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Harvesters in Multiplayer: Possible or Impossible?


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42 réponses à ce sujet

#26
KuroFye

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i'll be really happy to see new enemy units, old ones like that or the geth that were sticked in the walls (god they would be hard on gold). with new characters should be awesome to get more enemy units c:

#27
Lokiwithrope

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Tzarakiel wrote...

Tokenusername wrote...

Hexi-decimal wrote...

Arppis wrote...
Well... if there is going to be scripts. How about boss at the last wave, where new area opens up and reveals the boss character?

Ohhhh yeah, like on firebase Jade, have a Yawg come in and like destory a Prime/Atlas/Banshee Akuma style and then you have to fight him...that would be sweet.

I was thinking about that before.
Having "live events" in maps.
Like on giant have a cage full of varren. And at any point during the game you can free them and they will attack anything, including the enemies AND you. But you can only use them once in a game.

Question: How many varren do you need to kill a Brute?

41 to fight the Brute, 8 to fight off the Husks and 1 to get the Alpha.

#28
GiroX-

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I thought of an idea to incoporate boss fights that a overwhelming majority of the community is calling for:

Since some maps are too small to hold large boss enemies like the Harvester, each faction will have their large boss enemies that will be used on sufficiently large enough maps after wave 10 and then the remaining maps too small will also get 3 smaller, but still just as difficult boss enemies.





Reaper heavy: Harvester (self-explanatory)

Light: Would have to create a new idea along with a unique enemy and model/design. Why not make that an excuse to get a Reaper-Salarian shock trooper that could possibly have shield-stripping capabilities or even an Incinerate like burn attack.



Cerberus heavy: Needs a new idea/model. How 'bout a large hybrid between an Atlas and a YMIR Mech from ME2. Make it a hulking mass of metal with the Atlas's explosive auto gun and the YMIR's rapid fire gattling gun instead of the rocket. On second thought, give it all three, lets make it difficult.

Light: Again you'd have to get creative. I was thinking maybe a mechanical Cerberus Rachni with a charge attack (non biotic, just attempts to dash and ram into you) and an upgraded Ravager-like gun. You could easily explain that by saying Cerberus got access to Reaper Ravager technology and Rachni biological info to create their own heavy artillery unit.




Geth heavy: Geth Colossus from ME1/ME2. No idea needed, but I guess they need to model it since I dont think there is a code for it in ME3. Give it a charged plasma burst from it's mouth that knocks out shields, staggers and causes a plasma burn similar to the Banshee's Warp. Let it spawn some upgraded Prime auto turrets as well.

Light: This one is kinda tricky. But I recommend the Geth Hunter from ME2 that would go nuts and run at you at incredible speeds. But buff 'em up and make him slightly less agile than a Phantom and more durable. I dont know if he needs an upgraded ME3 Hunter GPS as its already pretty good haha.






Maps that would probably be large enought to support the heavy groups would be Firebase Dagger, Giant, Hydra and Condor. The light maps would be Firebase Ghost, Reactor, Glacier, White, Jade, and Goddess.

That would make it a 4 to 6 heavy/light ratio that could easily be evened with a DLC release of two more large maps.

Oh and all the bosses, including both heavy and light, should all get Shields/Barriers, Armor and Health to make them noticable more difficult compared to all other troops in the game. Make the strength of the previously mentioned counter-proportional to their abiltiy to move or mobility.

Bosses will be triggered between Wave 10 and Wave 11. One of the above bosses will spawn depending on the map and mobs will continue to spawn until the Boss is killed (maybe prevent the spawn of Banshees/Brutes, Atlas/Phantoms, and Primes to make it reasonable). Give a bonus credits for successful elimination of the Boss.

Now, I would personally like to see a Boss fight every game, but I could see why one could argue thats unreasonable. If so, make it random.

Either way I think this is a nifty idea that everyone could agree would be nice and could possibly be withing Bioware/EA's capabilities.

Modifié par GiroX-, 23 juin 2012 - 07:26 .


#29
xtorma

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Great ideas all. My only issue with all this is that they need to work on thier code first. The bugs are too numerous, and they have not demonstrated to me, that they have the mastery to fix them.

Adding in scripted fights just seems a little out of thier league.

#30
Heldarion

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I'm all for harder enemies, but not for the Reapers. God, they already have Banshee and Brute and both are vicious as ****. If anything, Cerberus/Geth need a new boss-like unit.

#31
Hexi-decimal

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Heldarion wrote...

I'm all for harder enemies, but not for the Reapers. God, they already have Banshee and Brute and both are vicious as ****. If anything, Cerberus/Geth need a new boss-like unit.


I am in personal aggreence here but one thing I have learned is that when who considers who the worst enemy to fight it all up in the air.  Personally I feel Cerberus are a joke, but to others they are the most difficult and frustrating enemy to deal with.  I have seen multiple mutliple geth complaints too.

If they are going to buff one, they would have to buff them all, keep us all equally annoyed lol

#32
ZombieGambit

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Eh, what does a Harvester offer that the Ravager doesn't already? They both spawn units, are somewhat tough to kill, and they have cannons. The Harvester is just bigger.

Modifié par ZombieGambit, 23 juin 2012 - 03:57 .


#33
Ramazon7

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Funny, I suggested that in some thread some time ago and no one took notice.

I mentioned the pvp un the upcoming God of War game where players fight each other (here it could be waves) and then receive a weapon to stab a big cyclops chained in the middle of the map. We could have those big bosses Colossus, Reaper, Cerberus machines.

Certainly MP could use some fresh air

#34
AresKeith

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its possible but they can only appear on a few maps

I still like my idea for a Reaper Yahg

#35
KeeperB5

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How about introducing new type of maps where you assault an enemy fortification. The map would have many points of interest that can be used to build automated turrets, traps, player-controlled heavy weaponry, special biotics or simply utility like health and shield regeneration.

To deploy anything in these points of interest, you have new type of consumables. Which would be well spent when a boss appears, and a boss never comes alone.

Unfortunately consoles have limited memory, so at least assault maps have to be instanced. First you're outside enemy base and you should build an artillery battery to deal with low-tier troops and allow safer passage to the base itself. Or you can build a sniper nest to do the same, better at taking out higher tier troops at the expense of being much slower at cleaning out low-tier troops. Or if your team has the consumables, build both. POI's are limited in numbers though.

Should enemy forces overwhelm you, you also can build traps at POI's to deal with them and regroup.

It is also up to players how they should deal with possibility of enemy reinforcements. Should players deploy anti-air defenses and ground artillery to deal with reinforcements and how many should be deployed?

Once inside, you have similar goals as you have in current multi games. If your goal is to destroy the enemy base, you will have to deploy explosives at key positions. Or your goal may be to eliminate key personnel inside the base. Or retrieve information. The difference is that there are no waves per-se, enemy may receive reinforcements though, depending on whether players deployed any defenses before getting inside the base and how many defenses were deployed.

So, basically it's like wave 10 from the very start until the end. If **** hits the fan and there were no defenses deployed whatsoever, sometime into the mission it just might turn into wave 11 as reinforcements start pouring in. Making it all the more important to swiftly place those explosive charges, or retrieve the information or whatever and get the hell out. Just pray the goal was not to take out a boss while duking it out with endless waves of reinforcements.

So, a single mission is instanced into two. First outside the base you need to breach their defenses and deploy your own (optional) and then inside the base go after the assigned goal.

#36
KeeperB5

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In another note. As counterpart to assault missions, it'd be REAL nice to have defensive missions where you actually can win properly. I can't really call extraction in the wake of overwhelming enemy assault a victory. So I just killed 10 waves of enemies, killed key personnel, retrieved information, disabled/enabled devices and for what? To be completely overrun at the 11th wave? Where is the sense of accomplishment, the enemy still holds the area after so much blood and sweat was spilled.

The 11th wave could be changed into a boss battle, if you win, you get real sense of accomplishment and credit bonus. It's just stupid to always lose the ground for endless wave of enemies to be barely extracted. A boss doesn't have to be a huge enemy like a harvester, just make it real tough and boss shouldn't be alone either.

Modifié par KeeperB5, 23 juin 2012 - 07:00 .


#37
Tzarakiel

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bump

#38
Rodia Driftwood

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Threads about giving a reward to promotion?. Old and annoying.
Threads about the Infiltrator being Op?. Old and annoying.
Threads about bigger maps and the possibility of fighting a Harvester?. Old, but relevant as hell.

1+, OP..1+..

#39
AnthonyDraft

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As far as I know, the only map that is not capable of having really big enemies is FB Reactor. Others will be able to use Harvester where it's open(which every single map except FB Reactor.)

#40
Zeromarro4

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Bump

#41
ParanoidDrone

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How would a Harvester fit into Reactor or Glacier? Those things are kind of massive.

#42
Rodia Driftwood

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ParanoidDrone wrote...

How would a Harvester fit into Reactor or Glacier? Those things are kind of massive.


You need to read the OP and THEN write your post.

#43
GiroX-

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Some of these suggestions are simply demanding too much. Can we keep the ideas realistic?

Modifié par GiroX-, 24 juin 2012 - 10:19 .