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.
- 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.
- 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
- 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 .





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