2) Raise the Level Cap up at least 5 Levels. Some of us like to go in with max abilities. Since this is the "LAST" Mass Effect game might as well GO BIG or GO HOME.
3) Pirate Map: Objective A: Board an enemy vessel to either take over or retrieve info off the ship. Objective B: Repell incoming enemies until backup / extraction arrives.
4) MORE ENEMIES / ENEMIE classSES.

thank you! added:lol:

#409
Saint Steel

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I wanna see the exisitng races re-alloted to classes they don't have currently.

Retraining
Alliance command has worked in conjunction with Turian and Batarian militaries to show the soldiers the benefits of utilizing tactical dodging in combat. Turian and Batarians are given Combat Roll Ability. (Seriously they are not as resilient as a Krogan, they deserve to be able to at least have a slow rolling dodge.)

Salarian Adept*
Very few Salarians are born with biotic abilities and as such are usually placed in intellegence gathering roles. Due to the threat of the Reapers, the Salarian Union decided it was best to put all their soldiers into the fray. 

Skills:
Throw
Barrier
New Skill -  Overguard
Salarian Adepts have learned to utilize their biotic abilites as a support asset, due to minimal training in large scale combat. Overguard creates a small, temporary barrier around allies in the surrounding area. Temporary barrier gets stronger at higher levels, effect does not work on Salarian Adept only allies.

Turian Adept*
Biotics are uncommon among Turians, and are a
cause for tension among the common soldier, so Turian biotics are set up
in teams called Cabals. As skillful in fighting as any soldier, a
Turian Adept is more resilient than your typical Adept.

Skills:
Reave
Cluster Grenade
New Skill -  Crush
Turian Adept have are skillful and lethal in execution of their biotic abilities. Crush utilizes mass effect fields to crush down on thebodiesof their enemies. Can be utilized for biotic combos. Higher levels causes enemies to stagger.

Salarian Sentinel
Eclipse has sent some of their commandos into the frey. Salarian Sentinels are resilient in combat and utilize several quick hitting skills to get in and out fast. (Based off of Eclipse Operative enemy in ME2)

Skills:
Tech Armor
Combat Drone
Lift Grenade

Asari Sentinel
Eclipse has sent some of their commandos into the frey. Asari Sentinels are ususally the commanders in the field for Eclipse troops. Resilient and deadly, they can last longer than most Asari forces. (Based off of Eclipse Commando enemy in ME2)

Skills:
Tech Armor
Barrier
Warp

Turian Infiltrator
Turian Blackwatch are the elite special ops forces for the Turian Government. Rarely off of Palaven, all Blackwatch units were pulled from the planet and sent to fight Reaper forces across the galaxy.

Skills:
Tactical Cloak
Overload
New Skill - Concentration
Narrows focus onto target's weakspots. Increases accuracy for a set duration as well as tagging a part of an enemy to deal increased damage with a successful hit to that area from Turian Inflitrator.

Drell Infiltrator
Drell are natural assassins. They are reknown for their speed, endurance, and prowess.

Skils:
Tactical Cloak
Sticky Grenade
New Skill - Heightened Senses
Increases accuracy and allows for faster movement. Allows Drell Assassin to get in and out more efficently when in a bad situation.

New Weapons
Geth Heavvy Pistol - This Geth made heavy pistol fires a fast bolt of energy. Said bolt can be charged up for maximum efficency.
Amonkira - Sniper rifle of Drell design, named for their God of Hunters. This high caliber, low zoom rifle allows for quick precision shots, much suited for the get-in, get-out style of Drell Assassins.
M-451C Firestarter - [A lighter, compact varient of the M-451 Firestorm. Utilized by mercenarices the galaxy over. It has a smaller tank and shorter spray than the Firestorm, but it packs a similar punch.

*Turian and Salarian Biotics based off fo Codex Entries.

Modifié par Saint Steel, 31 mai 2012 - 06:10 .


#410
jpraelster93

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Protheans as playable classes and collectors as enemies

#411
AresKeith

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how about Shadow Broker characters?

#412
ntrisley

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Project: Vengeance Operative
(Infiltrator)
The members of Project: Vengeance were members of Cerberus who were
found to have an aptitude for the more subtle aspects of warfare. As the
Illusive Man's methods became more and more disconcerting, his once
loyal cadre of operatives began to question if their actions truly were
for the benefit of humanity or the Illusive Man. Following the defection
of members of the Phoenix Project, a number of Project: Vengeance members opted to leave Cerberus behind and throw their lot in with the Alliance and Council Races to bring about the downfall of the Reapers and the organization they once held loyalties to.

Bringing their well-equipped and well-trained marksmen to the field, it's time these operatives have their chance to bring vengeance on the enemies of humanity.

-Sticky Grenades

New abilities:
Vengeance Protocols:
This tech ability allows the Operative to not only cloak himself, but his fellow teammates within range(1.5m-2m) for a short amount of time(6 seconds baseline, can be talented for up to 10 seconds). When a squad member under the effect of Assassination Protocols opens fire, it begins a 3 second countdown during which any member who opens fire before the Protocols wear off receives a damage bonus with their equipped weapon.
If no squad member is within range when the Protocols are activated, they do not receive this bonus nor are they removed from sight.

Can be specialized to add to the damage bonus or duration, allowing for a unique new support ability to be brought to the game.
Thermo-optic Camouflage:
This tech ability is a passive ability triggered by specific circumstances. When the Operative takes cover, they are removed from sight. When they open fire, the camouflage ability ends until they move location and take cover again.

Can be specialized to either increase the damage bonus or allow for recamouflaging without having to move locations.

Project: Vigilance Operative
(Engineer)
Project: Vigilance was an attempt by the Illusive Man to begin training actual soldiers loyal to his cause, rather than the undertrained conscripts who were utilized as cannon fodder. The goal was to have soldiers who understood the importance of holding the line, knowing when and where to employ the technology at their disposal to shift the flow of a battle in Cerberus' favor. As the Illusive Man's methods became more and more questionable, and his paranoia and distrust of his own followers became evident members of Project: Vigilance opted to defect rather than remain and face potential Indoctrination.

These combat engineers will prove valuable to the war against the Reaper, bringing their field defenses to the aid of their newfound allies.

-Tech Armor

Cerberus Turrets

This ability is gonna be a little different to what you're used to. There will be two "evolutions" of the Cerberus turret, with the first one being the standard floaty ball drone that we're used to with no penalties associated with it.

The other option is the Cerberus turret we all know and loathe. Fast-firing, stationary, and unable to be replaced without the Operative tearing it down and packing it up again or using an Ops Survival Pack(or Thermo Clip Pack). This turret will limit you to one weapon, of any kind, and will utilize one of your weapon slots rather than the normal method. Once the turret is deployed, that slot will be utilized for a "Turret Diagnostics Device" which will be required for repairs and resupply of the turret. You won't need to pull a TF2 and run up, whacking it with a wrench but you will need to potentially run in and transfer ammunition or interact with it using "A" to repair/reload the turret.
As befitting such a bulky piece of equipment, it will be a rather nasty customer capable of cutting down swathes of enemies by itself.

Cerberus Shield Generator
Somewhat like we saw in the campaign. A stationary shield generator which can be placed and repaired, with the Operative able to deploy Shield Pylons in a perimeter around the generator (roughly 5-6 m). Depending on how you choose to evolve it, the Pylons will either reinforce each squad members' shields or allow for a stationary shield "wall" allowing for squadmates to take cover behind it.

#413
xSNPx ZoDiaC

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Geth Destroyer(soldier)
1)Geth assualt turret(no shield healing like geth turret)
2)Geth combat Drone
3)Seige pulse cannon(geth version of carnage)

*slighter more health then Geth engineer/infiltrator less than human. More shields then krogans. Low mobility, Heavy melee charge

Geth Destroyer(sentinel)
1.)Geth shield boost(similiar to legion's power from ME2)
2.)Sabotage
3.)Siege pulse Cannon


Prothean Adept
1)Dark Channel
2)Slam
3)Dominate

Prothean Vanguard
1)Dark Channel
2)Biotic Charge
3)Lift Grenade

#414
SergeantCelery

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GGW KillerTiger wrote...

 How about classes that aren't 3 sets of 2 classes that cookie cutter copy eachother except for 1 skill? :innocent:

That is my suggestion


My thread social.bioware.com/forum/1/topic/343/index/12363967 tries to make class es that are not in sets of the two same species^_^

#415
CALIxBIRDY

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Sofie1991 wrote...

I think lore wise this'll be too breaking. As much as I love the mysticism around the protheans, it should stay that way if you ask me and the ancient war pack would make them too common


then it should be promtional like the battlefeild 3 soldier, only for people with from ashes but you still buy packs to earn it. that sounds fare to everyone to me

#416
CALIxBIRDY

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**fair

#417
ConlanBeorn

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Prothean rifle
More Maps
Ammo only packs
Medigel only packs

MORE SINGLE PLAYER CONTENT

#418
Elloria

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Playable Rachni soldiers!

#419
d_Mr_Hyde_b

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Add to the kill the target mission a unique character from any of the ME campaigns, for Reapers we could have Saren or Indoctrinated Illusive Man For Cerb. Kai Leng or The Illusive Man. Im sure more people can thing of something for Geth this would add a more intresting touch to just killing another Atlas that you are already killing 8 of that wave.

#420
Delta Vicious

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I disagree with the Mercs being a new type of enemy, I would rather have them as new PCs!

I would call it the Renegade Pack, and it would strive to put some alien races in other, different classes.

I would suggest:

Eclipse Asari Sentinel
Eclipse Salarian Engineer/Infiltrator


Blood Pack Vorcha Soldier (sorry, can't imagine Vorcha with true biotic or tech powers)
Blood Pack Krogan Adept

Blue Suns Turian Infiltrator/Engineer (I would prefer Infiltrator)
Blue Suns Batarian Vanguard

The repeating Salarian class it's mostly because that was the Salarians main role in Eclipse, they were mostly tech specialist, and if they weren't the Engi/Infil, that role would have to be filled by the Krogan, and I deem tech powers kinda un-Krogan, but the switch could be made.

Of course there would need to be another DLC to add a Salarian STG Adept and a Turian Cabal Vanguard

Modifié par Delta Vicious, 03 juin 2012 - 04:13 .


#421
L. Han

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Volus Adepts from the Vol Protectorate!

Skills: Biotic wind, Feign Death, Bargain.

#422
Mysterious Stranger 0.0

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Hey let's all be realistic for a second with our DLC suggestions

Hanar,elcor, and volus can't work. It's not gonna happen no matter what.

New very possible classes would be
Batarian Vanguard. New armor resembling the Armor Blue suns batarians wore.
Salarian Scientist(Sentinel with mordins robe minus the neck brace)
Drell infilly. Wearing thanes GIMP mask
Female turian engineer with a helmet on. maybe a different armor
Geth soldier AKA geth destroyer.
Krogan Adept. Because Vorcha adepts don't work and Krogan are awesome.

#423
CALIxBIRDY

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Mysterious Stranger 0.0 wrote...

Hey let's all be realistic for a second with our DLC suggestions

Hanar,elcor, and volus can't work. It's not gonna happen no matter what.

New very possible classes would be
Batarian Vanguard. New armor resembling the Armor Blue suns batarians wore.
Salarian Scientist(Sentinel with mordins robe minus the neck brace)
Drell infilly. Wearing thanes GIMP mask
Female turian engineer with a helmet on. maybe a different armor
Geth soldier AKA geth destroyer.
Krogan Adept. Because Vorcha adepts don't work and Krogan are awesome.


ya they might not work for charicters very well but they could be used as a objective. like save blasto the hanar specter escape the reaper prision and use them like objects. also we cant be picky with our species becaue i dont want the next dlc to be all humans. and it is the diversety in specis that keep the game fun :)

#424
Zaraki kanzaki

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thank you everyone ;)

#425
ConlanBeorn

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Give us a Target/Shooting range. Kinda like a compitition Firing Range the better the score the bigger the credit ammount / higher the pack given at the end of the compition.
Two team of 2 competing against each other.