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#76
TurboQuarian

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Okey dokey, adding the new stuff. I'm glad people are deciding to be creative. :D

#77
Soja57

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Brick wall incoming from "Future Weapons" thread!

Nydus Templar wrote...

Apostle

Credits: Concept - DIRTYSHISN0
Illustration - Tangster
Description - DIRTYSHISN0, NydusTemplar

Type: Assault Rifle
Fire Mode: Charged Semi-Automatic
Weight: Phaeston
Capacity: 6 / 36
Fire Rate: Same mechanism as Javelin
Damage: Mattock
Accuracy: Mattock

Image IPB

The Apostle is a derivation of the Disciple shotgun, similarly hand made for a monastic order of Asari, the Justicars.  Though the Disciple was acquired during a lengthy and time consuming negotiation, the Apostle was granted to the Asari government by several Justicars who bore witness to the initial attack of the Reapers.  Citing their ancient code, the Justicars stated it would be 'unlawful' to withhold effective weapon designs when facing such a heinous threat.  The Apostle appears to fire a single, heavy sledgehammer projectile packed with microscale submunitions, transfering the already impressive kinetic energy to the enemy and any nearby
targets.

Notes: The Apostle is charged and fired like the Javelin, using a brief spin up period before the shot is launched.  It fires a single beam like projectile with a near instant travel time, and impacts the target using a similar animation to the Concussion Shot power, including a relatively small area of effect.  It does not trigger tech bursts or explosions.

On shielded or armored targets, the weapon has a chance to cause a stumble as with Concussion Shot or Throw, causing more damage than the level six evolution of Throw, but with substancially less force.  Unprotected targets will be knocked back or down by the impact of the weapon, and ammunition powers can be translated along with the shot, even knocking down Guardians behind their shields with armor penetration mods or ammo powers.

The intended purpose of the weapon is to provide suppression when seeking to reposition, forcing enemies into the stumble animation or otherwise incapacitate them to prevent the player or squad members from taking fire when falling back.  Its force of impact is slightly less than either Throw or Concussion Shot at level one.


Arc Rifle

Credits: Concept - NydusTemplar
Description - NydusTemplar
Illustration - Soja57

Type: Assault Rifle
Fire Mode: Charged Semi-Automatic
Weight: Heavier than Mattock (Chakrum Launcher)
Capacity: 24 / 120
Fire Rate: Arc Pistol
Damage: Variable (Each Shot - Vindicator. 2 shots per trigger pull, 6 shots fully charged)
Accuracy: Vindicator

Image IPB

Informally referred to by some as 'two Arc Pistols taped together', the Arc Rifle is an upsized version of the quarian built Arc Pistol. Designed by Admiral Daro'Xen, this weapon gives the Migrant Fleet Marines a more powerful anti-geth weapon which can be used at a greater variation of ranges.  The internal mechanisms are similar to that of the Arc Pistol, but rather than attempt to devise a means to upscale the damage without replicating the Arc Projector's energy requirements, the alternative solution was to double the Arc emitters, adding additional power generators along the lengthed gun casing.  This allows a single thermal clip to efficiently sink the heat from the multiple, low output power sources.

Note: The Arc Rifle acts much like the Arc Pistol, only instead of firing a single round, or three when fully charged in a tight cluster, it fires two rounds, or six when fully charged in a tight cluster.  The trigger can be feathered for a very rapid rate of fire, or charged to shoot like a long range shotgun.

This weapon makes excellent use of ammo powers, such as Cryo and Disruptor, by firing two to six shots at the
same time, it vastly improves the chances of activating those powers. Additionally, the shotgun like nature of the weapon allows one to more easily circumvent shield gate, allowing for powerful headshots.

This weapon will work well in the hands of Human Soldiers, or any Infiltrator, as both can significantly improve the weapon damage and burst potential.  Its medium weight combined with high accuracy and damage against shields means that it can also be used to some effect by power using classes with proper mods.


Bloodletter

Credits: Concept - Metal Vile
Description - NydusTemplar

Type: Submachinegun
Fire Mode: Full Clip Burst
Weight: Heavier than all other SMGs
Capacity: 12 / 60
Fire Rate: Shuriken
Damage: Higher than all other SMGs
Accuracy: Lower than all other SMGs

No image available.

Created by Batarian State Arms after the Hegemony acquired certain krogan designs, the Bloodletter is an extremely powerful and dangerous submachinegun.  Technically classified (and subsequently outlawed) by the Council as a 'personal defense weapon', this submachinegun fires extremely strong, pointed projectiles at a blazing rate of fire, capable of overheating in seconds.  The resulting trauma to a target within range is staggering,
earning its name handily during skirmishes between the Special Intervention Unit and Blood Pack forces in the Terminus Systems.  Due to the sheer stopping power of the armor piercing projectiles and the relatively compact size of the weapon, Bloodletter is specifically built to saturate the entire thermal clip with each pull of the trigger. This feature was designed because testing showed that, no matter how many shots were fired, the weapon would overheat regardless.

Note:
This is the only armor piercing submachinegun in the game currently. Its rate of fire, damage, and recoil are greater than any other submachinegun, giving it unprecidented power for a weapon of its size.

Each time the weapon is fired, regardless if the capacity was increased by mods, the weapon discharges its entire clip, including shots regenerated by the heat sink mod.  This can be detrimental as it forces the player
to stay out of cover for the relatively short firing duration.

Due to the weapons Hurricane like recoil, using it from out of cover to shoot at anything beyond close range is unwise.  However, a fully specced turian Soldier, with maximum accuracy on Marksman, and maximum stability bonus might be able to use the weapon effectively in mid to close range out of cover, or mid to long range in cover.

The incredible damage of the this weapon makes the barrel mod a particularly fine choice, and the ultralight materials will help compensate for its impressive weight.  It also has a fast reload animation, helping to mitigate its short lived clip in a pinch.


Daedalos

Credits: Concept - Soja57
Illiustration - Soja57
Description - NydusTemplar

Type: Shotgun
Fire Mode: Charged Semi-Automatic
Weight: Graal
Capacity: 3 / 12
Fire Rate: Graal
Damage: Charged Graal
Accuracy: Uncharged - Raider, Charged - Graal

Image IPB

The Daedalos Assault Shotgun was designed by Armax Arsenal at the request of the turian Heirarchy.  It was created to give military forces a powerful and verstile close combat weapon which could engage targets both near and far.  Named in honor of the turian spirit of balance, this shotgun has a unique rifling design capable of
expanding or narrowing the weapon's barrel without the use of a smart choke, giving the Daedalos incredible accuracy on demand.  In order to avoid damaging the barrel mechanism under prolonged use, the weapon is
kept in a relaxed state unless required to hit a target at long range. It also gives when the weapon is discharged, returning the barrel to its relaxed state between shots.  Its most common use, before the Reaper Invasion began, was in turian hastatim squads, as it excelled in urban environments.

Notes: The Daedalos is balanced in the same weight category as the Graal Spike Thrower and Geth Plasma Shotgun, with a charge mechanic which does not impact weapon damage, but rather weapon accuracy.  In its default state, the accuracy is roughly equivalent to the AT-12 Raider shotgun, but when allowed to fully charge, its accuracy is compariable to the Graal Spike Thrower.  This means that, though one can fire two shots in quick succession, the second shot will have a far inferior accuracy to the first.

Its balanced against the Graal Spike Thrower and Geth Plasma Shotgun by trading charging for damage for charging for accuracy, and by having standard shotgun mechanics for shot travel time versus longer travel times for shots fired.

Vanguards and Infiltrators will find this weapon of great use as both classes can effectively negate the downside of weapon accuracy in their own way. Infiltrators can charge the weapon and then activate Tactical Cloak,
allowing for headshots at range or in close, then an immediate follow up power or shot in close range for additional damage.  Vanguards can charge the weapon before using Biotic Charge and unleash two shots in the moments after impacting for maximum damage bonus.  Vanguards can also benefit from the charged accuracy to when forced to hold their ground, or in situations where charging would be detrimental to survival.


M-47 Gladius

Credits: Concept - Soja57, NydusTemplar
Illustration - Soja57
Description - NydusTemplar

Type: Assault Rifle
Fire Mode: Fully Automatic
Weight: Harrier
Capacity: 30 / 150
Fire Rate: Slightly Slower the Avenger
Damage: Slightly Higher than the Harrier
Accuracy: Avenger

Image IPB

The M-47 Gladius Heavy Assault Carbine was a previously rejected design commissioned by the Alliance Officers after the Battle of the Citadel.  It competed with the Valkyrie to replace the venerable Avenger for Alliance forces.  The designs were swiftly purchased by Elkoss Combine, with plans to sell the weapon as a 'heavier' version of the Avenger to mercenary forces commonly engaged in close combat against tougher and well armored combatants.  Rupe Elkoss himself, as a gesture of good will toward the now embattled turian and Alliance military, commissioned several thousand weapons and personally released the schematics for production.  Cynics are quick to point out that the weapon would've been very costly for such a niche market, especially with older, proven designs already available.

Notes: The Gladius, for all intents and purposes, is a meatier Avenger, designed to be useful at higher difficulties in a similiar role.  It has very heavy recoil for its size, rivaling the Revenant or Hurricane. It is currently the only assault rifle with in built armor penetration, combined with its higher damage per shot allows for exceptional performance against heavily armored targets, such as Banshees, Geth Primes, and Atlases.

Its balanced as an alternative to the Cerberus Harrier on Gold Difficulty, featuring a significantly lower rate of fire, but a more generous ammunition clip and reserves.  It lacks burst damage on targets in the open, but superior performance on targets with armor, and in cover.

The Gladius can be used exceptionally well by the turian Soldier, due to their passive stability bonus, and the Marksman ability to increase rate of fire and accuracy.  Human Soldiers will also find it of value as the already impressive damage can be increased by Adrenaline Rush, providing improved stopping power at mid to close range.


Mantax

Credits: Concept - Lokiwithrope
Illustration - Soja57
Description - Lokiwithrope, NydusTemplar

Type: Sniper Rifle
Fire Mode: Single Shot
Weight: Viper
Capacity: 1 / 15
Fire Rate: Mantis
Damage: Valiant
Accuracy: Mantis

Image IPB

The Mantax Precision Rifle is a unique sniper rifle of salarian origin that was originally developed during the Krogan Rebellions, and later produced by Devlon Industries for use by the Salarian Special Tasks Group. Named after a manta ray-like creature found in the oceans of Sur'Kesh known to have a paralyzing discharge, the Mantax was meant to pick off and weaken krogan forces from a safe distance using an unorthodox method.  The Mantax fires an incredibly sharp kinetic slug capable of piercing armor or hardened targets from afar, then flatten, acting more like a high speed dart. Once embedded in a hard surface, the slug sends out electromagnetic pulses that disrupts hardsuits and overload neuralogical systems, which can temporarily incapacitate its target regardless of size. Devlon, requiring to modernize the design, took a page from the Geth Pulse Rifle, sheathing the round in a phasic envelope in order to increase its potential versus shielded targets.

Note:
The Mantax rifle serves a dual purpose, both in rapidly depleting a target's shields, and locking them down for a short time in a charged state.  Its primarily intended for use by power wielding classes, such as tech or biotic specialists, as its light weight, coupled with its strength versus shields/barriers, and utility will be of great benefit
on higher difficulties.

A single shot from the Mantax can act like Neural Shock evolution, depleting shields and leaving the target vulnerable to powers with travel time or for teammates to finish off in quick succession. The weapon is also capable of forcing the stumble animation onto any of the larger boss mobs, such as Banshees, Geth Primes, and Atlases, provided they haven't been stumbled recently.  This can be invaluable as a fast shot during a Banshee or Atlas grab animation can save a teammate's life.


Modifié par Soja57, 17 juillet 2012 - 09:23 .


#78
Soja57

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Powers

Lasso (Search for "Eclipse Commando")

Seeker Missile is currently being revamped.

Weapon Mods


Shield Disruptor Mod - Adds a flat bonus 10 / 12.5 / 15 / 17.5 / 20 damage against shields (opposite of the flat 50 damage reduction against armor on Gold difficulty). This mod is less effective on high damaging weapons, but very effective for low damage, high rate of fire weapons.

Barrel Stabilizer - Increases weapon accuracy and stability by 20 / 25 / 30 / 35 / 40% at the cost of reducing weapon fire rate by 20 / 17.5 / 15 / 12.5 / 10%.

Rapid-Fire Mod - Increases the rate of fire and reduces burst refire time (for burst weapons) by 15 / 20 / 25 / 30 / 35%. Available only for SMGs. Due to the increased rate of fire, side effects include faster clip consumption and more recoil within a short period of time.

Ammo Mods

Shrapnel Ammo - Releases aerodynamic shrapnel upon impact, dealing 20 / 25 / 30% weapon damage to enemies within 3 / 4 / 5 meters. Damage also applies to enemies hit from the direct impact of the bullet; does not stagger.

Maps

Firebase Azure (Illium)
Firebase Radiant (Haestrom - ME2 Tali's recruitment)
Firebase Garden (Eden Prime)

Modifié par Soja57, 21 juillet 2012 - 03:15 .


#79
Xeraphas

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Modifié par Xeraphas, 17 juillet 2012 - 10:32 .


#80
Soja57

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Xeraphas wrote...

Soja57 wrote...

Brick wall incoming from "Future Weapons" thread!

Nydus Templar wrote...

Apostle

Credits: Concept - DIRTYSHISN0
Illustration - Tangster
Description - DIRTYSHISN0, NydusTemplar



 Er when and where was this first posted?  It looks a bit like something already  said.
http://social.biowar...1570/2#13063529


Sorry about that, didn't read the full thread. Here is the original post: http://social.biowar...672/11#12568007

#81
Xeraphas

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I used apostle to describe a SMG and Athame Justicar to describe an assault rifle. Basically it sort of means the justice of the Asari main Goddess.

Change reward to match store packs

Reward Copper (if implemented) 5k enough to buy recruit pack
 
Reward Bronze 20k (enough to buy veteran pack

Reward Silver 60k enough to buy a Spectre pack

Reward Gold 99k enough to buy a Premium pack

Reward Platinum should be at least 132k enough to buy a jumbo and premium


I had one silver game that earned about 30k and one that earned about 60k.  30k is too low for a Silver.  In Bronze I usually get about 15k.   Gold I often earn about 100k, that is good.  The other two are a bit suspect.  

Modifié par Xeraphas, 18 juillet 2012 - 04:18 .


#82
NikkoJT

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Okay, got map maps of Quantum and Durandal.

Image IPB
Image IPB

There are also three delays:
1. Firebase Noble's map map is delayed because I screwed up the scan
2. The updated SAW sheet is delayed because I forgot to scan it
3. The Firebase Standby 'shopped map is delayed (though it wasn't due yet) because I messed up a save and had to start over.

Edit: If you rightclick the images and open them in a new tab, they're bigger.

Modifié par NikkoJT, 18 juillet 2012 - 07:20 .


#83
TurboQuarian

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Okay, my internet has been absolute crap lately and none of the new stuff is appearing. I'm going to try again a couple of times, tell me if you guys see it or not.

#84
ToadMan

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Name: Grimmson Lab Technician

Race: Human

class: Engineer

Health/Shields: 250/700(character wears clothes similar to the doctors on the Citidal which concludes for less health)

Powers: Tech Sphere: Same thing that was seen at Grimmson Academy.(works similar to biotic sphere but, adds tech bonus)
              
                      Corrosive Spray: 
Poisons enemies over time while weakening armor.
         
               Overheat: Similar to reave but, its a tech attack adds burning damage over time.(Setup for tech burst or could detonate)

Modifié par ToadMan, 19 juillet 2012 - 09:11 .


#85
Soja57

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TurboQuarian wrote...

Okay, my internet has been absolute crap lately and none of the new stuff is appearing. I'm going to try again a couple of times, tell me if you guys see it or not.


It worked!

#86
TurboQuarian

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Soja57 wrote...

TurboQuarian wrote...

Okay, my internet has been absolute crap lately and none of the new stuff is appearing. I'm going to try again a couple of times, tell me if you guys see it or not.


It worked!


Awesome!

#87
Nydus Templar

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Soja57 wrote...

Xeraphas wrote...

Soja57 wrote...

Brick wall incoming from "Future Weapons" thread!

Nydus Templar wrote...

Apostle

Credits: Concept - DIRTYSHISN0
Illustration - Tangster
Description - DIRTYSHISN0, NydusTemplar



 Er when and where was this first posted?  It looks a bit like something already  said.
http://social.biowar...1570/2#13063529


Sorry about that, didn't read the full thread. Here is the original post: http://social.biowar...672/11#12568007


1 month versus 8 days.  I chose Apostle purely off the top of my head, but honestly, its a relatively generic religious term which fit the bill.  It can be changed, in either instance.

#88
Soja57

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This is an incomplete post, and will be updated over time. I will link to this post in the future for reference.

- - - - - - - - - - - - - - - - - - -

Terminus Mercenaries

Since you can recruit the Omega merc bands (Blue Suns, Eclipse, and Blood Pack) to fight for you against the Reapers, I figured that they could help us fight at various theaters around the galaxy along with the N7 Special Ops. Each class has been carefully constructed, ranging from new powers and playstyles, to clearly defining each classes role (Sentinel as the jack of all trades, Adept as the ultimate biotic explosion detonator, etc.). Each classes' powers are selected to create great power synergy and spawning many various builds, rather than easily selecting the min/max build (as in the N7 Destroyer's case, neglecting the Missile Launcher for the majority of their builds). Still working on the Turian Infiltrator, as Tactical Cloak is a difficult power to work with in terms of power synergy, and defining its class as high spike damage/aggro dump.

- - - - - - - - - - - - - - - - - - -

Blue Suns Turian Infiltrator (Work in progress)
600 Health
600 Shields

Powers

Tactical Cloak

-

-

Passive: Blue Suns Commander (Same as Turian Veteran tree)
Ruthless efficiency is the key trademark of all Blue Suns members.

Fitness (Same as other Turians, but includes Drell movement speed bonus?) (All melee attacks are similar to the other Turians, but can dodge sideways as well)

- - - - - - - - - - - - - - - - - - -

Blue Suns Legionnaire (Batarian Sentinel)
Gameplay strategy: More tanky than other Batarians due to Tech Armor's increased damage reduction compared to Blade Armor, making melee builds more viable for higher difficulties. Scythe Bolt goes along with the Batarian's eye for bladed weapons, and is deadly when enemies are lined up for both the casting and recalling of this energy scythe, making it great for choke points. It can be specced to set up Tech Bursts, allow it to be detonated by Tech Armor's explosion or Warp Grenade. On the topic of Warp Grenades, these require the help of another biotic to be used to its true effectiveness, is it can't deal biotic explosions on its own. This mix of powers makes the Batarian Sentinel extremely versatile, comparable to the Turian Sentinel.

750 Health
750 Barriers

Powers

(Blue) Tech Armor

Scythe Bolt (Tech/Combat Power); Click for details

Warp Grenade (Credits to Spinotech and iplay222); Click for details

Passive: Blue Suns Legionnaire (Same as Batarian Enforcer tree)
Ruthless efficiency is the key trademark of all Blue Suns members.

Fitness (Same as other Batarians) (All melee attacks and dodges are similar to the other Batarians.)

- - - - - - - - - - - - - - - - - - -

Eclipse Operative (Salarian Engineer)
Gameplay strategy: More of a defensive character than other Salarians. Tesla Field is great for defending areas, particularly during Upload missions and Extraction. If placed/specced correctly, damage can stack when the enemy passes through the field multiple times. This makes it great to place on adjacent hallways. Priming for multiple tech bursts allows the Salarian Engineer to spam Incinerate for a massive tech burst chain, as Tesla Field does not interfere with cooldowns, and is passive/remains as long as max pylons aren't reached. Defense Matrix's damage reduction and shield restoration helps the Engineer's survivability, as he lacks the aggro dump of Tactical Cloak and Decoy as other Salarians have. Besides, Defense Matrix hasn't been introduced to MP yet, and Energy Drain/Incinerate would feel too similar to the original Salarian Engineer.

500 Health
500 Shields

Powers

Defense Matrix

Incinerate

Tesla Field (Tech Power); Click for details

Passive: Eclipse Operative (Same as female Quarian Defender Tree)
Training as a ruthless Eclipse merc has honed technical skills to the next level.

Fitness (Same as other Engineers) (All melee attacks and dodges are similar to the Salarian Infiltrator.)

- - - - - - - - - - - - - - - - - - -

Eclipse Commando (Asari Vanguard)
Gameplay strategy: Extremely high risk, high reward class. Nova will be the bread and butter of your build, as it is the only way for you to detonate biotics. Killing enemies quickly is key, as you will want to have max stacks for Overpower if you are going for a Novaguard. The increase in barrier regeneration and reduction in the delay will dramatically improve how many times you can Nova, and the higher survivability rate will be needed, as you can't Charge away. Speccing into Barrier Mastery will also help. If you want to self-detonate biotics, you can go even higher risk, purging Overpower, but lifting nearby enemies. You basically give up survivability for extreme crowd control and high potential biotic damage. Or you can go the safer route, using Lasso to prime longer range enemies at the cost of reduced biotic damage. Armor will pose a big problem for you, therefore armor reduction or other biotic users to prime for you are key.

Alternate build: Or you could simply skip out on Nova and serve as a close quarters biotic primer. You'll have high survivability due to Barrier Mastery and Overpower, and decent crowd control with Lasso, but unable to detonate biotics. This serves purely as a biotic explosion primer class, or as a shotgun/melee build.

500 Health
500 Barriers

Powers

Chargeless Vanguard! *GASP* However, if you synergize your powers well and with the help of teammates, you can become a biotic bombing machine.

Nova

Lasso (Biotic Power); Click for details

Overpower (Biotic Power); Click for details

Passive: Eclipse Commando (Same as Phoenix Training tree)
Training as a ruthless Eclipse merc has honed biotics to the next level.

Barrier Mastery (Fitness) (All melee attacks and dodges are similar to other Asari characters.)

Barrier Bonus = +20%
Health Bonus = +10%
Melee Damage Bonus = +15%

2 = Increase health and barrier bonuses by 10%
3 = Increase melee damage bonus by 20%
4a = Increase health and barriers bonuses by 15%
4b = Increase melee damage bonus by 30%
5a = Increase melee damage by 75% for 30 seconds when an enemy is killed by a heavy melee
5b = Increase barrier bonus by 20%
6a = Increase biotic/melee damage by +25.00% when barriers are 100% up (Bonus is reduced with partial barriers, and negated when barriers are down)
6b = Increase health and barriers bonus by 25%

- - - - - - - - - - - - - - - - - - -

Blood Pack Warrior (Krogan Adept)
Gameplay strategy: Without Charge, melee builds will be more risky than the Krogan Battlemaster, but still capable if played correctly. Close quarters capability is reduced as a trade off for being able to self detonate biotic explosions against any protection, including armor. Warp Grenades are the primary tools of this class, and powerful ones. They can detonate enemies lifted by a purged Barrier, prime enemies for Pulsar, or use as a support for other biotic classes. Pulsar will also be your main primary damaging tool, but the cooldown will be lengthy depending on your weapon loadout. In conjunction, these two abilities can form a biotic detonation artillery, dealing extremely powerful burst damage, but limited by cooldowns and grenade capacity. In the meantime, Barrier can aid you in finishing opponents off with melee and weapons.

1000 Health
1000 Shields

Powers

Barrier

Warp Grenades (Can detonate enemies lifted by Barrier or prime enemies for Pulsar, or both if specced for duration/double detonation); Click for details

Pulsar (Biotic Power); Click for details

Passive: Blood Pack Warrior (Same as Krogan Battlemaster)
The Blood Pack transforms savages into battle-hardened warriors driven by rage.

Rage (Same as other Krogans) (Basic melee attacks are similar to other Krogans. Heavy melee consists of a shoulder charge boosted by mass effect fields. Good example: Shao Kahn's shoulder charge from Mortal Kombat 9)

- - - - - - - - - - - - - - - - - - -

Blood Pack Trooper (Vorcha Soldier)
Gameplay strategy: An alternate grenadier class to compete with the N7 Demolisher. Without supply pylons, grenades will be more limited in use. Synergizing all of your powers is key, and will allow to obliterate enemy spawns and clustered enemies with ease. Polonium Grenades are versatile grenades that can be used along with Bloodlust or Inferno Grenade, depending on whether you spec for melee or power damage. Melee builds will benefit from the increase in damage within polonium clouds, allowing you to deal heavy melee damage against elite enemies. Inferno Grenades ignite with a powerful fire explosion at the cost of expiring the effects of the Polonium Grenade and consuming your limited supply of grenades.

750 Health
250 Shields

Powers

Bloodlust

Inferno Grenade

Polonium Grenade (Variation of ShadedPhoenix's Polonium Rounds); Click for details

Passive: Blood Pack Trooper (Same as N7 Demolisher - Grenade Capacity increase)
The Blood Pack transforms savages into battle-hardened warriors driven by rage.

Fitness (Same as other Vorcha) (All melee attacks and dodges are similar to other Vorcha, but have a flame effect. See Polonium Grenade for details.)

Modifié par Soja57, 26 juillet 2012 - 02:20 .


#89
razzy1319

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New mode:

Reaper Destroyer takedown.

#90
ToadMan

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Name: Geth Prime

Race:  Geth

class: Soldier

Heath/Shields: 800/1200(Geth Primes are unable to run/cover and suffer a movement penalty)

Powers: Geth Shield Boost: Increases weapon damage and adds a damage reduction for a set period of time.

               Heavy Geth Artillery: Fire a heavy blue blast which could be upgraded to fire more shots or shoot faster.(Same thing the current Geth Primes use.)

               Arc Grenade

Melee: Regular melee is the same as the Geth Engineer/Infiltrator. The Geth Primes heavy melee will be ground punch with the same properties as the Geth Engineer/Infiltrator(Consumes shields the longer its held).

              

              

#91
WestLakeDragon

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Mass Distortion Rifle:

Description
An ingenious weapon of Salarian design that doesn't use thermal clips at all. The Mass Distortion Rifle is a sniper rifle that uses the mass accelerators usually found in military-grade weapons across the galaxy, and uses them to create a super-concentrated air current.

Weapon Info
The weapon itself is a sniper rifle that relies on cooldowns, instead of thermal clips. The shots can be charged, but the more charge, the more overheat you get, with a full charge, which would do the damage of a Widow, you'd get an overheat (the overheat would be slightly longer than a Claymore reload). The gun would weigh about the same as a Widow. The part that would make the gun usable however would be the removal of needing thermal clips. With practice, one could fire off Mantis-level shots off over a shorter period of time than that of the Mantis and not get overheat.

Additional note: It can't pierce through cover (but doesn't have a debuff against armored enemies)

Modifié par WestLakeDragon, 19 juillet 2012 - 04:27 .


#92
Beerfish

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Just stumbled across this thread, nice going! Lots of great ideas here!

#93
Soja57

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I'm having trouble coming up with new powers for my Blue Suns Turian Infiltrator. It will take some time before I can fill up his power loadout. Meanwhile, feel free to check out my other Terminus Mercenaries classes.

#94
Xeraphas

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Turian Infiltrator

Sniper Cloak - improved duration and invisibility to enemies if you are at least 15 meters or more from the nearest enemy unit. Sniper rifle bonus while cloaked. Higher weapon power (level 4 power and up) gives you extra shot while cloaked for 2 total and 25-30% damage bonus while cloaked. Power bonus branch lets you use up to 2 powers cloaked with power damage bonuses.

Spy Drone - turians are skilled with drone technology and use them more than other species. This drone can send a red bar warning signal of nearest enemy unit. First shot from none engaged enemies 50% chance or more to miss. This is a negating effect of a spy drone since enemies can not sneak up on friendliest and get them unawares. Power branch uses a smokescreen ability that greatly lower enemy visibility and accuracy. Enemies might even shoot each other. Weapon power branch creates a lower power but multiple target version of tactical scan. Like the overload power, 1-3 targets can be affected in a similar way but with less effect per target than tactical scan.

Multifrag grenades

Does that help?

#95
Xeraphas

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Gear:

Extra missile - like grenades, it can add the same max as it levels up.
Health kit - allows additional ops health packs to be carried.
Combat Knife - bonus melee damage and speed to melee attacks,

Weapon Mods:

Extra assault rifle ammo - can add 1/4 up to nearly double total ammo
Sniper Extra clip - increase size of clips. Addition depends on round size. Vyper can get 3 rounds for every extra round a javelin or widow gets. Something like that. This is just a rough example.
Pistol amplifier - increase pistol damage, but at cost of range. Amplifies the round size. The kit modifies the pistol where needed.

Modifié par Xeraphas, 19 juillet 2012 - 07:24 .


#96
Lokiwithrope

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Everyone who has made a weapon should report to my Future Weapons thread!

#97
NikkoJT

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Lokiwithrope wrote...

Everyone who has made a weapon should report to my Future Weapons thread!

Blarg. I hate copying stuff around. Might get on it in a bit, or tomorrow.

#98
Soja57

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Xeraphas wrote...

Turian Infiltrator

Sniper Cloak - improved duration and invisibility to enemies if you are at least 15 meters or more from the nearest enemy unit. Sniper rifle bonus while cloaked. Higher weapon power (level 4 power and up) gives you extra shot while cloaked for 2 total and 25-30% damage bonus while cloaked. Power bonus branch lets you use up to 2 powers cloaked with power damage bonuses.

Spy Drone - turians are skilled with drone technology and use them more than other species. This drone can send a red bar warning signal of nearest enemy unit. First shot from none engaged enemies 50% chance or more to miss. This is a negating effect of a spy drone since enemies can not sneak up on friendliest and get them unawares. Power branch uses a smokescreen ability that greatly lower enemy visibility and accuracy. Enemies might even shoot each other. Weapon power branch creates a lower power but multiple target version of tactical scan. Like the overload power, 1-3 targets can be affected in a similar way but with less effect per target than tactical scan.

Multifrag grenades

Does that help?


Hmm. Sniper Cloak may work, but many Infiltrators also use Shotguns and Assault Rifles. The 15 meters away for increased duration/invisibility is neat, but is more map-dependent and discourages shotgun usage. Plus the pure Sniper Rifle damage may actually push players to use the Krysae. Neat concept in design, but will require further analysis.

Spy Drone seems more orientated towards Engineers, as the main focus of the Infiltrator class is to deal high spike damage (Tactical Scan damage bonus, Grenades, Shadow Strike, Hunter Mode Damage bonuses, etc.), and less about crowd control/support. The smokescreen effect and multi-tactical scan fit the class though, as they both focus on the Infiltrator's ability for spike damage and aggro dump.

Of course, high damage grenades are always welcome for Infiltrators.

I could see sniper cloak and smokescreen/mult-tactical scan as the most likely abilities for the Infiltrator, whereas Spy Drone could be an ability for a Turian Engineer.

#99
ToadMan

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Name: Eclipse Engineer

Race: Human female

class: Engineer

Health/Shields: 500/500

Powers: FENRIS Mech: Deploys a FENRIS mech which could be used to distract or attack enemies.Can be upgraded to self destruct when health reaches 0 causing damage to nearby enemies or make it's stun attack more affective. Mech stays witin close range of the user until the power is used again to sick it on enemies.

              Remote Access: Take manual control of the FENRIS mech to make it more capable offensive or defensively. While using Remote Access the user can manually self destruct the mech. Can be upgraded to do more damage or have increased shields.(User is vunerable while using this power)

              Overload

Melee: Same as humans. Heavy melee is a disruptor choke using a omni-glove.(Highly effective against shields)


Modifié par ToadMan, 19 juillet 2012 - 09:14 .


#100
Xeraphas

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Then multi scan power, cloak, and multifrag grenades?

New One time use equipment: Health Regeneration Stimband. Slowly and partially heals character over time. Up to 3 bars for the highest level. (Why not we have recharge bonuses for shields already, why not one for health?)