Good, good. We need ideas now more than ever. Keep 'em coming.
List of Desired DLC (Add Your Own Ideas)
Débuté par
BoomDynamite
, avril 20 2012 12:18
#401
Posté 23 juillet 2012 - 07:18
#402
Posté 23 juillet 2012 - 07:25
Spacestation Cronos (cerberus HQ) map
Gellix (Based on the location from Jacobs mission)(that rooftop area with buildings and turrets was cool)
Gellix (Based on the location from Jacobs mission)(that rooftop area with buildings and turrets was cool)
#403
Posté 23 juillet 2012 - 07:40
Went over some of the stuff I posted in this thread ages ago with perspective on what we have already:
Enough Drell, Turians, Salarians, Vorcha, Batarians, Geth, Krogan and Asari to round out four of each race.
Vorcha and Drell weaponry, as they are the only playable race without any weapons made for/by them. Much more alien weaponry, especially from Batarians and Salarians.
Firebase Ares: Set on Mars
Firebase Vagrant: Set on Rannoch
Gear that increases the damage of Combat powers, improves accuracy and increases health. Separate gear on those, of course.
Enough Drell, Turians, Salarians, Vorcha, Batarians, Geth, Krogan and Asari to round out four of each race.
Vorcha and Drell weaponry, as they are the only playable race without any weapons made for/by them. Much more alien weaponry, especially from Batarians and Salarians.
Firebase Ares: Set on Mars
Firebase Vagrant: Set on Rannoch
Gear that increases the damage of Combat powers, improves accuracy and increases health. Separate gear on those, of course.
#404
Posté 24 juillet 2012 - 06:59
Tesla Engineer – Ex-Cerberus
Shield Pylon
Sabotage
Gun Turret (should be deployed in a similar fashion to the standard Cerberus Engineer, just with a much lighter frame)
Tesla Engineers once served Cerberus as saboteurs and support operatives. Short of Reaper implants, Tesla Engineers fill the same role as the currently indoctrinated Cerberus Engineers.
Compared to the pre-existing Engineer characters, the Tesla Engineer (TE) has no equivalents. The TE fills the role of tech support and sabotage capable of supporting allies by using defensive powers, Shield Pylon, offensivepowers, Gun Turret, and hacking enemy synthetics with Sabotage.
Gun Turret – A turret with an underside gun is deployed.
Rank 1: 100 damage, 10 m range, 800 shields, 5 sec recharge
Rank 2: Increase recharge speed by 25%
Rank 3: Increase turret’s shields and damage by 30%
Rank 4:
Damage: Increase damage by 40%
Or
Shields: Increase shields by 40%
Rank 5:
Armor Damage: Increase damage by 30%. Increase damage to armor by 50%.
Or
Shield/Barrier Damage: Increase damage by 30%. Increase damage to shields/barrier by 50%.
Rank 6:
Rifle Underlay: Increase damage by 100%, increase range by10 m, decrease rate of fire by 50%.
Or
SMG Underlay: Increase fire rate by 600%, decrease damage by400%, decrease range by 5 m
Shield Pylon – Installs a pylon on a fixed location thatstrengthens and replenishes shields and damages enemies with an electric attackwithin it radius (5 m) every 8 seconds.
Rank 1: 40 damage, 1500 shields on pylon, +30% shields,restores shields by 200 points
Rank 2: Increase recharge speed by 25%
Rank 3: Increase pylon’s shields and damage by 30%
Rank 4:
Damage & Shields: Increase pylon shields and damage by40%
Or
Extra Shielding: Increase shielding bonus by 30%
Rank 5:
Damage & Barrier/Shield Damage: Increase damage by 30%and damage to shields and barriers by 50%
Or
Persistent Shield Recharge: Increase shield recharge rate by20% for 20 seconds after leaving the shield pylon’s radius.
Rank 6:
Chain Lightning: Same as the upgrade for Combat Drone.
Or
Persistent Shielding: Additional shielding lasts for 15seconds after leaving the shield pylon. Increases shielding by 20%.
Krogan Engineer
Toxin Grenade
Hazard Armor
Incinerate
Krogan Engineers are the front-line Krogan units in hazardous environments that bring environmental hazards totheir foes.
Compared to the pre-existing Engineer characters, the Krogan Engineer (KE) has no equivalents. KE’s fills the role of a durable engineer focused on elemental tech abilities. All of the KE’s powers are focused on synergizing with each other. Incinerate can ignite the effects of Toxic Grenade and deal extra damage to enemies frozen by Hazard Armor, while Hazard Armor can dispel the effects of Toxic Grenade.
Toxin Grenade – A toxic grenade that releases a green haze that deals DOT. Enemies will continue to take damage 5 seconds after exiting the toxic haze. Ineffective against synthetic enemies and armored enemies.
Rank 1: 50 damage per second, 15 s duration, 6 m radius.
Rank 2: +1 grenade capacity
Rank 3: 20% increase to damage
Rank 4:
Radius: Increase radius by 30%
Or
Toxic Duration: Increase duration by 30%
Rank 5:
Grenade Capacity: Increase grenade capacity by 2
Or
Caustic: Can deal damage to armored enemies
Rank 6:
Damage & Duration: Increase damage by 30% and duration by 20%
Or
Ignition: The toxic gas can be ignited causing 700 points of damage and an additional 50% damage over 5 s. Cancelsout the DOT toxic damage.
Hazard Armor – Armor that makes the Krogan Engineer invulnerableto toxic damage and capable of freezing enemies and dispelling any toxiceffects.
Rank 1: 15% damage reduction, 5 second recharge (cooldown begins AFTER cryo effect is finished), cryo effect has a 2 second duration, 4 m radius, 3 second freeze duration. Power speed reduced by 60%
Rank 2: Recharges 25% faster after the cryo detonation.
Rank 3: Increase cryo effect freeze duration and radius by 20%
Rank 4: Increase damage reduction by 5%
OR
Increase cryo effect radius by 30%
Rank 5:
Melee: Increase melee damage by 40% while armor is active
OR
Frozen Vulnerability: Increase damage to frozen and chilled targets by 50%
Rank 6: Increase damage reduction by 10%
OR
Increase power recharge reduction by 30%
Salarian Medic Engineer
Neural Shock
Healer Armor
Damping
Since the Reaper invasion began, Salarian Medics have been increasingly involved in combat situations where they can boost the survivability of nearby soldiers and heal them. Comparatively weak under fire, Salarian Medics are equipped with Damping Grenades and Neural Shock so they can weaken and stun approaching enemies.
Compared to the pre-existing Engineers, the Salarian Medic Engineer (SME) has no comparable equivalents. The SME fills the niche of crowd-control through Neural Shock, de-buffing through Damping, team-oriented (due to Healer Armor) Engineer.
Neural Shock – Paralyzes unprotected organics, slowsmovement speed or organics, and deals DOT toxic damage. Ineffective against synthetics.
Rank 1: 3 sec incapacitate duration, 40 toxic damage persecond for 5 seconds, slows movement speed by 15%, 8 sec recharge.
Rank 2: Increase recharge rate by 25%
Rank 3: Increase damage by 20%
Rank 4:
Damage & Stun: Increase damage by 30% and increase stunduration by 2 sec (5 sec total )
Or
Radius: Increase radius to 3 m
Rank 5:
Slow: Slows movement speed by an additional 15%
Or
Reduced Accuracy: Targets lose 15% accuracy
Rank 6:
System Overload: Increase stun duration by 2 sec and reduceaccuracy and movement speed by 10%.
Or
Damage and Duration: Increase toxic damage by 40% and toxicduration by 60%.
Healer Armor – Sacrifices defense of the user to boost thedefense of allies.
Rank 1: -50% user shields, +50% total shields granted to allies (split evenly among allies within the radius), -15% shield recharge rate, +15% total shield recharge rate granted to allies, -15% damage reduction, +15% damage reduction granted to allies. Boost the effect of healing/protective powers and consumables by 25%. Can partially revive allies bygiving two bars of health at the expense of the user’s own health when detonated. 10 sec recharge.
Rank 2: Increase recharge speed after armor detonation by 25%.
Rank 3: Increase detonation ally shield boost by 20% and impact radius by 20%.
Rank 4:
Shielding/Radius: Increase detonation ally shield boost by 30% and impact radius by 30%.
Or
Boost the effects of healing/protective powers by another 25% when healer armor is active.
Rank 5:
Reduce the shield recharge rate penalties and bonuses by 10%. Reduce the damage reduction penalties and bonuses by 5%.
Or
Increase the shield recharge rate penalties and bonuses by 10%. Increase the damage reduction penalties and bonuses by 5%.
Rank 6:
Sacrifice: User loses 75% of shields and those shields are split amongst allies within the radius. Allies revived by the detonation of healer armor gain 3 bars of health instead of 2.
Or
Half-Detonation: User only loses 25% of shields and those shields are split amongst allies within the radius. Allies revived by the detonation of healer armor gain 1 bar of health instead of 2.
Damping Grenade
Rank 1: 400 damage, 6 m radius, weakens shields and barriersby 15%
Rank 2: +1 grenade capacity
Rank 3: Increase damage by 20%
Rank 4:
Damage: Increase damage by 30%
Or
Radius: Increase radius by 30%
Rank 5:
Grenade Capacity: +2 grenade capacity
Or
Biotech Vulnerability: Targets take 25% extra damage from biotic and tech powers
Rank 6:
Shield/Barrier Weakness: Weakens shields and barriers by an additional 15%.
Or
Shield/Barrier Damage: Deals 50% extra damage against shields and barriers.
Shield Pylon
Sabotage
Gun Turret (should be deployed in a similar fashion to the standard Cerberus Engineer, just with a much lighter frame)
Tesla Engineers once served Cerberus as saboteurs and support operatives. Short of Reaper implants, Tesla Engineers fill the same role as the currently indoctrinated Cerberus Engineers.
Compared to the pre-existing Engineer characters, the Tesla Engineer (TE) has no equivalents. The TE fills the role of tech support and sabotage capable of supporting allies by using defensive powers, Shield Pylon, offensivepowers, Gun Turret, and hacking enemy synthetics with Sabotage.
Gun Turret – A turret with an underside gun is deployed.
Rank 1: 100 damage, 10 m range, 800 shields, 5 sec recharge
Rank 2: Increase recharge speed by 25%
Rank 3: Increase turret’s shields and damage by 30%
Rank 4:
Damage: Increase damage by 40%
Or
Shields: Increase shields by 40%
Rank 5:
Armor Damage: Increase damage by 30%. Increase damage to armor by 50%.
Or
Shield/Barrier Damage: Increase damage by 30%. Increase damage to shields/barrier by 50%.
Rank 6:
Rifle Underlay: Increase damage by 100%, increase range by10 m, decrease rate of fire by 50%.
Or
SMG Underlay: Increase fire rate by 600%, decrease damage by400%, decrease range by 5 m
Shield Pylon – Installs a pylon on a fixed location thatstrengthens and replenishes shields and damages enemies with an electric attackwithin it radius (5 m) every 8 seconds.
Rank 1: 40 damage, 1500 shields on pylon, +30% shields,restores shields by 200 points
Rank 2: Increase recharge speed by 25%
Rank 3: Increase pylon’s shields and damage by 30%
Rank 4:
Damage & Shields: Increase pylon shields and damage by40%
Or
Extra Shielding: Increase shielding bonus by 30%
Rank 5:
Damage & Barrier/Shield Damage: Increase damage by 30%and damage to shields and barriers by 50%
Or
Persistent Shield Recharge: Increase shield recharge rate by20% for 20 seconds after leaving the shield pylon’s radius.
Rank 6:
Chain Lightning: Same as the upgrade for Combat Drone.
Or
Persistent Shielding: Additional shielding lasts for 15seconds after leaving the shield pylon. Increases shielding by 20%.
Krogan Engineer
Toxin Grenade
Hazard Armor
Incinerate
Krogan Engineers are the front-line Krogan units in hazardous environments that bring environmental hazards totheir foes.
Compared to the pre-existing Engineer characters, the Krogan Engineer (KE) has no equivalents. KE’s fills the role of a durable engineer focused on elemental tech abilities. All of the KE’s powers are focused on synergizing with each other. Incinerate can ignite the effects of Toxic Grenade and deal extra damage to enemies frozen by Hazard Armor, while Hazard Armor can dispel the effects of Toxic Grenade.
Toxin Grenade – A toxic grenade that releases a green haze that deals DOT. Enemies will continue to take damage 5 seconds after exiting the toxic haze. Ineffective against synthetic enemies and armored enemies.
Rank 1: 50 damage per second, 15 s duration, 6 m radius.
Rank 2: +1 grenade capacity
Rank 3: 20% increase to damage
Rank 4:
Radius: Increase radius by 30%
Or
Toxic Duration: Increase duration by 30%
Rank 5:
Grenade Capacity: Increase grenade capacity by 2
Or
Caustic: Can deal damage to armored enemies
Rank 6:
Damage & Duration: Increase damage by 30% and duration by 20%
Or
Ignition: The toxic gas can be ignited causing 700 points of damage and an additional 50% damage over 5 s. Cancelsout the DOT toxic damage.
Hazard Armor – Armor that makes the Krogan Engineer invulnerableto toxic damage and capable of freezing enemies and dispelling any toxiceffects.
Rank 1: 15% damage reduction, 5 second recharge (cooldown begins AFTER cryo effect is finished), cryo effect has a 2 second duration, 4 m radius, 3 second freeze duration. Power speed reduced by 60%
Rank 2: Recharges 25% faster after the cryo detonation.
Rank 3: Increase cryo effect freeze duration and radius by 20%
Rank 4: Increase damage reduction by 5%
OR
Increase cryo effect radius by 30%
Rank 5:
Melee: Increase melee damage by 40% while armor is active
OR
Frozen Vulnerability: Increase damage to frozen and chilled targets by 50%
Rank 6: Increase damage reduction by 10%
OR
Increase power recharge reduction by 30%
Salarian Medic Engineer
Neural Shock
Healer Armor
Damping
Since the Reaper invasion began, Salarian Medics have been increasingly involved in combat situations where they can boost the survivability of nearby soldiers and heal them. Comparatively weak under fire, Salarian Medics are equipped with Damping Grenades and Neural Shock so they can weaken and stun approaching enemies.
Compared to the pre-existing Engineers, the Salarian Medic Engineer (SME) has no comparable equivalents. The SME fills the niche of crowd-control through Neural Shock, de-buffing through Damping, team-oriented (due to Healer Armor) Engineer.
Neural Shock – Paralyzes unprotected organics, slowsmovement speed or organics, and deals DOT toxic damage. Ineffective against synthetics.
Rank 1: 3 sec incapacitate duration, 40 toxic damage persecond for 5 seconds, slows movement speed by 15%, 8 sec recharge.
Rank 2: Increase recharge rate by 25%
Rank 3: Increase damage by 20%
Rank 4:
Damage & Stun: Increase damage by 30% and increase stunduration by 2 sec (5 sec total )
Or
Radius: Increase radius to 3 m
Rank 5:
Slow: Slows movement speed by an additional 15%
Or
Reduced Accuracy: Targets lose 15% accuracy
Rank 6:
System Overload: Increase stun duration by 2 sec and reduceaccuracy and movement speed by 10%.
Or
Damage and Duration: Increase toxic damage by 40% and toxicduration by 60%.
Healer Armor – Sacrifices defense of the user to boost thedefense of allies.
Rank 1: -50% user shields, +50% total shields granted to allies (split evenly among allies within the radius), -15% shield recharge rate, +15% total shield recharge rate granted to allies, -15% damage reduction, +15% damage reduction granted to allies. Boost the effect of healing/protective powers and consumables by 25%. Can partially revive allies bygiving two bars of health at the expense of the user’s own health when detonated. 10 sec recharge.
Rank 2: Increase recharge speed after armor detonation by 25%.
Rank 3: Increase detonation ally shield boost by 20% and impact radius by 20%.
Rank 4:
Shielding/Radius: Increase detonation ally shield boost by 30% and impact radius by 30%.
Or
Boost the effects of healing/protective powers by another 25% when healer armor is active.
Rank 5:
Reduce the shield recharge rate penalties and bonuses by 10%. Reduce the damage reduction penalties and bonuses by 5%.
Or
Increase the shield recharge rate penalties and bonuses by 10%. Increase the damage reduction penalties and bonuses by 5%.
Rank 6:
Sacrifice: User loses 75% of shields and those shields are split amongst allies within the radius. Allies revived by the detonation of healer armor gain 3 bars of health instead of 2.
Or
Half-Detonation: User only loses 25% of shields and those shields are split amongst allies within the radius. Allies revived by the detonation of healer armor gain 1 bar of health instead of 2.
Damping Grenade
Rank 1: 400 damage, 6 m radius, weakens shields and barriersby 15%
Rank 2: +1 grenade capacity
Rank 3: Increase damage by 20%
Rank 4:
Damage: Increase damage by 30%
Or
Radius: Increase radius by 30%
Rank 5:
Grenade Capacity: +2 grenade capacity
Or
Biotech Vulnerability: Targets take 25% extra damage from biotic and tech powers
Rank 6:
Shield/Barrier Weakness: Weakens shields and barriers by an additional 15%.
Or
Shield/Barrier Damage: Deals 50% extra damage against shields and barriers.
#405
Posté 25 juillet 2012 - 01:53
#406
Posté 25 juillet 2012 - 02:43
Geth Trooper: [Soldier]
Hunter Mode or Tactical Scan
Energy Drain
Multi-Arc Grenades
Batarian Hunter: [Infiltrator]
Cloak
Submission Net
Proximity Mine
Human Medic: [Engineer]
Snap Freeze
Healing Pylon
Cryo Grenade
Hunter Mode or Tactical Scan
Energy Drain
Multi-Arc Grenades
Batarian Hunter: [Infiltrator]
Cloak
Submission Net
Proximity Mine
Human Medic: [Engineer]
Snap Freeze
Healing Pylon
Cryo Grenade
#407
Posté 25 juillet 2012 - 07:55
jacob92883 wrote...
An assault rifle that fires darts, and when you put enough darts into a target they create a tech burst. It would have to be a carbine, kinda like the saber is, and each shot would do little damage, but when you have enough darts in a single target you would get a large amount of damage in a 2-3 meter range.
So, when were you gonna admit that your idea is essentially the Needler in Halo?
#408
Posté 25 juillet 2012 - 07:57
So, for classes, I'm gonna say I don't want more Human characters for a while.
Second, I'd like to have "classic" maps, like the Council Chambers at the end of ME1, The Collector Base, Afterlife, etc.
Also, who wants to go to the Cerberus Base?
Second, I'd like to have "classic" maps, like the Council Chambers at the end of ME1, The Collector Base, Afterlife, etc.
Also, who wants to go to the Cerberus Base?
#409
Posté 25 juillet 2012 - 07:57
Turian Cabals as Vanguards and Adepts.
#410
Posté 25 juillet 2012 - 08:09
I've put out many ideas, some of which have become a reality already. Here's my latest:
-An SMG with the power/damage of a pistol, and with REASONABLE ammo and recoil (to be fair, I barely use SMGs, so we may already have one)
- ME Trilogy legacy maps (Citadel, Omega, Rannoch, and how about a "Planet X" type map, like the explorable planets from ME1. Have like, an isolated lab/bunker area, with an outside area that has natural cover like rocks, trees, etc.)
- Asari Sentinel or Soldier
- Drell Soldier or Infiltrator w/ armor instead of a suit
- And I VERY MUCH still want a Quarian biotic (preferably Adept), however rare they are. (It's been proven they do exist, but they're rare)
-An SMG with the power/damage of a pistol, and with REASONABLE ammo and recoil (to be fair, I barely use SMGs, so we may already have one)
- ME Trilogy legacy maps (Citadel, Omega, Rannoch, and how about a "Planet X" type map, like the explorable planets from ME1. Have like, an isolated lab/bunker area, with an outside area that has natural cover like rocks, trees, etc.)
- Asari Sentinel or Soldier
- Drell Soldier or Infiltrator w/ armor instead of a suit
- And I VERY MUCH still want a Quarian biotic (preferably Adept), however rare they are. (It's been proven they do exist, but they're rare)
#411
Posté 25 juillet 2012 - 08:11
Can't edit on my phone: I suppose a Quarian Sentinel would make more sense.
#412
Posté 25 juillet 2012 - 08:31
Drake Malice mentioned another old idea of mine: the Medic (which could work as an Engineer or Infiltrator)
Powers: First Aid (just like in SP, would have to have an effective range, and a reasonable cooldown)
Energy Drain (if Inf.)/Barrier or Reave (if Sen.)
And for an offensive or offense/support power a few good ideas are: Pull, Lift Grenade, Combat/Defense Drone, Turret, Tac Scan, Overload, or Sabotage.
Heavy melee would have a disruptor effect (think like a defibrilator), and an attack gauntlet like the N7 Engineer. Health/Shields should be lower than normal, but with increased mobility to make up for it.
Powers: First Aid (just like in SP, would have to have an effective range, and a reasonable cooldown)
Energy Drain (if Inf.)/Barrier or Reave (if Sen.)
And for an offensive or offense/support power a few good ideas are: Pull, Lift Grenade, Combat/Defense Drone, Turret, Tac Scan, Overload, or Sabotage.
Heavy melee would have a disruptor effect (think like a defibrilator), and an attack gauntlet like the N7 Engineer. Health/Shields should be lower than normal, but with increased mobility to make up for it.
#413
Posté 25 juillet 2012 - 08:32
I still would like a Female Quarian Engineer with:
Defensive Drone
Energy Drain
Incinerate
Defensive Drone
Energy Drain
Incinerate
#414
Posté 25 juillet 2012 - 09:07
Customization:
-a larger color palette, like that in single player
-more patterns
-more light colors
-maybe the ability to choose the color of omni stuff (omnitool, omni blade, combat drone, omni shield, etc etc)
Weapons:
-an UR smg that is good (not "NERF IT!" good, but good)
-more race weapons (asari sniper, turian shotgun, etc)
-laser pointer mod
-an actual revolver pistol, not a shotgun-pistol that ejects used thermal clips, a powerful pistol that ejects thermal clips
-a very accurate shotgun that retains the circle reticle but still has good power (think of a crossover between the katana and the crusader)
Characers:
-Geth soldier (with Geth Shield Boost, Disruption Rocket (that blue energy shot from ME1 and ME2), and Command Unit (drastically slows movement speed but buffs allies, maybe regenerates allies' shields)
- Special forces characters (Asari Commando, Turian Blackwatch, Drell Assassin, Batarian SIU, Salarian STG, Krogan Aralakh Squad)
-a very tank-y krogan; tank-ier than the destroyer
Powers:
-Cryo Grenade
-Lift (ME1 version, hopefully with an evolution that allows it to affect shielded enemies)
-Smoke grenade - lets out a cloud of smoke that either a. stops enemy fire from those within or on the otherside of the cloud (they won't shoot until they have reacquired you) or b. drastically reduces their accuracy/ damage if they are in or around the smoke. Could have an evolution that damages those in the smoke and/or primes them for a biotic explosion/ tech burst
-Dampening (I forget what the ME1 version of this power did) - solely a debuff power; reduces enemies accuracy/ damage/ armor protection and increases the damage they take. Could make the enemy more suseptible to gun fire/ powers
-a deployable cover power
-defense drone
-more powers that buff allies
-flashbang - low damage, but stuns enemies, jams their gun (could also do backfire damage)
-assassination - next clip get's a damage boost based on the clip size (so 1 shot clip gets a 100% damage boost per shot, 50 shot clip gets 2% damage increase per shot, 100 shot clip gets 1% damage increase per shot; basically next clip does 100% more damage). If not that, something that increases damage temporarily
Maps:
-more destinct terrain maps; a jungly map like in Zaeed's mission in ME2, an outdoor map (a refueling station or something) at which it is heavily snowing, so visibility is hindered, etc
-many maps have also been mentioned that I wouldnt mind seeing (geth dreadnaught, mars, etc)
edit: as another weapon, a grenade launcher pistol - single shot before reload, decent damage, projectile has an arc
-a larger color palette, like that in single player
-more patterns
-more light colors
-maybe the ability to choose the color of omni stuff (omnitool, omni blade, combat drone, omni shield, etc etc)
Weapons:
-an UR smg that is good (not "NERF IT!" good, but good)
-more race weapons (asari sniper, turian shotgun, etc)
-laser pointer mod
-an actual revolver pistol, not a shotgun-pistol that ejects used thermal clips, a powerful pistol that ejects thermal clips
-a very accurate shotgun that retains the circle reticle but still has good power (think of a crossover between the katana and the crusader)
Characers:
-Geth soldier (with Geth Shield Boost, Disruption Rocket (that blue energy shot from ME1 and ME2), and Command Unit (drastically slows movement speed but buffs allies, maybe regenerates allies' shields)
- Special forces characters (Asari Commando, Turian Blackwatch, Drell Assassin, Batarian SIU, Salarian STG, Krogan Aralakh Squad)
-a very tank-y krogan; tank-ier than the destroyer
Powers:
-Cryo Grenade
-Lift (ME1 version, hopefully with an evolution that allows it to affect shielded enemies)
-Smoke grenade - lets out a cloud of smoke that either a. stops enemy fire from those within or on the otherside of the cloud (they won't shoot until they have reacquired you) or b. drastically reduces their accuracy/ damage if they are in or around the smoke. Could have an evolution that damages those in the smoke and/or primes them for a biotic explosion/ tech burst
-Dampening (I forget what the ME1 version of this power did) - solely a debuff power; reduces enemies accuracy/ damage/ armor protection and increases the damage they take. Could make the enemy more suseptible to gun fire/ powers
-a deployable cover power
-defense drone
-more powers that buff allies
-flashbang - low damage, but stuns enemies, jams their gun (could also do backfire damage)
-assassination - next clip get's a damage boost based on the clip size (so 1 shot clip gets a 100% damage boost per shot, 50 shot clip gets 2% damage increase per shot, 100 shot clip gets 1% damage increase per shot; basically next clip does 100% more damage). If not that, something that increases damage temporarily
Maps:
-more destinct terrain maps; a jungly map like in Zaeed's mission in ME2, an outdoor map (a refueling station or something) at which it is heavily snowing, so visibility is hindered, etc
-many maps have also been mentioned that I wouldnt mind seeing (geth dreadnaught, mars, etc)
edit: as another weapon, a grenade launcher pistol - single shot before reload, decent damage, projectile has an arc
Modifié par blitzkkrieg, 25 juillet 2012 - 09:14 .
#415
Posté 25 juillet 2012 - 09:27
Ooh a laser sight mod or weapons that have them built in would be great!
Actually on that note, how about a 3rd mod slot for weapons? Of course, restrict the use of certain mods together i.e. not being able to have an ultralight pistol with extra ammo AND a heavy barrel or so.
Actually on that note, how about a 3rd mod slot for weapons? Of course, restrict the use of certain mods together i.e. not being able to have an ultralight pistol with extra ammo AND a heavy barrel or so.
#416
Posté 25 juillet 2012 - 09:48
ThirdChild ZKI wrote...
Ooh a laser sight mod or weapons that have them built in would be great!
Actually on that note, how about a 3rd mod slot for weapons? Of course, restrict the use of certain mods together i.e. not being able to have an ultralight pistol with extra ammo AND a heavy barrel or so.
I would really like if we could put 3 mods on a weapon. ...on a soldier, of course
#417
Posté 26 juillet 2012 - 02:40
Maybe a N7 training type perk tree and at rank 6 either:
Increase modification slots to 3
or
Increase weapon capacity, allowing the character to use 3 weapons into a mission.(having a weapon selection menu as the same as it is in campaign but doesn't slow down time.)
But the class that has this moves moves 20% slower that normal.A proper tank for platinum with very high shields and abilities to increase their protection further, Cerberus shield pylon maybe. Along with a Devastator mode type perk.
Increase modification slots to 3
or
Increase weapon capacity, allowing the character to use 3 weapons into a mission.(having a weapon selection menu as the same as it is in campaign but doesn't slow down time.)
But the class that has this moves moves 20% slower that normal.A proper tank for platinum with very high shields and abilities to increase their protection further, Cerberus shield pylon maybe. Along with a Devastator mode type perk.
#418
Posté 28 juillet 2012 - 10:01
Here's various ideas I've had:
Last Stand: Essentially, Downfall: the Game, but with Batarians and Reapers instead of ****s and Soviets. You play a militia desperately defending the government district of Khar'Shan. With the full force of the Reaper war machine bearing down upon you, and no hope of rescue, your ragtag force of soldiers, civilians, slaves, and anyone else who can hold a gun determines to take as many of the scum down with you as possible. It'd be a sort of extended co-op mini-campaign with various defined characters that the players control, instead of Generic Faceless Multiplayer Avatar #342 - Hegemony officers, desperate civilians, luckless spacers, resigned slaves, that sort of thing - and a large but limited number of defined and named NPC allies. You have a quite large area of urban ruin around the central `Alamo` location you defend (the Government Palace or somesuch) that you can sweep for (randomly generated and placed) resources like weapons, survivors etc, but this has to be balanced with your primary objectives, which are:
1) Prime a WMD to detonate when you fall to try and take out the larger Reaper units (ie. actual Reapers) encroaching on your position - this is your primary objective, and determines whether you `win` or `lose`. Incidentally, these larger units would eventually start appearing in-game like the destroyers fought in the campaign.
2) Evacuate as many noncombatants and VIPs as possible to safer (comparitively) areas of Khar'Shan.
3) Last as long as possible, and kill as many Reapers as possible. This probably went without saying.
This mode could work with other locations, especially Thessia or Earth (any fallen major planet would just about do), but I just think the whole imagery and feeling - bitter enemies putting aside their differences and fighting a hopeless battle side-by-side, under the shadow of a falling empire, works better with Space North Korea than Space Hippies or Space... Earth.
Multiplayer Character: Ardat-Yakshi Mercenary
Naturally, no relatively sane loose Ardat-Yakshi would give away their nature in any circumstance. But any relatively sane Ardat-Yakshi can realise that galactic annihilation is a bad thing, even for Space Vampires, and use the talents they used to avoid execution by Justicars to fight the Reapers. They'd probably fit as Sentinels, and would basically be all-rounders with decent weight reduction, focusing on Crowd Control and messing with enemies.
Powers:
Dominate: Turn an organic enemy against its allies, or cause feedback damage and targeting errors in synthetics by using biotics to take control of their minds/AI processor thingies. Basically, Sabotage but the other way around. Control doesn't work against enemies with defences, instead producing the Feedback effect.
Sabotage: Causes more feedback damage than other classes Sabotage powers, but can't control an enemy with shields.
Shieldbreaker Grenade: A grenade power that does heavy damage against shields and barriers, but is useless against health or armour.
class: Ardat-Yakshi Mercenary - for added irony, and because it works fine, exactly the same as Asari Justicar.
Fitness: Nothing special here.
Elcor Soldier: Yes, I realise there might be balance problems, and yes, the `walking tanks` might not fit in with the other, smaller characters. But damn it, we keep hearing about these awesome VI-Assisted infantry, i want to actually see them in action. The Elcor freaking specialise in infantry combat, for heaven's sake. Plus, we need to here lines like `Proudly: For Dekuuna.` or `With Barely Contained Fury: Kill them all. No mercy`. They'd play like heavy, slow tank (like a Krogan N7 Destroyer), using specialised weapons (equipped and upgraded with powers) instead of normal ones. To compensate, they have an extra gear slot.
Powers:
Elcor Infantryman: Their class power. Unlike other class powers, this one can be activated to switch to the Elcor's default weapon: Twin machine guns similar to those used by YMIR mechs. Upgrades to the power can either increase the effectiveness of this weapon or cooldowns (obviously, Elcor don't used weight conventionally), headshot damage and accuracy.
Withstand: The Elcor redirects power to shields and mobility assistors, greatly restoring and increasing it's shields and movement speed but deactivating one of it's guns and weakening the other. Upgrades choos between further defence, speed, or mitigating the firepower penalty.
Annihilate: The Elcor redirects power to guns, switching to twin rocket launchers, but weakening shields and reducing speed. Upgrades can mitigate these penalties or further increase firepower. The VI control of the rocket charges prevents any friendly fire.
VI Assistance: The Elcor locks down it's movement assistors to increase the activity of it's battlesuit VI, sending targeting and defensive data to it and it's allies. Increases accuracy of all players, and decreases damage taken, but stops the Elcor from moving as long as it is active.
Juggernaught: The Elcor's fitness power. Either increases the Elcor's health or Ammo capacity.
Elcor are far bigger and slower targets than other characters and thus cannot use all cover, dodge, leap barricades or make melee attacks except to get husks off them. However, they have far greater health and shielding than other characters, and cannot be staggered or instakilled by Phantoms, Banshees or Atlases.
That's all the vaguely original ideas i can think of for now.
Last Stand: Essentially, Downfall: the Game, but with Batarians and Reapers instead of ****s and Soviets. You play a militia desperately defending the government district of Khar'Shan. With the full force of the Reaper war machine bearing down upon you, and no hope of rescue, your ragtag force of soldiers, civilians, slaves, and anyone else who can hold a gun determines to take as many of the scum down with you as possible. It'd be a sort of extended co-op mini-campaign with various defined characters that the players control, instead of Generic Faceless Multiplayer Avatar #342 - Hegemony officers, desperate civilians, luckless spacers, resigned slaves, that sort of thing - and a large but limited number of defined and named NPC allies. You have a quite large area of urban ruin around the central `Alamo` location you defend (the Government Palace or somesuch) that you can sweep for (randomly generated and placed) resources like weapons, survivors etc, but this has to be balanced with your primary objectives, which are:
1) Prime a WMD to detonate when you fall to try and take out the larger Reaper units (ie. actual Reapers) encroaching on your position - this is your primary objective, and determines whether you `win` or `lose`. Incidentally, these larger units would eventually start appearing in-game like the destroyers fought in the campaign.
2) Evacuate as many noncombatants and VIPs as possible to safer (comparitively) areas of Khar'Shan.
3) Last as long as possible, and kill as many Reapers as possible. This probably went without saying.
This mode could work with other locations, especially Thessia or Earth (any fallen major planet would just about do), but I just think the whole imagery and feeling - bitter enemies putting aside their differences and fighting a hopeless battle side-by-side, under the shadow of a falling empire, works better with Space North Korea than Space Hippies or Space... Earth.
Multiplayer Character: Ardat-Yakshi Mercenary
Naturally, no relatively sane loose Ardat-Yakshi would give away their nature in any circumstance. But any relatively sane Ardat-Yakshi can realise that galactic annihilation is a bad thing, even for Space Vampires, and use the talents they used to avoid execution by Justicars to fight the Reapers. They'd probably fit as Sentinels, and would basically be all-rounders with decent weight reduction, focusing on Crowd Control and messing with enemies.
Powers:
Dominate: Turn an organic enemy against its allies, or cause feedback damage and targeting errors in synthetics by using biotics to take control of their minds/AI processor thingies. Basically, Sabotage but the other way around. Control doesn't work against enemies with defences, instead producing the Feedback effect.
Sabotage: Causes more feedback damage than other classes Sabotage powers, but can't control an enemy with shields.
Shieldbreaker Grenade: A grenade power that does heavy damage against shields and barriers, but is useless against health or armour.
class: Ardat-Yakshi Mercenary - for added irony, and because it works fine, exactly the same as Asari Justicar.
Fitness: Nothing special here.
Elcor Soldier: Yes, I realise there might be balance problems, and yes, the `walking tanks` might not fit in with the other, smaller characters. But damn it, we keep hearing about these awesome VI-Assisted infantry, i want to actually see them in action. The Elcor freaking specialise in infantry combat, for heaven's sake. Plus, we need to here lines like `Proudly: For Dekuuna.` or `With Barely Contained Fury: Kill them all. No mercy`. They'd play like heavy, slow tank (like a Krogan N7 Destroyer), using specialised weapons (equipped and upgraded with powers) instead of normal ones. To compensate, they have an extra gear slot.
Powers:
Elcor Infantryman: Their class power. Unlike other class powers, this one can be activated to switch to the Elcor's default weapon: Twin machine guns similar to those used by YMIR mechs. Upgrades to the power can either increase the effectiveness of this weapon or cooldowns (obviously, Elcor don't used weight conventionally), headshot damage and accuracy.
Withstand: The Elcor redirects power to shields and mobility assistors, greatly restoring and increasing it's shields and movement speed but deactivating one of it's guns and weakening the other. Upgrades choos between further defence, speed, or mitigating the firepower penalty.
Annihilate: The Elcor redirects power to guns, switching to twin rocket launchers, but weakening shields and reducing speed. Upgrades can mitigate these penalties or further increase firepower. The VI control of the rocket charges prevents any friendly fire.
VI Assistance: The Elcor locks down it's movement assistors to increase the activity of it's battlesuit VI, sending targeting and defensive data to it and it's allies. Increases accuracy of all players, and decreases damage taken, but stops the Elcor from moving as long as it is active.
Juggernaught: The Elcor's fitness power. Either increases the Elcor's health or Ammo capacity.
Elcor are far bigger and slower targets than other characters and thus cannot use all cover, dodge, leap barricades or make melee attacks except to get husks off them. However, they have far greater health and shielding than other characters, and cannot be staggered or instakilled by Phantoms, Banshees or Atlases.
That's all the vaguely original ideas i can think of for now.
#419
Posté 28 juillet 2012 - 10:07
Mission mode. Similar to Battlefield 3's, Syndicate's, and L4D's CO-OP.
More enemy types. Even if it's within the current factions. (I.E Reaper Harvesters, Geth Hoppers)
More enemy types. Even if it's within the current factions. (I.E Reaper Harvesters, Geth Hoppers)
#420
Posté 04 août 2012 - 03:22
protheans engineers and infiltrators can be cool
as for the soldier an ex-ceberus soldier with cool powers and decent weight capacity can be awesome just like they did with ex-cerberus vanguards and adepts in the rebellion pack
For the sentinel i wanna see a new kind of race that suits well with the class abilities and powers
and last but not least for vanguards and adepts an race that is already in multiplayer but well suited for biotic powers a good example geth biotics or turians
another weapons pack will always be helpful and more gear equipment and consumables
another thing are more maps based on a planets location like the earth pack witch featured london, rio de janeiro and vancouver.
still every idea about dlc will be cool
as for the soldier an ex-ceberus soldier with cool powers and decent weight capacity can be awesome just like they did with ex-cerberus vanguards and adepts in the rebellion pack
For the sentinel i wanna see a new kind of race that suits well with the class abilities and powers
and last but not least for vanguards and adepts an race that is already in multiplayer but well suited for biotic powers a good example geth biotics or turians
another weapons pack will always be helpful and more gear equipment and consumables
another thing are more maps based on a planets location like the earth pack witch featured london, rio de janeiro and vancouver.
still every idea about dlc will be cool
#421
Posté 04 août 2012 - 04:18
All MP weapons and classes made available for SP (Yes, some of the guns are in the upcoming weapons DLC, but only some. I want it all). If the MP classes can't effectively be ported over to SP, then advanced training which adds a handful of new powers based on the class you happen to be playing as. The MP team has put out some pretty cool stuff. Would be a shame for the content to be restricted to MP.
#422
Posté 11 août 2012 - 03:50
I wouldn't mind seeing a sort of 'Heroes DLC' that added all of Shepard's possible squad members from all three games...
Wrex and Jack could be Vanguards; Ashley, Zaeed and Vega could be Soldiers; Tali, EDI and Mordin could be Engineers; Legion, Kasumi and Thane could be Infiltrators; Liara, Miranda and Samara could be Adepts; you know stuff like that...
Though that could lead to some really weird impossible moments in multiplayer...like Samara, Morinth, Kaiden and Ashley all in the same match
Or 4 Jacks on the same squad...although that would be amazing if you were going up against Cerberus
Can you say Biotic $#!% Storm
Wrex and Jack could be Vanguards; Ashley, Zaeed and Vega could be Soldiers; Tali, EDI and Mordin could be Engineers; Legion, Kasumi and Thane could be Infiltrators; Liara, Miranda and Samara could be Adepts; you know stuff like that...
Though that could lead to some really weird impossible moments in multiplayer...like Samara, Morinth, Kaiden and Ashley all in the same match
Or 4 Jacks on the same squad...although that would be amazing if you were going up against Cerberus
Can you say Biotic $#!% Storm
#423
Posté 11 août 2012 - 04:45
This may have been mentioned before but I'd like some Alien Special Forces:
- Turian Blackwatch (Turian Infiltrator)
- Armali Sniper (Asari Infiltrator)
- Serrice Guard (Asari Soldier)
- Heavy Fleet Marine (Quarian Soldier, Male or Female)
No idea what powers they'll have though.
- Turian Blackwatch (Turian Infiltrator)
- Armali Sniper (Asari Infiltrator)
- Serrice Guard (Asari Soldier)
- Heavy Fleet Marine (Quarian Soldier, Male or Female)
No idea what powers they'll have though.
#424
Posté 11 août 2012 - 06:07
Signature
and bump for cool thread
and bump for cool thread
#425
Posté 16 août 2012 - 12:04
bump





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