List of Desired DLC (Add Your Own Ideas)
#326
Posté 01 juin 2012 - 08:20
Powers:
Tech Armor
Ballistic Blades
Lash
The rest would be the usual. 6/6/6/4/4 and it would dominate.
#327
Posté 02 juin 2012 - 12:15
#328
Posté 02 juin 2012 - 12:52
New Characters:
Geth Soldier with Defensive Matrix, Hunter Mode and Concussive Shot.
Quarian Male Soldier with Marksman or Tactical Scan, Arc Grenades and Proximity Mine
Asari Sentinel with Tech Armour or Barrier, Slam and Warp.
Drell Sentinel (Who actually wears an armour) with Slam or Pull, Warp or Reave and Barrier or Tech Armour.
Batarian Vanguard with Spiked Armour, Biotic Charge and Lift or Cluster Grenades.
Turian Infiltrator with Overload, Proximity Mine and Tactical Cloak.
New Weapons: Kovalyov Assault Rifle (Either an uncommon or rare AR, thats similiar to the avenger but a little more powerful. At least so its a better choice to use on gold than the avenger) Terminator Battle Rifle (Rare AR, similiar to the Vindicator but more Powerful) Lancer AR (A rare Semi-Automatic weapon that is a little bit more powerful than the Mattock) Executioner Shotgun ( A rare Batarian shotgun, something in between Katana and Eviscerator) Firestorm shotgun (A rare semi automatic shotgun, thats a little bit more powerful than the scimitar) Volkov Sniper Rifle (A rare semi automatic sniper rifle, with a slow rate of fire. Has a clip of 5 shots, with a bolt-action like animation with each shot) Judgement Pistol (A pistol version of the Kishock Harpoon Gun, with 5 shots in a mag. Powerful damage, but works pretty much the same way as the Kishock) Geth Plasma Pistol (A rare hand canon pistol. Shots can be charged like with the Geth Plasma Shotgun) Geth Plasma Rifle (A more focused medium to long range version of the Geth Plasma Shotgun. Shots can be charged like the Geth Plasma Shotgun. This weapon is an assault rifle)
New Difficulties: Platinum 15 waves and more powerful enemies than in Gold. Credits recievied for full extraction = 12 000
Hardcore/Swarm 20 waves, and enemies are just as hard as in Silver, but they are so numerous you are more likely to be overwhelmed by numbers than being crushed by extremely tough enemies. Credits recieved for full extraction = 10 000 or 14 000
Modifié par zRz Tyr, 02 juin 2012 - 12:56 .
#329
Posté 02 juin 2012 - 05:02
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
Modifié par xSNPx ZoDiaC, 02 juin 2012 - 05:11 .
#330
Posté 02 juin 2012 - 04:00
#331
Posté 02 juin 2012 - 04:01
#332
Posté 03 juin 2012 - 06:11
Modifié par Mekkloood, 03 juin 2012 - 11:56 .
#333
Posté 04 juin 2012 - 07:52
#334
Posté 04 juin 2012 - 07:55
#335
Posté 04 juin 2012 - 07:55
We can play as two enemy types already, cerberus and geth. Why not reapers, I would love to annihilate things as a Banshee or Buff my teammates to hell as a marauder.
Modifié par Optimistman, 04 juin 2012 - 07:59 .
#336
Posté 05 juin 2012 - 01:50
#337
Posté 05 juin 2012 - 04:58
New Enemies:
- Collectors (Loved fighting them in 2... sometimes. Also they are apparently still around in ME3 lore.)
- Mercenaries (Bit outside of plausibility, but hey. Maybe Cerberus hired them or something. Doesn't matter which of the 'big three'. Heck even someone new or a fusion of them.)
- 'Grab Bag' (Randomly mixes the current, or even all, enemy factions together. For instance; Husks, Geth Troopers, Phantoms, Pyros, Ravagers, Geth Prime's, and Banshees)
New 'theaters':
Omega
Mars Archeological Dig Site
Collector Ship
London
New Objectives:
- Overrun (Kill X amount of enemies before the clock runs out)
- VIP (Enemies more aggressively target the player designated as the MVP. The round is lost if the chosen player bleeds out or is insta' killed.)
New Weapons:
Not going to say anything too specific here other than my desire for weapons that do different things rather than shoot 'bullets' at different speeds, rates, and force. (IE: more like the Carbine, Scorpion, and the Falcon. Hell even the Krysae.) We just need more variety in weapon effects. Maybe even something that helps in setting up/ triggering Tech or biotic combos other than just using ammo power ups.
The majority of the weapons available just aren't very unique and interesting to me and there's a few too many that fill the exact same roll (like the GPS and Spike Thrower). Speaking of same-ness... too many human guns. There's a whole galaxy filled with aliens and their own unique spins on weapons and technology. Alien races like the Drell, Asari, Salarians, Quarians, and Batarians are sorely under represented in the games current armory.
- Long story short: More 'creative' weapons/ effects and more alien weapons.
- A Fire or Ice elemental gun(s) to go with the new Reegar electric carbine.
- Maybe the freeze gun could be classed as an assault rifle that shoots a beam, and the longer you hit a target with it, the slower they move until they freeze and ultimately shatter.
New Gear:
- Something that increases the radius and maybe damage of Tech Bursts and Biotic Explosions
New Characters:
I won't go on too much here for specifics, but ideally I'd want to see more 'specialists' like the Justicar and Battlemaster. That said, I specifically would like to see a female Turian. Heck keep her in armor and give her a helmet so we can't see her and just modulate the voice. Whatever it takes. That said, I do have some specifics:
Turian Paladin
class - Adept
Barrier
Lift Grenades
Shockwave
Turian Veteren
Fitness
Turians do have Biotics like most other races, however they're uncommon and most of these individuals are assigned to specialist teams called Cabals. The Paladin is a member of such a unit. Using her latent Biotic powers as both shielding and physical weapons, she can effectively clear clusters of enemies, get them out of cover, and then drop them right on their backsides. Unfortunately maneuverability and dealing with 'bosses' may prove difficult.
- (This one was really fun to design, my main goal was of course a character that felt like an adept, while still maintaining the aura of a soldier or commando befitting of a Turian. Sort of a bulkier battle ready adept as opposed to the nimble little things we have now. I also wanted to use the name Paladin and thanks to another game company, that name is synonymous with dropping things on enemies to me, so I wanted the build to feature 'levitation' as its core gimmick. At the same time I also wanted to do something focused on Shockwave, as it's a very underrated power and the character/ class builds it's currently featured in don't make very good use of it. I mixed all those elements together and came out with the above build which I believe stays true to the Turian ideal while letting Shockwave and 'dropping' shine in a way they haven't yet. If I may say so, I think would be a hoot and a half to play with.)
Salarian Operative
class - Engineer
Defense Drone
Cryo Blast
Proximity Mine
Salarian Operative
The Salarian Operative is on loan from the STG. While not a heavy damage dealer, his primary roll is to stick close to his brothers in arms sporting valuable debuff, defensive, and diversionary tools. He's got a job to do, and that job is to hold the line.
- (The core concept I wanted to do with this one is to generate a character that was completely focused on enhancing a teams defensive line and providing assistance to those teammates. While there are a few classes out there that can be played defensively, there isn't really one whos core focus and battlefield roll is purely a defensive or support one. Personally I find games much more rewarding if I can help my teammates get what needs to be done done, rather than just being another guy who just shoots and spams, and with a Medic not really being feasible or needed given the current options and gameplay, a defensive linemen seemed like a logical compromise.)
Geth Wizard
class - Sentinel
Defense Matrix
Slam
Sabotage
Networked AI
Advanced Hardware
While the Geth are normally incapable of utilizing biotics, they have found a work around as an indirect result of their studies on dark matter. The fruits of the Geth's labor yielded a significant breakthrough; the ability to mimic biotic abilities by utilizing an EZO core and experimental hardware in a mobile platform. A small number of these platforms with 'moderate' EZO cores where produced for situations where Geth involvement with allied biotic personal was needed in the Reaper invasion. Dubbed as 'Wizards' by Allied forces, these platforms are often seen as inefficient by the Geth, however Alliance forces find their assistance invaluable when teamed up with already thinly stretched forces and biotic commando units.
- (The hardest part of this was getting the mythology behind it to make sense. One of the things I wanted to try and do with these 6 'specialist' classes was to introduce a 'new' power for each of them. Rather than reinvent the wheel, I pulled on ME3's single player to see what hadn't been touched on yet (Defense Matrix being perfect here), and a rough, but useful power like Slam seemed a great fit for the background I had in mind for the character. Not to mention can assist in a ton of Biotic combos. Sabotage was a very easy choice to add to the character as the final power, because if nothing else, no other Geth can hack Geth yet which is weird.)
Batarian Enforcer
class - Soldier
Ballistic Blades
Flamer
Razor Grenade (new power)
Batarian Enforcer
Fitness
Batarian Enforcers are feared throughout the galaxy as some of the most unforgiving and brutal slave traders, cut throats, pirates, and military exiles the system has to offer. Renoun for their cruelty, the Batarian Enforcer seeks to inflict as much pain on his targets as possible before he grants them release in death.
- (Another fun one. I've noticed that a lot of characters tend to be either used from great ranges or in hand to hand so I wanted to try and make the enforcer fill that mid range roll pretty well in addition to having a character that could be used to deal a great amount of damage at once, or over time which seemed like a great fit for the typical Batarian attitude.)
Drell Assassin
class - Infiltrator
Backstab (New power)
Stun Grenades ('New' power)
Pull
Drell Assassin
Fitness
Many Drell perform service to the Hanar as elite assassins skilled in the use of fire arms as well as hand to hand combat. While failed assassination attempts are rare, the Drell Assassin is infamous for utilizing stun grenades to either attempt another kill or to escape from harms way.
- (The other main goal I had with these characters and the new powers was to give players more options and variety as to how they actually play a character and class. Currently it seems that there's really only one way to build a class/ character, and again, I don't really think there's enough choice out there yet in power evolution to give players a reason to experiment or use reset cards. This class is all about that and his two main powers can be upgrades in a lot of different ways that should change up how he plays dramatically. The basic core idea here is to lob in a 'Stun' Grenade of some kind, then rush into the coughing and disoriented enemies, use the new Backstab ability to kill off a few of them and run away using the Drells fast natural run speed. He also has Pull, allowing you to yank stragglers off their feet to you, and with the right power evolution, finish them as they hit the floor. If we can have an Engineer without a 'pet', we can have an Infiltrator without Tactical Cloak.)
Asari Ardat-Yakshi
class - Vanguard
Charge
Reave
Dark Channel
Asari Justicar
Fitness
While lacking the health and shielding her sisters of battle enjoy, the remaining Ardat-Yakshi have emerged to enact their vengeance on the Reaper threat utilizing their unique blend of highly aggressive and damaging Biotic powers to cut through swaths of enemies like butter.
- (The last one of the bunch and the last designed. The basic idea here is that your health and shields are pretty low, luckily you have Reave to help alleviate that, as well as to assist in good old biotic booms. Dark Channel, when applied right and Charged into, should spread like wildfire when troops start to drop. A style and methodology I haven't really seen too much of in our current Vanguard selection.)
(Note: Just like 98%+ of the users here, I'm not a game designer. These are just some concepts and combos that I think have the potential to be pretty neat)
New Powers:
Thought it would be a good idea to introduce a few 'new' powers for the above classes. Again, I'm no game designer so these are just rough concepts:
Razor Grenades
Lob a small grenade that explodes with deadly shrapnel
- Rank 1 (Damage Per Sec: 100, Force: 800, Duration: 5 Sec, Radious: 8 Meters)
- Rank 2: Max Grenades (Increase Granade capacity by 1)
- Rank 3: Force & Damage (Increase Damage and Force by 20%)
- Rank 4: Duration/ Force & Damage (Increase Durration of bleed by 20%, or Increase Innitial Damage and force by an additional 20%)
- Rank 5: Max Grenades/ Radious (Increase Grenade capacity by 1, or Increase the impact radious by 35%)
- Rank 6: Radious & Shrapnel/ Stagger & Bleed Duration (Increase impact radious by 40% and Shrapnel count by 2, or increase bleed duration by 50% and bleeding enemies have a chance to stagger when hit with powers or weapons)
Stun Grenades
Use a smoke grenade to temporarily blind and disorient your enemies.
- Rank 1 (Effect Durration: 5 Sec, Radious: 10 Meters)
- Rank 2: Vision (Allows thrower to see an outline of enemies in the smoke)
- Rank 3: Max Grenades (Increase Granade capacity by 1)
- Rank 4: Duration/ Radious (Increase the duration of the effect by 20%, or Increase the radious of the effect by 20%)
- Rank 5: Max Grenades & Vision/ Damage & Disorient (Increase Granade capacity by 1 and allows teammates to see enemies caught in the effect with an outline. When upgrading to Flashbang Grenades, you and your teammates can no longer be blinded by the explosion, or Deal 35% more damage to enemies caught in the effect of the grenade and causes enemies to be disoriented 35% longer)
- Rank 6: Flashbangs/ Gas Grenades (Upgrades Stun Grenades to Flashbang Grenades which explode after a few seconds in a concussive flash of light, throwing enemies off their feet and blinding them, affecting their aim temporarily. Force: 1000, Damage: 200, or Upgrade Stun Grenades into Gas Grenades which cause enemies caught in the effect to stagger and cough in addition to taking damage over time as long as they remain in the effect. Damage Per Second: 125)
Backstab
Deal massive damage to an unaware enemy in melee range.
- Rank 1 (Recharge Speed: 16 Sec, Damage: 450)
- Rank 2: Recharge Speed (Increases recharge speed by 25%)
- Rank 3: Damage (Increases damage by 25%)
- Rank 4: Damage/ Recharge Speed (Increase damage by 35%, or Increase recharge speed by 35%)
- Rank 5: Bleed & Recharge/ Speed Boost & Damage(Adds a bleed affect to unkilled targets and increases recharge speed by 50%. Duration 10 Sec, Damage per Second: 150, or Deal 50% more damage and gain a 20% movement speed boost for 6 seconds after successfully killing an enemy with Backstab)
- Rank 6: Master Assassin/ Stalker (Allows the Drell Assassin to perform Backstab on enemies that have been knocked to the ground as well as to an enemies face at the cost of dealing 35% less damage to those enemies, or After killing an enemy with Backstab, the user receives a 6 second buff causing nearby enemies to be unawair of their presence and temporarily increases the users movement speed by 15%. Gives Backstab a 35% chance to cause no cooldown)
------------------------------
Last ever ME3 Multiplayer DLC:
Six new characters are introduced and are the only ultra rare cards. Each card has full customization options, successive cards unlock up to two new uniforms. The characters are as follows;
- Volus Adept and Soldier, Elcor Infiltrator and Engineer, Hanar Sentinel and Vanguard
(When the show's over, end it with a laugh and a bang)
Modifié par GaryMaple, 23 juin 2012 - 02:52 .
#338
Posté 05 juin 2012 - 05:04
#339
Posté 05 juin 2012 - 05:07
#340
Posté 05 juin 2012 - 05:08
Ultra Rare
Overclocking
Huntermode
Proximity Mine
Networed AI
Advanced Hardware
750Shields/250Health.
Overclocking is
the Geth Temporarily Over clocks Its weapons hardware to achieve greater damage, Rate of fire, and Accuracy
Rank 1
Recharge = 6s
Duration = 5s
Weapon Damage Bonus = 25%
Weapon ROF Bonus = 25%
Weapon Accuracy Bonus = 25%
Weapon Stability Bonus = 25%
Rank 2
Decrease Recharge by 25%
Recharge = 4.8s
Rank 3
Duration Increased 30%
Duration = 7.8s
Rank 4 A
Increase Damage Bonus 10% (total 35%)
Increase ROF Bonus 10% (total 35%)
Rank 4 B
Increase Accuracy Bonus 10% (total 35%)
Increase Stability Bonus 10% (total 35%)
Rank 5 A
Recharge Decreased by 20%
Rank 5 B
Duration Increased by 40%
Rank 6 A
Increase Damage and Accuracy Bonuses 20%
Rank 6 B
Increase ROF and Stability Bonuses 20%
Overclocking is a straight universal boost to all weapon abilitys intended to be like Adrenaline Rush and Marksman Combined. It also fits into the lore as Geth are Synthetics and can very likley hack the computers that controll the ME fields in their weapons.
the last Rank either lets you shoot Hard with greater Accuracy or as fast as possible with little recoil.
edit: post format failed
Modifié par Hypertion, 05 juin 2012 - 05:09 .
#341
Posté 05 juin 2012 - 05:46
#342
Posté 05 juin 2012 - 05:53
A liveship from the migrant fleet or Rannoch
Luna
PALAVEN OMG FB CONDOR IS NOT PALAVEN
Khar'shan!
Afterlife on Omega?
Bekentein, which would be pretty much like Earth
Illium!
one of the drell dome cities on Kahje
Haestrom!
Grissom Academy or any space station
aaaand Horizon of couse
#343
Posté 05 juin 2012 - 05:54
SP =/= MPStrawHatMoose wrote...
Rachni can't be enemies because they either work for you (in singleplayer if you let the real rachni queen live) or they have been reaperised (as ravagers). I'd rather see a rachni as a playable character instead.
#344
Posté 05 juin 2012 - 07:16
At first I would like to say something about actual condition of CO-OP, almost each map has some spot where is your squad almost untouchable, with new level of guns they are even able to solo game if they know how to.I won´t speak about nerfing things becuase it was already discussed in dozen of threads but I would like to present some of my own ideas how to improve ME3 CO-OP to more enjoyable level. (Or I though so)
1. Testing
I would start with beta tests of CO-OP mechanics, actualy I don´t know if the BioWare used some testers for previous Rebelion pack but it´s pretty shame that we get such overpowered weapons - even N7 weapons can got to hell when you have Reegar.There is need for doing this, I am sure that someone had to test it but it´s clearly missed his purpose, after what we recieved this Rebelion pack and I am repeat it´s not again about complainig but about thruth that it´s need to prevent such a madness.
2. Racials.[/b]
I would separete this to two categories:
-Activation (with low chance let´s say 5% or need for meele kill something like that)[/i]it would be in fitness as bonus stats. first was already done with Krogans - they had a chance after meele kills to reduce damage taken or boost their damage done. I would do similiar things with other species, examples:
Salarians - quick minds: chance to decrease cooldowns by 15% or increase durability of abilities
Asari - pure biotic: chance to decrease cooldowns by 15% for biotic abilities or boost biotic damage
Humans - diehard: 5% chance to escape from death sentence (by phantom, atlas, banshee, brute) or chance to find a
weakness on enemy which make more damage for single shot or ability
Drell - outrunner: chance to increase by 50% speed of sprint or quicker and harder normal in swing meele combat
Batarians - spare supplies: chance to ressuply ammo from reserves or reset cooldown
Turians - drill: chance to imrpove weapon damage for 15% or decreasing weapon reload time
Geth - AI: chance to guided shot (AI allow to shot behind wall with deadly accuracy) or instantly ressuply 20% of shields
Quarian - electrotechnic: chance to decreasing tech abilities cooldowns by 20% or increasing damage done by techs
Vorcha - savage: 5% chance to special meele hit which made bleeding or shreding enemy shield
- Passive pernament [/i]these stats should be something which will be permanent, supporting each species differently. You can argue that each species have different amout of healt but that´s all - we need greater customization for everyone. It was told us that each specie is better in something else, well but it´s clearly that Human Vanguards are prety overpowered against both biotic classes. Yes they are limited by close range but you cannot compare them with most of characters. Only one character which beat on gold Krogan Warlord which survival is greater than any other species (ofc not mentioned VORCHA).
exmaple>Krogans - it was told us in ME that their recovery is freak of nature, well they have none in ME3 but they should have - passive stat for recovery let´s say that your Krogan character will have pernament slow healing of 10% for 5 secs..... etc etc
3. New kinds of enemies[/b]I think that the BioWare could give us one more enemies and one more boss for CO-OP, it´s not just about what I would like to see but more about increasing difficulty of game, each faction of games have some kind of weakness, well atleast geths and cerberus - Reapers are fine.
Geths>[/b]
Geths are limited in this aspect - their hunters trying fo fire only for close range, same with a flamers and their rocket troopers miss most of the shots when you are behind a cover. It´s very disturbing that this enemy is easiest to farm, you need just 2 guys with tech abilities and good hideot and it´s win. In geth´s arsenal is missing something fast and painful - I would be glad if BioWare bring us back old good Hoppers - if there is problem with engine (well I don´t want them to jump around walls but I would like if they were agile)
Unit:
Geth Hoopers -[/b]
Unit: Infiltrator
Purpose: unít ambushing enemy which is hidden behind a covers
Weapons: Precise shooting from inbuilt weaponery and meele combat
Healt: Shields compared to phantoms but healt of nemesis
Abillities: Stealth, overheat (which force you to reload weapon or increase your reload time for one cooldown)
Movement: Fast jumping though walls and objects, cannot be drawn behind object.
Boss:
Geth Juggernauts-[/b]
Unit: Commanding platform
Purpose: Battlefield support of units with two kind of drones (fixing and optic)
Weapons: Geth SMG or Javelin
Healt: Heavy unit with multiple levels - Tech shield, Armour, Healts
Abilities: Fixing drone - battlefield support of geth units, optic drone - battlefield spy drone which is showing enemy possitions, barrage - fast shooting from geth SMG, guided shot - precise shoot from javelin through walls or objects
Movement: medium, possibile to use cover
Cerberus> [/b]
The problem is that most units are easy to kill you need just one adept or vanguard, if we don´t take a Atlas - but yet they are better than Geths because they can use smoke granades, their movement is faster and each of their units has range weapons which allow them to cover fire.
Unit:[/b]
Onslaught trooper-[/b]
Unit: attack unit and decoy
Purpose: pushing to advance
Weapons: Shotgun - Eviscirator
Healt: Medium unit with heavy armor
Abilities: Fast reload, using flashbangsMovement: medium movement speed, cannot use cover and cannot be drawn through objects.
Boss:[/i]
Cerberus Officer-
Unit: Commander
Purpose: Keep up morale, boosting enemy with passive bonuses
Weapons: Harrier assault rifle with special extendet ammo magazine
Healt: Biotic barrier and Tech armor as Atlas, healt simmiliar as geth hunters
Abilities: Weapon boost (improving weapon damage) Movement boost (improving movement) barrage - for rifle, biotic smash for close range.
Movement: medium speed of movement with using covers and objects, cannot be drawn through objects.
Reapers>[/b]
They are most dangerous enemy which we have in game, their units are well balanced with great diversity, which made things harder. Yet there is few thing which can be improved.
Unit:[/b]
Salarian´s husks-[/b]
Unit: Infiltrator
Purpose: ambushing enemy and slowing them down.
Weapons: meele
Healt: similiard as Phantoms but with tech barrier
Abilities: sticky explosion (it would make simmiliar fluid like dead Raveger but this one will be slow down players), meele combat
Movement: Fast, jumping through wall and covers, in case drawn behind object they will blew to your face
Boss:[/b]
Scions-[/b]
I would change old purpose of Scions to role of supporting unit and less arthilery:
Unit: Support and arthilery
Purpose: supply of allied units with biotic barrier, bombardment with stuning effect
Weapon: cannon
Healt: Heavy armor and Biotic barrier same as Banshee
Abilities: Biotic barrier replenishment and bombardment with low damage which could stun target for 1 second
Movement: Slow, cannot be drawn behind object
4. Maps
This is first atribute which I realy like on MP segment, maps are very good and after releasing Rebelion I fall in love with Thessia´s firebase. There is no need for changing them because it would be sufficient to bring new kind of enemies which will destroy problems like a camping on one position.
5. Galaxy at war - war assets[/b]
This should be tottaly separated from SP segment - some will argue that is not possibile but I think it is:
If you are mostly MP player than this should be just some kind of bonus which help you to avoid all these fetch quests and wandering around Citadel - just to help you achieved main quests and get job done in the end of game.
If you don´t care about MP or you cannot play MP because of internet connection than this shouldn´t interrupt your gameplay.
6. New difficulty option - PLATINUM
Not much to add, 11 waves same as gold but from 6 wave spawn one more additional boss(which I describe up there in this topic) and increased healt of all NPCs-
7. Level CAP increased by 10 levels
Also I would bring two more kind of abilities for each class:
1. would be classic activation skill
2. passive atributes which will improve stats
8. SHOPing[/b]
Creating more categories of cards:
I think that most useless is fact that cards as characters and weapons sharing same position- when I had a level 50 of N7 I was stuck for a time with character cards which were poping same for awhile. It was realy pain in the ass when you spend your hardly save 99k to 2 same character cards which you already have.
- ammo cards:
10k gave you 1 level
25k gave you 2 level
40k credits gave you higher level of all ammo types (2 per ammo)
- armor, weapon bonus cards:
15k credits give you 1 level of armor cards
30k credits give you 2 level of armor cards
60k credits for picked category of armor bonus (gave you again 2 stuck of each armor boost of choosen category)
- gear bonus cards:
25k credits give you 1 random upgrade
50k credits give you will upgreade you level 1 card (if you haven´t bought previous level than you can´t buy this card)
100k credits give you an edge of your gear bonus
(if you haven´t bought previous level than you can´t buy this card)
- utility card: 55k credits for usable items (2 in stuck for each item: medigel, rocket launcher, ammo supply, ressurection)
- character cards:
30k common
55k uncommon
75k rare
-weapon cards:
35 common
60k uncommon
80k rare
280k ultra rare
9. Colour customization -[/b]
I realy don´t know why we have less colours in customization than in SP, I wish that you bring us these colours becase some of these colours in SP were much better than what we have in MP.
CYA
Modifié par Applepie_Svk, 05 juin 2012 - 07:37 .
#345
Posté 06 juin 2012 - 12:21
That'd be pretty sweet.
#346
Posté 06 juin 2012 - 12:21
BoomDynamite wrote...
SP =/= MPStrawHatMoose wrote...
Rachni can't be enemies because they either work for you (in singleplayer if you let the real rachni queen live) or they have been reaperised (as ravagers). I'd rather see a rachni as a playable character instead.
Except in this game singleplayer=multiplayer mostly. That's why multiiplayer affects the singleplayer. That's why multiplayer is a war asset in singleplayer (B7 special ops) and why it affects ems and war assets. Age you not played multiplayer.
#347
Posté 06 juin 2012 - 12:44
#348
Posté 06 juin 2012 - 12:59
Imagine that you started the game on board a Alliance crusier that has come under attack from a cerberus/geth/reaper ship. The first 3 waves you defend your ship from boarders with the 3rd objective wave spent perhaps repairing an engine coolant conduit or re-securing a hacked terminal that will help repell boarders by getting the ships point-defense systems back online.
From there you rush to the fighters and take the enemy on in space combat untill you hit wave 6 when you must destory a certain number of power nodes or locks to force the enemies hanger doors open.
Once you land, waves 7-9 are spent constantly moving through the ship towards the enemy bridge. Wave 10 sees your squad fighting to hold the bridge while you download important data and set the enemy ship to self-destruct.
Wave 11, or the "extraction" wave is a mad dash back through the area of the ship you just came through in a desperate attempt to get back to the fighters and escape the exploding ship.
I also thought that a standard objective game mode that would be interesting would be a kidnapping round, were somthing like a geth hopper would try to grab a team-mate and drag them away for some darstardly purpose. And it would be up to the others to save them or else mission failure. Of course, if you currently soloing the wave and your grabbed it wouldn't be much fun for you if you couldn't do anything. So if there are no other active players i.e dead or dying. You can try to fight the kidnappers off.
#349
Posté 06 juin 2012 - 09:05
#350
Posté 06 juin 2012 - 09:13





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