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#101
Posté 20 juillet 2012 - 05:45
#102
Posté 20 juillet 2012 - 05:16
Militia: unprofessional soldiers implied in Mass Effect Universe that fill the gap of massive numbers of troops for some factions.
Druid: Religious highly trained soldiers. Asari have many such members of this class. They have the ability to bolster stats by oral invocations, or heal (though not as well as a medic). An invocation can activate rage or berserk modes of allied soldiers.
Other Enemies:
Terra Firma - Slightly less Extreme than Cerberus.
Units:
TF Revolutionary - Follower who has a few grenades and a light pistol
TF Saboteur - engineer like follower who can sabotage mechanical or synthetic units.
TF Militia - Militia class. Perhaps the most common unit within the Terra Firma force.
TF Exosuit - heavy trooper that was created with technology stolen from Cerberus' ANCC splinter faction
TF Cybernetic - an adept class unit that was implanted with biotics
TF Manager - Officers who have some defensive or weapons training and lead not only business but pseudo military actions when needed.
314 - (new faction implied after the events of the First Contact War), Turian Citizen Group opposed to Human Aggression and presence in the Citadel Council.
Units:
Turian Militia - Basic assualt rifle, Miltia class (new class to fill the gap of less than highly trained or volunteers or citizen soldiers implied prevailent through out the Mass Effect Universe)
Turian Fighter - Turian who has had some training but was not in the military
Turian Sharpshooter - Sentinal with ranged abilities.
Turian Hunter - Infiltrator who can switch to using a long seax like combat knife for melee.
Turian Engineer - Drone user
Turian Veterans - former soldiers who joined the cause and have good training and skills.
Turian Warlord - Cell leaders and officers within the movement.
Batarian Rebellion - Rebellion started by Balak and Charn in a raid on X57. ( a faction and units mentioned in the ME wiki)
-Units:
Batarian Trooper - (soldier) assualt rifles and shot guns,
Batarian Warbeasts - Trained wolf like creatures called Verren native to Krogan homeworld Tuchunka but bred by many species.
Batarian Rocket Trooper - soldier class, assault rifles that can shoot rockets in a different mode.
Batarian Shock Trooper - Vanguard class, shotguns
Batarian Engineer - Sabotage skill and Neural shock,
Batarian Sniper - infiltrator with pistol and sniper rifle
Clan Weyrloc - Though left weaker after events in me3. They rebuilt and were strong during the events which makes them a good enemy faction. They are determined to control all of Tuchunka and as many Krogans as they can get with a promise of a cure. Even after the Reaper wars they are still a threat that is rebuilding and growing again. Once they were the largest and mightiest clan of all Krogans. So, they can be a mighty clan during the fight in me3. They are opposed to Clan Urdnot. They want revenge and war mainly against the Salariens but also any who favor genophage.
Units:
Weyrloc Clanguard - Soldier class
Weyrloc Clanspeaker - krogan adept class
Weyrloc Battlemaster - vanguard krogan
Weyrloc Berserker - Sentinal class
Weyrloc Shaman - Druid class Krogan
Weyrloc Warlord -
Siari Sisterhood - extremist cult of Asari
Siari Acolyte - Militia class, a asari still under training and very green
Siari Disciple - Basic foot soldier of the sisterhood.
Asari Commando - elite unit
Asari Ardat Yakshi - used like berserker units
Maiden Warrior - Experienced fighter
Matron Mystic - druid class
Matriach Commander -
Change Longshot sniper to Salerian design. Same purpose since they also fought Krogans.
Modifié par Xeraphas, 20 juillet 2012 - 09:03 .
#103
Posté 20 juillet 2012 - 10:09
6 Characters, 3 weapons, 12 powers, 2 maps.
Characters:
Blue Suns Veteran: (Batarian Soldier.)
Health/Shields: 750/750
Powers: Adreneline Rush, Blade Throw, Carnage Burst, Mercenary Veteran, Fitness.
Blood Pack Berserker: (Krogan Adept.)
Health/Barriers: 1150/1000
Powers: Warp, Slam, Biotic Rage, Mercenary Battlemaster, Rage.
Eclipse Specialist: (Salarian Infiltrator.)
Health/Shields: 500/600
Powers: Tactical Cloak, Neural Shock, Cryo Grenade, Mercenary Specialist, Fitness.
Shadow Broker Operative: (Drell Sentinel.)
Health/Shields: 500/250
Powers: Tech Armor, Inferno, Slam Grenade, Mercenary Assassin, Fitness.
Ardat Yakshi: (Asari Vanguard.)
Health/Barriers: 500/600
Powers: Reave, Dominate, Warp Beam, Asari Demon, Fitness.
Cerberus Defector: (Human Engineer.)
Health/Shields: 500/750
Powers: Overload, Cyclonic Barrier, Turret, Tech Expert, Fitness.
Weapons:
Bolt Pistol: (Geth Pistol.)
Damage: 10-30
Weight: %35-%27
Accuracy: The Bolt Pistol homes in on targets within a 4-10 meter radius. When out of this radius, the Bolt Pistol has almost no accuracy.
Magazine: 45
Capacity: 90-180
Rate of fire: Continuous stream.
The Bolt Pistol is a Geth Pistol based off of the Reegar Carbine. Despite it's extremely low damage, the Bolt Pistol is a formidable weapon due to it's extremely fast rate of fire and the ability to lock onto targets within a certain radius.
Sage: (Asari Assault Rifle.)
Damage: 40-75
Weight: %47-%34
Accuracy: 10-30
Magazine: 30
Capacity: 90-150
Rate of fire: 190-270
The Sage is a deadly Asari Assault Rifle rougly based off of the Revenant. The Sage is meant for Shock Troopers and can be used as a deadly crowd control weapon. The low accuracy and fire rate of the Sage is intentional. When fired, it unleashes a barrage of deadly burst-rounds that have a notably high knockback.
Buster Rifle: (Human/Krogan Sniper.)
Damage: 500-750 (+%50 damage against Armor.)
Weight: %78-%62
Accuracy: 70
Magazine: 1
Capacity: 6-13
Rate of fire: 70
The Buster Rifle is an Alliance sniper based off of Cerberus schematics which were orignally designs for a shotgun by the Krogan. This Rifle is meant to be a tank buster weapon, so it has signifcantly increased damage against armored apponents. It rivals even the Widow in terms of damage when used the right way.
Powers:
Blade Throw:
Rank 1:
Sling your omni-blade at an enemy, dealing insane damage.
Damage: 600
Recharge Speed: 15 sec
Rank 2: Increase recharge speed by %25.
Rank 3: Increase damage by %20.
Rank 4: Increase damage by %30 or Increase damage against armor by %15.
Rank 5: Increase rehcharge speed by %20 or Increase bleed damage to organics by %40.
Rank 6: Add incendiary effect or Add disruptor effect with %100 chance to stun.
Carnage Burst:
Rank 1:
Emit a burst of carnage that will do extreme damage to all enemies within radius.
Damage: 500
Recharge speed: 20 sec
Rank 2: Increase rehcarge speed by %25.
Rank 3: Increase radius and damage by %15.
Rank 4: Increase damage by %25 or Increase rehcarge speed by %15.
Rank 5: Stun all enemies in radius for 5 seconds or Increase radius by %30.
Rank 6: Increase damage to armor by %40 or Increase damage to shields and barriers by %50.
Slam:
Rank 1:
Deal massive damage with a biotic body slam.
Force: 900
Recharge Speed: 8 sec
Rank 2: Increase recharge speed by %25.
Rank 3: Increase force by %30.
Rank 4: Increase radius by %35 or Increase force by %40.
Rank 5: Increase damage and force of biotic detonations by %50 or Increase force by %50.
Rank 6: Incapacitate a slammed target for 5 seconds or Increase rehcarge speed by %50.
Biotic Rage:
Rank 1:
A varient of blood rage. When active, Krogan Battlemasters become unstoppable.
Recharge speed: 25 sec
Increase power damage by %20
Increase barriers by %25
Increase melee damage by %20
Decrease power recharge speed by %60.
Rank 2: Increase recharge speed and duration by %25.
Rank 3: Increase power damage by %15.
Rank 4: Increase barriers by %25 or Decrease power recharge penalty by %20.
Rank 5: Increase power damage by %30 or Increase duration by %25.
Rank 6: Increase recharge speed by %40 or Decrease power recharge penalty by %30.
Neural Shock:
Rank 1:
Incapacitate organics and lower their damage, accuracy, and speed.
Duration: 5 sec
Rehcarge speed: 10 sec
Radius: 3m
Effectiveness: %35
Rank 2: Increase recharge speed by %25.
Rank 3: Increase duration by %35.
Rank 4: Increase radius by %50 or Increase effectiveness by %20.
Rank 5: Increase recharge speed by %30 or Increase radius by %50.
Rank 6: Increase effectiveness by %25 or Increase duration by %45.
Cryo Grenade:
Rank 1:
Freeze enemies in their place and make them vulnerable with this grenade.
Damage: 200
Durarion: 5 sec
Capacity: 1
Radius: 7m
Rank 2: Increase grenade capacity by 1.
Rank 3: Increase radius by %30.
Rank 4: Increase damage by %40 or Increase duration by %30.
Rank 5: Increase grenade capacity by 2 or Increase enemy vulnerability by %25.
Rank 6: Increase radius by %45 or Increase the detonation time to 15 seconds unless an enemy gets near.
Inferno:
Rank 1:
Consume your enemies in a great ball of fire.
Damage: 500
Duration: 4 sec
Recharge speed: 11 sec
Radius: 2m
Rank 2: Increase recharge speed by %25.
Rank 3: Increase damage by %30.
Rank 4: Increase radius by %50 or Increase duration by %25.
Rank 5: Increase damage to organics by %35 or Increase recharge speed by %35.
Rank 6: Increase damage to armor by %30 or Increase damage by %50.
Slam Grenade:
Blast enemies into the air, and slam them down.
Damage: 650
Capacity: 1
Force: 1000n
Radius: 6m
Rank 2: Increase grenade capacity by 1.
Rank 3: Increase damage and force by %25.
Rank 4: Increase radius by %40 or Increase force by %40.
Rank 5: Increase grenade capacity by 2 or Increase damage by %50.
Rank 6: Increase damage and force of Biotic detonations by %65 or Increase radius by %60.
Dominate:
Rank 1:
Take over organic enemies and give them barriers.
Duration: 10 seconds
Radius: 1m
Barriers: 75
Enemy vulnerability: %20
Recharge speed: 15 secs
Rank 2: Increase recharge speed by %25.
Rank 3: Increase duration and barriers by %30.
Rank 4: Increase radius by 2m or Increase recharge speed by %35.
Rank 5: Increase enemy vulnerability by %30 or Increase barriers by %50.
Rank 6: Increase duration by %45 or Make enemy barriers explode when destroyed, causing 350 damage across a 3m radius.
Warp Beam:
Rank 1:
Unleash a tunnel of pure biotic energy.
Damage: 100 per second.
Duration: 4 secs
Distance: 10m
Recharge speed: 20 secs
Rank 2: Increase recharge speed by %25.
Rank 3: Increase damage by %30.
Rank 4: Increase durationby %45 or Increase distance by 3m.
Rank 5: Increase damage by %40 or Increase damage to armor by %35.
Rank 6: Slow enemy movement speed by %50 for 10 secs or Increase damage to barriers by %70.
Cyclonic Barrier:
Rank 1:
Surround your team with an impenetrable bubble shield.
Shields: 1000
Radius: 10m
Recharge speed: 30 sec
Rank 2: Increase recharge speed by %25
Rank 3: Increase shields by %50
Rank 4: Increase radius by 6m or Give a %15 damage bonus to any teamamtes in the shield.
Rank 5: Increase recharge speed by %40 or Harm any enemy who touches the shield for 200 damage.
Rank 6: Increase shields by %100 or Regen the health of any teammates in the shield.
Turret:
Rank 1:
Set up a deadly and accurate Cerberus turret.
Damage: 50 per bulet
Shields/Armor: 300/550
Recharge speed: 40 secs
Rank 2: Increase recharge speed by %25.
Rank 3: Increase shields and armor by %20.
Rank 4: Increase damage by %20 or Increase damage to shields by %30.
Rank 5: Increase damage per second to organics by %30 or Have the turret explode when destroyed.
Rank 6: Increase shields and armor by %40 or Give the turret incindiary ammo.
Maps:
Firebase Night: (Kallini)
Location: The area of the first Banshee encounter.
Firebase Prodigy: (Grissom Academy.)
Location: The courtyard after you meet the students.
I finished it, finally. Now for the bombardment of nitpicks and "This is OP!" posts.
Modifié par SSPBOURNE, 19 août 2012 - 11:17 .
#104
Posté 21 juillet 2012 - 02:38
Asari Assault Rifle: Matriarch
Asari Sniper Rifle: Matron
Asari SMG: Maiden
Total New Enemies Ideas:
1. ANCC - splinter faction of Cerberus. This group showed signs of rebellion and ignoring the Illusive Man's orders before in me2 and me3. Shepard even fought against some. When the Illusive man began to go to the extreme of reaper and indoctrionation experiments, some members who believed his previous rhetoric of humans first and a policy to stop the reapers, they turned against the Illusive Man. Then they elected a new leader to uphold the former policies of Cerberus without any hint of collaboration with Reapers or indoctrination. The new leader is believed to be former Cerberus operative, Skye Turnick.
2. Infected - Infected with the indoctrination process are beings who either did not take well to the process (regarding Reaper control that is) or remained somehow detatched from the Reaper Collective. They now operate psuedo-independently. However whether the Reapers retain any sort of control or perhaps an alliance is unknown.
3. Batarian Pirates - Profiteering pirates who prey on innocent and weak targets. Yet as their power and wealth grow so may their ambitions.
4. Batarian Rebellion - Separatist faction of Batarians . The rebellion, led by Balak and Charn, assaulted a human colony on asteroid x57. They also tried to stop an alliance forming during the Reaper War with the Batarians and the Batarian Fleet. In the past, members of this force, were thoroughly involved in assaults or wars against Asari and Salarians. They are a friend to no one. Any non Batarian they care for in the slightest are what they can capture as slaves and use to further their aggressive expansionist agenda. Luckily for the Rebellion but not for the Galaxy, most of its forces and members were not on the homeworld of Kar'shan when the Reapers attacked. This was because they worked mostly on the fringes of the Batarian Empire or a bit outside.
5. Siari Sisterhood (Asari) - Religious fanatics. This group could have formed out of Jona Sederis' elite force or formed independently with similar ideas.
6. Terra Firma - Something of a rival of Cerberus, Terra Firma is a pro human group formed out of the ashes of the First Contact War. They are likely an older group than Cerberus though they are not quite as extreme in their methods.
7. Exo-Geni - is a multi species/galatic corporation. They tend to ignore galatic or local laws when it is convient for them. Nothing is beyond their grasp to get what they want. They even experiment on innocent civilians, irregardless of their species.
8. Thorian Lair - More than one Thorian plant has been uncovered recently. Either hiding or hibernation or they were kept secret by corporations and organizations like Exo-Geni. Now a new Thorian threat is re-emerging quickly. Some previous victims are still suspectable to its control. This gives it a rather unique head start in rebuilding their power.
9. Rachni Resurgence
10. Collectors - posted by someone else just repeated here
11. Mercenaries (could give it a name like, Nova) - posted by someone else just repeated here
12. Clan Weyrloc - This powerful rival clan to Clan Urdnot never faded away even after their power was nearly broken. So they are a powerful enemy faction during the time frame of ME3, or a resurgent enemy on the rise once again and eager for revenge. Either way, they are not friendly to Salarians, Turians, or the Citadel Council.
13. 314 - Turian Rebel faction that also grew out of the ashes of the First Contact War. Though somewhat hidden, this force has a strong hold on many dissaffected Turians through out the galaxy.
Modifié par Xeraphas, 21 juillet 2012 - 03:40 .
#105
Posté 21 juillet 2012 - 03:35
Xeraphas wrote...
Names for weapons Only
Asari Assault Rifle: Matriarch
Asari Sniper Rifle: Matron
Asari SMG: Maiden
Huh? What happened to your previous Athame Judicator Assault Rifle and Apostle SMG? I thought they sounded great.
Modifié par Soja57, 21 juillet 2012 - 03:35 .
#106
Posté 21 juillet 2012 - 03:39
The only weapon change I feel is certain, is the longshot for the Salarians since the Turians already have a sniper rifle in game.
#107
Posté 21 juillet 2012 - 03:43
Low fire rate, fully automatic, good accuracy, medium recoil, high damage.
Cysalt Marksman Rifle.
Asari developed semi-automatic sniper rifle. Medium damage, low recoil, medium accuracy.
#108
Posté 21 juillet 2012 - 03:55
Xeraphas wrote...
Either/Or. I just made this short list as an alternative since, it seems the guns are named after Asari roles or positions, re: Acolyte and Disciple. I think the Athame does sound better but these maybe more consistent with previous weapons. Apostle is also the name of your assault rifle idea.
The only weapon change I feel is certain, is the longshot for the Salarians since the Turians already have a sniper rifle in game.
Like Nydus Templar previously stated, Apostle for the Assault Rifle was simply the easiest to come up with. The name can be easily changed, and Athame Judicator sounds badass.
#109
Posté 21 juillet 2012 - 03:55
maps for Illium, Thessia, and on board a space station or in a Asari Dreadnaught.
with new classes.
Asari Soldier called a Asari Commando that can move like a Slayer...and has a sword.
uses lift grenades and throw...and a power that lowers barriers but increases power and melee damage.
a Asari Infiltrator called a Huntress.
and of course...the Asari Sentinel!!!
i wouldnt mind a few new variants for the asari adepts as well!!
also....a drell infiltrator would be cool
#110
Posté 21 juillet 2012 - 03:58
#111
Posté 21 juillet 2012 - 04:44

The Phoenix is an assault rifle of Salarian origin. It's heavier than most rifles of its class, but more than makes up for that shortcomming with extrodinary stopping power. It is standard issue for Salarian STG units, and has only recently become available to other specices in the hopes that it may help in the fight against the Reapers.
Weight: 1.8-1.3
Damage: 225.5-275.5
DPS: 918.3
Thermal Clip: 24
Capacity: 120 - 168
Rate of Fire: 200 (For comparison, the Phalanx is 250, so a little slower than that)
Recoil: 0.135 (Same as the Phaeston)
Reload: 1.37 (Same as the Phaeston/Mattock/Harrier)
Penetration: 10
The Phoenix fills one of the only gaps left in the assault rifle class, a slow firing, high damage fully automatic weapon. The Phoenix is second only to the Saber in damage per shot, and does a hair less DPS than the Harrier. It is very accurate, but despite being fully automtic, it does have a slow rate of fire relative to other assault rifles.
#112
Posté 21 juillet 2012 - 04:46
Wait a minute. Slow the Hell down. That looks alot like the Mantax!PsychoXR-20 wrote...
Salarian Phoenix:
The Phoenix is an assault rifle of Salarian origin. It's heavier than most rifles of its class, but more than makes up for that shortcomming with extrodinary stopping power. It is standard issue for Salarian STG units, and has only recently become available to other specices in the hopes that it may help in the fight against the Reapers.
Weight: 1.8-1.3
Damage: 225.5-275.5
DPS: 918.3
Thermal Clip: 24
Capacity: 120 - 168
Rate of Fire: 200 (For comparison, the Phalanx is 250, so a little slower than that)
Recoil: 0.135 (Same as the Phaeston)
Reload: 1.37 (Same as the Phaeston/Mattock/Harrier)
Penetration: 10
The Phoenix fills one of the only gaps left in the assault rifle class, a slow firing, high damage fully automatic weapon. The Phoenix is second only to the Saber in damage per shot, and does a hair less DPS than the Harrier. It is very accurate, but despite being fully automtic, it does have a slow rate of fire relative to other assault rifles.
#113
Posté 21 juillet 2012 - 04:48
EDIT: Added the illustration.
Oracle Sniper Rifle
Weight: 1.25 - 0.7
Fire Mode: Semi-automatic/delayed fire
Fire Rate: 60 (Black Widow)
Damage: Valiant
Capacty: 4 (16-26 max spare ammo)
Rarity: Gold

Lore Description:
The Oracle Sniper Rifle has a unique feature that allows it to circumvent shield gating. Upon pulling the trigger, a corrider of massless space is created between the target and the weapon, guided by a violent, forward thrusting mass effect field that damages enemies. During this time is when a bullet is incased within the field, but not propelled, so as to allow the biotic strike to disrupt shields. After a short delay, the bullet is propelled to the target location.
If an enemy moves after the first biotic strike, the mass effect corridor can be guided by the Oracle's barrel/line of sight before the bullet projects. This can also be used to hit two separate enemies, granted that one has the reflexes and precision to do so.
Gameplay Summary:
Fire a "signal beam" that deals 40% of total weapon damage, then after 0.5 (?) seconds, fires a shot that deals the other 60% damage. After the signal beam is fired, you have two options. Manually aim the second shot, allowing you to choose where the second shot goes. Or simply unscope to allow the second shot to travel where you last scoped in. All of this uses only one bullet.
Granted that one has enough damage to do so (most likely through headshots on higher difficulties), this weapon can one shot certain/weakened shielded enemies. Deals the same amount of damage against armor as the Valiant. The slight delay makes it troublesome for moving/dodging enemies, and forces you out of cover a while longer if you want to manual adjust.
Modifié par Soja57, 22 juillet 2012 - 02:54 .
#114
Posté 21 juillet 2012 - 04:49
#115
Posté 21 juillet 2012 - 04:56
Modifié par Xeraphas, 21 juillet 2012 - 04:56 .
#116
Posté 21 juillet 2012 - 04:59
Xeraphas wrote...
Also, it honestly looks more like a sniper rifle than an assault rifle. It looks like he copied the Scoripion and lengthened the barrel and added a larger butt stock.
LOL, that's exactly what I did with my Mantax. Simply extend some parts of the Scorpion.
#117
Posté 21 juillet 2012 - 05:06
#118
Posté 21 juillet 2012 - 05:15
I'll admit though, when I was thinking about a Salarian weapon, searching around trying to see if there were any weapons other than the scorpion, I did see that drawing, and liked it a lot, and did take some inspiration from it.
Xeraphas wrote...
It looks like he copied the
Scoripion and lengthened the barrel and added a larger butt
stock.
Yeah, pretty much. I have next to no drawing ability, so I just traced over the Scorpion, extended some parts then added some curves to make it smooth.
But look at the Disciple and the Acolyte, or the Phaeston and the Krysae. They look very, very very similar to each other (the Acolyte looks almost identicle to the Discple, just a smaller version)
Modifié par PsychoXR-20, 21 juillet 2012 - 05:18 .
#119
Posté 21 juillet 2012 - 05:38
PsychoXR-20 wrote...
In my defense, they both use the same base from the Scorpion.
I'll admit though, when I was thinking about a Salarian weapon, searching around trying to see if there were any weapons other than the scorpion, I did see that drawing, and liked it a lot, and did take some inspiration from it.Xeraphas wrote...
It looks like he copied the
Scoripion and lengthened the barrel and added a larger butt
stock.
Yeah, pretty much. I have next to no drawing ability, so I just traced over the Scorpion, extended some parts then added some curves to make it smooth.
But look at the Disciple and the Acolyte, or the Phaeston and the Krysae. They look very, very very similar to each other (the Acolyte looks almost identicle to the Discple, just a smaller version)
Glad that you love my illustration. And yeah, I have the same style, simply extend some parts here and there of current weapons. Though now I'm trying to throw in more extra parts, as you can see from my latest illustration, the Arc Rifle. It combines the Reegar and Arc Pistol on a Vindicator chassis, while giving it a more unique look.
#120
Posté 21 juillet 2012 - 05:42
Soja57 wrote...
Glad that you love my illustration. And yeah, I have the same style, simply extend some parts here and there of current weapons. Though now I'm trying to throw in more extra parts, as you can see from my latest illustration, the Arc Rifle. It combines the Reegar and Arc Pistol on a Vindicator chassis, while giving it a more unique look.
Something like that is completely beyond me, it took me all day just to copy/modify a scopion.
I am immensely jealous of people who can actually draw.
#121
Posté 21 juillet 2012 - 09:39
Race: Asari
class: Adept
Health/Barrier: 300/700
Powers:
Collision: Force enemies to move toward other enemies that are affected by biotics. Unshielded enemies are instantly flung toward enemies those that are affected by biotics causing detonations upon impact. Armored/Shieled targets are forced to move toward affected enemies while offering heavy resistance.
Tear: Throws a slow moving biotic wave(simiilar to the banshee's but, smaller) which deals 300 damage while increasing damage from all sources by 10% to enemies.
Field Barrier: Works like barrier but, gives the user and allies within close proximity a barrier.If the user uses Field Barrier on themself alone it works like Barrier giving a damage reduction of 25%. For each user that is added to the barrier the damage reduction is reduced by 5%(A total of -15%).The user's power recharge at a 60% slower rate and for every user that is added 10% is added(A total of 30%). Further upgrades can reduce these penalties.
#122
Posté 22 juillet 2012 - 02:05
Modifié par Soja57, 22 juillet 2012 - 02:16 .
#123
Posté 22 juillet 2012 - 02:20
Health/Shields: 1200/1200
Powers:
Controlled Rage:
Centuries of war have brought self restraint to these krogan. Their focused rage is powered by the number of their kills.
Each kill adds a duration of 5 seconds.
Kills made before activating rage stockpile up to a maximum of 15.
Base duration: 8 seconds,
Base Melee bonus: 25%,
Base damage protection: 20%,
Base recharge rate: 4.50 seconds.
Stage 1: Increase recharge speed by 20%.
Stage 2: Increase melee bonus by 10%
Stage 3: Increase duration by 25%
Stage 4: Increase damage protection by an additional 10%
OR
Increase melee damage bonus by 25%
Stage 5: Add a 15% weapon damage bonus while rage is active
OR
Allow the use of powers while rage is active, with an 20% damage penalty .
Stage 6: Increase melee damage by an additional 25%
OR
Increase damage protection by an additional 15% and gives a rapid health regenaration rate of 50 health per second.
Added in health regenerationas suggested by Xeraphas
Multi-Frag:
Standard issue.
Air cannon:
Fire a pressurized blast of air dealing damage while knocking over unshielded enemies and staggering shielded.
Recharge rate: 2.88 seconds
Base damage: 500
Reach: 10 meters
Force: 2000
Stage 1: Increase recharge by 20%
Stage 2: Increase damage by 20%
Stage 3: Increase force by 20%
Stage 4: Increase radius by 2 meters
OR
Increase damage and recharge speed by 25%
Stage 5: Increase reach by 50%
OR
Increase force by 50%
Stage 6: Give it the ability to send shielded enemies flying
OR
Grant air blast the ability to detonate tech moves
Rage would be renamed to fitness. It would keep its details except for info pertaining to the ability of rage, however taking health at the final stage allows him to be completely unstaggerable as a bonus effect.
The krogan class power would stay the same as the kroguards.
I hope you like and agree with this idea. Took ages to write up. Thanks for reading.
My idea for a map is Firebase Darkness.
Think the hull of a burning space station, similiar to the hull of the citadel from the end of the first game first game with the emptiness of space in the sky.
Put it on the remains of arcturus station, with a bubble surrounding it supplying gravity and giving them a supply of oxygen. It would make sense because the N7 forces would need to retrieve assets from its remains and nearly all factions minus geth would have interest in it (Cerberus would have assets on the station, Reapers would want to destroy human resistance) and geth on Condor didn't stop Bioware either. I am a terrible map designer, so if anyone wants to make a drawing based on the idea of the map, go right ahead. I'll try to make my own if not, but I don't think it would come as well as some one else's drawing.
Modifié par YIRAWK, 03 août 2012 - 03:19 .
#124
Posté 22 juillet 2012 - 04:00
#125
Posté 22 juillet 2012 - 04:36
Xeraphas wrote...
At least one Krogan Character should have Krogan Regeneration, an ability described in me2.
Yeah, somewhat disappointing how the Vorcha have health regen, but not the Krogan. Though this may be because they already have damage protection/Rage bonus, but I don't see how health regen would be a big issue. Krogans are in dire need of a slight buff. Or atleast a new Krogan that dominates.
By the way, what do you think of my Asari Oracle Sniper Rifle, Xeraphas?
Modifié par Soja57, 22 juillet 2012 - 04:38 .





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