Boss wave.
#26
Posté 27 mai 2012 - 10:18
Marauder shields can kill you in 3 shots of his phaeston. Geth Rocket Troopers can fire through walls and bullseye your face with a missile while their back is turned. Phantoms can spawn behind you gg.
#27
Posté 27 mai 2012 - 11:09
#28
Posté 27 mai 2012 - 11:46
TheCinC wrote...
I'm in favour of anything that creates more variation, but.. I do feel any new modes should be restricted to Gold or to certain maps. That way, they can be more difficult, but people will still enjoy them and people who don't like them for some reason (leveling a character or whatever) can avoid them.
Could be in some sort of DLC, where it only would be the DLC maps that would work with bosses?
#29
Posté 27 mai 2012 - 11:47
#30
Posté 28 mai 2012 - 12:02
#31
Posté 28 mai 2012 - 12:11
#32
Guest_lightsnow13_*
Posté 28 mai 2012 - 12:16
Guest_lightsnow13_*
Dang, MP will get (or has somewhat gotten) stale.
#33
Posté 28 mai 2012 - 12:28
Modifié par NeferiusX3, 28 mai 2012 - 12:31 .
#34
Posté 28 mai 2012 - 12:47
they dropped 5 Geth types after ME1 from the gamesDaxolotl wrote...
Geth Armature/Colossus? Actually, an Armature would be a good normal Geth unit, since they only have five enemy types.
Geth Destoyer (the ME1 version that used charge)
Geth Juggernaut
Geth Sniper (the Geth have a sniper rifle but no ingame units that use sniper rifles since ME1)
Geth Shock Trooper
Geth Hopper (due to errors in ME2 it's unlikely they will be added)
#35
Posté 28 mai 2012 - 01:01
most people didn't seem to like the idea of larger maps.
#36
Posté 28 mai 2012 - 11:05
aryon69 wrote...
A Colossus like was seen in ME2 could be nasty depending on how fast it could regen its shields. Same with the Pretorian (not sure that is spelled right) and the way it would regen its barriers. I love this idea and hope it gets put into the game but what to do with cobra missiles or how many should it take to kill a boss mob. Seems kinda weak to allow a boss to get downed by only 1 missile.
Thats why I wrote that when the boss came in and you fought it, it shot out an EMP pulse than disrupted shields and the missile launcher.
NeferiusX3 wrote...
I support this thread. Although I would like to see the bosses have some mobility. the gun ship flying around, the Harvester flying around as well. That kinda thing, otherwise the boss battles will become stale very quickly.
Could be. Would just be even more problematic with the harvesters size. But if the maps for example did get larger, or it was a special big DLC map, then it could surely run after you and chew a bit on you. For giggles.
#37
Posté 28 mai 2012 - 11:16
#38
Posté 28 mai 2012 - 11:29
The E wrote...
Hello there.
I have been playing a bit with the idea of a more varied wave. Right now we only got 3 different objectives, 4 in Rebellion DLC.
So why not a boss wave?
It could be the N7 wave, where instead of waiting for the shuttle at the LZ, a boss comes up. Its pressence makes it impossible for the shuttle to land, so you have to kill it before you can get rescued. It would only work on open field maps, as the boss needs to come from somewhere. And because they are kinda big. Because here are my ideas of the bosses, which already exist ingame, for all three factions. I will write how they would work in Firebase White.
Reapers: Harvester. It is the main reason that it needs to be an open field map, as for example reactor would make it a bit impossible for a harvester to come in. The harvesters head would come up from behind the LZ at the cerbereus shuttle, and would either have some sort of reaper doomsdaylaser, or a gattling cannon. Or something third. It would have loads of hp, and when it loses a third of its hp it would crawl down, and there would come a small surge of reaper enemies at you. Including some heavy hitters.
When it crawl down, it will also be repaired to exactly two third of its hp. It will crawl down again when it loses another third, and then in the last (last third) it will crawl all the way up. Then you know you can kill it.
Cerbereus: Gunship. It would hover up in the air and shoot missiles and whatnot at you, and when it then loses a third, you guessed it, it will use a kailleng like shield (plotarmor) and fly down. Then there will come heavy hitters at you. It will also repair as the harvester. When it finally is killable (after going repair style twice), it will fly a bit further up in the air so you know its killable.
Geth: Armature. This badboy will land somewhere, and will only lift its head to shoot at you in the start. That means that the rest of the body still is unpacked. This guy has far less health than the harvester and gunship, but it will put up a shield and enter a selfrepair protocol when its about to die. This will still mean that all three bosses will have the same amount of life, just spread in a different way. When its selfrepair protocol starts, there will of course come some geth to protect it. We all known how an armature shoots, of course. When its killable, that means when it has selfrepaired twice, it will stand up fully.
Normal mobs will of course spawn during the normal combat, just no heavy hitters (perhaps one on silver, and a bunch on gold), but there will be lots and lots of normal mobs to truly push them. To more or less swarm your players. The bosses will also be stationary, so this means that if the players try to run away to get shields up, there would "suddenly" spawn some brutal baddies at them. Think a phantom at cerbereus, two/three pyros at geth, and some ravagers at reaper. So players shouldnt flee.
There should also be a mechanic that makes it impossible for the players just to shoot the boss down with missile launchers, and as the fantasic genius I am, I also thought of that. When the boss emerges, it shoots out an emp pulse that depletes your shields for a moment, and makes the missile launcher unusable. When the boss goes into midphase (healing phase, what you would call it) the missile launchers are up for use again for the heavy hitters. This of course means that you have to kill the heavy hitters in the boss phase without missile launchers.
As you guessed this would of course have to get balanced, and would be somewhat more diffecult than the normal N7 wave. More interesting of course. So, to not force everybody to play a harder wave, it should be something that the host could put on when he/she/it starts the map. Like you chose your enemy, map, diffeculity. Could also be random.
Sorry for the extremly long post, but what'cha guys think of this, if you read it to the end? And if you did, many, many thanks guys
ahhh The weekly "boss" thread.
#39
Posté 28 mai 2012 - 11:31
But what will be boss for the Cerberus and Geth ?
#40
Posté 28 mai 2012 - 12:34
Modifié par The E, 28 mai 2012 - 12:35 .
#41
Posté 28 mai 2012 - 08:07
#42
Posté 28 mai 2012 - 08:13
Good idea for boss fight, but i have a another option.
So... If the boss came in the wave 11, maybe will be a harder enemy than normal enemies ? I mean here maybe some lieutenant of Cerberus with name, or Geth specialist, as for Reapers are only here banshee unique for bosses ?
#43
Posté 28 mai 2012 - 08:19
#44
Posté 28 mai 2012 - 08:28
DesioPL wrote...
Otherwise...
Good idea for boss fight, but i have a another option.
So... If the boss came in the wave 11, maybe will be a harder enemy than normal enemies ? I mean here maybe some lieutenant of Cerberus with name, or Geth specialist, as for Reapers are only here banshee unique for bosses ?
They could also make a pretorian reaper boss. But yes, a named mob could also work, for a lesser boss I guess





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