List of Desired DLC (Add Your Own Ideas)
#426
Posté 16 août 2012 - 12:17
#427
Posté 16 août 2012 - 12:20
more armor patterns and/or colors
better skin tones
more weapon customization (being able to change the color of your guns, and have patterns depending on the gun)
Maybe an alt. armor for the Characters
Modifié par AresKeith, 16 août 2012 - 12:20 .
#428
Posté 16 août 2012 - 12:34
Most of all, I want to see a Sentinel that really blends tech and biotics. Something like Biotically propelled grenades. Or Warp Nets. Or give the Sentinel the only tech power that can do biotic combos. Something unique to capture the flavor of the Sentinel.
Vanguards are all about getting in someones face, so they got the charge power. Infiltrators were all about lining up shots and taking out targets, so they got cloak. Sentinel was all about no combat, all powers, and the got Tech Armor... not feeling it anymore.
Also, more weapons. If they run out of ideas just apply upgrades to weapons inherently, like the Javelin, Widow and Black Widow shooting through cover. I'd love more alien weapons too. Salarian SMG's, Asari assault rifles, Drell weapons of any sort. I can't be the only one that thinks it's silly to have a geth gun of every type but a pistol, but only one weapon for Salarians or Batarians (and previously the Quarians, Turians and Asari).
#429
Posté 16 août 2012 - 12:40
livalidle wrote...
I want to see less Tactical Cloak and less Biotic Charge. I miss the days of Mass Effect 1 where these powers were nowhere.
Most of all, I want to see a Sentinel that really blends tech and biotics. Something like Biotically propelled grenades. Or Warp Nets. Or give the Sentinel the only tech power that can do biotic combos. Something unique to capture the flavor of the Sentinel.
Vanguards are all about getting in someones face, so they got the charge power. Infiltrators were all about lining up shots and taking out targets, so they got cloak. Sentinel was all about no combat, all powers, and the got Tech Armor... not feeling it anymore.
Also, more weapons. If they run out of ideas just apply upgrades to weapons inherently, like the Javelin, Widow and Black Widow shooting through cover. I'd love more alien weapons too. Salarian SMG's, Asari assault rifles, Drell weapons of any sort. I can't be the only one that thinks it's silly to have a geth gun of every type but a pistol, but only one weapon for Salarians or Batarians (and previously the Quarians, Turians and Asari).
I made a TCless infiltrator and have an Asari AR in my spectre thread
#430
Posté 16 août 2012 - 12:53
#431
Posté 16 août 2012 - 08:26
Revival Pack Downloadable Content
By: GarrusVakarian21
New Multi-player Characters:
(first):
All Biotics are green
(anyways):
BACKROUND:
The Council Races (including the Alliance) have uncovered more prothean pods in bunkers pods around the galaxy. These protheans have vowed to seek revenge on the reapers and any allies of the reapers and join the “N7 Special Ops”.
MAPS:
Eden Prime (exactly like in the “From Ashes” DLC):
4 Houses
and 1 very open area
Lessus:
a courtyard
Grissom Academy:
from the mission where jack apears
CHARACTERS:
Prothean Adept:500 Health/ 650 Health. 600 Barrier / 800 barrier
Heavy Meele: Places hand on enemy’s head and yells. Enemy’s head then explodes if not protected by Shields/Barrier/Armor
Singularity: (same as always)
Warp Beam: Charge in his palm a ball for 2.5 seconds, thrusts his arm outwards, and a green beam crackling with black spots(like warp) shoots out at infinite range for 1 second. You can swing the beam around to hit multiple enemies with the same speed as aiming
Effects: Level 1:
Level 2: Decrease recharge time by %20 (3.2 seconds)
Level 3: increase (Beam) duration by 1 second (2 seconds)
Level 4: (Option 1) Increase (Beam) Damage by %30 (325/s)
Level 4: (Option 2) Add incendiary affect (Duration: 6 sec.) (Damage: 30/s)
Level 5: (Option 1) Increase Damage of biotic detonation (%50)
Level 5: (Option 2) Decrease recharge time by %30 (2.2 second)
Level 6: (Option 1) increase (Beam) Duration by %60 (3.2) Decrease damage by %40 (195/s)
Level 6: (Option 1) Add Overload effect per enemy(100 Damage) if concentrate fire for 1.5 seconds
Level 6: (Option 2) Increase Damage to armor and barriers by %40 (350/s OR if {Level 4 [Option 1] is chosen}(455/s)
Dark Channel: (same as always)
Ancient Warrior: (same as javiks) (every Prothean has this)
Fitness: (same as always)
PROTHEAN VANGUARD: 550 HP/ 700 HP. 750 Barrier/ 1000 Barrier
Heavy Meele: Lunges at enemy with a biotic punch
Biotic Charge: (same as always) (green)
Lift Mine: (green explosion) (Basically a combo of Lift Grenade and Proximity Mine) ( add the %75 of both power’s stats
Dark Channel: (same)
PROTHEAN SENTINAL: 400 HP/ 600 HP 650 Shields/ 800 Shields
Heavy Meele: using biotics on the omni-tool, the player freezes an enemy
Warp Burst: (creates an explosion dome that deals damage and a warp effect) ( Damage: 400 and 30/s) (Recharge Time: 10 seconds) (Radius: 8 m)
Level 1:
Level 2: increase Damage by %20
Level 3: decrease recharge time by %30
Level 4: (Option 1) Add electrical effect at %40 damage
Level 4: (Option 2) increase radius by 2 m
Level 5: (Option 1) decrease recharge time by %50. Decrease damage by %20
Level 5: (option 2) add a dome for 4 seconds that puts a warp effect on any enemies that enter
Level 6: (Option 1) increase radius by 6 m. increase recharge time by %70
Level 6: (Option 2) increase damage by %40. Decrease radius by 2 M
Tech Armor: (same as always)
Biotic Javalin: (omnit-tool activates, starts to glow green [like the biotics], shoots a large harpoon like spike covered in a warp like affect. It then sticks itself into the target and does bleed damge along with the intial impact damage AND causes a warp effect) Recharge: 7 sec. Damage: 150 and 20/s and 10/s. Duration: 6 seconds
Level 1:
Level 2: decrease recharge time by %40
Level 3: increase duration by 4 seconds
Level 4: (Option 1) Explodes harpoon after 2 seconds for 400 damage. Cancels bleed
Level 4: (Option 2) increase damage by %40. Increase recharge time by %20
Level 5: (Option 1) add an electrical arc for all enemies within 2 M of the target
Level 5: (Option 2) decrease recharge time by %40
Level 6: (Option 1) Adds another harpoon that will track another target near the 1st target.
Level 6: (Option 2) launches 6 small spike (like the GRAAL spike thrower) to hit any closer enemies
PROTHEAN ENGINEER: 300 HP/ 500 HP. 500 SH/ 800 SH
Heavy Meele: A burst of flames surrounds the player. Blazing all enemies nearby
Combat Drone: (same as always)
Shield drone: (spawns a small green drone that hovers over your head and every 5 seconds refills your shields. Also it send an electric shock doing 100 damage to nearby enemies. Recharge time of 15 sec. Duration of 3 min
Level 1:
Level 2: increase speed of refill
Level 3: decrease recharge time by %30
Level 4: (Option 1) Increase damage by %20
Level 4: (Option 2) adds 1 arc of the electric attack
Level 5: (Option 1) shield recharge occurs every 3 seconds
Level 5: (Option 2) Adds another drone to find a teammate and hover above him.
Level 6: (Option 1) shield drone will occasinally fire an incendiary burst that has a range of 3 M
Level 6: (option 2) shield drone will heal 1 section of health every 10 seconds.
Medi-gel Blast: You shoot a green ball at the ground and any allies (including yourself) within 10 M of the landing gets 3 sections of health healed. Recharge: 8 sec.
Level 1:
Level 2: increase radius by 1 M
Level 3: recharge %50 shields
Level 4: (Option 1) Deals 150 Damage to enemies in range
Level 4: (Option 2) heals 1 more section of health
Level 5: (Option 1) fully recharges shields
Level 5: (Option 2) puts a %40 damage protection on allies for 12 seconds
Level 6: (Option 1) Fully heals health
Level 6: (Option 2) decrease recharge time by %60
PROTHEAN INFILTRATOR: 375 HP/ 550 HP. 500 SH/ 750 SH
Heavy Attack: Places Palm on enemy and enemy goes ridged like when hit by overload
Tactical Cloak: (same as always)
Flamer: (same as Vorcha Attack)
Shock Cascades: (same as Shockwave but with overload affects. Damage per cascade: 200[250 to shields]. 6 cascades. Range 15 M. Radius 2 M. Recharge Time: 11 sec.)
Level 1:
Level 2: Increase range by 5 M
Level 3: increase radius by 1.5 M
Level 4: (Option 1) increase damage by %25
Level 4: (Option 2) first 3 cascades arc to nearby enemies for %70 percent damage
Level 5: (Option 1) Plus 2 cascades. Minus .5 radius
Level 5: (Option 2) increases damage to shields by %40
Level 6: (Option 1) adds incendiary affect dealing 15 DAMAGE/s
Level 6: (Option 2) Increase range by 10 M. Reduces radius by .5 M
PROTHEAN SOLDIER: HP 800/ HP 1000 Armor 700/ 800/ 1000
Heavy Meele: Omni-Hammer (smashes an enemy down to the ground)
(yes armor, I felt that no character having an armor bar instead of shield or barriers was a little weird, so I have a power that repairs the armor)
SHRAPNEL ARMOR: (Shrapnel armor is just like blade armor, but it can be detonated to shoot spikes into nearby enemies) (Damage protection %30). (100 damage per spike) (700 Armor) (30 Spikes) (5 damage/s per spike) (hurts banshees as you grab them) (enemies take 50 every time they meele attack you)
Level 1:
Level 2: plus 100 armor
Level 3: Reduce power recharge penalty by %30
Level 4: (Option 1) plus 100 armor
Level 4: (Option 2) plus 75 damage per spike
Level 5: (Option 1) plus 200 armor
Level 5: (Option 2) increase damage protection by %15
Level 6: (Option 1) plus 20 spikes
Level 6: (option 2) spikes explode after 3 seconds dealing 300 damage
SAW LAUNCHER: (omni-tool activates and 2 small metal saws shoot out going through enemies while doing damage)
Damage per SAW 175. Recharge time: 9
Level 1:
Level 2: plus 50 damage
Level 3: reduce recharge time by 2 seconds
Level 4: (option 1) plus 2 saws
Level 4: (option 2) saws burn enemies for 20 damage/s
Level 5: (option 1) reduce recharge time by 2 seconds
Level 5: (option 2) Adds 1 really big saw
Level 6: (option 1) Saws explode for 350 damage at 1.5 M radius
Level 6: (option 2) adds 3 saws that go horizontal faster than the others
SPIKE GRENADE: (launches grenades that shoot spikes in a 360 degrees burst) (200 damge per spike) (initial capacity 2) (100 spikes)
Level 1:
Level 2: increased grenade capacity
Level 3: 250 damage per spike
Level 4: (option 1) plus 1 grenade
Level 4: (option 2) plus 50 Spikes
Level 5: (option 1) spikes explode for 260 damage after 1 sec
Level 5: (option 2) plus 1 grenade
Level 6: (option 1) adds flame affect at a radius of 3 M and 30 damage/s
Level 6: (option 2) plus 1 grenade
#432
Posté 16 août 2012 - 08:36
/shameless self promotion
#433
Posté 28 août 2012 - 03:37
#434
Posté 30 septembre 2012 - 05:28
#435
Posté 30 septembre 2012 - 05:30
Quarian Haz-mat.
Shields/ health: 750/500
melee: an palonium omni-buzzsaw slashes though target enemy. tap melee to hit, hold and release melee to launch the blade. leaves them with palonium sickness
Powers:
cryo grenade
palonium blast: An explosion of radioactivity enshrouds an enemy and they get reduced movement speed and increased power damage to them and their nearby allies, their shields are also removed/weakened.
Improvised Hunter Mode: geth hunter mode with reduced range, no annyoing whited screen, no movement speed bonus, bigger power or weapon bonus.
The usual kind of passive with an assault rifle and shotgun weight reduction at rank6
(instead of fitness)Ultimate Saboteur: rank4- palonium blast gets chance of no cooldown or omnisaw gains slight tracking ability when launched, rank5- Improv hunter mode consumes less shields or can carry 2 extra cryonades, rank6- omnisaw can launch 2 blades at once or blades will lodge themselves in walls/cover, sickening nearby enemies for a short amount of time.
#436
Posté 20 novembre 2012 - 06:34
1) Custom classes or kits - I always thought all classes should be available to nearly all races (obviously geth can't be biotics and I don't see a krogan becoming an adept, krogan are too up close and personal to be an adept) I would love to have an asari in the N7 slayer or shadow's gear (minus the helmet of course) or maybe an asari or human operative in the collector armor or a turian in the phantom armor from ME1 and a krogan in something other than grunt's armor or I could have a human soldier or vanguard in the defender armor set without the death mask (personally, I am not a fan of that helmet). The list could go on and on but you get the idea customizable armor for what ever race we have, along with optional melee attacks for each character. Playing as some of the other alien races should have perks or abilities that a human shouldn't have such as an asari of any class should have biotic talents and salarians should be faster in nearly everything they do to some extent (I haven't played as a salarian in multiplayer since the demo, so I'm not sure if they fixed that) and we should be able to choose what 3 powers we have and what button they're assigned to. and lastly gender selection for the appropriate races (meaning the ones that would allow their women on the battlefield such as human, turian, quarian, maybe drell but I don't know about them) and we should have at least 2 customizable perks with each armor set we choose for our character
2) Refined customization options - mainly the skin tone options and visor color for the quarians there needs to be way more options on the skin tones of the alien races than what we have the asari should have a wide range of blue-ish skin tones and the quarians should have as much options on their visor color as when you're selecting there suit color at least as much as we've seen with other Asari, Quarians, Krogan and other alien races (in ME1 I saw a krogan with a blue cask and in ME2 I saw a quarian with a golden visor.; why aren't we able to make something like that with our characters) from what I've seen, the skin tone options are subtle hues of the same skin color on every playable alien race.
3) New heavy weapons that would give most of us IMO a good incentive to not use the cobra missle glitch. I have 2 ideas you are welcome to use, if you haven't thought of them already:
- A thermal clip recycler/grenade fabricator - or something that gives us infinite spare shots at and more powerful shots and grenades when applicable at the expense of not having cobra missles. the shots would have to be 2 to 3 times more powerful than they are to be worth the loss of our missles. Another perk that could be added to this or the next idea is the option that when you are bleeding out and you see several big enemies over you can detonate an explosive device with the effective blast radius of a cobra missle. You'll be out for the duration of that wave, but you will have the chance to take a few of your enemies with you.
- An eezo core - or something that temporarily makes you the heavy weapon with our powers destructiveness doulbling their maximum potential and have instantaneous cooldown time (or at least individual cooldown times). Our shield/barrier strength should be as durable as the paladin's omni-shield and our melee damage should be so staggering the most powerful enemies on platinum shall feel the pain (if not doing massive damage then at least have something that can free our comrades from a banshee's grasp quicker than trying to pull out a cobra missle and killing them before they flat-line our squadmates). In order to utilize this idea to its full awesomeness each race or class would have to function differently. the main feature of this heavy weapon is the player's character puts away their gun, activate this and become a nearly unstoppable juggernaut of some manner based on your class and race for a useful period of time; for example if a Turian uses it he activates his twin omni-blades, which become visceral swords or axes then he charges at his enemies, reaping the aforementioned benefits and hack his enemies to death. It could have an interesting effect on an Asari as she could either become a biotic martial artist delivering biotic fields as quickly as someone can throw punches and kicks, or they could start floating majestically and become the most agile thing on the battle field and reap the aforementioned benefits. A Krogan could become the tank, that they're described as throughout the series and be granted enhanced health regeneration that the vorcha stole as well as enhanced shields and be able to go toe-to-toe with an atlas on any difficulty. the N7 demolisher and turian soldier, I imagine would not reap much benefit from this as the turian soldier's powers are more weapon based and the demolisher's are more limited, unless this device would make the supply pylon pop out grenades and ammo like it was a winning slot machine at a casino. the other N7 operatives is where it gets interesting. the N7 shadow and slayer would make an engagement with phantoms way easier than they already do (at least with someone that knows how to use them), they could put away their guns and function like phantoms; the shadow could use her palm shot that it shows her having in the earth DLC wallpaper [here] and the slayer's phase disruptor could could have a significant damage boost and use half the energy it does. The Paladin could activate his shield and function a lot like a cerberus guardian only instead of an M-358 talon you have an omni-tool that deployes your powers. The omni-shield could be so durable our adversaries might as well be firing spit wads and the standard shields could have the regular durability of the omni-shield. The destroyer could have his shoulder mounted missle launcher could crank out missles as frequently as a phantom can shoot her palm-blaster and can have a regenerating supply of grenades. The Fury could be the most devastating thing to banshees, boss enemies and anything else she targets with an expanded annihilation field and endless dark channel, throw combo. If all this is too complicated, uninteresting, or other wise unable to happen, then perhaps this Eezo Core could do something that could benefit every class and kit. We could keep our guns out and it could let us reap the benefits of doubled completly maxed out abilities, passive and active alike. I'm talking all six of the options that we're only allowed three of in every talent and double every attribute in them. that would be a good trade-off for cobra missles if we could use it an infinite number of times with cool-down times in between them for strategic use.
4) A way to escape banshees and phantoms easier - you can not tell me that a krogan could not break those boney, twiggy claws she calls her fingers, drag her to the ground and curb-stomp her. You can not tell me that every military operative of every race we play as in multiplayer could not somehow break free or damage her to the point she is unable to instantly kill anyone else or throw those warp balls even at the expense of there own life. there should at least be some classes or kits that should be able to counter or be immune to the phantom's stab move (the drell, N7 shadow and slayer should be able to counter it with an awesome melee move, the geth and krogan would be immune to it though still sustaining damage and bleeding out but also both would be able reward her stab with a broken neck or other manner of death before they go into the bleeding out mode. In fact a Krogan should just sustain damage, go into blood rage mode, snap her neck, pull the sword from his gut and either hack another enemy to death or throw it at an enemy then have the oppurtunity to use a survival ops pack or get a few shots off before you're gunned down.
5) some new weapons/gear enhancements such as:
- sniper rifle laser sight - it could be what the nemesis has on her raptor (you know, that sniper rifle that's ridiculously weak, but awesome looking, yet when the nemesis use it, your sheilds are gone in one hit) the main attributes to this attachment could be increased damage to shields/barriers and an even bigger increase to head-shot damage. I mean something that at its max level is a best friend to a head-shot marksman and anyone lucky enough to score a head-shot.
- frictionless materials - this would work better as a gear bonus, this needs to give us a massive increase in our SBO (Shoots-Before-Overheating) by at least 100% from the starting level. I would like to have an enhancement that would give our single shot weapons, like the widow, Javelin, and Claymore a few extra shots or at the very least a quicker reload time, which brings me to the other boosts it should have: increased reload speed and fire-rate. These don't need to be nearly as huge of a boost. They could start at 5% and work there way up to 15% or 20%, all they need to be is noticeable when this is maxed out.
- electronic warfare suites - it's basically what every enemy that can evade has every time I launched incinerate, throw or warp at an enemy that was about to evade and when it was about to hit them, the projectile flew away from them, however, I have not used a character that has those attacks in a long time and I don't know if that was a bug you fixed or some thing you thought would be a challenge, but something that would deflect tracking projectiles (missles from atlases and geth rocket troopers, geth prime plasma bolts, banshee warp balls, etc.) or at least make it to where they can't track you. this mod where ever it may be put would be very useful for classes that have decreased mobility like the turians, krogan and batarians or for people that have characters with high mobility that can't utilize it due to laggy connection or slow reflexes.
- universal weapon attachments - Ultra Light Materials or anything that is just a material the weapon is made out of should be made for all weapons, not just SMGs and pistols, however, I imagine certain weapons would not reap much benefit from it, but it would still be useful. I suppose the laser sight attachment could be like this too.
- new slots for omni-tools, biotic amps, and heavy weapons - ME1 already had names for some of Biotic amps and Omni-tools and in a conversation between Kaiden and Tali on the Geth dreadnaught mission mentioned two that would be great ideas for Omni-tools. you would not have to make them look different from other omni-tools or biotic effects, you would just need to have them give us some substantial increases in power damage and cooldown time reduction. In ME1 the various omni-tools and amps increased our shields, power damage and decreased our cooldown time in there own ways, but in ME3 they could have some special perk to them like all the weapons in ME2 and 3 do. The Logic Arrest could give a big boost to your shields and a moderate boost to your cooldown time and power damage. The Nexus could give us individual recharge times for our powers like we had in ME1, because Tali mentioned being able to run multiple attack processes at once with a Nexus or it could give us a major bonus to our cooldown time on top of the encumberence bonus.these could also be equipped even though you have two different guns already. It could also give you the option of going into battle with no weapons, just omni-tool and/or biotic powers with near instantaneous cool down
6) New weapons from the various alien races and human factions:
- Cerberus - the only weapon you would need to complete the set of cerberus weapons is a shotgun (unless that's what the Eviscerator is, if so forget the rest of this segment). a shotgun that fires as quick as the AT12 raider but reloads quicker and is lighter.
- Geth - they too would only need one weapon to complete their set only they would need a pistol. It could work the same way the geth prime's plasma launcher, just as the Geth SMG works like the geth spitfire
- Asari - complete the set of Asari weapons that we have. like all Asari weapons that we have, they are light weight and pack a high enough punch to be a remotely useful support for biotics. the sniper rifle could pack as much punch as a Mantis, but have a second shot and have a quick reload time and have an extremely high headshot damage (enough to where anything without shields that isn't a big boss enemy is dead if you score a headshot). the SMG could be the games lightest gun in the game without ULM. It could also be a great compliment to the Acolyte pistol as it could be highly effective against armor but not much else. it could also make up for its lack of punch by a very high rate of fire, amplifying all the effects of the specialized ammunition by 100% and having the highest level of natural piercing than any other SMG (which may not be saying much but an SMG that can penetrate a guardians shield without the HVB would be awesome). I suppose the assault rifle could be the games lightest AR and have the damage of an Avenger or a Phaeston with the fire rate of a Geth pulse rifle and that would be fine.
- Krogan - they could probably add the 2 blood back weapons from the single player Firefight and Groundside Resistance packs and call it complete because I don't think the Krogan use sniper rifles, however I thought something similar about the geth using SMGs then out came the Resurgence pack.
- Salarian - Venom shotgun, I don't care what other weapons you make for them, but that is one weapon I want.
- Quarian/Geth hybrid technology - think of the armor and weapons the Quarians and Geth could work together. Imagine a weapon that's a comination of tech from the reeger carbine and the Geth plasma shotgun and the devastation it would cause. I know this part is about weapons, but imagine what a Quarians suit would look like if it was made of parts from a Geth mobile platform.
- weapons modeled after some cool looking modern day firearms - like the MP7, XM8 or the G36. this may be a bad idea, because some weapons seem to have already done that. the hornet seems to have inspiration from the FN P90 and the Kris SMG
Modifié par ninjawannabe, 21 novembre 2012 - 06:02 .
#437
Posté 20 novembre 2012 - 07:55
High price to buy but gives you *only* weapons/characters.
Keep all the same chances for rarity and you can still get maxed out common characters (like you still can now) or ammo upgrades for maxed weapons but it would mean you could focus on what you want.
That way i might finally fill my Quarian Engineer slot that has been taunting me since release day.
#438
Posté 21 novembre 2012 - 05:44
#439
Posté 21 novembre 2012 - 05:49





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