Let's create our own content!
#26
Posté 08 juillet 2012 - 11:03
biotic pulse or something,
It would have a decent recharge time but unlike the gernades you wouldn't
need to refill. This I think would make Krogan Sentinnels and Asari Vanguard more fun
to play as and it would make them feel more biotic.
#27
Posté 08 juillet 2012 - 11:10
#28
Posté 08 juillet 2012 - 11:32
#29
Posté 08 juillet 2012 - 11:33
Other maps include, Omega, Citadel, Mars, Earth, Rannoch. Virmire would be cool, but i'm wishful thinking on that one.
#30
Posté 08 juillet 2012 - 11:40
I'd also like to see the Mantis Gunship come back as an enemy (similar to the reaper Harvester, mabye?) but I doubt that'll happen.
#31
Posté 08 juillet 2012 - 11:44
EDIT: Kem, could you maybe expand on your maps? Where in those areas do they take place? What is the actual name for them? (Firebase ____)
Modifié par TurboQuarian, 09 juillet 2012 - 12:00 .
#32
Posté 09 juillet 2012 - 01:02
#34
Posté 09 juillet 2012 - 08:54
Ex-Cerberus Soldier/Centurion
Model: Centurion backpack and heavier armor but with the ex-cerberus style of the other 2 characters.
Melee: Cerberus Baton
Health and shields would be higher than the other humans more like turian or Batarian.Decreased Mobility due to higher health and shields.
Powers:
Deploy Cover: Places a small peice of cover infront of the Centurion, Lasts until destroyed.
upgrades: along the lines of increased durability and size rank 5 or 6 would likely increase weapon/power damage for those in its cover.
Smoke screen: Launchs a smoke screen into traffic blinding enemies, reducing accuracy. Allies can see through it.
Upgrades: level 4 would be a simply be increased duration or radius. Level 5 Thick smoke: Would apply a slowing affect or a further duration/radius increase Level 6 would be a choice between Buring Haze: Burns enemies who walk into it for minor damage, this can be dentonated by a fire explosion to detonate the cloud itself, destroying it but dealing damage to enemies within.
Fortification: ]as the classic ability just because adreniline rush is on all humans.
Ex-Cerberus Engineer- This class was thought up because i liked the idea of a fairly stationary weapons platform.
Model: Cerberus Combat engineer with ex cerberus helmet/ style.
Melee: Cerberus Baton Health and shields slightly higher than other engineers due to abilities/playstyle
Mobility: Combat roll.
Powers:
Heavy Turret: Deploys a heavy cerberus turret (a turret similar to Combat engineer's turrets) on the ground. Inaccurate machine gun with high damage. User must remain stationary while placing. Lasts until destroyed.
Upgrades: Level 4 would be basic durability/damage Level 5 Burst fire: the turret now fires in more accurate bursts at the expense of Fire rate. Or Incendiary ammuntion. Level 6 Single shot: The Turret fires single large powerful rounds into the enemy, for a massive increase in accuracy. (Cannot be picked if Burst fire is picked.) Or Disruptor rounds.
Repair: The engineer repairs his turret, must remain within x range while casting (can also be used on ally shields and turrets for a lesser effect)
Upgrades: Level 4 basic stuff like better restoration to shields/armor Level 5 would be a choice between a damage buff for the turret shortly after its repaired or bigger range for movement while casting. Level 6 would be a Instant cast upgrade and an upgrade to make it more effective on allies.
Overload
Turian Blackwatch infiltrator
Model: Turian with light armor and either a helmet or a turian style visor like Garrus
Melee: disruptor dual omni blades
Health and shields would be slightly lower than normal turian due to light armor
Mobility: can roll/leap due to light armor
Powers:
Tactical cloak
Flashbang grenade: The user disorientates enemies in an area, stunning them.
Upgrades: Level 4 would probably improve radius/damage Level 5 Incapacitate or a capacity increase. Level 6 would be a choice between EMP pulse: improves stun/incapacitate duration to sythetics and extra damge to shieled enemies. Shrapnel: at impact the grenade sends out shrapnel dealing extra damage and causing enemies to bleed for a short time.
Sharpshooter: Improves movement speed and rate of fire for x amount of time. (this maybe to similair to marksman, if so suggestions to improve please or a new power in its place! i am considering making it until deactivated but then it would fall short from hunter mode)
Upgrades: havent thought of any yet i will update once i get opinions on the power as stated above.
Asari Commando soldier
Model: more heavily armored asari like liara's second costume in Me3
Melee: not sure possibly default asari
(this may have to be changed to another class like vanguard)
health and shields same as justicar
mobility as a roll rather than dash
Warp Grenade: the user can throw these grenades into traffic applying warp to a maximum of 3 enemies and dealing minor damage.
Upgrades: level 4 would be a impact damage or warp duration increase level 5 Expose: same as warp but to lesser effect. Or a Capacity increase. Level 6 Detonate- affected targets can be detonated for 40% increased damage or damage per second and radius increase.
Concussive shot: as usual
Third ability: Still working on a third ability but thinking just marksman/adrenaline rush
Modifié par iplay222, 09 juillet 2012 - 08:59 .
#35
Posté 09 juillet 2012 - 04:19
#36
Posté 09 juillet 2012 - 07:03
#37
Posté 09 juillet 2012 - 10:38
#38
Posté 09 juillet 2012 - 10:46
NikkoJT wrote...
I have more SAW visual concepts and a map design in progress. Hopefully they'll be at the thread-boosting stage ~Wednesday.
Ah, nice. We need more content from everyone. I'm making my own stuff now.
#39
Posté 09 juillet 2012 - 10:55
And a playable elcor that dual wields what ever weapon you chose mounted on a turret on its back.
#40
Posté 09 juillet 2012 - 11:00
Praetorius wrote...
I want a red dot assault rifle sight. Same accuracy bonus as existing AR scope but with lower zoom and no loss of peripheral vision.
And a playable elcor that dual wields what ever weapon you chose mounted on a turret on its back.
Maybe go into more detail? What powers does this Elcor have? You know, stuff like that.
#41
Posté 09 juillet 2012 - 11:38
Dominate- Essentially Sabotage's organic counterpart, a bonus power available from Morinth in ME2. I'm open to suggestions, but I think that maybe it could do DoT on non-organics, maybe priming them for an explosion (not organics though, that would be a little bit overboard)
*From here on out, this is completely open for discussion. I would welcome feedback that would aid in the balancing of this character concept.*
Reave/Warp
Shockwave/Slam/Throw
Edit: Added Throw as a possible power for the second power choice.
Modifié par Father Superior, 10 juillet 2012 - 03:20 .
#42
Posté 10 juillet 2012 - 12:06
Overkill - Years of combat with Assault rifles has led the soldier to become deadly with his weapon.
At times on the battlefield, he becomes one with the weapon, increasing his effectiveness.
More Assault rifle damage, accuracy and stability.
Immunity (Passive) - Cerberus armours have been upgraded with experimental materials, giving them a massive protective capability.
Adds a Layer of "Immunity" Armour at waves 1, 4 and 7, which adds DR and slows movement speed.
HE Grenade - Throws a HE grenade, doing massive damage to un-protected targets and staggering shielded ones.
Cerberus officer - Years of drills, training and combat experience with Cerberus has left the officer a brilliant front-line tactician.
Increase Weapon damage, Power damage and Squad weapon damage.
Toughness.
#43
Posté 10 juillet 2012 - 03:05
#44
Posté 10 juillet 2012 - 10:37
#45
Posté 10 juillet 2012 - 05:42
Firebase Standby
Earth (the Caribbean)
Standby is part of an old missile installation on a small tropical island. It was midway through reactivation to fight the Reapers when they found it.
Overall: The map consists of an open area centered on an open missile silo (complete with missile), a small watch-tower, and an underground command centre, lab, and canteen. The map is surrounded on three sides by cliff drops to the sea, and on the remaining two by a raised cliff, which contains the underground areas.
Interesting features:
You can jump from the silo sides to the missile nose. Your character will hang on with one hand, and aim with the other.
The main blast door leading to the command centre from the open area can be opened and closed using control panels in the CC and on the doorframe. Enemies can hack the door, opening it for the rest of the wave, but this takes some time, and players can hack it closed again at any time (using a similar mechanism to four-point objectives).
There is a secret passage leading from the lab to the open area. This can be opened and closed via consoles behind a crate at the LZ, in the command centre, and in the lab. Combat Engineers, Marauders, and Geth Hunters have a chance to spot the tunnel and open it.
Areas:
1. LZ
The LZ is on the south side of the island. It consists of a smallish ledge, with a few crates, an ammobox, and a secret passage console, set below a cliff with ladders leading up to the rest of the map. Brutes can charge over the cliff to the LZ, and other units can jump down or shoot over the edge.
2. Upslope
Upslope is a raised area on the south side of the island, directly above the cliff from the LZ. It curves around the centre of the map, running from the sea on the west side to the cliff on the north side. It contains a low wall with gates on the east side of the curve (running from the north cliff to the sea at the south), and various equipment crates along the top of the slope near the centre area.
3. Balcony
Balcony is another small area, on the east edge of the map (east of the gate in Upslope). It features a small area of land below the slope from Upslope, a few crates, and a metal balcony overhanging the sea. There is an ammobox and a non-functioning telescope on the balcony.
4. Launch Silo
The Launch Silo is in the centre and northwest part of the map. It contains two ammoboxes (one to the east, one to the northwest), the titular silo (four consoles with blast screens providing cover for this), the blast door to the Command Centre (this closes automatically during the pause between waves), and a few crates (including a shiny N7 crate resembling a Commendation Pack). It is bordered on the north side by tall cliffs, which appropriate enemies can jump down from.
5. Tower
The watch-tower is a short, simple, framework tower on a concrete pillar in the sea, to the west of the Launch Silo. It is connected to the island by a short metal bridge, which is part of a metal walkway leading to and surrounding the silo. As the tower is unreachable by Brutes (because it is a small raised structure, the only access from the bridge is a ladder), potentially allowing a team to simply hide up there, the tower is designed so that is impossible to shoot directly downwards over the sides, allowing enemies to get underneath the guns of anyone up there. For bonus points, Brute charges, Prime shots, and Atlas rockets should be able to "shake" the tower (they have a reduced but still dangerous impact on occupants).
6. Control Centre
The Control Centre is a round room similar to the Normandy's War Room, in the cliff to the northeast of the silo (a short corridor away from the blast door). In the centre of the room, there is a large round object projecting a holographic Earth globe, rendering the middle of the room impassable. The Control Centre contains a panel for the blast door on the wall by the corridor, and one of its many consoles controls the secret passage. Two doors on the southeast quarter of the wall lead to the Lab and Canteen.
7. Canteen
The Canteen is a small-to-medium underground room directly east of the Control Centre. It features a few long tables running down the room (these provide limited cover, as they run east-to-west - along the same axis as both entrances), and an ammobox in a corner on the south side of the room. The east door leads to a cross-corridor, the north and east passages of which are sealed by doors. The south passage leads southwest to the Lab.
8. Lab
The Lab is a medium-sized underground curved room south of the Canteen and southeast of the Control Centre. It features a long work table with several screens running along the south wall, with two partitions sticking out into the room (also surrounded by the table). There is also a smaller table on the west end of the north wall, which also has a few screens on it. One of the screens on the south table controls the secret passage, which is behind an empty section of the table (the table slides apart when it is opened). At the east end of the room is an open door, which leads to the corridor to the Canteen.
Notes:
The secret passage leads directly south from the Lab to the cliff face east of the gate in Upslope. It is designed to allow players a GTFO route if they get swarmed in the underground areas and can't reach the blast door, while also allowing enemies to flank (or be flanked, if the players work together to open the door from the outside and immediately attack through it).
The Launch Silo area is designed to be open to sniping from Upslope and Tower, while still having enough crates and cover (including a couple of big palms, of which there are a few scattered around the map) to not make those areas too desirable.
The Upslope area is designed to have good cover and firing lines when facing the centre of Launch Silo and LZ, while still being open to flanking from Balcony or the secret passage, and fire from Tower.
The LZ area is designed to provide a quick respite and reload, but not provide sufficient cover to camp there, as enemies on the cliff can mostly still see you, even if you take cover behind the crates.
Whew! Long post. I hope that created a clear enough picture to allow for non-total confusion, and maybe for some constructive criticism before I get the map...map up tomorrow
#46
Posté 10 juillet 2012 - 08:15
Turian Engineer
Powers:
Suppressor: Launches a sticky web designed to slow and put to sleep charging Krogans.
Similar to Submission net but with a sleep effect that drastically slows enemy movement
and reaction times.
level 1: target one enemy. Any enemy shot while suppressed will bleed more due to the slower
metabolism caused by the drowsy effect. Slows movement 5%. Lasts 5 seconds.
level 2 duration increased to 7.5 seconds.
level 3 movement slowed by 10%
4a:adds electrical effect that shocks enemies for 25 points damage a second for 5 seconds.
4b:radius increased to snare an additional target.
5a: Knocks enemies back (instant guaranteed stagger effect for 1 or 2 targets (if you have 4b).
5b: Temporarily makes targets unable to fire weapons for a short time.
6a: movement slowed 15% and duration increasted to 10 seconds.
6b: electrical stun effect overloads and causes an additional 150 points damage to targets.
Turian Sniper Drone:
1 Drone fires small long shot rifle. Slow rate of fire and modest damage.
2 increase to shields
3 increase duration
4a increase damage
4b increase rate of fire
5a Increase accuracy of nearby allies (beneficial effect similar to geth drones).
5b Increase ammo capacity (drone has limited ammo unique to this drone, replenished when drone is
resummoned).
6a Gives the drone a 35% chance of penetrating shields and armor or walls (like the piercing mod)
6b Drone explodes at destruction for 500 damage points.
Sticky Grenades (be neat to see one engineer with Grenades just for diversity)
Drell Master Assassin (Drell Sentinal) -
Powers:
Flashbang grenades (mentioned earlier)
Barrier Shield
Adrenaline Rush
Melee - Drell Dagger thrust
heavy melee - Drell Broad Dagger swipe
Turian LongShot: Turian Sniper Rifle. Clip holds 2 shots for a one two punch effect that was
originally designed to take down a charging krogan which did not always work with one shot so
a double tap option was added to this Turian Sniper Rifle. While not as powerful as some rifles,
its quick second shot and fairly high damage makes up for any shortcommings.
Clip: 2
Ammo: 15 rounds
Damage Base: 650 per shot
Quarian MBL (magnetic probe launcher) - This gun fires a projectile that uses a principle of magnetism to boost the mass effect power fro the slightly larger shells
which house synthetic microchips that inject targets with mercury like fluid which allows disruption of synthetic based organisms or machines
central processes and allows temporary control of the object. (similar to sabotage) class, Quarian Assault Rifle. It causes a small chance of sabotage and has a relatively slow rate of fire.
Slighty slower than the mattock. The fluid in the projectile can cause a poison effect to organics. Rounds can overload causing a slight electrical damage effect to non organic targets
that it fails to hack.
Salarian Storm Caster - SMG that works like the Locust. However it has a bigger clip and slightly more accuracy.
Salarian Firestorm - Sniper gun that fires homing signals. Slow rate of fire and high exploding damage. However, it needs a moment longer than other
guns to lock onto a target for the homing signal. Rounds have a homing sensor that coordinates with the scope and homes in on a target.
Rounds can not make sharp turns however they can turn modestly.
Asari Athame Judicator - Assault rifle named after their patron goddess as a sign of the protective powers
this gun brings to the asari people. Higher rate of fire than the Mattock but slightly less damage per bullet.
Asari Apostle - smg with more accuracy than any other and more damage than the locust but a lower rate of fire than
any other smg.
Maps:
Pavalen Valley - Open Grass field with rolling hills on palaven
Krogan Ruins - The site on Tuchunka where Shepard discovered the Krogan Ruins of a Great City.
Salarian Research Base - (either the same one in me3 or one modeled on that) first map with more than
2 levels.
Rannoch Canyon - canyon where tali and shepard make their way around on Rannoch.
Other suggestions:
Drell should have a higher melee defense than other classes and be able to dodge any melee attack much more often. Shields should recharge faster as the vorcha
regain health. This would balance the two out more.
Make javelin work against armor like it used to be. And also add a weight bonus if used by a geth character.
Give all species a bonus for using a species specific weapon (like Mass Effect does for the Geth in general). For example, give Asari a bonuse for using the asari shotgun, disciple.
Power characters should in general be able to recharge powers faster than non power characters. Power characters (vanguard, adept, engineer).
Lottery for players that get dropped to get extra credits, only dropped not quit, if that can be determined. (but I would say if they are dropped wave 8 or later and had been in it
up to that point, that is a good chance they did not leave intentionally). Each drop they could get a lottery ticket and a chance to win a few credits. This hopefully even if they leave on purpose would
not mean enough value to them to drop intentionally yet would benefit in some respects those that get dropped by mistake.
Double ammo for harrier. It makes no sense to have less ammo than mattock but be a faster rate of fire.
Add a max up to level 30 with 2 more powers.
Should not cerberus guys have any extra toughness? Would being incorporated with Reaper dna make them as tough as regular humans? (Perhaps slightly more hp and slightly less shields but a
change to regain health like vorcha but not quite as able as the vorcha).
New classes: Grenadier (I think already mentioned somewhere, optimized for using grenade powers or mines), Sniper (geared of course with accuracy and or weapon damage bonuses, one power might be a spy drone), Commando (optimized to use pistols, smgs and melee, no powers), Marine (speedy characters with accurate fire abilities, no powers),
Psyonic (no weapon, powers and melee geared only), Warrior (swords, bows, and melee, no powers), Specialist (powers, swords, light weapons).
Modifié par Xeraphas, 10 juillet 2012 - 09:48 .
#47
Posté 10 juillet 2012 - 08:44
TurboQuarian wrote...
Praetorius wrote...
I want a red dot assault rifle sight. Same accuracy bonus as existing AR scope but with lower zoom and no loss of peripheral vision.
And a playable elcor that dual wields what ever weapon you chose mounted on a turret on its back.
Maybe go into more detail? What powers does this Elcor have? You know, stuff like that.
Elcor Vanguard
Biotic Charge (as per existing power)
VI Targeting Boost (similar to Marksman)
Barrier (as per Kroguard, and necessary due to speed)
Living Tank (the "training" passive)
Fitness
Health/Shields - at least Krogan level
Severe speed and agility penalties
Heavy Melee - a forward head first charge.
Standard Melee - a slow but powerful swipe with one forearm/leg
#48
Posté 10 juillet 2012 - 10:56
EDIT: Added them all!
I came up with two weapons, I think I'll do more detail later but this is what I did:
Hailstone: A heavy automatic weapon (would go in AR's) that cannot be aimed unless you are in cover. However, this weapon does not suffer from recoil because it is mounted. You don't have any mobility while using it though so it's best to use it when defending a position.It is most effective against armour and shields. It's ammo capacity is large but you cannot refill it at an ammo box. (Could you guys give feedback? I plan to add more detail but I'm wondering how balanced this would be.)
Twinshot: A sniper rifle with two barrels. The barrels can be moved with (a button I haven't worked out yet) so you can hit two targets at once. You have to reload after every shot but it has a decent amount of ammo. (I'm also wondering if this would be a useful sniper. It's unique at least!)
EDIT AGAIN:
I have now made a new class. I'm not sure how OP this would be in game so if any of you could recommend some balance changes then that would be great, thanks.
Quarian Special Ops
The special forces of the Quarians. These are the people who are sentout when failure is not an option. There is a male and female versionof this class and the clothing also looks a bit more armoured.
Powers:
Tactical Knife
Rank 1: You throw a knife at wherever you aim, the knife causes bleeding and the enemy loses health over 10 seconds.
Rank 2: Increase distance you can throw the knife by 2.5 meters.
Rank 3: Increase the amount of knives you throw by 1.
Rank 4 A: Increase impact damage by 20%Rank 4 B: Increase damage over time by 20%
Rank 5 A: Allow the knives to actually use special ammo.Rank 5 B: Damage to shields and barriers increased by 50%
Rank 6 A: Lose the damage over time bonus but allow you to stick the knives to walls, floors, and objects and then let you press the back button to make them explode. Cooldown increased by 3 seconds however.
Rank 6 B: Allows the knives to go through enemies (keeping the damage over time bonus) and hit a maximum of two other enemies.
Overload
Marine Training (This is activated like Fortification or Geth Hunter Mode. It lasts 20 seconds. This power should probably have a long cooldown.)
Rank 1: After years of brutal training, you can put your skills to the test.
Rank 2: Increase speed by 30%
Rank 3: Increase health and shields by 10%
Rank 4 A: Your rate of fire is increased by 10%Rank 4 B: Your reload time is decreased by 15%
Rank 5 A: Once per match, you're allowed to use an ammo box to switch your loadout.Rank 5 B: There is a 25% chance that any bullets that hit you will do no damage.
Rank 6 A: You can dual wield SMG's. When you activate this power and wield an SMG, you pull out two until the power is over.
Rank 6 B: When you aim onto something, your aimer will follow it automatically.
Quarian Defender
Fitness (like any other class)
Modifié par TurboQuarian, 11 juillet 2012 - 12:10 .
#49
Posté 11 juillet 2012 - 04:10
#50
Posté 11 juillet 2012 - 03:35





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