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The Alien Special Forces DLC Idea


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#1
StrawHatMoose

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 Salarian STG Operative
class: Soldier
Proxy mine
Frag grenade
Combat Pylon, like the supply pylon or geth turret but instead of healing or giving ammo, it heavily increases damage and slightly increases shields in a certain radius (you know, to hold the line)

Turian Cabal
class: Adept
Warp
Barrier
Slam

Krogan Engineer (the Krogan's real special forces was already in the game, the Battlemasters)
class:Engineer
Defense drone for krogan, with the ability to have a flamethrower upgrade and perhaps enhance melee damge or increase power damage of squad mates in a certain radius around the player
Polonium Barrage, a projectile attack like incinerate, but fired like how the ballisitc blades are fired. Does 200% damage against organcis (Would reapers count as fully organic? If they aren't, it should be 150% damage) with a small dot effect
Cryo Blast OR Overload (Didn't want to go with energy drain because of how good it would make this krogan if you went for 100% shield recharge and 40% DR)

Asari Commando or Ardat-Yakshi (Take your pick)
class: Vanguard (To give the asari a soldier-type feel but still make her slightly biotic)
Dominate
Adrenaline Rush
Concussive Shot OR Carnage

Batarian Special Intervention Unit
class: Infiltrator
Ballistic Blades
Submission net
Tactical Cloak OR Immunity

Drell Assassin
class: Sentinel
Caustic Blast (see other drell sentinel below)
Reave
Stun Grenade, a grenade that stuns and disorientates most enemies. Large radius, very low damage, 4 second duration. Can be upgraded for a larger radius, more damage, grenades, debuffs, and finally add a damping effect (no power use) or sabotage effect (overheat weapons) for a couple of seconds.
Drell Assassin
Martial Artist
First three ranks are the normal fitness levels, though with two melee ranks and only one shield/health rank. ranks 4: either enemies take 5% more damage if you successfully heavy melee them (stackable) or health and shields, rank 5: killing an enemy with heavy melee increases melee damage or 10% DR while sprinting, rank 6: increases power and weapon damage by 20% for 8 seconds or meleeing an enemy with shields or barriers regens some shields

Bloodpack Boom Squad (Vorcha)
class: Engineer
Bloodlust
Boom Pack (need a good name for this) , a power where you basically have a block of C4 like explosive. You can't throw it, and it is placed just in front of the character when you press the button. Pressing the button again detonates it. It's like poxy mine in that it is a normal powe with a cooldown, but the cooldown doesn't start until you detonate the explosive. Deals massive damage and has a good radius.
Spike Trap, a power that you throw like a grenade, but it unfolds into a large net with spikes. Any enemy that steps on the trap becomes entangled in it, and their speed is considerably slowed. Also deals bleed damage. 

Geth Juggernaut
class: Soldier
Distortion Rocket, a power like carnage, but with a small range (say 10m) but huge splash damage (4m baseline)
Overdrive, a power like Hunter Mode but povides larger damage boosts but no speed boosts and a small accuracy boost. Halves shields like Hunter Mode
Concussive Shot

Geth Sapper (Hopper)
class: Engineer
These mobile platforms are a second generation scouting and reconnaissance unit of the Alliance dubbed "Hopper". Experts at cyberwarfare and guerrilla tactics, the Geth Hopper specializes at disrupting enemy formations with crippling strikes from it's ARC Laser or Dampining Field before retreating from return fire.
Health: 200Shields: 750Melee: Pounce (3x Vorcha's heavy melee distance)
Powers
ARC Laser: This powerful laser cripples enemy defenses, leaving them open to follow up attacks.
* Level 1: Damage - 500
   Recharge Speed - 5 seconds
* Level 2: Increase damage by 15%
* Level 3: Reduce cooldown by 20%
* Level 4A: Increase damage by 25%
* Level 4B: Reduce cooldown by an additional 20%
* Level 5A: Increase laser effectivness against shields by 150%
* Level 5B: Increase laser effectivness against armor by 75%
* Level 6A: Modify laser damage type based on equipped ammo power (cryo, incindiary, disrupter, warp, ect.)
* Level 6B: ARC Laser will now slow enemy shield regeneration by 50%.
Dampening Field: By utilizing numerous electronic interference generators and cyberwarfare suites, the Geth Hopper is able to generate an unstable area of effect that recks havoc on enemy biotic and tech abilities.
* Level 1: Increase enemy power recharge rates of all special attacks* within power raduis by 35%.                              Radius: 5 meters                 
   Duration: 5 seconds                 
   Cooldown: 2 seconds
* Level 2: Increase enemy power recharge rates of all special attacks by an additional 15%.
* Level 3: Increase duration and radius of Dampening Field by 50%.
* Level 4A: Increase enemy power recharge rates by an additional 50%.
* Level 4B: Increase duration and radius of Dampening Field by an additional 25%.
* Level 5A: Enemies within area of effect are highlighted (Tactical Scan) for the rest of the team to see.
* Level 5B: Enemies within area of effect have their movement speed reduced by 30%.
* Level 6A: Enemies within radius are 100% more vulnerable to tech and biotic powers.
* Level 6B: Enemy weapons will not fire within Dampening Field.
Evasive Protocols: To avoid enemy fire the Geth Hopper gets on all fours and crawls across the ground with increased movement speed.
* Level 1: Movement speed increased by 200%.                 
   Duration: 5 seconds
* Level 2: Increase movement by an additional 50%.
* Level 3: Increase duration by an additional 50%.
* Level 4A: Increase movement speed by an additional 50%.
* Level 4B: Increase duration by an additional 50%.
* Level 5A: Decrease shield recharge delay by 15%.
* Level 5B: Increase weapon damage by 15% for 5 seconds after Evasive Protocols ends.
* Level 6A: Increase maximum shields by 200% for duration of Evasive Protocols.
* Level 6B: Geth Hopper damages any nearby enemies for duration of Evasive Protocols.                     
   Damage: 100 per second                     
   Radius: 2.5 meters
Prototype Platform: Same as Networked AI so far might change it later.
Advanced Hardware: Same as other Geth classes.

Quarian Marine
class: Soldier
Enviro suit, a passive power like devastator mode which boosts maximum shields, weapon damage and even small health regen (say 20 per second)
Arc Shot, using the same principle as the arc pistol, the arc shot uses a nonvisible laser to ionise the air, and create a path for an electric shock. 300 base damage, with a 2x multiplier against shields.
Sticky Grenade, if it is a combat power, if not maybe Inferno Grenade or Carnage

Drell Assassin idea 2
class: Sentinel
Reave
Concealment, like tac cloak, it can make you invisble. It also povides a huge damage boost to melee (100% baseline) as well as a speed boost while concealed. However, the cooldowns are locked, like when you use marksmen, so you cannot use powers until you break the concealment or the duration ends. Using a weapon or meleeing breaks it, but the damage boost only applies to the melee. 
Caustic Blast, a power that is cast like Snap Freeze, but with a DOT effect. The DOTs can be stacked, like Reave. Since acid attacks bypassed shields in ME1 (Rachni, Maws), it should either bypass shields or have a good multiplier for them. Very effective against health. Initial blast makes most enemies stagger, and tooper level enemies panic (Assault Trooper, Geth Trooper, Cannibals)

Reaper Enemy types:
  • Wraith, an asari/human hybrid. Very quick, and uses the asari biotic dash to move/dodge. It has a power like annhiation field constantly around her, which does dot damage to you. She can also use shockwave to stagger you but it is slow and easily dodged. She has slightly higher health than a husk, but also has good barriers. They use wraiths.
  • Fiend, salarians turned into reapers, they use cover regularly and can cast damping/sabotage which disables your powers/weapons for a few seconds. They are called Fiends due to their horns, which are further apart and enlarged. They use either scorpions (no proximity detoantion?) or carnifexes.
  • Savage, reaperised vorcha, they regen health constantly, and only powers like incinerate stop this regeneration. They use a wide range of weapons, the bloodpack smg, graal spike throwers, katanas and scimitars.
  • Ogre (need a better name for this one), a pure reaperised krogan, who wields an spike thrower or claymore(?), or maybe a firestorm. It can berserker charge you if it gets too close to you. 
Hardcore Gametypes:
  • Just the normal gametypes we have now, but instead of enemies just being stronger and having more health, they work together more.
  • Basically cerberus put down shield pylons which regenerate or give shields to anyone in their radius. You can shoot these, but canot turn them on again. They will not give shields to you. Reapers you barrier engines which regen or give barriers to everything in it's extremely large radius. Pretty much the same as in singleplayer. The primes turet and drone can also regen shields
  • Engineers place the pylons down for cerberus, marauders for reapers and primes for the geth.
  • Marauders can buff all enemies, not just husks and cannibals. The enemies stand still for a while. They gain armour that you have to actually shoot off like with cannibals or husks. They also regen some health.
  • Engineers' turrets gives a shield bonus for enemies in it's radius, like with the supply pylon.
  • The geth turrets also increase max shields for the geth in a certain radius.
New Gametype: Base/Objective Defense
  • The gametype is nothing new, just a simple tower defence. Basically on lager maps you have a base (on Dagger it might be the room area for example), and on smaller maps, an objective (kind of like a hack objective but on a lage scale) (so for example on glacier it might be the room area in the basement area), which you must defend.
  • Could be a randomly generated location as with the hack circles
  • There would be an object for the smaller maps for your team to defend, maybe a drone or a VI like we've seen so far
  • The lore thing for this would be that the base/objective has critical intel which will take a while to extract.
  • The data extraction would be the hack objective enlarged.
  • However, you can also make barriers and turrets, by finding scrap metal and such things on the battlefield (using the pizza objective animation to bring back this scrap). Then turrets and barrier would be built and repaired using the devices objective animation. Turrets would be similar to the normal ones in singleplayer, but cerberus turret style and default automated. It can be manned by going up to it and pressing the do all button, which means you can control the turret but you are vulnerable and cannot move.
  • At the end you must extract after the data has been extracted
  • Randomly, it may say that extraction may be difficult as they are being tailed by the enemy, so you must hold out for a bit longer
  • During this extended extraction, a boss enemy could come (harvesters for reapers, armatures for the geth and a Super YMIR mech for cerberus, but with similar weapons to the ogre mech
Weapons:
  • Kishock Spike SMG- an SMG that does very high damage (as well as dot damage), hurricane like accuracy, low fire rate (less than the locust) and a weight in between hurricane and locust
  • The Salamander- Issued to most Salarian STG teams, the Salamander is a compact assault rifle designed to be used when a situation gets very sticky and even a Scorpion cannot contain it. The Salamander fires large, high-impact polonium rounds that deal massive damage to a target (around 125 damage per bullet) but at the cost of accuracy (slightly more than harrier) and rate fo fire (around 450RPM). The weapon does 90% damage on direct hit and the other 10% is DOT damage spread over 5 seconds. The dot damage does stack so if enough shots are fired on a target, the dot can be devasatating. The clip size should be around 24 rounds with 3 extra rounds at level I. DOT damage does 150% damage vs health.
  • A rachni assasult rifle, just because I think rachni are a very awesome race. The rifle would be fairly accurate (slightly more than the harrier), with  a damage of 110 (level I)  with a rate of fire around 525. However, as an extra twist, (and to emphasize the rachni being "hive minded"), each rachni AR is interconnected, as it is part organic, and when more than one is being used in a match, the damage of the weapon increases by 5-10% for each weapon (not sure about it though).
  • The Qwib Qwib SMG- Named after Asmiral Koris' home vessel, the Qwib Qwib, the Qwib Qwib SMG further advances the technology used in the Reegar Carbine. In order to imrove the range that the Reegar Carbine suffers from, the Quarians had to sacrifice damage for range. In order to make up for the lost damage, the rate fo fire was increased slightly. The SMG does 40 damage per "bullet" and has a fire rate of 1100. It does 200% damage against shields (compared to the reegar's 300% damage) but has a 75% damage against armour. Also has a clip size of 25.
  • This is C0M3ATS_BRO's idea for a weapon. I just made up the name. The Asura (Assault) SMG, it fires a burst of three bullets, but with little delay between the bursts, so it functions like how the Shuriken did in ME2 (if you tap the tirgger fast it pretty much became a fast firing fully automatic smg). However, if you hold the trigger, you can release the burst in one go. The bullets should do around 60 damage. And a fire rate of 750 for the burst, with a delay of 0.1 second I'd say (not entirely sure about that).

Modifié par StrawHatMoose, 03 novembre 2012 - 08:42 .


#2
SavagelyEpic

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+1.

I'd like a Turian Blackwatch Sentinel/Soldier too while we're at it

#3
Ragnakuna

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I like the idea of an Asari Soldier but not with the Justicar/Adept/Vanguard skin. Dominate or Dark Channel with Concussive shot, maybe assassination instead of AR?

#4
landylan

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cerberus zeus.a combat engineer. has the ability to see through smoke. a type of tesla trooper look
smoke grenades. can be upgraded for perpetual stun, dot, longer duration, and even corrosive damage on armor and targets....also the enemy doesnt shoot through these....
tesla pylon. upgraded with deployable cover and other stuff. durable stationary deployable. restores shields at a faster rate than geth turret but has a short range of attack. electrocutes targets around it.sets up tech bursts
overload

krogan engineer- defense matrix, orbital drones that fly around the krogan and begin to float away to detonate on enemies when you are in close range. sear, an instancast blue flame power that has a fairly large aoe with high damage, but it deals 75% of it's damage over time

Cerberus Hades- tac cloak, sear, judgement(cuz it sounds cool) is like nova and uses the shield for the infiltrator. It release hot plasma and sets up tech bursts for sear.

ardat yakshi adept- dominate, they could also make up some excuse for dominate to have an effect on geth and synthetics like it still works internally and damages movement circuits so they cant shoot or they couldnt move...whatever floats their boat. biotic sweep, a powerful biotic skill that took centuries of killing mates to obtain, a biotic current that deals decent damage, launches targets after used on them for about a second, sets up combos at about the same speed as the warp bubble, it is similar to flamethrower. barrier(if it can detonate. if not then throw) for the third

turian vanguard- a weapons focused vanguard, should get way better racial bonuses for weapons. biotic charge, stasis grenades maybe. the initial blast could throw targets and then put them into stasis. has small damage but makes targets more vulnerable to the turians weapons. antimatter. begins to change matter within a target to antimatter propelling the opposite matter and creating an explosion. deals damage over time. deals delayed damage like sabotage. sets up biotic combos. instant cast

geth soldier. new prototype model geth with extra base speed. hunter mode. wrist laser, shoots like a flamer but less effective and works over a distance, does not hinder geths movement. prime palm blaster, animation similar to ballistic blades, crowd control does less damage or just disappears over long distances. since it would be a prototype, i think it would be cool to give it an energy fist melee like a drell and a little rocket propelled boot dodge like the asari

not sure about the geth sentinel.... so heres a quarian sentinel idea because someone mentioned it earlier. a new advanced suit mode. combat suit. restores health by patching holes in the suit and healing wounds for a short time with nano bots and antibiotics, activates hydraulic joints to increase speed for a short time, it would be good for running for grenades. throw and arc grenades. throw has a fast cooldown and could set off alot of techbursts from arc grenades...this is my worst class probably....


I made these along time ago. I know they're hard to read. The orbital drones would be similar to what i saw from homing grenades. They would have a smaller radius though.

Modifié par landylan, 15 juillet 2012 - 11:27 .


#5
Alex_Dur4and

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Salarian Adept
Asari Sentinel
Drell Infiltrator
Turian Engineer
Geth Soldier
Volus Vanguard

or

Salarian Adept
Drell Sentinel
Asari Infiltrator
Turian Engineer
Quarian Soldier
Volus Vanguard

Modifié par Alex_Dur4and, 15 juillet 2012 - 11:33 .


#6
HrivnakScott

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Ragnakuna, that could be called the Asari Commando :)


I'de like to see a Drell Assassin for infiltrator to honor the late great Thane Krios instead of another vanguard Drell

#7
Invader Nemesis

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HrivnakScott wrote...

Ragnakuna, that could be called the Asari Commando :)


I'de like to see a Drell Assassin for infiltrator to honor the late great Thane Krios instead of another vanguard Drell



#8
Ragnakuna

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*shrugs* Whatever, I just want an asari soldier that doesn't have shields that drop when so much as a kitten sneezes. I'm talking about ability heavy, hardened, gun-using front liner instead of the specialist like the AA, AJ and AV.

In terms of weaponry, another asari themed weapon would be neat. An SMG that uses the submunition idea from the Disciple that create micro-explosions on the target - so the longer you keep hitting them with accurate fire, the more damage is being applied. Maybe even four round burst fire instead of constant fire. A small, tight cluster of rounds.

Just.. no more of these ramp up weapons. They're getting ridiculous.

Modifié par Ragnakuna, 15 juillet 2012 - 11:43 .


#9
Deucetipher

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Spectres! Or would those be too highly individualized?

#10
StrawHatMoose

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Ragnakuna wrote...

I like the idea of an Asari Soldier but not with the Justicar/Adept/Vanguard skin. Dominate or Dark Channel with Concussive shot, maybe assassination instead of AR?


Assassination gives a 100% damage boost for one shot right? That might not be too good for low power assault rifles like the GPR or SMGs like the locust (I know they are terrible but people still use them). Unless assassination is changed slightly, it would synergize with certain weapons that well. I was thinking the asari commando skin (search on google, it's green) or maybe tela vasir's armour?

#11
AresKeith

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Deucetipher wrote...

Spectres! Or would those be too highly individualized?


me and another guy came up with a Spectre class type, its in my signiture

http://social.biowar.../index/13069287

Modifié par AresKeith, 17 juillet 2012 - 04:03 .


#12
StrawHatMoose

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I forgot to put on the weapon ideas. Got a salarian weapon, a drell smg that someone else thought of (sorry I can't remember their name), a quarian assault rifle and a smg. I have to add them tomorow because I can't do it on my phone.

#13
xSNPx ZoDiaC

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Batarian vanguard.... imagine the pain enemies would feel...

#14
StrawHatMoose

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Ok, I updated it with the new weapons.

#15
Rickochet101

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Elcor Tank anyone? c'mon!

Super shields and a back mounted gun = awesome!

=)

#16
Ragnakuna

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Got an idea of an Asari rifle to go with a Commando. Instead of a burst, it's semi-automatic with the submuition stun chance.. BUT (And I know it's going against the ramp up thing I said earlier) if you want to ensure a stun, you charge the shot by holding own the trigger like the geth shotgun or arc pistol.

Combat all weekend against the Reapers with my grouping buddy has taught me that if they don't want to fix the magnet grab or drop instant kills, then they could give us something that'll allow us to stagger teammates out of their grip more reliably.

Since it seems that BioWare is going the way of giving players better access to effects like stagger with the Slayers palm blaster having a knockback evolution, it wouldn't really be effecting future gameplay.

Edits: As for powers, I gave it a rethink and wouldn't say no to Concussive Shot, Barrier and either dominate or reworked slam - slam getting a final evolution that either ignores shields (on enemies like Marauders, Centurions, Phantoms, Nemesis, Rocket Troopers and Hunters a la Phoenixes Lash) or causes a Nova explosion when they come back down to earth.

Both are useful by tagging a leading enemy, lfiting them off the floor and slamming them back down into the ground as the others catch up. The former being pretty self explaintory since you'd be able to damage priority targets.

As for appearance, I would like to see more mixed and matched armor from the pieces they designed for ME3 SP and put into use as character models.

Modifié par Ragnakuna, 16 juillet 2012 - 10:52 .


#17
StrawHatMoose

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HrivnakScott wrote...

Ragnakuna, that could be called the Asari Commando :)


I'de like to see a Drell Assassin for infiltrator to honor the late great Thane Krios instead of another vanguard Drell


Thane was a vanguard though, as he had biotic ad combat powers, putting him in the vanguard class. He didn't have any tech or any cloak like abilities. I'd like an infiltrator because it gives an assassin like feel which was what Thane was (the legendary drell assassin), but I think a sentinel would be better for a drell. You could even give him something similar to Tac cloak for the sentinel. Maybe you can cloak with RB and you can go up to an enemy and press RB again to deliver a devastating blow to the enemy? Also you cant use any powers while in this state and no damage bonus. 

#18
StrawHatMoose

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Bump

#19
StrawHatMoose

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Here's my idea for a Salarian Sentinel:
Salarian Biotics are highly prized due to how rare they are. They are put in covert ops missions and information handling instead of fighting on the front lines because of this, and thus there are quite a few Salarian biotics in the STG.
-Energy Drain
-Warp
-Snap Freeze/Cryo Blast

#20
Biotic_Warlock

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Ardat-Yakshi...



Yes.

#21
StrawHatMoose

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Biotic_Warlock wrote...

Ardat-Yakshi...



Yes.


Drell assassin





Yes.

#22
StrawHatMoose

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Bump

#23
JiceDuresh

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I'm pretty sure if they are going to do some more aliens, they will come with new powers as well.

Which is a good thing cause your choices for the Turian Cabal are terrible. We don't need more pull/singularity. Slam would be nice and turian-like for sheer brutality. I can see Berrier being really usefull if they also give him some brutal melee abilities, I'd persoanlly like to finally see a heavy melee attack that's a rapid sucession of hits. Warp is warp, usefull always.

I could probably come up with a 100 more new abilites to use as well but I don't dilude myself into thinking anything will ever come of the ideas..:P

#24
StrawHatMoose

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JiceDuresh wrote...

I'm pretty sure if they are going to do some more aliens, they will come with new powers as well.

Which is a good thing cause your choices for the Turian Cabal are terrible. We don't need more pull/singularity. Slam would be nice and turian-like for sheer brutality. I can see Berrier being really usefull if they also give him some brutal melee abilities, I'd persoanlly like to finally see a heavy melee attack that's a rapid sucession of hits. Warp is warp, usefull always.

I could probably come up with a 100 more new abilites to use as well but I don't dilude myself into thinking anything will ever come of the ideas..:P

 
Yeah. I kinda gave up on the cabal'a third power. Wanted throw but that would make h the human sentinel pretty much. A succession of hits sounds like a normal melee not heavy melee. If my choices are terrible why did you say 2/3 of my Peres err good and useful?
Go ahead list your 100 new powers. You can bash my cabal idea (pretty poorly I might add) but can you really come up with any new and original powers?

#25
Diffamo

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There needs to be a hand to hand drell drell infiltrator modeled after Thane. Cloak, passive assassin mode that makes weapons unusable or only lets you use pistols and sniper rifles, but makes melee attacks your primary way of attack. Hopefully all new animations for this. Signature ability is shadow fist, works like shadow strike but the animation is the drell player doing an elaborate fist strike to the targets lower back on humanoids. Last evolution choice of turning it into shadow sweep, leg kick that does more damage but divided between the targets it hits in a frontal arc ahead of the player