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#201
Lokiwithrope

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M-24 LODESTAR
Type: Heavy Pistol
Fire Mode: Semi-Automatic

Accuracy: Carnifex
Armor Piercing: 0.5 meters
Capacity: 5/15-25 @ Katana
Damage: 114.8 - 143.5 damage @ Phalanx
Fire Rate: 50 ROF @ Wraith
Recoil: 0.44 @ Paladin
Reload Duration: 1.5 @ Carnifex
Weight: 0.5 - 0.2 @ Predator

Although it originated before-hand, the M-24 Lodestar Tactical Support Weapon has risen in use ever since the Reapers began their invasion on the Galaxy. Lately, the occansional squad leader is issued a Lodestar for use just in case he and his squad finds themselves in a sticky situation where they're facing against heavily armored opponents such as Brutes or Harvesters.

Designed to accurately mark high-value targets or particular adversaries, the Lodestar fires high-velocity, armor-piercing projectiles that inject a payload of customized nanomites into the victim; the nanomites highlights victims to all hardsuits considered friendly by the interior IFF system and begin slowly eating away at the victim after entry. Despite its unassuming appearance, the Lodestar can be a powerful and destructive weapon in the right hands.

- - - - -

The Lodestar is basically Tactical Scan with a barrel and a trigger -it weakens, slows and highlights enemies for all the players to see. But unlike Tactical Scan, the weapon can have multiple marked opponents at once. The downsides? It fires slowly, reloads slowly and does little damage on its own. The upsides? The gun is extremely accuracte, doesn't weight too much, has a barely noticable recoil, can pierce through cover/armor and of course, the debuffs. Another thing highlight is that headshot damage is actually multiplied beyond the normal value... so firing against mooks wouldn't be terribly wasteful as long as you aimed for the head.

#202
TurboQuarian

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Bump. Nikko, would you continue this thread?

#203
NikkoJT

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Sorry, I haven't got anything like the patience to wade through everything (especially Xeraphas' superposts) and compile it all. I mean, I'd love to try, and I don't want to see this thread die, but I don't think I could manage taking it over. I will keep working on stuff to bump with, though a drastic cut in my available time to 'shop things has delayed me (again).

#204
TurboQuarian

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Alright, I've managed to get myself some time where I can update this thread. I can't right now but the next update will add everything not in the original post and I might possibly go through all the characters for the powers section. It'll probably be a big update.

#205
Xeraphas

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Improve balance at least with character class fitness and training. It is too similar with a few exceptions across the board. Soldier in earlier games had mostly weapon based skill modifiers. They may not have had strong powers but they were fast recharge and mostly they were there to modify weapon attacks such as adrenaline rush or specialty ammo. Why not focus more of the fitness and training to fit a soldier class. Give soldiers more hp than most classes.

For humans maybe give focus to accuracy, good melee, and ammo reserve or clip size or rate of fire or some combination but lower shields and shield recharge slower reload lighter heavy melee

Turians - give accuracy and stability boost focus, but less ammo clip or rate of fire. Give a faster melee attack but slower heavy melee than other soldiers

Krogans - give focus to melee, heavy melee, weapon damage high hp but less accuracy, less rate of fire, slower reload (bigger hands might logically make this a sound negative skill trade off)

One example for a human soldier fitness and training skill slots:
Training 1 - Weapon Damage Bonus 7.5%, power damage bonus 2.5%, Weight Capacity bonus, 10% Training 2 - power damage bonus 2.5%, melee damage bonus 5%, heavy melee damage bonus 2.5%, Training 3 - Re10vive speed bonus (Battle field first aid) +5%, rate of fire speed bonus 5%, weapon stability bonus 5%. Training 4 (Above slot 4- Weapon Damage 10%, stability bonus 2.5%, reload speed bonus 5%) (Lower Slot 4 - power damage bonus 7.5%, weight capacity bonus 20%, weapon damage bonus 2.5%), training 5 (above slot 5 - power damage 10%, ammo clip bonus 2.5%) (Lower slot 5 - weapon accuracy bonus 20%, ammo clip bonus 5%), Training 6 (above slot 6 - Weight capacity reduction 20% all weapons, weapon damage bonus 2.5%) (Lower slot 6 - Weapon damage bonusn 15%, melee damage bonus 2.5%)
Fitness 1 - health and shield bonus 15%, health regen 2.5 health per second, Fitness 2 - health and sheild bonus 10% strength bonus 15%, health regen 3 health per second, Fitness 3 - speed bonus 15 %, melee strength bonus 10%, health regen 3.5 health per second, Fitness 4 Upper - strength melee bonus 30%, health regen 4 health per second, Fitness 4 lower - 15% health and shields, health regen 4 health per second, Fitness 5 Upper - speed boost 10%, health regen 4.5 health per second, Fitness 5 Lower - shield recharge boost 15%, health regen 4.5 health per second, Fitness 6 Upper -melee bonus damage 25%, weapon damage bonus by heightened awareness and acute senses by 5%, health regen 5 health per second, Fitness 6 Lower - health and shields 25% bonus, health regen 5 health per second

Adepts should have more power damage than other classes and maybe faster recharge
Vanguards should have high hp but fast recharge shields, good fast melee attacks, weapon damage but low accuracy low shields
sentinels should have high shields, high rate of fire weapons but less weapon damage than other classes

asari of one of the classes might have slightly more be modifiers than others of a class but lower hp.
Drell could be fast with fast powerful melee attacks but weaker heavy melee, low shields but fast charging shields. Highly accurate weapon fire, rate of fire but perhaps lesser ammo reserve or clip bonus than others or a subtractive modifier

For every benefit there should be a counter trade off negative trait. No character should be perfect then we would all play that. Currently this trade off system of positive and negative skills is not in the MP Game. Relative values of powers,skills, hp, etc is far better for a Krogan than a Human Engineer. For high hp, melee damage and weapon damage and shields sure a krogan would rule, but the engineer should be counter balanced to have strong power attacks. Krogan is the same as most other characters but with more hp and shields. Power damage, power recharge, weapon damage are all equivalent or better than the other characters/classes. This sort of thing is not so unbalanced in me1 or me2.

This is not a full list just some examples of how a trade off positive and negative talent system would work.

#206
NikkoJT

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HEY LOOK IT'S ME!

Firebase Standby now has a vector briefing map! You can find it here!

Edit: like an idiot forgot to mark ammo boxes. Will fix soon.
Edit 2: fixed ammo boxes.

Modifié par NikkoJT, 22 décembre 2012 - 05:19 .


#207
xxprokillazxx

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Bioware should do this sort of like Team Fortress 2 if any one has ever played Tf2 basically the community uploads weapons / Skins for the in game characters and Valve takes a look at them they choose the best ones and put them in the game and of course they give credit to whomever created the weapon / skin .

#208
NikkoJT

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On a roll here. Here's Firebase Quantum's briefing map.

This one was a bit of a bastard to heightmap, with the two floors stacked. I'll try to explain a bit.

The lower deck is on the same level as the raised area surrounding the centre of the hangar (not the catwalks, the bit where the crates are). Pink areas are parts that are impassable on the lower deck, but not the area above it (except where they're in a red area, which is impassable on the top deck). Red areas are only impassable on the top deck, except where they're outside the boundaries (dark blue) of the lower deck, where they can safely be assumed to be impassable down there, too.

After posting this, I'm going to change the link in the post above to lead to a Standby map that does have ammo boxes.