they can also use some the pics from my thread for some badass armor
List of Desired DLC (Add Your Own Ideas)
#376
Posté 18 juin 2012 - 02:46
they can also use some the pics from my thread for some badass armor
#377
Posté 18 juin 2012 - 02:51
#378
Posté 19 juin 2012 - 11:55
xReefeR wrote...
Savanhi wrote...
Why do people Think Hanar, Elcor, and Volus are a good idea? They don't fit in the game, and they won't be good to play. Plus, it'll take tons of work to actually get them in there
Its about time Im not the only one that thinks its a dumb idea.
>Last Multiplayer DLC
>Not wanting a Volus Adept/ Soldier, Elcor Vanguard/ Infiltrator, or Hanar Engineer/ Sentinel
Come on, it'd be great for a laugh. If you want things that make sense, the Volus would make for a decent Engineer at the least with the Hanar maybe having potential for an Adept.
Modifié par GaryMaple, 20 juin 2012 - 12:29 .
#379
Posté 20 juin 2012 - 09:25
Tokenusername wrote...
[Boom's edit: This is about a Support class]
Keep in mind that the titles and all the numbers are working examples and will happy to change them if you think of better ones.
For a co-op game, it is severaly lacking in support classes. At present we have at most three. Geth engineer, Asari justicar, and male Quarians.
So I decided to post some of the ideas I had for a support class. Not all of them, but just enough to fill one charactor.
I thought is would be best on a sentinal, you know...just because. >_>
The abilties I though of were things i'm calling Health sap and Team scan.
Health sap would be the charactor's main abilty and would basicly be a small device similar to a sentry turret. Except that instead shooting at targets it drains the health of nearby enemy units with frequent pulses. Like the sentry turret the user will throw something, and where it lands is where the sapper will be placed. Then if it actually hurts something a upgradeable amount of health is then pulsed from the user's armor, healing all players in it's radius by it's amount (including the user as they at the center of the pulse). The sapper will have the same prioirty to enemies as a normal turret, so they will try to destroy it, and will not have alot of shields to protect itself.
Also similar to turrets, it will remain in it's placed location until it is destroyed.
This allows you to become a mobile health station and increase team effectivness when playing as a group.
Team scan is an idea I came up with in another thread. As i'm sure you've guessed, it is a power similar to tactical scan, except for use on your teammates. When aimed at teammate within about 3 meters of the user will be given the scan. It allows you to see the statis of their health and shields, as well as applying small buffs to the one it is given to. Also i'm thinking that if the player dies while under team scan, it will deactivate the power, even if there is still remaining duration.
This allows you to directly buff your teammates as well keep track of the team's "tank" or others drawing aggro.
Health sap
-Rank 1: Recharge speed> (base) 10 seconds
Damage/health restore> 200
RoF> 4 seconds
Heal radius> 5 meters
Attack range> 3 meters
Shields> 400
-Rank 2: Increase recharge speed by 25% ((base) 7.5 seconds)
-Rank 3: Increase sheilds by 50% (600 shields)
-Rank 4: a)Increase damage by 25% (250)
b)Increase RoF by 25% (3 seconds)
-Rank 5: a)Increase attack radius by 100% (6 meters)
b)Increase heal radius by 60% (8 meters)
-Rank 6: a)Increase heal radius by 40% (7 meters / 10 meters)
b)Increase shields by 50% (600 shields / 800 shields)
Team scan
-Rank 1: Recharge speed> (base) 8 seconds
Duration> 20 Seconds
Damage reduction> 5%
Movment bonus> 5%
Radius> 3 meters
-Rank 2: Increase recharge speed by 50% ((base) 4 seconds)
-Rank 3: Increase Duration by 30% (26 seconds)
-Rank 4: a)Increase duration by 20% (30 seconds)
b)Increase damage reduction and movement speed by 5% (10% each)
-Rank 5: a)Increase movement speed by 10% (15% / 20%)
b)Increase damage reduction by 5% (10% / 15%)
-Rank 6: a)Increase shields by 15%
b)Decrease shield recharge delay by 10%
Stais
-You know what stasis does. Don't ask me.
I made a small UI for what the "team scan" might look like as well. (I'll make an image for health sap as well soon)
(I cropped the image, hope you can see it better)
Just some ideas I had. I would appreciate any criticism you have about the upgrade trees.
Otherwise you are free to tear my ideas apart, as I know you will anyway.
Modifié par BoomDynamite, 20 juin 2012 - 09:27 .
#380
Posté 23 juin 2012 - 02:49
#381
Posté 23 juin 2012 - 03:57
Sorry if it's already been said. TL;DR the topic.
#382
Posté 26 juin 2012 - 11:51
#383
Posté 26 juin 2012 - 12:44
Also I'd like a story map. Start at one end of a long map (for example London with its broken building working as a funnel) have objective along the way, for example pick up a battery pack carry it along the route and then drop it and defend it while it powers up a series of gun turrets. Then the team can move on to the next objective. There could be ambushes along the way etc..
A fire fight in Omega's night club would be a great fun with the lights and music still playing while going between the levels.
There is not much in the way of vertical levels in the game so far. they are all a bit flat (Firebase jade being the closest to having levels but even that could be a bit higher/deeper).
Perhaps also use the area where we found Javik/Eden Prime as a new map or the bases of a new map.
#384
Posté 26 juin 2012 - 01:33
as well to use Storm and Cover on separate buttons.
#385
Posté 30 juin 2012 - 12:38
-Guaranteed weapons
-Guaranteed character
-Guaranteed supplies
I have all my classes close to 20 and I'm still playing as the default humans, it's irritating.
#386
Guest_Arcian_*
Posté 30 juin 2012 - 12:49
Guest_Arcian_*
#387
Posté 30 juin 2012 - 01:24
#388
Posté 30 juin 2012 - 03:50
BoomDynamite wrote...
Feel free to add your own ideas. These are just mine.
Vorcha Soldier/Sentinel (That's the only character I want)
MORE weapons, and I mean A LOT MORE.
Collector Enemies
Merc Enemies
Rachni Enemies
Shadow Broker Base Map
Reaper Map (As in Inside a Reaper)
Collector Base Map
Virmire Map
Pinnacle Station Map
Boss MODE (Not round, but mode. Could be put in difficulty as Boss-Bronze, Boss Silver, etc)
Boss Round before Extraction
More weapon mods
More Store Options
Edit:
Hanar Spectre Infiltrator/Hanar Engineer
Elcor Tank Soldier
Volus Biotic God Adept
Turian Infiltrator
Drell Infiltrator
Feedback? Add your own ideas if you want.
Edit: I didn't really go into detail, but that doesn't mean you don't have to.
Grissom Academy Map:
Spoilers:
My logic is Grissom is home to best and brightest in Alliance (both biotic and tech). TIM wanted biotic students doesnt mean he doesnt want tech etc. In addition TIM used sanctuary to lure people for indoctrination. He might do something similar to get biotic students etc for phantom programme. After Jack and her squads impact in the war, Reapers figure would be easier to just destroy Grissom.(Doesnt explain why they dont use capital ships,sry). Heretic Geth are following the Reapers.
Add to this if possible. Hopefully Bioware is listening
#389
Posté 30 juin 2012 - 04:08
A Co-Op matchmaking mini campaign. I am working out the details, and will post an updated version when I am done.
#390
Posté 01 juillet 2012 - 12:47
#391
Posté 16 juillet 2012 - 06:11
#392
Posté 16 juillet 2012 - 02:54
#393
Posté 19 juillet 2012 - 03:07
I also came up with a new objective
http://social.biowar.../index/13069287
Modifié par AresKeith, 19 juillet 2012 - 03:08 .
#394
Posté 19 juillet 2012 - 03:09
- Reave
- Sabotage
- Barrier
It's really all I want, to be honest.
#395
Posté 22 juillet 2012 - 12:35
#396
Posté 23 juillet 2012 - 11:07
Deploy-able Turret
Tactical Visor, it acts like a mix of tactical scan and hunter mode (i thought of this because of the Cerberus engineers yellow visor), it has very short range for yourself, but pulsates every 10-15 secs showing enemies for the rest of the team.
and final ability is supply pylon.
this class is based around more as a defensive team player, it Armour should be like the Cerberus engineer but have some minor differences to distinguish it, but no changes to the helmet ( i like how it looks)
#397
Posté 23 juillet 2012 - 02:46
#398
Posté 23 juillet 2012 - 02:52
Mechs, Collectors, Blue Suns, Eclipse, Blood Pack.
Alternate version of MP where a player gets to be on the enemy team as a Boss (Prime, Banshee, Atlas) and tries to kill the 4 players
More race-based weapons (Krogan, Turian, Batarian,etc)
Something new to aspire to: Larger, longer battles or quicker, more unique battles
#399
Guest_Trust_*
Posté 23 juillet 2012 - 05:13
Guest_Trust_*
- male N7 Shadow and N7 Demolisher
- some short intro and ending cutscenes for our multiplayer characters
- Protheans for multiplayer
- a co-op campaign mission
- all multiplayer weapons for singleplayer
Modifié par I1 Trust, 23 juillet 2012 - 05:15 .
#400
Posté 23 juillet 2012 - 07:17
Crush
Lift Grenade
Throw
Once used to brutally interrogate dissidents prior to the Reaper invasion,Batarian adepts specialize in controlling large groups of enemies with theirbiotics and killing them with lift grenades or dealing heavy damage to singletargets.
Compared to the pre-existing adeptcharacters, the Batarian Adept (BA) is most similar to the Asari Adept (AA) andrepresents an offensive equivalent. Bothcan lock-down enemies and perform their own biotic detonations. The BA may not be able to weaken enemies withwarp as the AA does, but can deal immense damage to targets with lift grenade.
Crush – Traps the enemy in a stasis field that immobilizes them and dealsextensive damage over a short duration. Can be detonated. Ineffective againstarmor.
Rank 1: 120 damage per second over 5 seconds, 12 sec recharge
Rank 2: Increase recharge speed by 25%
Rank 3: Increase damage by 20%
Rank 4:
Increase damage by 30%
Or
Crush Field – affect two enemies with a 40% damage decrease
Rank 5:
Lingering Pressure – deal 40% extra damage over 10 seconds
Or
Crush Explosion – Enemies killed by crush biotically explode dealing 300 damageacross a 4 m radius
Rank 6:
Rend – Armored enemies now take 50% damage and movement speed is reduced 25%.
Or
Detonate – Increase force and damage of biotic detonations by 50%
Krogan Adept (has Battlemasterarmor)
Slam
Shockwave
Biotic Vortex
The Krogan adept is a battlemaster focused on the use of offensive biotics.While weaker than other Krogan in terms of defensive powers, the Krogan Adeptcompensates by being an effective damager of moderate-sized groups of enemiesand biotic detonator.
Compared to the pre-existing Adeptcharacters, the Krogan Adept (KA) has no equivalents. The KA fills the niche of an offensive bioticmaster. While the KA may not be able tocontrol large crowds like singularity does, Slam allows the KA to deal heavydamage to unprotected targets.
Biotic Vortex –
Rank 1: 70 damage per second forten seconds in a 1.5 m radius, 50 damage per second for five seconds in a 3 mradius, 10 sec recharge
Rank 2: Increase recharge speed by25%
Rank 3: Increase damage by 20%
Rank 4: Duration/Radius
Duration: Increase duration by 50%
Or
Radius: Increase radius by 30%
Rank 5: Detonation/Lift Effect
Detonation Effect: Increase the force,damage, and radius of biotic detonations by 50%
Or
Lift Effect: Unprotected enemieswithin a 4 m radius are lifted in the air for five seconds.
Rank 6: Kinetic Shred/Damage &Duration
Kinetic Shred: Increase damage toshields and barriers by 65%
Or
Damage & Duration: Increasedamage by 30% and duration by 50%.
Turian Adept
Biotic Lance
Pull
Warp
Turian Adepts are part of cabal teams that operate behindthe front-lines and support the frontline combatants by using offensive bioticson opposing forces.
Compared to the pre-existing Adept characters, the TurianAdept (TA) has no equivalents. The TA isdesigned to be an aggressive mid-to-long range biotic capable of detonatingbiotic explosions and dealing heavy damage. TA’s are not meant to be front-line combatants as they sacrificedefensive capabilities in favor of offensive capabilities.
Biotic Lance – Biotic fields are manipulated to pierce anenemy. Can detonate biotics.
Rank 1: 800 damage, 30 m range, 14 sec recharge, 1000 N of force
Rank 2: Increase recharge speed by 25%
Rank 3: Increase damage by 20%
Rank 4:
Damage: Increase damage by 30%
Or
Range: Increase range by 15 m
Rank 5:
Force & Damage: Increase force by 30% and do an additional 100 damage onimpact.
Or
Radius: Deals 50% damage to surrounding enemies in a 2 m radius
Rank 6:
Penetration: Can pierce through 1m of cover and increases damage to armor by 30%
Or
Damage & Bleeding: Increase damage by 25% and deal 40% extra damage over 10seconds.





Retour en haut





