Collectors
When the reapers first invaded batarian space they had yet to gain a force of husks or indoctrinated followers to lead their ground assault. Anticipating this they deployed an army of collectors held over from the last cycle to be their ground forces. In battles with the batarian resistance their numbers were whittled down, but not before a large enough force of husks was created to replace them. Now the remaining collector forces are being deployed by the reapers as their own special forces teams. Armed with improved reapers weapons and backed up by the altered forms of other species from their cycle the former protheans are a force to be reckoned with.
The collectors can be thought of as a mix between Cerberus and the Reapers, most of their units make use of clever tactics like Cerberus but with the variety of unit types of the Reapers.
Units:
Unchanged:
Drone: The standard Collector unit, just like what we faced in ME2.
Slightly Modified:
Assassin: Much like what we encountered in ME2, however this time with tactical cloak. Similar behaviour to a Nemesis. They attempt to hide until opening fire. The primary difference between Assassins and Nemesi is that while a Nemesis' attack causes huge damage in a single shot, the Assassin requires continued fire for a couple of seconds to get the same effect, all the while they are exposed. They will work with other units to provide covering fire while they move around, making it extremely difficult to hold a position while Assassins are present.
Guardians (re-named Elites?): Think of as a cross between a Centurion and a Marauder. Guardians have had a massive upgrade and have been supplied with superior reaper weaponry. Based on the same technology as the Thranx cannons the "Reaper Darkfire" fires short bursts in rapid succession. These shots largely bypass shield and barrier defences to directly damage health. Guardians are also armed with singularity grenades which prevent anything from moving through the affected area for a short time leaving anything that tries immobilized and open to attack. In addition to these already fearsome weapons they have the ability to heal injured allies and to deploy one directional shields.
Replacing old unit:
General (Rplacing Praetorian): Effectively the same as the praetorian from Mass Effect 2. The Generals are slow moving but incredibly powerful units. Main difference form Praetorians is that they now walk instead of hover and that they now use Darkfire cannons at range and the insta-kill "death choir" attack at close range. These are the most powerful Collector units, fear them. Upon death seeker swarms will be released (unless the killing blow was a missile or something firery).
Immobiliser (Replacing Sicon): The Immobilisers are genetically modified versions of the Ditakur (another race from the time of the protheans). They are three legged creatures (2 at the front, one at the back) , with a single gigantic cannon where the mouth would have been. This cannon works like a grenade launcher firing the same sort of singularity attack that Guardians use with their grenades. An immobiliser is near impervious to attack from the front, but has a weakly armoured "sack" over its rear leg that will explode violently under even the weakest fire. They will tend to remain as far back as possible and will try to back themselves into corners for protection. Thus grandes are very useful for taking them out.
Sacrifice (Replacing Abominations): Formed from genetically modified densorin (another race from the time of the protheans), sacrifices are bipedal suicide units that hide behind Guardians/Elites until they are close enough to charge straight at the players. They will attempt to attack like a husk would but will explode when they die. Kill them at a distance. They are larger targets then husks, more similar to a cannibal in proportion and glow red.
New
Seekers: Small and fast moving, they take down sheilds with kamakzi attacks and once they are down they will leave any unprotected player immobilized for a period of 1 second for each seeker to make contact. The best way to combat them is with area effect attacks or with an Asari Justicar's Biotic shear (which they cannont penetrate). Tech-armour also leaves the user immune. They will perish either after 5 minutes or at the end of a round.
Modifié par Joken, 25 mai 2012 - 07:00 .





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