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The Alien Special Forces DLC Idea


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#151
StrawHatMoose

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UpirNoir wrote...

StrawHatMoose wrote...
You never heard of a turian cabal? They are special groups where BIOTIC turians are put in. Also, see turian sentinel for biotic powers. I never suggested a drell infiltrator, Thabe was a vanguard. Nor a salarian vanguard or asari adept. And if you bothered to read my posts you can see I'm against the idea of turians in multiplayer. Like I said, learn2read.

No reason to get all hot and excited ;-)
Anyhow, I really had not heard of the Turian Cabals before. So my bad there. But I still don't like the idea. And the Salarian Vanguards, Drell Indiltrators etc were not specifically targeted at you, but more in a generall Direction. Especially the Drell Infiltrator gets thrown around a lot of times around these Forums. The shot just happened to hit you (Geth Prime Curvesnipe :devil:)


Sorry, guess I'm not in much of a happy mood today.
Anyway, I really wanted a Turian Vangaurd (without charge of course), but couldn't think of a good combat power. So, I might just go with proxy mine, barrier and warp for massive debuffs to kill them with weapons. OR a Turian Blackwatch Infiltrator (with assassinate rather than tac cloak).
As for the Salarians and Asari, Vangaurd woudln't be bad if he was more combat orientated rather than biotic (Salarians have biotics too), but Asari Engineers doesn't sound right, especially when people give them a biotic power which really steams my beans. 
Drell infiltrators annoy me the most, since apparently assassin=infiltrator to some people. I wanted a sentinel or vangaurd for my drell assassin, since tech powers are great (sentinel) and Thane was a vangaurd. My vangaurd idea is still in it's early stages, but it's based of Thane: Cluster Grenades (to replace throw), Warp (not too sure on this) and I want the third power to be a primer for fire explosions since they are awesome. 

#152
Torvenral

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Just take my money and give me that Asari Infiltrator

#153
StrawHatMoose

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TazMonkey2011 wrote...

I say we need a Quarian Adept, I know they are rare but would also be cool to play.


Nah, would rather have a sentinel. Sabotage would be great, if she had another damaging tech power, with reave perhaps?

#154
StrawHatMoose

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Torvenral wrote...

Just take my money and give me that Asari Infiltrator


What asari infiltrator? The vangaurd you mean? OR did you think the Batarian was pretty enough to be an asari?
I kid with that third question.

#155
TazMonkey2011

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StrawHatMoose wrote...

TazMonkey2011 wrote...

I say we need a Quarian Adept, I know they are rare but would also be cool to play.


Nah, would rather have a sentinel. Sabotage would be great, if she had another damaging tech power, with reave perhaps?


Which would make more sense due to Quarian engineering background but there are Quarian Adepts arround. The Sentinal class is the best of both worlds so it would work that way I'm sure. My point is why not have the Quarians with Biotic abilities yet we should get them.

#156
Vortex13

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StrawHatMoose wrote...

Would it be better to do a Geth Juggernaut (soldier) with distortion rocket (kind of like Carnage, but short range with heavy splash damage), or a Geth Hopper/Sapper (engineer), with a power like a single laser beam fired from their eyes, sabotage and another power.
http://masseffect.wi...Geth_Juggernaut
http://masseffect.wi...iki/Geth_Hopper


Love the new take on the Geth Hopper idea. But what if the "head laser" power had a sabotague like effect that could be specced into (Evolve the beam to do more damage or to cause enemy weapons to overheat) and then have the third power slot be used for a specialized  version of hunter mode?

Maybe something like evasive protocals, and using it would cause the hopper to get on all fours and gain increased movement speed (think Drell with Adreneline modual speed boost) and any cover that could be vaulted over the hopper would simply skitter over it. Unlike hunter mode this power would only last  five to eight seconds, mostly used to evade combat. But if you use the power while in evasive protocals with your cursor over a enemy you would leap over to the target and hit it with an increased melee damage attack.

I just want the Geth Hopper to retain that unpredictable feeling like it had in Mass Effect 1.

#157
Vortex13

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Also I think that the Geth Hopper should be an all tech Sentinal vs. another engineer class IMO.

#158
StrawHatMoose

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Vortex13 wrote...

StrawHatMoose wrote...

Would it be better to do a Geth Juggernaut (soldier) with distortion rocket (kind of like Carnage, but short range with heavy splash damage), or a Geth Hopper/Sapper (engineer), with a power like a single laser beam fired from their eyes, sabotage and another power.
http://masseffect.wi...Geth_Juggernaut
http://masseffect.wi...iki/Geth_Hopper


Love the new take on the Geth Hopper idea. But what if the "head laser" power had a sabotague like effect that could be specced into (Evolve the beam to do more damage or to cause enemy weapons to overheat) and then have the third power slot be used for a specialized  version of hunter mode?

Maybe something like evasive protocals, and using it would cause the hopper to get on all fours and gain increased movement speed (think Drell with Adreneline modual speed boost) and any cover that could be vaulted over the hopper would simply skitter over it. Unlike hunter mode this power would only last  five to eight seconds, mostly used to evade combat. But if you use the power while in evasive protocals with your cursor over a enemy you would leap over to the target and hit it with an increased melee damage attack.

I just want the Geth Hopper to retain that unpredictable feeling like it had in Mass Effect 1.


I was contemplating that, but Sabotage was pretty much their signature power in ME1. I'll look into a new hunter mode like power.

#159
StrawHatMoose

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Vortex13 wrote...

Also I think that the Geth Hopper should be an all tech Sentinal vs. another engineer class IMO.


We already have the Paladin for the all tech. Plus, I wanted a back up for the Krogan Engineer since the Krogan Battlemaster is already in the game. 

#160
StrawHatMoose

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TazMonkey2011 wrote...

StrawHatMoose wrote...

TazMonkey2011 wrote...

I say we need a Quarian Adept, I know they are rare but would also be cool to play.


Nah, would rather have a sentinel. Sabotage would be great, if she had another damaging tech power, with reave perhaps?


Which would make more sense due to Quarian engineering background but there are Quarian Adepts arround. The Sentinal class is the best of both worlds so it would work that way I'm sure. My point is why not have the Quarians with Biotic abilities yet we should get them.


I just really wanted sabotage with a high damaging tech grenade, so I can use that tech vulnerability and get a 50% damage bonus. I'd say reave snce reave is awesome and probably one of the best biotic abilities.

#161
Vortex13

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StrawHatMoose wrote...

Vortex13 wrote...

Also I think that the Geth Hopper should be an all tech Sentinal vs. another engineer class IMO.


We already have the Paladin for the all tech. Plus, I wanted a back up for the Krogan Engineer since the Krogan Battlemaster is already in the game. 


Point taken, I just felt that "engineer" didn't really fit with how the hopper acted in the first game.

#162
Vortex13

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StrawHatMoose wrote...

Vortex13 wrote...

StrawHatMoose wrote...

Would it be better to do a Geth Juggernaut (soldier) with distortion rocket (kind of like Carnage, but short range with heavy splash damage), or a Geth Hopper/Sapper (engineer), with a power like a single laser beam fired from their eyes, sabotage and another power.
http://masseffect.wi...Geth_Juggernaut
http://masseffect.wi...iki/Geth_Hopper


Love the new take on the Geth Hopper idea. But what if the "head laser" power had a sabotague like effect that could be specced into (Evolve the beam to do more damage or to cause enemy weapons to overheat) and then have the third power slot be used for a specialized  version of hunter mode?

Maybe something like evasive protocals, and using it would cause the hopper to get on all fours and gain increased movement speed (think Drell with Adreneline modual speed boost) and any cover that could be vaulted over the hopper would simply skitter over it. Unlike hunter mode this power would only last  five to eight seconds, mostly used to evade combat. But if you use the power while in evasive protocals with your cursor over a enemy you would leap over to the target and hit it with an increased melee damage attack.

I just want the Geth Hopper to retain that unpredictable feeling like it had in Mass Effect 1.


I was contemplating that, but Sabotage was pretty much their signature power in ME1. I'll look into a new hunter mode like power.


Well I was pondering on that and what if the Damping field you mentioned functioned as a sort of quasi-sabotage?

What if Damping field would only cause weapons to not fire (no backfire damage) and would cancel out biotic powers (like the Banshee's warp ball, the phantom's sheild, ect.)? Players could spec the field into longer duration or an increased vulnerability to tech attacks.

TL;DR version: Sabotage = Offensive Power (Weapon Backfire, Hacking). Dampaning Field = Supportive/Debuff Power (Weapon Overheat, Biotic attack resetter)

That way you still have a slot for the "Eye Beam" power  and the Hopper's version of Hunter Mode (Evasive Protocals) and still have the Hopper's Mass Effect "role" emulated.

Also in regards to Evasive Protocals: How about instead of the increased melee damage I spoke of earlier, that players could either spec the power to offer increased sheilds while active, or allowing the Hopper to maintain a slight DOT effect around itself during the power?

Increased shields would be pretty selfexpanitory, but for the DOT attack I kind of viewed it as a Tech version of Annialation Field, were the "Electric Bubble" of the current Geths' heavy melee attacks envelopes the Hopper and damages anything near it.

@StrawHatMoose I personally feel that the "skittery-ness" of the Hopper as well as it's Evasive Protocals (get on all fours and crawl around) type power should be encorporated into the design, as it allows for the Hopper to stay alive (harder target to hit) and from a more lore centric viewpoint adds to the "inhuman" nature of the Geth Hopper.

Modifié par Vortex13, 17 septembre 2012 - 11:42 .


#163
StrawHatMoose

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Hmm... Yes, damping could have some weapon overheating effect. So basically overheat weapons and block enemy powers (all three types obviously), the arc laser/assassination (that's pretty much what the power was) and the Evasive Protocols. As for the movement, I'd like to completely make it animalistic but it would be harder to shoot and such if you were on four legs the while time, so that's why I went with the vorcha-style thing (you know, similar dodge and heavy melee).

#164
Vortex13

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StrawHatMoose wrote...

Hmm... Yes, damping could have some weapon overheating effect. So basically overheat weapons and block enemy powers (all three types obviously), the arc laser/assassination (that's pretty much what the power was) and the Evasive Protocols. As for the movement, I'd like to completely make it animalistic but it would be harder to shoot and such if you were on four legs the while time, so that's why I went with the vorcha-style thing (you know, similar dodge and heavy melee).


Oh I understand about the gun usage, but that is why I pictured the Evasive Protocals eliminating the player's ability to shoot thier weapons for the duration of the power. Think of the Evasive Protocals like an extended doge that you have complete control of. Basically it is your get out of jail/panic button/look cool power.

When the player is not dodging or using the Evasive Protocals the Hopper would stand and move as a biped like the other classes, and be able to shoot and fire weapons like normal.

#165
Vortex13

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Another thing, on the laser power would it just be armor/shield damage like the phase disrupter or would players be able to spec secondary effects into it (Burning damage, chaining to additional targets, ect.)?

#166
StrawHatMoose

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Vortex13 wrote...

Another thing, on the laser power would it just be armor/shield damage like the phase disrupter or would players be able to spec secondary effects into it (Burning damage, chaining to additional targets, ect.)?


Not too sure. I imagined it would be straight up like phase disruptor since it is basically a phase disruptor with a sabotage effect. There would obviously be a radius evo like with charge (radius vs damage). Maybe a evolution that uses up some of your shields to give higher damage.
I imagined the cryo effect and fire effect to another power (kind of like a tech concussive shot).

#167
Vortex13

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I am trying to think of how the ARC laser's evolutions could work. Maybe straight up damage vs status effects.

Edit: This might be a tad OP, feel free to call me out on it if you think so but what if the ARC laser could be specced into stopping shield regeneration like how fire powers halt health regeneration?

Modifié par Vortex13, 20 septembre 2012 - 12:48 .


#168
Vortex13

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Ok so here is my interpretation of how I think the Geth Hopper should work. Please note: This is still a work in progress and the percentages, damage, duration, ect. are by no means set in stone. Also this is just my take on it, so if anybody else has any better ideas feel free to post them. WARNING wall of text to follow.


Geth Hopper

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: 200
Shields: 750
Melee: 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.

(* Enemy special attacks include any attack that it not a weapon attack such as: Nemisis Snipe, Assualt Trooper/Centerion/Canibal Grenades, Banshee Warp, Geth Hunter Cloaking, ect.)

What do you think?

Modifié par Vortex13, 20 septembre 2012 - 10:48 .


#169
StrawHatMoose

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The damage and recharge speed of the arc laser need to be toned down a bit. Smash had like a 500 base damage and a 5 second base recharge speed, and we all know what happened to that. Make the base cooldown like 6 seconds and reduce base damage to like 500?
Otherwise, I like these ideas. Also, advanced hardware should have speed bonuses, like with drell fitness.

AS for the shield regeneration thing, it shouldn't completely stop it, but it should delay it a bit more, say by 50%.

Modifié par StrawHatMoose, 20 septembre 2012 - 10:29 .


#170
Vortex13

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StrawHatMoose wrote...

The damage and recharge speed of the arc laser need to be toned down a bit. Smash had like a 500 base damage and a 5 second base recharge speed, and we all know what happened to that. Make the base cooldown like 6 seconds and reduce base damage to like 500?
Otherwise, I like these ideas. Also, advanced hardware should have speed bonuses, like with drell fitness.

AS for the shield regeneration thing, it shouldn't completely stop it, but it should delay it a bit more, say by 50%.


Alright edited my post. I agree on the Advanced Hardware but I will have to think of how to incorporate the speed boost into the passive. Also the adjustments to the powers and their stats are welcome, the whole character sheet is still a work in progress.

#171
AresKeith

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Vortex13 wrote...

StrawHatMoose wrote...

The damage and recharge speed of the arc laser need to be toned down a bit. Smash had like a 500 base damage and a 5 second base recharge speed, and we all know what happened to that. Make the base cooldown like 6 seconds and reduce base damage to like 500?
Otherwise, I like these ideas. Also, advanced hardware should have speed bonuses, like with drell fitness.

AS for the shield regeneration thing, it shouldn't completely stop it, but it should delay it a bit more, say by 50%.


Alright edited my post. I agree on the Advanced Hardware but I will have to think of how to incorporate the speed boost into the passive. Also the adjustments to the powers and their stats are welcome, the whole character sheet is still a work in progress.


yea its hard coming up with stats so they won't seem OP, I just now put up the stats for the new powers in my Spectre DLC lol

#172
StrawHatMoose

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I've decided to do even MORE characters (yes, the torture continues). Would anybody be against the idea of character classes based on characters in SP:
-Drell Vangaurd (no charge) based on Thane
-Turian Infiltrator based on Garrus
-Batarian Engineer based on the one in Garrus' Omega squad OR Vortex's cool Geth Hopper idea
-Salarian Soldier based on Kirrahe OR Quarian Marine based on Kal'Reegar
-Salarian Sentinel OR Quarian Sentinel depending on who gets the soldier class
-No idea about the adept, maybe a Krogan adept because you can never have too many Krogan

#173
Vortex13

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^ Well Im kinda biased so Geth Hopper all the way lol.

#174
StrawHatMoose

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Vortex13 wrote...

^ Well Im kinda biased so Geth Hopper all the way lol.


Hahaha, yeah. I really like the geth hopper idea, the only reason I wnated to add the batarian engineer is because there's no other class for him since turians are superior and thus have the advanatge. Plus one was in Garrus' squad. I'm inclined to the geth hopper myself since I love the geth. 

#175
StrawHatMoose

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OK, added Vortex's Hopper Idea.