I edited this after the DLC came out as three powers I suggested made it into the game.
Salarian Marine (Soldier. Has a helmet)
Many in the STG know that sometimes subterfuge isn't nearly as effective as a shotgun blast to the face. Those who prefer a more direct approach are marksmen of the highest caliber who have managed to combine mobility with raw firepower. Salarian STG Marines are frequently squad leaders who specialize in heavy weapons and high explosives.
Powers
Marksman
Frag Grenade
Remote Bomb
Level I: A thrown weapon that detonates after the operator activates the detonator. If not detonated, the domb will simply disappear. Only one bomb may be active at a time. Does 1200 Damage over a 4M radius. 12 second cooldown. Bomb disappears after 30 seconds.
Level 2: - 25% cooldown reduction.
Level 3: + 15% damage
Level 4 Evolution 1: + 30% damage
Level 4 Evolution 2: + 25% radius
Level 5 Evolution 1: - 40% cooldown
Level 5 Evolution 2: + 30% radius
Level 6 Evolution 1: + 50% armor damage
Level 6 Evolution 2: + 40% damage and + 35% radius
He has Marksman just like the Turian, but isn't as reliant on spamming it due to the remote bomb power. Players will have to alternate between the two to use the class to its full potential. Also, Salarian wiht a helmet = awesome.
Turian Sharpshooter (Infiltrator. Female. Has a Helmet.)
Members of the Turian Blackwatch are elite assassins and infiltration specialists whose very existence is officially denied by the Turian Hierarchy. There are few tales of those who have managed to fight the Blackwatch since there are rarely any survivors.
Powers
Cloak
Incinerate
Cryo Grenade
Level I: A low damage but high utility munition that stuns or slows all targets in a wide area. 8 meter radius. 6 second duration. Slows armored targets by 25%.
Level 2: Increases duration by
Level 3: Increases duration by 30%
Level 4 Evolution 1: Increases duration by 50%
Level 4 Evolution 2: Increases radius by 40%
Level 5 Evolution 1: Increases grenade capacity by 2
Level 5 Evolution 2: Slow frozen targets by 35%
Level 6 Evolution 1: Increases damage done to targets by 50%. Increase damage done by fire attacks by 100%
Level 6 Evolution 2: Freeze non-armored enemies behind shields and barriers
Fans want a Turian Infiltrator. Fans also want female Turians. Wish granted. Also, cryo grenade is sorely missing.
Geth Prototype (Sentinel. Looks like a Geth Destroyer)
The Geth have sacrificed thier optics for armor on a new type of platform that is specialized for close range combat due to the geth's weakness against Reaper ground forces. What it lacks in offensive capabilities it more than makes up for in sheer survivability.
Powers
Defensive Matrix
Defensive Drone
Energy Drain
This game needs a class that can tank just as well as the Krogan Sentinel. Even then, the KSe isn't as effective on gold as it could be. There needs to be a dedicated tanking class. The fact that two of the four missing powers from the campaign are added is just icing on the cake.
Drell Saboteur (Engineer. More armored than other drell. Wears a Recon Hood)
Many Drell avoid fighting on the front lines and prefer to assist rather than take on targers directly. These are elite hackers and saboteurs who control the battlefield from a distance to soften enemies up for their allies. Fear of traps laid by Drell have proved to be an effective deterrant against Batarian raids against Hanar worlds in recent years.
Powers
Combat Drone
Sabotage
Proximity Mine
He's fast. He's also capable of locking down an entire map. Consider this to be the ultimate support class who doesn't top the scoreboard but ensures victory.
Batarian Reaver (Vanguard. Wears a helmet)
Many Batarian slavers prefer to mark their targets at long range before closing in simply to toy with thier prey. Biotic batarians who prefer close quarters combat usually don't leave many survivors for the labor camps. Not that many Batarians would care.
Powers
Charge
Dark Channel
Blade Grenade
Level 1: A sharpnel filled nailbomb used by the Batarians for causing permanent injuries and organ damage assuming that the target manages to survive. 3 meter radius with the blades reaching a maximum of 10 meters. 200 explosion damage. 150 damage per blade. 15 blades per grenade. 10 bleed damage per second per blade that hits.
Level 2: Increase capacity by 1
Level 3: Increase explosion damage by 20%
Level 4 Upgrade 1: Increase blade damage by 60%
Level 4 Upgrade 2: Increase blast radius by 25%. Increase max radius by 30%
Level 5 Upgrade 1: Increase capacity by 2
Level 5 Upgrade 2: Increase the amount of blades per grenade by 50%
Level 6 Upgrade 1: Increase explosion damage by 40%
Level 6 Upgrade 2: Increase armor damage by 50%
A less durable Batarian who can use the chance of no cooldown on Charge to combine with Dark Channel to set off multiple biotic explosions. Also, the old version of ballistic blades is back. Not as powerful as it was before but it's still great.
Vorcha Supersoldier (adept)
Experiments involving Element Zero on vorcha by the Blood Pack to create expendable supersoldiers has yeilded some impressive results. despite the methods used to "improve" them, these vorcha are incredibly powerful biotics with often unstable power levels.
Powers
Slam
Warp
Tornado
Level 1: A vortex that sucks enemies in and then hurls them in random directions. 3 Meter Radius. 1400N force. 6 second cooldown. 6 Second duration
Level 2: 25% cooldown reduction
Level 3: 30% duration
Level 4 Upgrade 1: Increases force by 35%
Level 4 Upgrade 2: Increases duration by 50%
Level 5 Upgrade 1: 30% cooldown reduction
Level 5 Upgrade 2: Hold armored targets in place
Level 6 Upgrade 1: Increases duration and Force by 50%
Level 6 Upgrade 2: Increase radius by 50%
A fast adept that has trouble setting up his own explosions but can easily detonate other players'/set them up for others.
Weapon Mods
Pistol Laser Sight. 15-35% extra accuracy wthout having to sacrifice close range combat ability by attatching a scope.
SMG stability mod. 30-70% more stability on SMGs. This pouts them on par with assault rifles by removing their main weakness.
Assault Rifle rate of fire mod. 15-25% faster RoF. Imagine what you could do with this thing on a revenant...
Shotgun Extended clip. 40-80% more shots per clip. It won't have any affect on the Claymore but it'll give the wraith 3 shots, the Eviscerator 5 and the GPS 9.
Sniper Rifle Lightweigh Materials. 15-25% less weight. Sniper rifles are the heaviest weapon class in the game. They really could use this mod.
New weapons
Hammer Pistol
The main sidearm of the Batarian Hegemony. The hammer is a semi-automatic pistol with decent firepower and the ability to load extra shots in for a more powerful blast.
Damage Level 1 150.6
Damage Level 10 214.8
Shots Per Clip 8.
Weight: 1.5 - 0.9
Rate of Fire: 175
Spare Ammo Level I: 40
Spare Ammo Level X: 56
Can also be charged up to fire up to five shots at once in a shotgun blast that changes the aiming reticle. One shot is loaded into the gun per second up to a maximum of five.
Shredder Shotgun
Used by the salarians for room breaching due to the richochet effect, the Shredder is an accurate shotgun able to hit groups of enemies around corners and out of the shooter's line of sight with lightweight flechetes.
Damage Level 1: 432.8
Damage Level X: 574.4
Shots Per Clip: 5
Weight 2.0-1.4
Rate of Fire 53
Spare Ammo Level I: 10
Spare Ammo Level X: 20
Shots bounce around corners and ricochet. It's not very accurate after the shots richochet nor is it fast firing and it's somewhat heavy, but it's great for taking out enemies when they can't attack you.
Crossfire Assault Rifle
Developed for the Asari Commandos for use in hostage sitations to minimize civilian casualties. The Crossfire is able to lock onto targets when aimed down the sights and displays all viable enemies by creating boxes around them. If enemies take cover around corners, the bullets can curve around to hit the target, leaving no place to hide.
Damage Level 1: 74.3
Damage Level 10: 97.7
Shots Per Clip: 30
Weight: 2.5-1.9
Rate of Fire: 550
Spare Ammo Level I: 150
Spare Ammo Level X: 240
It's a gun with a built-in aimbot that's meant to be a heavy automatic weapon that can compete with the Saber and Revenant.
Ripper SMG
A Quarian weapon designed to provide accurate automatic fire at long range without a heavy weight. The Ripper fires high caliber rounds at 350 RPM with nearly no recoil.
Damage Level I: 72.4
Damage Level X: 93.5
Shots Per Clip: 25
Weight: 1.0-.04
Rate of Fire: 350
Spare Ammo Level I: 100
Spare Ammo Level X: 150
It's like the UMP in Counter-Strike. An SMG that's really more of a crossbreed between a pistol and assault rifle.
Demon Sniper Rifle
A Krogan Anti-Tank Rifle used for taking out cavalry devisions and aircraft. Firing explosive tipped rounds at relativistic speeds has made this a hot item on the black market for mercenary groups who plan on encountering vehicles and heavy mechs.
Damage Level I: 1582.9
Damage Level X: 2493.7
Shots Per Clip: 1
Weight: 3.5-2.9
Rate of Fire: N/A
Spare Ammo Level I: 1
Spare Ammo Level X: 11
What do you get when you cross a rocket launcher with a rail gun? Something with a ton of splash damage that will sadly keep you running over to the ammo crate. Still, I can see this being a love it or hate it weapon with some players swearing by it and others not touching it due to the weight and low ammo cap.
Edit: adding maps
Firebase Ashes
Set within the central business district of the capital of Khar'Shan. It's a ruined city with debris everywhere and plenty of shades of grey despite being set during the day. It also has multi-level with buildings facing each other, creating some good sniping spots and camping perches.
Firebase Longbridge
Set near Exogeni's corporate headquarterrs on Feros on the Feros Skyway. This is a map with little cover, plenty of long distances and lots of wide open areas. have fun hacking.
Modifié par Dasher1010, 31 mai 2012 - 11:09 .





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