On that front, I cannot wait for the Rebellion pack dlc but for one small problem- the classes a no. of them are only getting more powerful as pple slowly- but surely work out each class of each enemies strength and weaknesses.
Hence, a time will come where esp for the real expert players, and then much ltr down the track the now average players like me- will be above average to excellent (eventually) and when that time comes boredom might set it (ie 'oh look it a banshee let do this tactic and kill it' or 'oh look a phantom i just do this tactic and that that' and eventually pple will be able to work out how to outdo their team strategy based on current enemy 'classes' within the 3 enemy types.
For argument sake let's assume 'Collectors' is not a priority for future mplayer as a whole new race what new enemies would you introduce assume 2 new classes per enemy race that could add a whole new dynamic and challenge to and esp for the rapidly improving and best of the best for mplayers in the future?
I make some suggestions and tell me your thoughts and tell me what you think and how each class can be bulked up in terms of its offensive and defensive abilities- i propose to Bioware therefore in future a mplayer dlc package that would add new enemies x2 new classes to each enemy race- do you all think this can work?
This is what i think:
CERBERUS:
a) One thing i really starting to notice is that when getting up close to an engineer, or even from a distance, aim at its pack and boom engineer dead. I propose a even tougher more heavily armored and defensive engineer in addition to the current one. I call it a 'Engineer Defender'. Which would deploy a radial 'pulse' that would do damage to shields and health the longer one of our players are within range of it only the drone deployed would be set up to reinforce against ground assaults by our own forces. In addition, the Engineer would have a Shield and mor armour, as well as a 'retaliatory' mellee ability if under threat by a melee unit- perhaps like a net that can dramatically slow down a krogan charge and a blocking ability to stop the traditional melee attack. I envision this as appearing in waves before the Phantoms and after the standard engineers appear- this would require more tact when using melee driven units. In addition, the pulse would of the drone would havethe ability to regenerate at a moderate pace enemy shields. Only if they are not totally destroyed.
REAPER:
a) Salariaprowler- with the exception of the Brute, there is not that much in terms of agility, and with exception of Ravagers, there not that much in terms of long range. a 'Salariaprowler' would be an indoctrinated and distorted version of the Salarians- something missing i noticed in the main sp campaign as an enemy. They would have the adaptd ability of an STG skill set like the Salarian STG. What makes them dangerous is their 'silencer' sniper which is equipped with poison that can deteriorate your players health, bypassing your armor protection- the dart would have a built in penetration mod- and the secondary weapon of the Salariaprowler would be an smg for closer combat- and can deploy a 'flaming sabotage' power- that burns through armor. The enemy would appear in wave 7 i enivsion and would be moderately armored (btw that of a husk and cannibal) and very fast moving much like a Nemesis
GETH
It is the most obvious and glaring to my disappointment of ommissions regarding the Geth in singleplayer and one that will forever profoundly alter the ability to do 'credit farming, and exploitation of poor old Geth on Firebase White. Combined, these 2 classes are designed to make hiding in same cover for long periods of time impossible and gives the Geth a much needed overhaul to their tactical versatility.
a) I envision a GETH STALKER MKii a enhanced version of the original Geth Stalker introduced to us through Noveria! in ME1 campaign. With a few differences-an ability to reinforce its own armor and shields whilst moving and armed with a nemesis style laser, able to fire from leeching to walls, jumping across the map. Weakness at short range, can't do melee- as opposed to nemesis style laser, shields stop regenerating for a small period of time...making the new improved Geth STALKER'S return more of a worry and much more difficult to just stay in cover....medium- long range ability. Appears from wave 5
Now just imagine, for those dying for a challenge, deperate for one and those of us who will take longer and way longer than the pro's how much more challenging would this make mplayer? have i scared some players away with introducing these units? what do you think? what are your ideas?





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