Aller au contenu

Photo

Let's create our own content!


  • Veuillez vous connecter pour répondre
207 réponses à ce sujet

#151
NikkoJT

NikkoJT
  • Members
  • 1 303 messages

TurboQuarian wrote...

I know this might be much but could you guys possibly repost all your custom powers that aren't in the list? I really don't want to go through all the characters to find the custom ones. They're not added because they weren't listed under a powers section in your post and so I didn't really notice them. Please put your custom powers in a separate section in your post but also put it in your custom characters (without all the detail). I don't really know if this makes sense but I hope you guys get what I'm saying. Thanks. :D 


Here's the only two powers I created, both designed for the Hanar Vanguard.

Strangle
(2) Speed increased
(3) Can be used on targets with more health
(4) Speed increased -OR- incoming damage reduction while Strangling
(5) Target max health increase -OR- increase damage reduction
(6) Strangle two targets within 1 metre of each other -OR- increase damage reduction

Spectre Training (Passive)
(2) Power damage and force bonus
(3) Barrier strength increase
(4) Dual wield SMGs of the same type (i.e. 2x Shuriken) at no extra weight cost -OR- Power damage and force bonus
(5) SMG damage bonus -OR- Strangle speed bonus
(6) SMG accuracy bonus -OR- barrier strength increase

#152
Soja57

Soja57
  • Members
  • 1 087 messages

TurboQuarian wrote...

I know this might be much but could you guys possibly repost all your custom powers that aren't in the list? I really don't want to go through all the characters to find the custom ones. They're not added because they weren't listed under a powers section in your post and so I didn't really notice them. Please put your custom powers in a separate section in your post but also put it in your custom characters (without all the detail). I don't really know if this makes sense but I hope you guys get what I'm saying. Thanks. :D 

EDIT: Obviously, I'll have to go a lot of the characters to find the powers though as some people won't check this thread again. ACTUALLY, should we ditch the whole powers section and just attach them to the characters? I'd rather make the list how you guys would prefer it.


Keep the Powers and Characters separate, as not every power is attached to a certain character. I'll repost my powers, linking them to my characters post. I'll also analyze the ToC, searching for errors and other ideas that you missed.

#153
Soja57

Soja57
  • Members
  • 1 087 messages
Expanded on the new powers listed under my Terminus Mercenaries characters, including basic stats, evolutions, and a summary of in-game usage.

Scythe Bolt (Tech/Combat Power)
Lore description: Fires two mono-molecular disc blades powered by mass effect fields and connected by a reddish-orange electric conduit, shaped in the form of the blade of a scythe. The disc blades have a built in IFF computer, allowing it to slice through enemies, while stopping at walls and retracting its blades/electric conduit if there are any friendlies present. The disc blades can be recalled at any time via omni-tool, allowing it to slice through enemies on its return journey, potentially dealing double damage. Once returned, the discs must recalibrate before re-firing.

Gameplay summary: Fire an electric scythe blade connected by two disc blades that slice through an infinite amount of enemies until it hits a wall or a Guardian's shield. Recall to slice enemies on its return journey, allowing it to hit enemies twice if timed correctly. The cooldown will only start upon recall. Should sound familiar for League of Legends players: Draven's Ultimate. Travel time should be faster though, maybe as fast as concussive shot?

Damage = 225 (Can be dealt a maximum of two times per enemy, once for cast, and another for recall)
Cooldown = 10 seconds
Scythe length = 1.0 meter

Evolutions
2 = Increase recharge speed by 25%
3 = Increase damage by 20%
4a = Increase damage by 30%
4b = Increase scythe length by 65%
5a = Increase recharge speed by 35%
5b = Releases an energy pulse upon recall, dealing 300 damage in a 3 meter radius and setting up tech bursts.
6a = Increase scythe length by 85%, every enemy hit increases its damage by 10%
6b = Deals an additional 50% damage over 8 seconds to every enemy hit

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

Warp Grenade (Credits to Spinotech and iplay222)

Gameplay summary: Throw a grenade that applies a warp effect on affected enemies and can detonate already-primed enemies (similar to how warp works). Also weakens armor.

Damage = 550.00
Impact Radius = 5 meters
Warp Duration = 4 seconds
Armor Weakening? = (Should be similar to Warp)
Capacity = 2? (1 less than Cluster/Lift Grenades)

2 = Increase grenade capacity by 1
3 = Increase damage by 20%
4a = Increase damage by 30%
4b = Increase radius by 30%
5a = Increase grenade capacity by 1
5b = Increase warp duration by 50%
6a = Increase impact radius by 30%. Warp effect sustains through biotic explosions, allowing for another biotic explosion.
6b = Increase damage to armor/barriers by 50%. Weaken armored targets by an additional 25%.

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

Tesla Field (Tech Power)
Gameplay summary: Deploy an electric pylon (similar to deploying Proximity Mines) to prime the tesla field (alone it won't do anything, requires another), and another to create the field in between the pylons. This field will deal damage to any enemy that passes through and priming them for tech bursts. The pylons have a limited range (indicated by a red circle); putting one out of range will simply destroy the old one. Only one field may be active at a time; putting another pylon when the limit has already been reached will destroy any former pylons, allowing you to create a new tesla field. Something similar to this: Ratchet and Clank - A Crack In Time "Tesla Spikes"

Damage = 400
Max Pylons = 2
Max Field Distance = 5 meters (Radius in which the 2nd pylon can be placed)

Evolutions
2 = Increase damage by 20%
3 = Increase the max distance of the field by 20%
4a = Increase damage by 30%
4b = Tesla field stuns passing enemies for 3 seconds
5a = Increase damage to shields by 75%
5b = Increase the max distance of the field by 40%
6a
= Increase Max Pylons by 1, but reduce damage by 40% (Create shiny
triangles! Damage can stack if the enemies pass through multiple fields)
6b = Any allies that pass through the field are granted 10% faster movement speed and 25% more shields for 6 seconds

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

Lasso (Biotic Power)
Gameplay summary: Similar to Lash, except that it pulls an enemy right in front of you, priming them for biotic explosions. You can detonate with Nova, use heavy melee, or shotgun blast them. Can work through protections at 50% reduced effectiveness. Limited by range.

Damage = 150.00
Duration = 3 seconds
Range = 14 meters
Cooldown = 6 seconds

2 = Increase recharge speed by 25%
3 = Increase duration by 30%
4a = Increase duration by 50%
4b = Increase damage by 50%
5a = Increase recharge speed by 35%
5b = Increase weapon and melee damage to affected target by 30%
6a = Increase biotic explosion damage and radius by 50%
6b = Increase range by 50%

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

Overpower (Biotic Power)
Gameplay summary: Grant fast barrier regeneration speed and reduce regeneration delay at the cost of reducing biotic damage. Can stack similar to the Vorcha's Bloodlust ability, up to 3 times (base stats + 3 stacks). Purge
to lift nearby enemies and prime them for biotic detonations (can be detonated with Nova), but using a cooldown. Purging with higher stacks grants increased lift radius, lift duration, and damage dealt. Max stacks allows you to lift enemies with shields/barriers.

Biotic Damage Reduction = 40.00%
Barrier Recharge Delay = -40.00% (-20.00% per stack)
Barrier Recharge Rate = +20.00% (+10.00% per stack)
Purge Cooldown = 8.00 seconds (-25.00% per stack)
Lift Duration = 2.00 seconds (+100% per stack)
Lift Radius = 1.50 meters (+100% per stack)
Lift Damage = 150.00 (+75% per stack)
Stack Duration = 15.00 seconds

2 = Increase purge recharge speed by 20.00%
3 = Decrease barrier recharge delay by 20.00%
4a = Lift Duration +35.00%, Lift Radius +40.00%
4b = Decrease barrier recharge delay by 40.00%
5a = Increase lift damage by 50%
5b = Increase barrier recharge rate by 50%
6a = Purging allows you to lift protected enemies at 25% effectiveness (+25% effectiveness per stack)
6b = Reduce biotic damage reduction by 25%

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

Pulsar (Biotic Power)
Gameplay summary: Slam your fist into the ground and create a giant biotic blast from the ground at the target location, detonating biotics and sending enemies skyward. Has a slight animation that freezes you in place, similar to Smash.

Damage = 600.00
Force = 1200.00 N
Impact Radius = 4 meters
Cooldown = 12 seconds

2 = Increase recharge speed by 25%
3 = Increase damage by 20%
4a = Increase damage/force by 30%
4b = Increase impact radius by 40%
5a = Increase recharge speed by 40%
5b = Increase biotic explosion damage and radius by 50%
6a = Increase impact radius by 60%
6b = Penetrate through shields/barriers but at 50.00% reduced effectiveness

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

Polonium Grenade (Variation of ShadedPhoenix's Polonium Rounds)
Gameplay summary: Throw a grenade that fills the area with a polonium cloud and remains in the area for a duration. Any enemies that camp within or walk through are dealt damage over time and have reduced movement speed, making this weapon a great area denial tool. Using an Inferno Grenade while the polonium cloud is still remaining will ignite the cloud, ending its duration with a massive fire explosion, leaving the Inferno Grenade to do its work. Using other flame-based powers/weaponry will deal bonus damage/radius, but won't cause the polonium cloud to dissipate.

Damage per second = 100.00
Polonium Cloud Radius = 6 meters
Polonium Cloud Duration = 10 seconds
Movement Speed Reduction = 30%
Capacity = 2? (1 less than Inferno Grenade)
FireEffects Effectiveness = +50.00% (Affects fire explosion damage/radius, damage/radius/range of squadmate's incinerate/flamer/incendiary ammo and all of the Blood Pack Vorcha's melee damage)

2 = Increase grenade capacity by 1
3 = Increase damage by 20%
4a = Increase damage by 30%
4b = Increase radius by 40%
5a = Increase grenade capacity by 1
5b = Increase movement speed reduction by 40% (Additive, so total movement speed reduction would be 70%)
6a = Increase Fire effects effectiveness by 25.00%
6b = Increase damage and radius by 40%

Modifié par Soja57, 26 juillet 2012 - 02:16 .


#154
ToadMan

ToadMan
  • Members
  • 74 messages
Heres a repost of all the new powers and the classes that use them.

Grimmson Lab Technician:
Tech Sphere
Corrosive Spray
Overheat


Geth Prime:
Geth Shield Boost
Heavy Geth Artiller
y
Arc Grenade

Eclipse Engineer:
FENRIS Mech
Remote Access

Overload

Asari Matriarch:
Collision
Tear
Field Barrier


Geth Pyro:
Firestorm
Geth Shield Boost
Plasma Burst


Rachni Soldier:
Swarm
Acid
Rampage


Note: All the new powers are the ones that are underlined.

Modifié par ToadMan, 28 juillet 2012 - 02:29 .


#155
Xeraphas

Xeraphas
  • Members
  • 619 messages
You are expected to go into debt because if you have anything less than near expert skills when play silver you gain a negative reward. This is because, it costs 33k credits to buy a jumbo pack which refills the 5 slots for both medpacks and missiles, but you get 29k credits reward on average for a silver which is LESS than enough to buy a jumbo pack. In the end, silver prices itself out of the value of playing it. Divide that up with respect to the 2 items you need and use most, medpacks and missiles. This equals out to about 3300 credits each use. If you use just 2 of each, then your end reward for silver is about 10,000 credits instead of 29,000. And they make bosses harder with successive upgrades but do not equally upgrade any level rewards to quantify this new challenge. If the enemies grow in difficulty then so logically should the rewards and perhaps NUMBER of game levels. If bronze is made harder than any new player plays that much harder a bronze to start out with. So why can not a lower level be made for novices that remains fairly simple and unchanged? And gets a 5k reward enough for a recruit pack?

So the reward system really needs tweaking. Platinum should probably be at least 150k reward with gold stable at 100k or a little more if it is done well and with all team bonuses. Bonuses should be rewarded for team tactics, support, and other actions that help a team. This type of system would cut down on some tactics often complained about with the game that contrast with the policy of playing as a team.

Bugs need to be fixed.

Top Bug Fixes Needed:

1.  The medpack bug since it basically takes a valuable item resource that is not so easy or cheap to come by.  This bug removes a medpack from inventory even if a squad mate actually revives you and the game engine says so.  So why should you lose a medpack then?
2. Reset BUG, where the system somehow thinks you are not signed up for ME online and need to join.
3. Dropped Connections bug, it may not be absolutely solvable but can it at least be reduced by about 90% from what it is at the moment?  It is a little too frequent for any online experience.  Another way to address this is to add a lottery system to benefit slightly those that are dropped with out something that rewards a dropper.
4. Ops health pack not working.  You hit it when you need to, it takes it from inventory yet doesnt apply it.  Again, what is the point of having it if you can not use it when needed most or if you do, it takes it from inventory but provides no benefit as expected.
5. Mis Spawned enemies - sometimes they spawn out of reach and stay there, or they spawn on top of one another or other wise glitched like hanging in mid air.
6. Rejoining a game after a drop but points are zeroed.
7. Invulernable enemies glitches.
8. Guns that do not hit even if the enemy is right in front of the barrel.
9. Dropped football objective vanishing if a player is dropped or leaves.
10. Balance changes that show up where they should not (like the super fast stomp kill appearing not only in platinum and gold like it should).
11.  Adjust missile aim or change the name to dumbfire rockets so that they actually go about where you aim them and walls right by enemy do not have the mysterious power to absorb the full impact and spare none for the enemies right next to the wall or right in front of the wall.
12. Store disconnect bug. Something like 40% or more of the time you buy something from the store, you lose your connection.  This is a little too high and a bit worse than even in game disconnects as it happens more frequently.


Another new mode for farming, or just testing your resolve might be a "Last as long as you can mode against waves of enemies". This mode, perhaps called Survival MODE, would be adjusted depending on how many players play it. And it would be mostly the lower grade units because it is a endurance fight not a how tough you are mode. Even the best would get tired after a while. Each wave you survive would grant you slightly more credit rewards. And a record for most waves lasted could be kept. Ideally something moderate like bronze hitpoints with silver level numbers of enemies would be a logical and steady point to base the mode upon. This would allow almost anyone to play it even good players would get tired eventually or make a mistake. Rewards would start out perhaps at 500 for first wave, then 1000, 1500, after wave 5 it raises reward increments by 500, and after wave 10 by 1000. If you make it to wave 20 it raises again by 1500 a wave.

Modifié par Xeraphas, 26 juillet 2012 - 08:53 .


#156
Xeraphas

Xeraphas
  • Members
  • 619 messages
Batarian needs a little speed or a hold move for his heavy melee kill cause it is so slow that by the time you do it, 70% of the time they kill you first or someone else does or they move. It needs a slight tweak somewhere.

At least one Krogan character should have Krogan regen, so why not give it to the soldier perhaps?  It would make him more appealing and more balanced compared to the other Krogan characters.

Copper Level could have fewer waves.  This could be another way to vary levels.

Recruit Copper - 7 waves, extract on wave 7.  Average reward pot about 2,500 credits.  Half the enemies of Bronze Standard and enemies have fewer hit points but enemies also have some miltia grade units and many of the units are militia grade.   No missions.  0-1 top enemy units may appear in map during missions.  Grenade Launcher available instead of missile launcher.
Veteran Copper - 7 waves, extract on wave 7.  Average reward pot 3.500 credits. One Mission. Upto two top enemy units may come in the last wave or two.  1/2 the hp stats of bronze, and 60% of the number of enemies.   Grenade Launcher available instead of missile launcher.
Elite Copper - 8 waves. extract on wave 8.  more ai spawn points.  More light and medium units.  Reward 5,000 credits on average and more experience points than the first two levels. 60% Bronze standard number of enemies and hp/shield/armor stats.  2 Missions.   Grenade Launcher available instead of missile launcher.
N7 Copper - 8 waves.  Extract on 8.  2 missions.  60% the hp stats of enemies on standard bronze and the 3/4 number of enemies. 7,500 reward average.   Grenade Launcher available instead of missile launcher.
Spectre Copper - 9 waves, extract on 10.  2 missions.  60% of enemy numbers and 3/4 hp stats as standard bronze. 8,500 reward average.   Grenade Launcher available instead of missile launcher.

Recruit Bronze - 9 waves, 2 missions. 9,000 reward average.  3/4 enemy numbers as standard bronze and 3/4 hp stats as standard bronze.
Veteran Bronze - - 9 waves, 2 missions. 10,000 reward average.  80% enemy numbers as standard bronze and 80% hp stats as standard bronze.
Elite Bronze -  9 waves, 3 missions. 12,500 reward average. Same enemy numbers as standard bronze and 80% hp stats as standard bronze.
N7 Bronze - 9 waves, 3 missions. 15,000 reward average.  80% enemy numbers as standard bronze and same hp stats as standard bronze.
Spectre Bronze -  10 waves, 3 missions. 20,000 reward average.  Same enemy numbers as standard bronze and Same hp stats as standard bronze.

Team Rewards for completing supporting actions and playing as a team.  
Examples:  
Support powers Bonus - powers that aid allied shields, health, weaken enemy, confuse enemy, damage enemy indirectly.  This can affect allies or enemies depending on power.
Aid allies Bonus - any aid provided such as shleld buff or health regen power or any sort of health, power damage, weapon damage, are included this is a specific bonus for actually aiding allies/squadmates
Damage powers bonus - powers used in aiding a kill
Last strike on enemy bonus (instead of kill for the last shot or power that kills a enemy)
Cover Allies bonus - if you are near a ally downed or low on health and provide cover so a team mate can revive them.
Most damage bonus - points based on total damage done to total enemies
Kill bonus Reward - Goes to the one that does 50.1% or more of the total damage to a enemy needed to kill them.

Head shot kills bonus additions in 30, 40 and 50 increments
Melee Kills 20, 30, 40, and 50
Throw enemy off map bonus - works like the grab bonus when you use warp, throw, lash, or biotic charge or some means to literally knock an enemy off the map, extra if that hit would not have killed them otherwise.

Modifié par Xeraphas, 27 juillet 2012 - 10:45 .


#157
ToadMan

ToadMan
  • Members
  • 74 messages
Weapons:

Thanix Rifle: A heavy sniper rifle that utilizes thanix technology which fires a constant stream of molten metal that overwhelms shields and destroys armor on impact.

Firing type: Charge only(must be charged for 3 seconds to fire)

Weight: Heavier than the Javelin.

Ammo Capacity: 1/4

Damage: 800 damage for a constant 2 seconds(has built in armor piercing).

Accuracy: Like most sniper rifles.


Eclipse Crescent: Since the M-6 Carnifex is popular amoung mercenary bands, Eclipse decided it  was time to modify the pistol to gain a edge over the other merc bands in combat. The Eclipse Cresent is a modified Carnfiex fit to fire at a higher rate as well as having larger clip size. Though the Cresent has less kick in each shot, it has proven to be much more effective than the standard Carnifex.

Firing rate: Higher than the Carnifex.

Weight: Slightly more than the Paladin.

Ammo Capacity:
8/50

Damage: 300

Accuracy: Less than the Carnifex due to its higher rate of fire causing more recoil.

Weapon Mods:

Pistol Stability Mod

Taser Attachment: Melee unshielded enemies to incapacitate them for a short duration(increases weapon weight).

Explosive Material: Decreases firing rate and clip size by 50% while giving ammo a explosive effect(0.50m radius, 25% damage increase, and a 20% increase in weapon weight).

Flashlight: Install a light on your weapon to reveal the location of cloaked enemies and lighten dark areas.

Modifié par ToadMan, 30 juillet 2012 - 10:41 .


#158
DullahansXMark

DullahansXMark
  • Members
  • 9 557 messages
My ideas are already in my sig (1st link). I wrote them in the style of DLC announcements, so they're somewhat vague, but I listed the basic effects of any new skills that I made up. I just figure that Bioware could probably handle extra effects better than I could.

#159
rockthatwood

rockthatwood
  • Members
  • 367 messages
social.bioware.com/forum/1/topic/343/index/13348268/1

#160
WestLakeDragon

WestLakeDragon
  • Members
  • 1 223 messages
M-950 Prometheus:

Designed by Salarians during the Rachni wars, for use by the Krogan, The Prometheus is a portable flamethrower that uses napalm kept under extreme high pressure, allowing the user to only worry about overheating the weapon on all but the longest missions.

Weapon Specs


The Prometheus doesn't use thermal clips, it uses a system much like the particle rifle, where extended use will overheat it, and it cools itself down over time. Its damage would be similar to the Vorcha flamer, but the Prometheus would be able to fire for longer periods of time (at the price of a longer overheat). The weight would be the same as the particle rifle. The edge with using the Prometheus would be that it would cause unarmored/shielded/barriered organics to panic, like other flame-based weapons do. The weapon class would be assault rifle, and it would be a rare.



#161
daytona123

daytona123
  • Members
  • 48 messages
New class:
Varren Pack Master- Its basically a Krogan Engineer except instead of bots gets dogs. I want playable Varren but since they can't climb ladders I figure being pets would be an acceptable compromise.

Modifié par daytona123, 28 juillet 2012 - 01:57 .


#162
ToadMan

ToadMan
  • Members
  • 74 messages
Name: Rachni Brood Warrior - More information can be found here.

Race: Rachni male

class: Adept

Health/Barrier: 800/400(gains a movement bonus due to it's 4 legs but, cannot dodge or cover)

Powers:

Smash

Stasis

Tear - Look under Asari Matriarch for details.

Melee: Regular melee is a combination of whips using is tentacles. The Brood Warrior's heavy melee is a biotic thrust with 1 of it's tentacles which could then decapitate enemies if there health is low enough(deals heavy damage).


Name: Rachni Soldier

Race: Rachni

class: Soldier

Heath/Shields: 800/400(gains a movement bonus due to it's 4 legs but, cannot dodge or cover).

Powers:

Swarm: User deploys rachni workers which travel to the closest foe or foes that explode on impact dealing poison damage across 1m radius.

Acid: User spits acid across a distance dealing heavy damage poison to all it touches. Futher upgrades of this skill can increase armor damage or create a puddle of acid which does continuous damage for 8 seconds to all enemies who stand in it.

Rampage: A power when activated increases movement speed, melee speed, melee damage and health.

Melee: Same as the Rachni Brood Warrior but, without the biotic effect.

#163
Xeraphas

Xeraphas
  • Members
  • 619 messages
Rookie Pack - level one consumables, chance for a common weapon or level up of common weapon, ops health item - 3 items total in pack, cost 2,500
Recruit Pack - already in game, 5,000
Operations Pack - same as Recruit pack with at least one new weapon or character included from common or better. 6 items. 10,000
Veteran Pack - already in game 20,000
Elite Pack - same as veteran Pack but 2 uncommon or better items. 30,000
Mission Pack - Same as veteran pack but at least one new weapon or character included.  45,000
Spectre Pack - already in game
Premium Spectre Pack - already in game
N7 Pack - Guaranteed at least one new item, character or weapon that is not already owned. If player owns everything then guarantees at least one character card or weapon level. And at least one new mod or bonus gear. - 250,000
Premium N7 Pack - player can select at least one item with a guaranteed player pick card in pack, plus the N7 Pack.
500,000
Jumbo Pack - already in game
Health Pack - only contains items that revive, renew health, recharge shields, or gives bonus to shields or health or re generates health. 10 items same as jumbo pack. 50,000

Modifié par Xeraphas, 28 juillet 2012 - 05:48 .


#164
TurboQuarian

TurboQuarian
  • Members
  • 196 messages
Aha, new stuff.

#165
Nitrocuban

Nitrocuban
  • Members
  • 5 767 messages
Idea for new power: The booby trap
- has to be set up in place like the pylon
- detonates when enemy gets in range or when power gets used again?
- deals massive damage
- only one at a time
Would fit best with a Krogan or Batarian engineer.

#166
Soja57

Soja57
  • Members
  • 1 087 messages

TurboQuarian wrote...

Aha, new stuff.


Good luck! ;)

#167
YIRAWK

YIRAWK
  • Members
  • 684 messages
First two are my krogan elites powers, bottom two are asari specialists powers.
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.

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

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

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

Bio-amp
Looks similar to Tech-armor, but blue.
Increases power of all moves used in a 2 meter radius of the user.
Increases damage of powers by 10%
Lowers cooldown rate by 10%
Increases power duration by 10%
User takes 35% more damage.
Can be detonated to explode biotics for a range of 2 meters for 500 damage.
Recharge rate: 4.5 seconds.

Stage 2:Increase all power buffs by 5%

Stage 3: Increase explosion damage by 25%

Stage 4: Increase explosion range by 50% and damage by 50%.
Or
Increase power buffs by an additional 10%

Stage 5: When the armor is detonated, the user moves 60% faster for 7 seconds.
Or
When armor is detonated, the users powers get a 25% power damage bonus for 7 seconds.

Stage 6: User takes only 10% percent more damage
Or
Increase buff radius by 100%, Increase power buffs by an additional 10%

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

Bio-technic blast
Overloads the enemies shields, but leaves a warp effect that can be detonated.
Damage: 250
Weakens armor.
Deals 40 damage per second
Duration: 10 seconds
Recharge rate: 2.5 seconds

Stage 2: Increase duration by 25%

Stage 3: Increases DOT by 25%

Stage 4: Increase damage by 35%
OR
Increase recharge rate by 25%

Stage 5: Increase DOT by 50%
Or
Increase duration by 50%

Stage 6: Adds a electric effect which can be detonated simultanously as a biotic explosion.
Or
Increase DOT by 40% and damage by 25%

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

Modifié par YIRAWK, 28 juillet 2012 - 09:02 .


#168
Xeraphas

Xeraphas
  • Members
  • 619 messages
Bring back powers, talents, and classes from the past with class specializations.

Examples:

Armor Gear: Some heavier classes can improve armor with items that can be worn.
Basic Armor
Tactical Armor
Combat Armor
Light Armor
Medium Armor
Heavy Armor


Old Tech Skills that can and perhaps should be brought back:

Damping: can stop enemy tech and biotic abilities for a time, increases explosion radius of your proximity mines, can increase ability of sabotage.

Hacking: can cause artificial enemies to attack each other or increase the recharge speed of tech powers like proximity mines

Decryption: allows you to gain access to locked doors (which could be added to future maps or added to current maps in upgrades), This does not use omni tool and therefore suffers slightly from this.

Electronics: Allows you to repair your systems or increase ability of your shields or vehicle hulls (could also be added in a future MP game), can also bolster overload ability.

First Aid: Power depends on combined skill of the squad not the individual's level. This makes medigel more effective.

Medicine: Increases use of medigel, also strengthens the Neural Shock skill

Soldier health and regeneration ability: regenerate hitpoints at a rate of 3 - 5.5 health points per second depending on skill and boost total health from 4-14%.

Immunity: no not invulnerable, this ability only increases damage reduction by 50-80% for a short duration.

Assassination: boosts damage of sniper rifles from 50-225% for a short duration.

Overkill: increases ability to fire assault rifles thus enables you to fire longer bursts of fire with out causing over heat. This means clips would have more bullets (like the thermal clip weapon mod this could be basically used by not using up some rounds in the clip when firing). It also improves assault rifle accuracy. Lasts very short durations 10-15 seconds at max level.

Unity: restore dead squad mates with 15% health and 40% shields up to 30% health and 100% shields at maxed out power.

Neural Shock: Paralize organic enemies for a time or at high levels permamently damage enemy accuracy.

Geth Shield Boost: 25-75% shield boost depending on skill level.

Slam:(already mentioned previously) - lifts targets and drops them to the ground rapidly which causes massive damage.

Dominate: (already mentioned previously) - ardat yakshi ability to control organic lifeforms.


New power suggestions:

Electronic Pulse - works like annihilation field only damages artificial targets.  Smaller targets like drones or geth turrets are destroyed instantly at higher levels.  At high levels can cause excessive stagger effects even to boss grade units.

Tech Virus - quickly hack artificial units or systems and upload a virus that can stun, confuse, damage or even destroy artificial units depending on type of unit and level of power.

Hydroslick - condense moisture in the air or from pipes in buildings to spray a wide area on the ground with a oily water based substance which is created by creating nano bots and adding them to the mixture.  This has a nearly comical effect of making most enemies lose their footing and slide around.  They can slide into each other or into walls and injure themselves.

Hydrocondenser - condense moisture from the air or from pipes in buildings only this time soak the enemy in moisture with a similar effect as a can of soda in a cooler.  If the enemy is artificial it can be bad for their electronics.  Stuns artificials or at higher levels permanently damages accuarcy.

New classes or class Specializations:

Shock Trooper - cross between a vanguard and a soldier
Commando - Soldier and infiltrator cross
Operative - engineer and infiltrator cross
Medic - (already mentioned) engineer and sentinel cross
Bastion - adept and sentinel cross
Nemesis - Adept and Vanguard cross

Asari Scientist -
Quarian Machinist -
Turian Agent -
Salarian Scientist
Turian Rebel
Krogan Berserker
Mercenary Veteran


Trainnig types;

Assault Training
Combat Training
Assassin Training
Operational Mastery
Spectre Training
Tech Mastery
Biotic Mastery
Defender




New Training Options that could be added:

N7 Specialist Training - emphasis on weapon damage and weapon rate of fire
Agent Training-  emphasis on power duration and weapon accuracy
Asari Commando Training - emphasis on weapon accuracy and power speed recharge
Salarian Special Tasks Training - emphasis on tech/biotic abilities damage and weapon damage
Battlemaster Training - Emphasis on melee damage and shield protection


Survival Skills Training:

Fitness Training


Other Survival Skills that could be added:


Siari Intiate Training - belief in combining the powers of the body and mind into one enables greater quickess and agility.
Special Tasks Operations - Salarians began a pracitce that combines technical knowledge with the body.  This type of fitness allows faster tech and biotic connections which translates as recharge.  This may affect the speed of shield recharge as well.
C-Sec Physical Regimine - Turian designed system of health and survival skills based on their own military's training regimine.  This type of training grants increases in vision and weapon dexterity with a slight boost in melee combat.  Vision boosts can enable you to spot enemies sooner or increase accuracy.  Dexterity can grant weapon stability or improved weapon damage. 
Berserker Rage - Krogan's have a practice of raising health, melee damage and if you are really skilled even some health regeneration ability.  So it is no surprise this type of training grants Krogan like abilities.
N7 Survival Training - Skills illustrated by James in ME3.  These skill focus on Weapon Training, speed (rate of fire or magazine enhancements), Sheild Modifications, and a slight Small Health Regen.  Not as good as Krogans or Vorcha but a small regen ability over time.  

Health Regen Skill:  Suppose Vorcha get 7.5-12.5 health points regenerated every second, and Krogans get 5.5-8.5, while N7 trainees and some none Krogan/Vorcha Soldiers get 3.5-5.5 every second.  This simply illustrates the difference in regeneration rate between them.  Reave skill could add 2.5-4 points a second or a small percent of enemy health muliplied by the Reave users skill level or character level.

Old Weapon Mod:

Shredder Ammo: increased damage to unprotected flesh targets.

Armor becomes 6th skill Tree added to fitness type, training type, and 3 power types..
Level 21-25 option available but character in this range can only play silver matches or higher level.
Level 26-30 option available but character can only play gold matches or higher level.
Weapon Training  or Power Focus Training can be new optional Skill Trees added.  Passive skills that add beneficial bonus to weapon use or powers depending on which skill is leveled up.

Old Weapons to Bring Back:

Assault Rifles:

Tsunuami  -
Crossfire -
Terminator -
Gorgon -
Banshee -
Lancer - 
Diamond Back -
Thunder - 
Torrent -
Breaker -
Kovolyov - 
HMWA Basic -
HMWA Advanced - 
HMWA Master - 

Shotguns:

Avalanche - Armax creation, clip size 6-8 depending on level, medium damage, high accuracy
Executioner - Batarian State Arms model
Hydra - Cerberus Skunkworks
Firestorm - Devlon
Hurricane - Elanus Risk Control Services
Storm - Hahne-Kedar
Viper - Hahne-Kedar Shadow works
Tornado - Haliat Armory
Savage -
Armageddon -
Sokolov -
HMWA Basic -
HMWA Advanced - 
HMWA Master -

Sniper Rifles:

Naginata -
Punisher -
Lightening Strike - 
Striker -
Hammer - 
Avenger - 
Python -
Equalizer -
Helix -
Volkov -
Reaper - Elkoss Combine
HMWSR Basic -
HMWSR Advanced -
HMWSR Master - 

Pistols:

Raikou -
Brawler -
Judgement -
Harpy -
Stinger -
Striker -
Kessler -
Cobra -
Stelleto -
Pinacle -
Razor -
Karpov - 
Edge -
HMWSR Basic -
HMWSR Advanced -
HMWSR Master - 


New Weapon:

M-24 Reciprocator - like other guns, the Avenger finally got a upgraded version.  This new beefed up Avenger deals more damage per shot, weighs almost double, and has 25% more ammo per clip and 35% more ammo per ammo load.

Optional Mode not added to front page:
User Content Mode
Survival Mode

Modifié par Xeraphas, 29 juillet 2012 - 05:29 .


#169
ToadMan

ToadMan
  • Members
  • 74 messages
Objectives:

Survive and Destroy: A Reaper Destroyer appears on the outside edges of the map fires a 1-hit kill beam which must be dodged in addition to fighting additional enemy forces. This goes on for 2 minutes while you wait for a shuttle to drop a M-920 Cain or a Sync Laser to destroy the Reaper. This objective would be exclusive to Rannoch or any additional larger maps.

Seach for Survivors: Look for 2 unmarked survivors on the map and heal them before there health drops to zero. The survivors must then be escorted back to the extraction zone for pickup.

Hold the Line: Get on 1 of the turrents and defend a highlighted area for a set amount of tiime. Only a set amount of enemies will be allowed pass the area before the objective is failed. This objective would be exclusive to certain maps.

Maps:

Firebase Vacuum: Fight outside in space on the outside surface of a space station, ship, planet, or asteroid. This would work very similar to how it was done in Arrival and or through out the series.(Non-helmet wearing characters would get a helmet)

Firebase Highway: Battle on Feros's highways.

#170
NikkoJT

NikkoJT
  • Members
  • 1 303 messages
Firebase Noble
SAW sheet side 1
SAW sheet side 2

'Shopped map versions are delayed again thanks to a PC upgrade. I don't have PS reinstalled yet.

#171
TurboQuarian

TurboQuarian
  • Members
  • 196 messages
My laptop died on me so updates will be way less frequent until I get my new computer. That's at Christmas so if this thread survives until then I'll be impressed. I'll try and update when I can though.

#172
NikkoJT

NikkoJT
  • Members
  • 1 303 messages

TurboQuarian wrote...

My laptop died on me so updates will be way less frequent until I get my new computer. That's at Christmas so if this thread survives until then I'll be impressed. I'll try and update when I can though.

I'll try to space out the 'Shopped maps (when they're done) to make less work for you, and provide more bumps. This is a Good Thread™ and it should stay alive.

In fact, there'll be another bump next Wednesday pretty much for sure, with the sketch map for Firebase Castle. Set in the grounds of an ancient military installation on Quaria Rannoch, Castle is notable for being less contiguous than most maps (there is a large raised area in the centre of the map which is too tall to be fired through or climbed), giving it an empty-square shape, and for being dark. While it's not as dark as the ancient city on Tuchanka, or the decompressed canteen on Mars, it is dark enough to make spotting stationary targets difficult without the aid of an enhanced scope or similar. Some areas, however, are illuminated by spotlights, making good sniper targets out of enemies lacking the situational awareness to avoid the lights.

Name: Firebase Castle
Type: Multiplayer map
Location: Abandoned Quarian military installation, Rannoch
Blurb: When the Geth started looking like trouble, the Quarians built a secret underground base to hide their leaders and important records in the event of an emergency. Unfortunately, a Geth attack shut down the project before it could be utilized, and the base entrance was emergency-sealed. Now, an Alliance team has started work on reopening the base to locate records on the Geth, and restored power to some of the base's defenses and lighting. However, the team needs someone to man those defenses...

Special features:
- Dark
- Unusual shape
- Stationary turret on a ledge on the north side of the base, which can be manned by Cannibals, Husks, Assault Troopers, and Geth Troopers EDIT: and also players
- Base entrance is a ridiculous tease

Modifié par NikkoJT, 02 août 2012 - 10:10 .


#173
YIRAWK

YIRAWK
  • Members
  • 684 messages
 Asari Specialist
Health/Shields: 500/750
Powers:
Bio-amp
Looks similar to Tech-armor, but blue.
Increases power of all moves used in a 2 meter radius of the user.
Increases damage of powers by 10%
Lowers cooldown rate by 10%
Increases power duration by 10%
User takes 35% more damage.
Can be detonated to explode biotics for a range of 2 meters for 500 damage.
Recharge rate: 4.5 seconds.

Stage 2:Increase all power buffs by 5%

Stage 3: Increase explosion damage by 25%

Stage 4: Increase explosion range by 50% and damage by 50%.
                Or
                Increase power buffs by an additional 10%

Stage 5: When the armor is detonated, the user moves 60% faster for 7 seconds.
                 Or
                 When armor is detonated, the users powers get a 25% power damage bonus for 7 seconds.

Stage 6: User takes only 10% percent more damage
                Or
                Increase buff radius by 100%, Increase power buffs by an additional 10%

Bio-technic blast
Overloads the enemies shields, but leaves a warp effect that can be detonated.
Damage: 250
Weakens armor.
Deals 40 damage per second
Duration: 10 seconds 
Recharge rate: 2.5 seconds

Stage 2: Increase duration by 25%

Stage 3: Increases DOT by 25%

Stage 4: Increase damage by 35%
                OR
                Increase recharge rate by 25%

Stage 5: Increase DOT by 50%
                Or
                Increase duration by 50%

Stage 6: Adds a electric effect which can be detonated simultanously as a biotic explosion.
                 Or
                 Increase DOT by 40% and damage by  25%

Snap Freeze

Standard issue.

Asari Specialist: Same as asari justicar's asari justicar passive, However stage one increase casting speed by 25% percent as well.

Fitness: Same as Justicars, but taking in the additional 150 shields into account.

Melee: Coats dual-omni blades in biotic energy then does a one-two stab for the heavy. Does a rapid stabbing action with the coated for the light melee combo.

Dodge is similar to normal asari dodge, but no barrier consumption and it uses Fury and Slayer dodge visual effect.

Armor appears similar to Kai Leng's armor with no helmet.

#174
ToadMan

ToadMan
  • Members
  • 74 messages
Name: Geth Shock Trooper

Race: Modified Geth Trooper

class: Soldier

Health/Shields: 250/750

Powers:

Shield Overload: User sacrifices it's shields to create a static field around them which deals constant damage to enemies around them til shields are depleted. This power deals heavy damage toward shields and barriers while stunning unshielded targets. Shield Overload can be toggled on or off.

Kinetic Field: User deploys a portable hexagon-shaped kinetic barrier in which it could be used for cover. Kinetic Field can absorb a base damage of 1500 before it destroyed. Futher upgrades can make it more durable, larger, or gain offensive means such as exploding when destroyed or damaging all who enemies who come in contact with it.

Plasma Burst: See Geth Pyro for more details.

#175
Soja57

Soja57
  • Members
  • 1 087 messages
Finished creating the Reaper Cindernova Assault Rifle, requested by Lokiwithrope. Click the image for a larger version.

Image IPB