Legacy DLC
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Characters:
Geth Juggernaut

Sentinel
Model used: Geth Prime [Scaled to the same size as normal Geth.]
Soundset used: Geth Prime
Gameplay function: Tank, VIP Disruption, Strong against Organics/Hybrids
The Geth Juggernaut is a defensive oriented character, designed to absorb punishment whilst dishing it back. The GJ moves at 80% of the speed of other geth. The GJ cannot dodge or roll.


Maximum Health/Shields: 1880/2008
Melee: Headbutt [350]
Heavy Melee: Geth Pulse [The juggernaut uses the grab animation to "punch" the ground , AoE and FX is geth standard]
Powers:
Ram:
Overcharging of servos and chassis along with cyclonic shield modulation causes extreme impact damage to single enemies. The juggernaut surges forward, shoulder ramming an adversary. Unshielded enemies are sent flying.
Level 1:
Range: 2 meters
Force: 880N
Damage: 500
Cool Down: 20 seconds
Level 2:
Recharge Speed reduced by 25%
Level 3:
Force and damage increased by 25%, range increased by 50%
Level 4
Force and damage increased by 30% || Cyclonic Shield Burst: Hit enemies are stunned for 3 secs, tech burst capable
Level 5
10% Damage reduction for 5 seconds after a successful ram || Recharge speed reduced by 25%
Level 6
Force and damage increased by 35% || Ram damage against Shielded and Armored enemies increased by 15%


Immolate: Deal devastating fire damge to enemies.
[Immolate is the single player version of incinerate; you know, the one that doesn't suck. This replaces incinerate on the Geth Juggernaut and Krogan Sentinel to give them greater team synergy and a direct offensive component that isn't physical.]
Prime Mode:
Maximum parallel processing mode along with variable frequency cyclonic shield modulation enhances defensive capabilities and staying power in the the thick of battle. Increased weapon and power damage algorithms aid offense runtimes.
Visual Cue: The Juggernaut glows with yellow light. [Exact same FX as Barrier, except yellow]
Level 1:
5% damage reduction
4s Cooldown
Level 2
5% weapon damage bonus
Level 3
5% Damage reduction
3.5% weapon damage bonus
Level 4
10% damage reduction || 10% geth weapon damage
Level 5
5% damage reduction, 10% power damage || 15% movement speed bonus
Level 6
10% damage reduction, || 30% increase in melee damage
Networked AI
Advanced Hardware
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Krogan BattleMaster

Adept
Model Used: ME2 Blood Pack BattleMaster [Helmet]
Gameplay Function : Biotic disruption, Biotic synergy
All nonpower and power stats are BattleMaster standard, including health and melee


Slam
Barrier
Throw
Krogan BattleMaster
Rage
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Quarian Marine

Soldier
Model Used: Male Quarian
Gameplay Function: damage accretion, enemy suppression
The Quarian marine is trained in blitz tactics, leaning to maximize
damage whilst preventing casualties or being locked down into an area.

Sabotage
Overload
Flashbang Grenade:
Grenade stun enemies and disrupts shields, causing lesser enemies to go temporarily blind, and stripping the defensive technology of even hardened targets.
Level 1:
100 damage
Duration 4s
Range 5m
Capacity: 2
Level 2:
Capacity +1
Level 3
Duration +20%
+20% damage
Level 4
Cap +1 || Damage +20%, Duration +20%
Level 5
Radius +30% || +50% damage to Shields
Level 6
Small enemies crumple || +50% damage to Armor
Quarian Defender
Fitness
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Batarian Saboteur

Engineeer
Model Used: Batarian standard
Gameplay Function: Mob disruption, Area denial
The Batarian saboteur excels at disruption and supporting melee and CPC troops. The saboteur can also create chokepoints.

Tech Armor
Combat Drone
Cryostatic Bubble
Enemies within the subduction bubble are chilled or frozen, and take additional damage. Batarians have learned to use this power to maximize their brutal melee skills to peak efficiency. The bubble is cast around the batarian.
Level 1
DPS 80
Radius 3m
Duration 8s
Target damage increase: 20%
14s cool down
Level 2
+25% Recharge Speed
Level 3
+25% Duration
Level 4
+25% damage || +30% radius
Level 5
+25% duration || Mass Cryo Explosion
Level 6
+25% DOT, +25% recharge || Targets take +50% melee damage

Batarian Enforcer
Fitness
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Asari Huntress

Soldier
Model Used: ME2 Asari Commando Commander
Gameplay Function: Damage aggregation, Biotic synergy
With skills literally honed over centuries, what Asari lack in numbers is made up for in experience and ferocity.
Warp Ammo
Lift Grenades
Throw
Asari Justicar
Fitness
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Turian Hastatim
Infiltrator
Model Used: Turian Standard [Helmet]
The Hasatim excels in behind the lines and stealth operations, sowing disruption in enemy ranks prior to an invasion or pacifying anti-Hierarchy resistance on turian held worlds.
Tactical Cloak
Accuracy
Flashbang Grenade
Turian Veteran
Fitness
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Vorcha Soldier
Soldier
Model Used: ME3 Standard
Gameplay Function: Light tanking, Endurance Fighting
What the Vorcha lack in technology is made up for in savagery. Brutal to fault, vorcha will fight against any comers and under almost any condtions, making them ideal shock troops and extremely capable counter indoctrination forces.
Vorcha regenerate +4 health per second per level, back up to their total maximum health
Max Health/Shields: 900/600
Melee/Heavy Melee: 250/500
Vorcha have human dodge/roll anims.
Frenzy
Vorcha under Frenzy deal more damage and are more resistant to pain than other species. Frenzied attacks cause additional damage over time.
Level 1
Melee attacks deal +20% DOT while frenzy is active
+5% Power damage while active
+5% weapon damage while active
Regeneration rate is increased 25% while active
Activation Cue: Vorchas growl repeatedly during frenzy
5s duration.
12s cooldown
Level 2
+30% Cooldown
Level 3
+25% duration
Level 4
+10% Melee damage DOT, +10% Weapon damage || +30% regeneration speed while active
Level 5
+20% Melee damage, +20% Melee damage DOT || +40% duration
Level 6
+25% Movement Speed while active || +20% Carrying Capacity for ALL weapons (passive)
Inferno Grenade
Frag Grenade
Vorcha Savagery (weapon + power damage)
Pain Tolerance (fitness)
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Vorcha Sentinel
Sentinel
Model Used: ME3 Standard
What the Vorcha lack in technology is made up for in savagery. Brutal to fault, vorcha will fight against any comers and under almost any condtions, making them ideal shock troops and extremely capable counter indoctrination forces.
Vorcha regenerate +4 health per second per level, back up to their total maximum health
Max Health/Shields: 900/600
Melee/Heavy Melee: 250/500
Vorcha have human dodge/roll anims.
Tech Armor
Incinerate
Frenzy
Vorcha Savagery
Pain Tolerance
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Enemy Faction:
Collectors

Collector Drone : The Collector Drone is armed with the COLLECTOR RIFLE
Collector Engineer: The Collector Engineer casts INCINERATE and deploys SHIELD WALLS. Armed with the COLLECTOR RIFLE.
Collector Besieger: The Collector Besieger casts DARK CHANNEL and is armed with the COLLECTOR RIFLE.
Collector Assassin: The Collector Assassin is armed with the COLLECTOR PARTICLE BEAM and has double the health of a Collector Drone.
Collector General: The Collector General casts reave and fires DARK ENERGY BLASTS per ME2.
Scion: Per ME2
Praetorian: Per ME2
Faction Reinforcements:
Reapers:
The Adjutant: Since the adjutant broke the physics engine, replace teleportation with singularity for area denial, something the Reaper forces currently lack. Same health as a Marauder.

Cerberus:
Fury: Cerberus Sentinel. Casts Cryo and Warp, uses a CARNIFEX.
Geth:
Hopper: While no longer sticking to walls and thereby breaking netcode, the Hopper uses a JAVELIN and has HUNTER MODE. Be afraid, Be very afraid.
LEGACY MAPS
ME1: Firebase Echo: Prothean Ruins Build ala Ilos, sunset.
ME2: Firebase HellHound: Horizon Style Colony
Me3: Firebase Genesis: From Ashes Eden Pime Map
Me2: Firebase Wraith: Collector Base Map.
How to make Krogans not suck:
Krogan regenerate 2 health per second per level, up to their maximum health
Heavy Melee tracks like a cast power, and activates IMMEDIATELY on Collision, regardless of enemy state. Heavy Damage is also buffed by 100%. Stun animation on Krogan is sped up by 50%. (what about batarians? Welp, they still get hella damage and their amazing melee DR, so they're fine)
Krogan Sentinel Incinerate is replaced with immolate, so the Krogan sentinel is actually useful as anything but a glowy gun platform.
Making Incinerate not suck: +50% damage and change Ev 3 to 80% damage over 4 seconds.
Making Cryo not suck: Increase base damage by 100%
New Amps:
Biotic Synergy I,II,III: All biotic explosions are enhanced by 5% damage per amp level. If both the caster and detonator have Synergy amps, then the effect is cumulative to a max of 30%.
Tech Interlace I,II,III: All tech explosions are increased 5% damage and radius per amp level. If both the caster and detonator have Synergy amps, then the effect is cumulative to a max of 30%.
Seraphim Emergency Suit Interface I,II,III: A downed character has a 5% chance per amp level to self heal after being downed. This ability is lost after 5 successful uses if the match has not concluded.
Modifié par Xaijin, 12 août 2012 - 08:46 .





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