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#51
Xeraphas

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New character/class

Best for quatrain, salarian, or human 

Medic - able to revive allies faster than non medics, can revive even insta killed allies

Powers:

Psychological warfare: (generally only effects organics, synthetics maybe effected but far less effectively):
1 You fool enemies into thinking you are stronger than you are.  
Makes enemies spooked and move away from you and nearby allies temporarily.
2 startle enemies so they miss weapon fire more often for a time.
3 effect up to 2 targets at once
4a trick enemies into thinking you are their allies (organics only), may throw off synthetic
Targeting for less time than organics trick.
4b weaken enemy focus so they do less damage to you and nearby allies
5a unnerved, enemies more likely to fall off ledges or bump into walls and do some modest self harm
5b effects last 25% longer
6a Effect another target for up to 3 targets total, duration 7.5% added
6b your weapons and nearby allies do10% more damage to organics. 

Heal:
1 restores health of one nearby ally
2 restores shields of one near ally
3 restore 2 near aalies' health 
4a allied stimulant boost, temporarily increase strength of healed allies
4b allied energy boost, increase speed of healed allies temporarily.
5a syphon, when heal is used on enemies, it steals small amount of enemy unit health and shares it with 1 or 2 nearby allies.
5b heal all allies within 20 meters, double the base range
6a recharge when healed, recharges allies power when they are healed so they can be used as soon as they get up and with a 10 % power damage boost.
6b temporally makes allies invulnerable for 15 seconds after a heal, great for when surrounded

Emergency Cloak:  (same as tactical cloak but instead of melee, power or weapon damage boosts provides boosts to speed, duration of cloak, and speed of healing or reviving allies)

(alternate powers):
Health Recharge pylons (pylon that recharges or heals or keeps health up if close, and denies instant kills if close enough instead of heal power)

Safety shield (pretty much same as asari shield over allies but with boosts for keeping or maintaining health more than damaging enemies).

Healing Drone:  Drone that goes around recharging shields and health, and DELAYS death longer if a ally is downed. No damage to enemies.

Medical Training:  Allows speedy revives, revives even if allies were instant killed (perhaps by level 3), 

Health and Fitness regiment: 

Melee - poisonous injection ( weak poison that damages like a hard hit also works slightly less against synthetic circuitry)
Heavy melee - gas spray (stronger poisonous gas that can disrupt and damage bio-organic or mechanical impulse signals of nervous systems or circuits.

Pistols and optimal for 1 weapon. Extra weapons has a stronger weight penalty than for other characters.

Sample Character Ideas:

Human medic:  powers, Psych warfare, heal, emergency cloak

Salarian Medic: powers:  Healing Drone, Psych Warfare, Safety shield

Quarian Medic: powers:  Health recharge Pylon, emergency cloak, heal

Modifié par Xeraphas, 11 juillet 2012 - 08:01 .


#52
NikkoJT

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Turns out I only had one SAW design ready to go, the Purifier. I've got designs for additional SAWs, and updated designs for already-posted SAWs, ready to go next Wednesday.

Oh, and here's Firebase Standby:
EDIT: one sec
EDIT 2: this should be better (original had not correctly updated to the horizontal version)
EDIT 3: FFS
EDIT 4: One final effort...
Image IPB

EDIT 5: AAHHHH
Maybe it's just my cache or something. Maybe it'll fix itself. I give up.

Modifié par NikkoJT, 11 juillet 2012 - 07:23 .


#53
Xeraphas

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Alliance of Non-doctrinated Cerberus Cells, ANCC instead of the old UNC (Cerberus rebels described at times in me2 and me3 that did things without the illusive man's knowledge or approval and rebelled against him when he embraced Reaper tech to embed in human subjects. Thus reversing what they believe was the original purpose which is to preserve humanity against any and all alien influence.)

Mostly units from ME2 are among their roster.

ANCC Commandos: front line troops similar too assault troopers but lighter and faster, though less armor and shielding. Carries assault rifles and shotguns

ANCC Snipers: unlike nemesis, their aim is not so absolute, but they do not use laser scopes either and do aim and shoot a little faster, though with a lighter faster rate of fire weapon. Has assassination skill and carries long range low - medium damage sniper rifles.

ANCC Anti-Tank Troopers: Assault rilfes with missile weapons on a switch mechanism. Tough but slow with high shields and armor compared to other troops. They are less likely however to go after enemies as they are trained primarily to defend locations.

ANCC Research Technicians:(power users, barrier, throw, lift), carries pistols, low shields, non uniformed clothing, black tshirt, optic hud over one eye.

ANCC Commander: Heavily armored officer with grenade launcher and a good assault rifle. Faster than a geth prime but slower than most other ANCC units

ANCC Security Droid: This tall thin robot is often seen around the mass affect world. The ones that are owned by ANCC have been modified for agility so they are harder to hit than most geth. They carry smgs or assault rifles.

ANCC Pet Droid: Seen in the past, this 4 legged droid only attacks with claws and a mouth full of sharp points. Destroy it before it gets close.

ANCC Battle Droid: This larger unit is not quite as big as the better known atlas. Indeed it was probably its predecessor. High armor and very tough, this unit shoots powerful rockets at enemies far and shot gun like blasts close. It is very slow and has a slow rate of fire. It is also not as comparatively smart as the Security Droids, though not by much.

Btw Turbo I added a few powers that you can still add to the list.

Suppressor
Sniper Drone
Heal
Psychological Warfare
Emergency Cloak
Health Pylons
Safety Shield
Healing Drone



The Infected.  Somehow this group made by either failed experiments such as those done by cerberus or by reapers or collectors formed into a non-cohesive force that randomly attacks alliance planets through out the system.  As though they were cut off from the central control of the Reapers this force as started to slowly unite.  Yet they still seem to be either working with or influenced in some way by the Reaper force.  This is however unconfirmed.

Thorian Creepers - These husk like units are actually a bit more capable than the Husks with a poison vomit attack and long claws.

Pariahs - can infect allied troops if they get close and turn them into enemies.  Then you can not fire upon reaper forces but only other team mates.  (If you do not your character dies and loses any points).  However if you are infected you only get 10% of the points you normally would.  Your team mates however can also kill you.  If revived by a medic you can be disinfected.  Any other revive means is a 50% chance you will revive still infected.)  enemy unit does not teleport but does move very fast (teleport with this unit in beta testing proved untenable,  This is a unit seen in me1 and in tests for me3 that never quite got released)

Infected Rachni Soldier - is a little tougher than the original Soldier but also slower

Infected Salarian Researcher
- light weapons.  This infected Salarian has bulked out a bit from the original species.  He can do melee charges at a faster speed than a non infected Salarian.  He has proximity mines and a cloak and he can drain energy from allies.  He only carries a heavy pistol.

Infected Batarian Warrior
- These are former Batarians often times they were pirates with diverse backgrounds both civil and military.  Now they have been infected and enhanced with Reaper efficiency.  Infected Batarians are bigger than marauders and almost as big as brutes but also with a organic like spiked armor all over their body so that if you melee them you also get hurt.  Stay clear of the infected Batarians.  They have a instant kill move.  They have no weapons.  They are slow except when heavy melee charging.  They also have a nasty pair of long blades they can shoot at enemies that get too close with a range of about 8 meters this deadly weapon is very dangerous to anything in its path.

Infected Krogan Soldier:  This Krogan has outgrown even the Brutes when they were enhanced with Reaper biology.  They super tough with high armor.  They can charge like a raging rhino through alliance troops.  They also have a shot gun like weapon embedded in their forearms.

Half Banshees - Asari that did not take quite as well to the transformation process as the super weapons Reapers intended become smaller slightly slower and a tad less ugly units known as Half Banshees.  They are still deadly and were left or abandoned with the failed process on the ancient asari species.  So now they have become part of the Infected.

Infected Hanar - are floating weapons platforms.

Infected Elcor - like ravagers but bigger and slower with bigger weapons that fire slower.

Infected Humans - Humans that took a better liking to the process but were not quite as manageable as the Reapers wanted became these commando like assault trooper units for the Infected.  With good speed, armor, shielding and an assault rifle as well as more brains than most of the other Reaper infected units.  These troops can also act as commanders in the field and direct other infected units to fight more effectively.

Infected Drell - Phantom like unit with daggers instead of swords or dagger like appendhages.  He also has no cloak.  Or takes cover as often.  Instead he moves around quickly and attempts to dodge shots or other attacks.

Infected Turians - These troopers have greater focus and accuracy and are often equipped with a sniper like rifle.  Similar to Marauders in look but with a nemesis like merge.

Infected Volus - slow moving units that mainly supply other infected units with ammo or attempts to regenerate shields.  They have little to no offensive power. 

Infected Vorcha - front line commando like troopers with the highest regeneration of any reaper unit

Infected Quarians - They can release a organic turret and carry smgs.  Low health but high shields. 

Modifié par Xeraphas, 13 juillet 2012 - 12:43 .


#54
Xeraphas

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I created a second post by mistake.  But I will go ahead and write something.

More maps:

Reaper Ship Interior: Another map to add might be a Reaper Ship.  This is seen in both ME2 and ME3 and would be a great addition to maps.  More enemy maps would be great.  Technically the citadel became a Reaper ship.

Geth Ship Interior - seen several times in one sense or another in me2 and me3

Rachni Hive Cavern - seen in me3 when you go to investigate a Krogan landing party.

Have enemies appear out of entries not just suddenly appear out of nothing (like they currently do).  Sometimes I see enemies walk in from walls or walkways or levels just beyond our range.  That is more realistic than appearing Houdini like out of thin air.  Which I also see often.

Like to see other heavy weapon options than just missile or no heavy weapon for lets say a 50% weight capacity /power recharge boost.

Adjust staggering so it is balanced and not only enemies like Geth can stagger YOU over and over again while you feel like you are throwing pebbles against a megladon.  Bring stagger effects back to weapons and allies and allied powers so that some can actually stagger enemies like they constantly immobilize and stagger us.

Case in point.  You are by the ammo cart when a new wave hits and in seconds a PRIME appears out of thin air ahead of you.  Before you can fire or move you get hit 3 times in a row and staggered so that you can not do a thing.  This is fair?

Modifié par Xeraphas, 11 juillet 2012 - 09:55 .


#55
TurboQuarian

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Okay guys, I'll go ahead and add them.

EDIT: Forgot to mention, please go ahead and test the links to your stuff. Tell me if it leads to the wrong post of yours, leads to someones else post, or doesn't work at all. Thanks, it'll make things easier.

Modifié par TurboQuarian, 12 juillet 2012 - 07:18 .


#56
LadyAlekto

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Weapon Mods

Laser sight, removes crosshair when aiming and adds a laser, like me2's phalanx, increases accuracy, all weapons cept shotun and sniper

Phasic envelope
Weapon ignores some shield at the cost of base damage

Ammo
Polonium Rounds, add a dot, reduces enemy accuracy and movement speed for the duration

Weapons

M88 Dictator
A spectre upgraded revenant, slight increased accuracy, harsher recoil, increased clip(100) and high rate of fire(1000)

Geth plasma cannon
The ugly bastard child of the saber and the gps :D Fires a single, devastating bolt of plasma, charge mechanic

Geth plasma pistol
A lightweight version of the cannon

M-13a Panther
A upgraded raptor, same stats but can be charged to fire one single devastating bolt, up to 3 charges per clip

Geth Soldier
HM
Frag grenade
Gethshieldboost/defense matrix

#57
TurboQuarian

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Alright Phoenix, I'll add your stuff now.

EDIT: This list is REALLY coming together, great job guys! 

Modifié par TurboQuarian, 12 juillet 2012 - 07:24 .


#58
NikkoJT

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Me again :] no scanning until Wednesday, so here's a writeup of the map that will appear then, Firebase Quantum.

Location: Widow - Citadel Mass Relay
Setting: The Alliance cruiser Cole was badly damaged fighting the Reapers in the early stages of the war. The hulk was towed to the Citadel, and vital areas repaired to allow it to function as a stationary gun platform, defending the mass relay. Firebase Quantum is located in one of its shuttle hangars, in an area which has not yet been repaired. There is a crashed shuttle in the middle of the hangar, which is otherwise mostly intact.

Areas:
1. LZ
The LZ is located at the hull (east) end of the map, right in front of the hangar doors, which have been blasted open. The remaining sections of the doors hang bent inwards at the sides of the LZ.
To the north of the LZ is the Observation Catwalk, to the south is the Upper Deck and EVA Gear Storage, and to the west is the Crashed Shuttle and Storage Bins. A large crate lies at south end of the division between the LZ and Crashed Shuttle, damaged by collision with the shuttle.
Environmental effect: Standing within 1m of the gap between the hangar doors for more than 10 seconds will begin to do DoT to the shields of whatever's been standing there that long.

2. EVA Gear Storage
EVA Gear Storage is a largish rectangular room south of the LZ, built into the side of the hangar. It contains various lockers, but is mostly open, aside from a few low benches which are easily vaulted. To the west, also built into the wall, is the Atmosphere Control Station. Directly above is the Upper Deck.

3. Atmosphere Control Station
The ACS is a largish control room, with a quarter-circle area at the west end, and a rectangular area at the east end (bordering on the EVA Gear Storage). Large windows overlook the Crashed Shuttle from the quarter-circle area, which also contains an ammobox.

4. Upper Deck
The Upper Deck is an open catwalk and a control room built into the side of the hangar, above the EVA Gear Storage and ACS. The catwalk runs east-to-west along the side of the hangar. At the west end, it splits, one end leading to a T-junction with one branch sealed by a door, the other leading to the Bulkhead Door. The T-junction and Bulkhead Door branches are connected by the third branch of the T-junction.
At the east end, the catwalk runs straight and wide, stopping against the hangar door frame. A ladder leads down to the LZ, and there is an ammobox against the end of the catwalk.

5. Crashed Shuttle
The Crashed Shuttle is the slightly-lowered area surrounding the crashed Alliance shuttle in the centre of the hangar. Other than the shuttle, there isn't much in this area. To the north are the Storage Bins, to the south are the windows of the ACS, to the east is the LZ, and to the west are the twin stairways to the Bulkhead Door.
There is a dead Alliance techie on the deck by the nose of the shuttle.

6. Bulkhead Door
The Bulkhead Door area consists of the raised walkways in front of a large sealed door at the west end of the hangar. The walkways lead south to the stairs to the Upper Deck, and around the north side of the hangar to the Observation Catwalk. Halfway along the north walkways, something has crashed through the panel safety fence along the south side of the walkway, allowing players to walk onto the top of the Storage Bins, and from there to the main deck (or climb up from the deck to the walkway). There is an ammobox on the central walkway, behind the panel fence in between the stairways from the Crashed Shuttle.

7. Observation Catwalk
The Observation Catwalk is a further-raised walkway along the north-east side of the hangar, behind the north hangar door. It's a small area, with an ammobox and a ladder down to the LZ.

8. Storage Bins
The Storage Bins area is a long, thin area between the Crashed Shuttle and the north walkway of the Bulkhead Door area. It contains several large crates and barrels, an ammobox, and a vehicle lift (as seen on Mars in the SP). Small crates in front of the larger boxes allow players to climb on top of them, and from there either fire or proceed through the broken fence to the north walkway. The lift at the east end of the area can be raised and lowered. When raised, a crate stacked on it allows access to the Observation Catwalk, just above the stairs from the north walkway. It is lowered by default, and does not reset between waves.

Map map coming Wednesday, as previously mentioned :) still open to suggestions for changes on both this and Firebase Standby.

Update: added dead Alliance techie in Crashed Shuttle area, added environmental effect to LZ

Modifié par NikkoJT, 17 juillet 2012 - 08:21 .


#59
Xeraphas

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The ANCC stuff was a new enemy faction and the ANCC characters are new faction enemy units.

#60
TurboQuarian

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Xeraphas wrote...

The ANCC stuff was a new enemy faction and the ANCC characters are new faction enemy units.


Sorry, my mistake. I'll fix it now. Amazing enemy ideas by the way!

EDIT: Also, Nikko. I don't know what advice to give you on your maps because they're REALLY well made! Maybe make the drawings of them neater? Add more detail maybe? I'm not sure, it'd be cool to see a coloured map too. This would take some time though and you'd probably work on more maps.

Modifié par TurboQuarian, 13 juillet 2012 - 02:47 .


#61
NikkoJT

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TurboQuarian wrote...

EDIT: Also, Nikko. I don't know what advice to give you on your maps because they're REALLY well made! Maybe make the drawings of them neater? Add more detail maybe? I'm not sure, it'd be cool to see a coloured map too. This would take some time though and you'd probably work on more maps.

I should be able to draw over the pen sketches in Photoshop, which will look neater. From there I can either true-colour it (to an extent - I'm not good enough at Photoshop to texture it properly, but I can do plain flat colours) or height-colour it, to help with..stuff. I can also add area boundaries and such, and since I'll have more space than A4, I can move the ACS and EVA Gear Storage on Quantum out from under the raised areas, so you can see them better :)

#62
Xeraphas

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It would be neat if the color you add is based on landscape/terrain heights


And thanks TurboQuarian

I also liked RasenRebirth's Idea about a seek and destroy alternate objective mission map and the female Turian being agile and a Krogan Sage female.

The Guardian mission I think would work better if it were more strategic and you defended a position with allies and had to preserve so many of them.  If you have to escort npcs with questionable intelligence through a haze of enemies coming from all directions, it seems more like a exercise in frustration.  The Base defense Idea was however done in me3 sp game.

http://social.biowar.../index/13070926

Some I think were already mentioned or not so workable.  Heavy reapers would not really be a separate faction. Perhaps if it was called Harbinger's Collective and made up of a slightly different Reaper roster.  Though loosely affiliated or perhaps non affilaliated with the main Reaper forces infected/indocrinated faction could still work which is similar to the one I suggested.


Maybe Geth, but the unhacked Geth were the ones who become allies.  If you did not make peace between quarians and geth or said no to geth then the unhacked geth are basically destroyed.

I presume by hacked forces perhaps he means like the security droids that attacked shepard in me2 at the beginning?  I am not sure that would be a logical force in and of itself.  And other factions besides a bribed agent used hacked droids in their armies.

In the end I think the best options for new enemy factions are:

the ones I mentioned previously in my post and perhaps precedent for a few others.

Batarian Pirates - Batarians are refered to as a enemy force as early as me1.  Even by me3 they are still feared as pirates and slavers operating beyond alliance controlled space, though not always.

-Units:
-- Batarian Slavers - they carry nets, stun batons for close combat, and shot guns
-- Animal Trainers - Often seen riding on top of large quadripedal creatures.  Trainers use them as weapons.  They also wield a whip with a sharp blade on the tip.   They often carry heavy standard issue rifles which are somewhere between assault rifles and sniper rifles.
-- Batarian Pirates - pistols and meat cleaver like swords
-- Batarian Corsair - an elite within pirate circles.  Swift with light swords and good armor.  They are the shock troops that go aboard enemy ships first.
-- Batarian Buccaneer - the heavy troopers of pirate fleets they wear good protection and carry assault rifles.
-- Batarian Captain - Commanders of batarian pirate crews.  They are no strangers to shotguns and assault rifles.


Exo-Geni - multiplanetary corporation mentioned in me1 whose moral ethics are so corrupted that they are willing to sacrifice human lives for profit. 

- units:
-- Exo Researcher - light pistols, hud display helmet, light clothing for armor
-- Exo Contracter - musclemen with common assault rifles
-- Exo Hitman - assassin unit often comprised of freelance Drell in modest leather armor suplemented with biotic implants and a high tech micro woven fabric made up of composite materials.  He carries a long dagger for close combat and a capable sniper rifle for long distance attacks.
-- Exo Exosuits - Mechanized exo suits that can make individuals inside much faster and stronger.  They are quick, agile, and tough.
-- Exo Freelancer - These free agents have their own uncommon and unpredictable style.  They are well protected though not as tough or well protected those in a Exosuit.  They often use submachine guns to remain fairly light and quick which matches their unconventional style.
-- Exo Manager - the higher ups within the Exo Geni corporation are no strangers to self protection.  They often carry standard rifles and pistols.  And are covered in high tech defensive armor.

Thorian Lair - Though the last thorian was thought dead, one or more others were found.  Many of thosee once controlled by Thorian survived to serve another day.  

- Units:
-- Thorian Creepers
-- Thorian Clones (clones of once sentient infected humans come back less capable than thorian infected but stil dangerous)
-- Thorian Thralls - life forms once independent now subserviant slaves of Thorian.  They have better abilities than a clone.
-- Thorian Crawlers - walking plants that look like spiders.  These were once local flora infected by thorians.
-- Thorian Trappers - like a venus fly trap, do not get close it has a instant kil move 
-- Thorian Tendrils -

Also perhaps:
Harbinger, Rogue Spectre, Crime Syndicate of the Hock family

These are just some generic suggestions and not totally worked out.  

Modifié par Xeraphas, 14 juillet 2012 - 05:15 .


#63
Praetorius

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  I mentioned an elcor that duel wields a while ago which you asked me to elaborate on. I've been meaning to but .... anyway, had a few ideas since then that i'll run through aswell. some of them may have already been suggested but theres more ideas here than I can read through. Sorry if that is the case I'm honestly not trying to steal anyone ideas.Anyway.


Characters, 
Elcor TribeTank-   Soldier
Elcor warrior who carries weapons platform turrets on its back. The character model should include a tech-link between the turret and an armoured visor. Movement speed would be very slow walking (carrying special package speed) and slow running (Drell walk speed) But would have very high health and shields to compensate.
Melee attacks- 
Light melee- Upward headbutt that deals high damage and knocks weaker enemies back (like low to middle rank in throw)
Heavy Melee- Similar to batarian heavy melee but even more powerful and can instakill any enemies that are susceptable to grab attacks over cover.

Abilities-
Weapons platform. 
A toggle on/off skill that doubles the currently selected weapon. But reduces aim/turn speed and accuracy.
Rank 1- Carries two of each weapon which are synched to fire alternately at one target. Decreases damage of semi-automatic weapons and rate of fire of fully-automatic weapons by 40%. Total 120% damage/RoF. Reduces turn speed by 20%. 

Rank 2- Reduces Turn speed penalty to 10%

Rank 3- Allows almost instant weapon switching.

Rank 4/A- Reduces Damage/RoF penalties by 20% (total 160% damage/RoF)
Rank 4/B- Automatically targets and fires a rank 3 concussive shot at the nearest vulnerable enemy. (Fires once every 2.5 seconds{max range 25 meters)
Rank 5/A- Increases accuracy and weapon stability by 20%
Rank 5/B- Increases spare ammo capacity by 100% and magazine capacity by 30% (rounded up to the nearest integer. )

Rank 6/A- Increases Damage/RoF by 25% (Total 170% with 4/B, 210% with 4/A
Rank 6/B- Increases Accuracy and stability by 20%, ammo cap by 20%/5% and fires a rank 3 concussive shot at the nearest vulnerable enemy.(Same as 4/B {increases RoF of this to one shot every 1.25 seconds})
Weapons platform would be a very powerful skill so to keep things balanced Supercapacitor would not function while it is active.

Super Capacitor.
Augments and recharges the elcor's shields from high capacity Carbon-nanotube paper batteries. The more the shields need to be recharged the longer the power recharge time.  10% shields recharged = 1.25 second cooldown

Rank 1- Recharges shields by 50%

Rank 2- Reduces Cooldown time to 1 second per 10% shields recharged.

Rank 3- Whenever Super Capacitor is activated all enemies within 6 meters take damage equal to 50% of shields restored 

Rank 4/A- Increases shields recharged to 75%
Rank 4/B- Reduces Cooldown to 0.75 seconds per 10% of shields restored

Rank 5/A- Sets up all enemies within 6 meters for a tech burst
Rank 5/B- Increases Damage radius to 8.5 meters and damage of shock to 65% of shields restored

Rank 6/A- Increases shields recharged to 100/%. Reduces cooldown by 0.15 seconds per 10% of shields restored
Rank 6/B- Increases Move speed, melee damage and Damage of shock versus shields and synthetics by 30%.

Shock and Awe

A self guided, decent damage projectile that applies an electrical effect which can be detonated. (A sort of cross between carnage and overload)
Rank 1- Damage = 300, Radius = 1.2 meters, Recharge speed 8 seconds. (Recharge given as though no recharge bonus or penalty is applied through weight carried)

Rank 2- Increase Recharge speed by 25%

Rank 3- Increases Damage by 30%

Rank 4/A- Increases Radius by 40%
Rank 4/B- Increases Damage by 30%

Rank 5/A- Shocks a single enemy within 8 meters for half damage
Rank 5/B- Increases Recharge speed by 40%

Rank 6/A- Increases Damage to barriers and shields by 75%
Rank 6/B- Increases Damage by 20% and shocks one enemy within 8 meters for 60% reduced damage

Please see my next Post for my next Character. Vorcha Reclaimed.

Modifié par Praetorius, 14 juillet 2012 - 01:07 .


#64
Praetorius

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 Vorcha Reclaimed
class - Engineer
Background - A number of Vorcha mercenaries were captured and modified by the reapers. When a team of vorcha lead by N7 operatives and a turian spectre chanced upon them during a capture and hold mission in the terminus systems, the Vorcha team members recaptured them and brutaly mutilated them, torturing, hacking, slashing and burning.....lots of burning. The Damage was sufficient to deprogram the reaper vorcha and allowed their regenerative qualities to go to work. The result was fully independant, although somewhat amnesiac vorcha with several intact reaper augmentations.
Abilities -
Omni-Shredder.Whirling omni-blades of death. A sort of chainsaw equivalent. Similar in use to flamer but more damage at the cost of only being of use while within melee range. Can be deactivated early for a faster recharge. (Enemies killed by this power get gibbed like with carnage)

Rank 1- A reaper modified omni-tool minifacturing suite creates three razor sharp blades which rotate at very high speed with high torque.  DPS = 260 Duration = 5 seconds Recharge = 10 seconds

Rank 2- Increases recharge speed by 25%

Rank 3- Increases Damage by 20%

Rank 4/A - Increases DPS by 30%
Rank 4/B - Creates a second omni shredder on the other arm to affect all enemies in an arc directly infront of the player.

Rank 5/A - Increases Damage by 40%
Rank 5/B - Increases Duration by 60%

Rank 6/A - Increases Damage to armour by 50%
Rank 6/B - Increases Damage to shields/Barriers by 50%

Blood Syphon
Uses the same tech that the marauders use to armour cannibles and husks but modified to drain and enemy of health and armour. Similar in use to reave. Once used the player can shoot and move while the power duration is still in effect. Greatly reduced effect versus shields and barriers.Rank 1 - Drains health and armour of target enemies to cover the player in armoured plates (similar to the armour marauders put on cannibles and husks) Deals 150 DPS for 3 seconds Recharge speed = 10 seconds

Rank 2 - Increase Recharge speed by 25% 

Rank 3 - Increase Duration by 2 seconds

Rank 4/A - Add damage protection of 20% while the power is in effect.
Rank 4/B - Increase damage dealt to target from all sources by 15% for the duration.

Rank 5/A - Increase the number of armour plates added to 2 per second ( Total 12 armour plates at any one time)
Rank 5/B - Increase Recharge speed by 35%

Rank 6/A - Increase Damage by 30dpsRank 6/B - Increase Damage to armour by 45dps

BloodLust-

Please see my next post for my next idea :)

Modifié par Praetorius, 14 juillet 2012 - 01:09 .


#65
TurboQuarian

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Sorry about my absence, I didn't have time to update this yesterday. I've also been thinking, it'd be cool if this thread had a logo. Unfortunately, my Photoshop skills aren't that good and so the logo would look like crap.

Modifié par TurboQuarian, 15 juillet 2012 - 09:38 .


#66
NikkoJT

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Free bumps! :)

I've been working on the "neatified" version of Firebase Standby, but it probably won't be ready until early next week, possibly later. Wednesday, however, will see sketch maps for Firebase Quantum, Firebase Noble, and Firebase Durandal. The last two are (obviously) new maps, and I aim to get writeups for them out on or before Wednesday. I'll leave their blurbs below, so this post won't be entirely content-less :P

Firebase Noble is set on the rooftops of Alexandria on Earth. A chunk of elevated plaza disk* has slipped sideways, almost colliding with a few skyscrapers. Refugees have built makeshift bridges between the towers and the disk, forming a small area of relative safety and shelter. The view would be great, if the smoke and flames didn't obscure everything more than five metres from a building.

Firebase Durandal is set in the remains of an ancient krogan arena, constructed by a clan whose knowledge was lost in the wars that have ravaged Tuchanka**. As a result of their distorted histories and legends, these krogan saw the Shroud as an angry deity, and the arena was built to allow ritual sacrificial fights to appease it. The Shroud is represented by a design built into the floor of the arena. People who know their references know what else the design looks like.

Edit: forgot notes.

* Plaza disks are those big saucer-type park things that I vaguely recall seeing in the city at the start of the SP.
** Assuming I'm getting my krogan history right...

Modifié par NikkoJT, 16 juillet 2012 - 05:44 .


#67
Grub Killer8016

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If we could, ME3's MP would make CoD's look like child's play.

#68
WestLakeDragon

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Arcanis Spike Thrower:

An upgraded Graal. It still has 3 shots that can be charged, but when fully charged, it does Geth shotty damage. Also, when fully charged, it has an attached steel cable to the spike, that will drag enemies without shields/barriers/armor over cover and towards you until they are at your feet or after they travel 3 meters. The steel cable stays attached for 3 seconds, leaving the enemy helpless until the duration ends, or until you try to charge/fire again. The downside is that it's as heavy as the Claymore.

#69
Xeraphas

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I do not know if I would want to pull a banshee, phantom or atlas toward me. BTW, I read the dlc has 11 gear upgrades and 12 weapon mods in it.

#70
Spinotech

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 TurboQuarian here is some stuff from my topic "18 Character Concepts + 28 New Powers."

Adept Character Concepts:

Batarian Adept

Krogan Adept

Turian Adept
 

Soldier Character Concepts:

Geth Destroyer Soldier

Praetorian Soldier: Ex-Cerberus

Salarian Soldier
 

Engineer Character Concepts:

Krogan Engineer

Salarian Medic Engineer

Tesla Engineer: Ex-Cerberus

 
Sentinel Character Concepts:

Asari Sentinel

Guardsman Sentinel: Ex-Cerberus

Quarian Sentinel

 
Infiltrator Character Concepts:

Drell Infiltrator

Silencer Infiltrator: Ex-Cerberus

Turian Infiltrator


Vanguard Character Concepts:

Asari Justicar Vanguard

Batarian Vanguard

Turian Vanguard
 

Biotic Powers (4):

Biotic Lance

Biotic Pulse

Biotic Vortex

Crush


Combat Powers (7):

Assassinate

Immunity

Lunge Strike

Plasma Salvo

Power Alloy Armor

Sonic Blast

Synthetic Enhancer


Tech Powers (10):

Arc Field

Firestorm

Gun Turret

Hazard Armor

Healer Armor

Neural Shock

Shade Armor

Shield Pylon

Smart Mine

Tech Orb


Grenade Powers (6):

Cryo Grenade

Damping Grenade

Flashbang Grenade

Nova Grenade

Toxin Grenade

Warp Grenade

#71
TurboQuarian

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Alright, I'm going to get off my lazy butt and add stuff to the OP now.

#72
JerZey CJ

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Name: Drell Sword Master
Race: Drell
Powers:

Sword throw - With the use of your biotics, you launch your blade across the battlefield and impale it into an enemy. Now, after you have thrown it into a target, you would have two option, you could leave it in, causing damage over time, but unable to use any other powers until the target is dead, or you could press the button again, causing instant damage. There would also be a rank that would allow you to electrify the blade, causing a bit more damage, and a 25% chance to stun for a few second. I imagine the animation looking like how someone would throw a javelin, but with the sword floating in the air, surrounded by biotic energy.

Defensive Stance: You use your biotics to circle your sword around your body, causing damage to all who enter the radius.

Biotic Slash: same thing as the Slayer's.

#73
NikkoJT

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One last map blurb (seriously, I need to stop making extra work for myself):

Firebase Autumn is set in a damaged skyscraper in Tokyo. A crashing starship took a chunk out of one end of the tower, leaving a large gap. Refugees were landed by shuttle here, and took over several of the building's floors to inhabit. The damage to the building is an excellent disguise, as from the outside it appears dangerously unstable.

Special gimmick: The map is spread out across several of the tower's floors, connected by one-floor-at-a-time elevators at one end of each level.

Writeups and maps are still Soon™, sadly. Bit short on time.

#74
NikkoJT

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Writeup!

Firebase Noble
Location: Alexandria, Earth

Overview: A rather skeletal map, with few large solid areas. The northeast half of the map is built from the collapsed plaza and its service maglev, while the southwest half is composed of the top floors of several skyscrapers.

Areas:

1. LZ
The LZ is the roof and top floor of a skyscraper in the middle of the west side of the map. The floors are linked by a ladder through a skylight, and a jump down to a protrusion from the north side of the skyscraper (part of the Comm Tower area), which links through a doorway to the lower floor. A makeshift bridge of debris and boards links the northeast end of the roof to the Plaza North area.

2. Residential
Residential is the top floor and roof of a second skyscraper, southeast of the LZ tower. This skyscraper is angled almost directly north-south, as opposed to the northeast-southwest alignment of the LZ.
Once more, the floors are linked by a ladder, but there is no direct jump route. The only other way to access the top floor is by jumping from Traxus South. This jump leads through a hole blasted in the east side of the tower, into a long thin room with an open view from the northwest side of the tower to a long broken window on the southeast side of the LZ tower.
On the roof, the Residential tower is connected by jumping to a "stepping stone" tower to Plaza North, and by a bridge made from a ladder to the roof of Traxus North.

3. Traxus South
The south half of a larger office building, divided in two by a cosmetic chasm (the gap serves no real purpose beyond aesthetics). The top floor has little accessible area, just a few balconies around its side of the circular part of the divide. A ledge leads from the balconies around the outside of the east end of the building, along the south side, to the sloped west end of the roof. A bridge connects the balconies to Traxus North.
On the roof, the tower is linked to Traxus North by a maintenance hatch cover overhanging the gap, and to Residential by a jump from the sloped west end.

4. Traxus North
The northern twin of Traxus South. This tower is largely just a mirror of South, with the exception of the top floor: instead of a few balconies around the circular gap, there is a large curved room with an opening on the north side of the tower. It is possible to jump from this gap to the edge of Plaza South.
On the roof, the only differences are the lack of a slope and ledge, and the addition of a ladder on the east end of the roof, leading down to Plaza South. Due to the lack of the ledge, the roof cannot be accessed directly from within the tower, only by crossing from the roof of Traxus South, climbing from Plaza South, or crossing the ladder from Residential.

5. Plaza South
Plaza South is the southern section of elevated plaza disk in the map. Unlike Plaza North, it has not collapsed, and so is level and mostly intact (other than the jagged broken edge on the north end). The sloped outside curve on the south edge intersects with one of the higher floors of the northeast corner of the Traxus tower. North of this edge, a path and low wall separate the metal glacis from the grassy area on the north half of the plaza section. A few trees are present in this section.
The east end of the plaza section is closed off by a collapsed building, and the north end is a jagged edge. The only access to Plaza South is by jumping or climbing from Traxus North, or by the rubble "causeway" from the Maintenance Maglev to the north.

6. Maintenance Maglev
This is a small, open, area in the northeast corner of the map. It consists of the rail track for the plaza's service maglev, and one of the support structures it's built on. The maglev track runs from the east edge of Plaza North (the plaza has collapsed onto the track, blocking it) the east edge of the map, where it is blocked by a burnt-out maglev train. The solid support structure is linked by a rubble causeway to Plaza South, and the rail track is linked by a ladder (on the side of the plaza disk) to Plaza North.
Environmental effect: The maglev track on the west side of the support structure occasionally shudders, staggering anything on it.

7. Plaza North
Plaza North is the collapsed north section of plaza disk on the map. It is tilted at a 15-degree angle (the north end, in the centre of the north edge of the map, being the lower end). In design, it is similar to Plaza South, with the outer curve consisting of a sloped metal glacis, separated from the grass area by a path and low wall. However, there is a civilian shuttle crashed on the glacis, one of the service hatches on the glacis is open, and the trees in the grassy area have fallen over due to the collapse of the plaza.
The plaza is blocked at the north end by a jagged edge, rubble, and an upended section of plaza, and at the south end by the jagged edge where it used to connect to Plaza South.
Plaza North is something of a hub area for the map, with access by collapsed antenna and service hatch to the Comm Tower, by makeshift bridge to the roof of the LZ tower, by stepping-stone jump to the roof of Residential, and by ladder to the west end of the Maintenance Maglev.

8. Comm Tower
The Comm Tower is the smallest area of the map in terms of floorspace, consisting only of the roof of a small tower, a collapsed pillar connecting the tower to the protrusion from the northwest side of the LZ tower, and a collapsed antenna connecting the tower to the service hatch at the northwest corner of Plaza North.

That should serve to add some detail to Wednesday's map map until I can height-colour it :)

- Updates to previous maps: adding a couple details to Firebase Quantum's writeup.

#75
NikkoJT

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Just realised I have not put any ammoboxes on Firebase Noble, either in the writeup or on the map. Guess I'll have to fix it in post :P