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Ideas for New Powers for Mass Effect 3.


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#1
Abraham_uk

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If you have any ideas for New Powers put them here.

These could be bringing back old Mass Effect 1 powers, or new powers of your own creation.

Place them here.

Modifié par Abraham_uk, 03 août 2012 - 07:49 .


#2
Abraham_uk

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From Mass Effect 1

Assassinate: A laser dot comes out of the sniper rifle. The next shot will do more damage, but will also expend more ammo. [For soldiers and infiltrators]

Overkill: This ability will rapidly fire a series of powerful shots at a single foe. Plenty of damage. Instead of a cooldown it has limited uses. [For soldiers and vanguards]

Immunity: Make you immune to the following: Tech powers, biotic powers and ammo mods. (When enemies shoot you using ammo mods, their weapons will only do base damage). Also slighly boosts damage resistance. [Soldiers only]



Other ideas I'd like to contribute:

Heavy Risk:
Reduces your defence to all attacks. Increases damage output from weapons and biotics. [Vanguards only]

Smoke Screen: An area of smoke will cloud enemies and also disrupt synthetic targeting systems. When foes are inside, their accuracy will be greatly reduced. [Infiltrator only]

Draw Attention: Instead of sending out a combat drone or a decoy, you become the decoy. 100% of enemies will focus their fire on you, completly ignoring squadmates. [bonus power]

Drone Strike: A drone from the skies will bomb an area. This has limited uses per mission and cannot be replenished like grenades. If used indoors a different drone will come to bomb what is a much smaller area. [bonus power]

Heroic Offence: Boost the offence of your entire squad. This includes powers, weapons, grenades and melee.

Heroic Defence: Your squadmates take less damage against all attack types.



New Mechanics  These are not powers. These are just new combat mechanics.

Hurl Back: When a grenade is thrown at you you normally have a short period of time to get out of the way. You can have the option of throwing a grenade back at the enemy. If you're quick that is.

Re-introduce Heavy Weapons: Bring them back. Not just for plot moments, but as weapons you can choose for your load out.

Ability to pick up weapons on the ground: Basic shooting advice. Why not?

Replacement: Replace Ammo powers and grenade powers with mods that can be picked up. Have lots of choices of mods with different effects.



Improved version of slam sounds great. This wouldn't be a new power, but it would be quite useful. Great suggestion. Sounds more like a buff to me.

Some suggestions for Biotics
Lift: Lift enemies in the air for extended period of time

Crush: Crush enemies into a small space, doing large amounts of damage before returning foe to original size.

Cripple: Make legs and arms in-operable for short period of time. Applies to all foes that have arms and legs, both synthetics and organics.

Pulsar: This is the opposite of singularity. It is a dark ball with a continuously expanding then contracting ring that pushes enemies away. It can detonate biotic explosions. There are evolutions to include incendiary, cryo and disruptor effects as well.

Dominate: Organic foes that are not protected by barriers and shields will temporarily become allies. Armoured foes will be allies for a shorter period of time, and cannot succumb to dominate a second time. Synthetic foes, will slow down, and their accuracy will be reduced.

Walking Bomb: Target a foe with an explosive biotic missile. When the enemy falls in combat, they will explode taking out nearby enemies.

Cascade: A biotic version of flamer which does some damage to health. Can setup biotic explosions. Also drains shields/barriers and slowly recovers your shields/barriers as well as health. Can be evolved to do damage against armour.



Tech Power Suggestions:

Induce: Increase power durations for all powers for entire squad.

Lightning Strike: A short, sharp burst of electrical energy at a very short range and can only target one enemy. Instant kill to foes down to health. Does heavy damage to shields, barriers and armour. And ignores light cover including riot shields. This has a longer duration.

Shocker: The disruptor version of flamer. More effective against shields and barriers. Merely stuns and does minor damage to enemies down to health. Regarding armour. It doesn't do much damage. It does however setup tech bursts. Very damaging against geth.

Speed Plus: Makes entire squad run faster.

Stun Lock: A passive power. Whenever an enemy gets within five metres, they get stunned for 5 seconds if they're a trooper class enemy, 3 seconds if they're a superior trooper class enemy, and 1 second if they're an elite enemy. An enemy can only be stun locked once. But stun lock works even if the foe has shields/barrier, armour or riot shield or behind light cover.

Firewall: Whenever an enemy attacks you, flicks of fire will be deflected towards them so that they take some damage. Also when the fire wall is up, you take zero damage. This ability potentially has infinite duration, but has a limited number of hit points. In addition, it has it's own separate cooldown. Which is a good 60-240 seconds long depending on your weapon load out and power evolutions.

Modifié par Abraham_uk, 09 août 2012 - 05:04 .


#3
Abraham_uk

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Epic contributions from people on this thread.

Keep them coming.

Biotics

Improved SLAM
You biotically lift a target in the air and forcefully slam them into the ground. Upgrades would be standard stuff, increase damage, increase recharge, increase number of affected targets, mayble slam multiple times...

RebirthThe player disappears in the direction of an enemy (be it boss or normal) losing all shields and 1/2 bar of health in the process, to reapear inside the enemy and expanding, shredding the enemy to bits. base damage (lvl1) 10 000

Biotic Jump: A teleportation ability that doesn't involve targeting an enemy. Point at where you want to go and jump.

Push- A biotic field that can be erected for a short amount of time that pushes away enemies and reflects projectiles. More force is applied to pushed objects closer to the character, and it can be held up for a set amount of time, though deactivating it before it's time is up warrants a faster cooldown. This would be especially effective against Atlases, Banshees, and perhaps Geth Pyros. Upgrades could include bouncing bullets back as warp rounds, blocking melee attacks, and extra armor damage from reflected attacks.

Spin -> you cause a target to spin wildly and uncontrollably, ending with it flying in a random direction. Higher evolution would increase spin velocity, number of targets, duration, etc.

Push Wave- sends all opponents in front of you flying away.

Crush- Increase the gravity around the target twenty-fold, crushing it under it's own weight.

Catch- Fires a singularity that catches all incoming grenades, and hurls them in a random direction, away from the caster.



Tech

Geth energy barrier: The hexagonal deployed cover that the Geth used to implement in ME1. It would act similarly to an Omni-shield, drawing aggro, yet it can also be used as standing cover. As a bonus, it could also replenish shields to teammates similarly to the Geth Turret.

Burst: Causes the shields or barriers of a target to explode, dealing damage to the target, and every thing around it.

Hunter-seeker drone: A drone that seeks out targets and explodes, dealing damage.



Combat:

Overkill
"I feel like Overkill should work similarly to how it did in ME1. It should increase stability and add a sort of "SMG heat-sink" effect for the gun. Naturally, this would be a perfect power for SMGs, but there should be a power evolution that gives ARs a damage boost, to make it act as an AR power as it did in ME1."

Assassinate could stay relatively the same as it was in ME1. Lazer sights and massively increased damage output along with either a long recharge rate, or the expendature of the entire clip. Upgrades should include Sinper damage, and reduction of the shield gate.

Modifié par Abraham_uk, 09 août 2012 - 05:10 .


#4
HNNNNNNG

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SLAM
You biotically lift a target in the air and forcefully slam them into the ground. Upgrades would be standard stuff, increase damage, increase recharge, increase number of affected targets, mayble slam multiple times...

Like the power Miranda had in ME 2, but only better :D

Picking up a phantom and slamming it on the ground repeatedly? YES PLEASE

#5
Abraham_uk

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All contributions are valid contributions. So feel free to post your ideas here.

Modifié par Abraham_uk, 09 août 2012 - 05:05 .


#6
Abraham_uk

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Biotic Jump: A teleportation ability that doesn't involve targeting an enemy. Point at where you want to go and jump.

#7
Abraham_uk

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Any more ideas?

#8
Dark Satris

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rebirth (For biotics only) The player disappears in the direction of an enemy (be it boss or normal) losing all shields and 1/2 bar of health in the process, to reapear inside the enemy and expanding, shredding the enemy to bits. base damage (lvl1) 10 000

#9
Abraham_uk

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I like that idea Dark Sartris. Keep them coming.

#10
Volc19

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I feel like Overkill should work similarly to how it did in ME1. It should increase stability and add a sort of "SMG heat-sink" effect for the gun. Naturally, this would be a perfect power for SMGs, but there should be a power evolution that gives ARs a damage boost, to make it act as an AR power as it did in ME1.

Assassinate could stay relatively the same as it was in ME1. Lazer sights and massively increased damage output along with either a long recharge rate, or the expendature of the entire clip. Upgrades should include Sinper damage, and reduction of the shield gate.

Other ideas:

Push- A biotic field that can be erected for a short amount of time that pushes away enemies and reflects projectiles. More force is applied to pushed objects closer to the character, and it can be held up for a set amount of time, though deactivating it before it's time is up warrants a faster cooldown. This would be especially effective against Atlases, Banshees, and perhaps Geth Pyros. Upgrades could include bouncing bullets back as warp rounds, blocking melee attacks, and extra armor damage from reflected attacks.

Geth energy barrier: The hexagonal deployed cover that the Geth used to implement in ME1. It would act similarly to an Omni-shield, drawing aggro, yet it can also be used as standing cover. As a bonus, it could also replenish shields to teammates similarly to the Geth Turret.

#11
P0pE

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Biotic:
Push- sends all opponents in front of you flying away.

Crush- Increase the gravity around the target twenty-fold, crushing it under it's own weight.

Catch- Fires a singularity that catches all incoming grenades, and hurls them in a random direction, away from the caster.

Tech:

Burst: Causes the shields or barriers of a target to explode, dealing damage to the target, and every thing around it.

Hunter-seeker drone: A drone that seeks out targets and explodes, dealing damage.

#12
HNNNNNNG

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Biotic:
Spin -> you cause a target to spin wildly and uncontrollably, ending with it flying in a random direction. Higher evolution would increase spin velocity, number of targets, duration, etc.

#13
Abraham_uk

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HNNNNNNG wrote...

Biotic:
Spin -> you cause a target to spin wildly and uncontrollably, ending with it flying in a random direction. Higher evolution would increase spin velocity, number of targets, duration, etc.



I have one thing to say about your suggestion.



#14
Dark Satris

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Abraham_uk wrote...

I like that idea Dark Sartris. Keep them coming.


Believe it or not it was just some random thing that popped in my head

#15
Dark Satris

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frenzy: For vorchas

the player activates the power by locking on to five enemies (not bosses)

he then enters a killer frenzy; invulnerable and teleporting behind enemies (a bit like shadow strike) and auto-killing them with the weapon to take down shields and finishing them off with omni-claws to the heart...

...through the spine

#16
Nitrocuban

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Booby Trap:
can be placed like a pylon
deals heavy damage when detonated
spec for 360° Balistic Blades or fire DoT
only one at a time active, pressing powerbutton 2nd time detonates the set up booby trap

#17
HNNNNNNG

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Omni-gel: tech power
Will be kinda like grenades, that being there's only a certain number of uses you have.
Apply omni-gel to yourself to repair your shields.
Higher evolutions will repair more, give you a bit of a damage resistance for awhile after, aim at allies to use on them. Maybe even give a boost to all other tech powers? All of this won't stack with each use, so you can't spam omni-gel on yourself to get huge damage resistance (although you could spam it to replenish your shields more)

Relocation: tech power
You relocate power from your armor and omni-tool to replinish your shields. Doing so causes an increase on tech cool downs ad shield recharge delay for abit. Higher levels can reduce the penalities, and the ammount of time you have the penality for.

Modifié par HNNNNNNG, 19 août 2012 - 01:31 .


#18
Valmarn

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HNNNNNNG wrote...

Biotic:
Spin -> you cause a target to spin wildly and uncontrollably, ending with it flying in a random direction. Higher evolution would increase spin velocity, number of targets, duration, etc.


I get that this ability would be amusing to the player, but how would this benefit the character(s)?


HNNNNNNG wrote...

Omni-gel: tech power
Will be kinda like grenades, that being there's only a certain number of uses you have.
Apply omni-gel to yourself to repair your shields.
Higher evolutions will repair more, give you a bit of a damage resistance for awhile after, aim at allies to use on them. Maybe even give a boost to all other tech powers? All of this won't stack with each use, so you can't spam omni-gel on yourself to get huge damage resistance (although you could spam it to replenish your shields more)


Where does the Omni-gel come from?

Modifié par Valmarn, 20 août 2012 - 10:15 .


#19
Valmarn

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[quote]Abraham_uk wrote...

Other ideas I'd like to contribute:

Heavy Risk: Reduces your defence to all attacks. Increases damage output from weapons and biotics. [Vanguards only][/quote]
How does this work? What is the basis of its functionality?

[quote]
Draw Attention: Instead of sending out a combat drone or a decoy, you become the decoy. 100% of enemies will focus their fire on you, completly ignoring squadmates. [bonus power][/quote]
How does this work? What is the basis of its functionality?
How are you drawing attention to yourself? What is making your enemies want to focus on you more than they normally would?

[quote]
Drone Strike: A drone from the skies will bomb an area. This has limited uses per mission and cannot be replenished like grenades. If used indoors a different drone will come to bomb what is a much smaller area.[bonus power][/quote]
Where do the drones come from, exactly?




[quote]Heroic Offence: Boost the offence of your entire squad. This includes powers, weapons, grenades and melee.[/quote]How does this work? What is the basis of its functionality?

[quote]
Heroic Defence: Your squadmates take less damage against all attack types.[/quote]
How does this work? What is the basis of its functionality?


[quote]New Mechanics These are not powers. These are just new combat mechanics.

Hurl Back: When a grenade is thrown at you you normally have a short period of time to get out of the way. You can have the option of throwing a grenade back at the enemy. If you're quick that is.

Re-introduce Heavy Weapons: Bring them back. Not just for plot moments, but as weapons you can choose for your load out.

Ability to pick up weapons on the ground: Basic shooting advice. Why not?

Replacement: Replace Ammo powers and grenade powers with mods that can be picked up. Have lots of choices of mods with different effects.[/quote]
I resoundingly agree with the new combat mechanics.

[quote]
Improved version of slam sounds great. This wouldn't be a new power, but it would be quite useful. Great suggestion. Sounds more like a buff to me.

Some suggestions for Biotics:

Lift: Lift enemies in the air for extended period of time[/quote]
We had lift in Mass Effect 1. I would hazard a guess that "Slam" is what became of it.


[quote]
Crush: Crush enemies into a small space, doing large amounts of damage before returning foe to original size.[/quote]
So...an enemy is crushed into a small space without being killed. Gotcha.





[quote]Cripple: Make legs and arms in-operable for short period of time. Applies to all foes that have arms and legs, both synthetics and organics.[/quote]
Is "Cripple" being used figuratively, or are you actually suggesting that bones would be broken merely for a short period of time?





[quote]Pulsar: This is the opposite of singularity. It is a dark ball with a continuously expanding then contracting ring that pushes enemies away. It can detonate biotic explosions. There are evolutions to include incendiary, cryo and disruptor effects as well.[/quote]Do you mean to say that is can be detonated to create a biotic explosion, or that it is the detonator?
e.g. In a biotic explosive train, would it be more like Singularity, or would it be more like Warp?




[quote]Dominate: Organic foes that are not protected by barriers and shields will temporarily become allies. Armoured foes will be allies for a shorter period of time, and cannot succumb to dominate a second time. Synthetic foes, will slow down, and their accuracy will be reduced.[/quote]
It's worth noting that this ability is available in Mass Effect 2, and it is easily the most ridiculous power they've ever added to the franchise. It goes far beyond what is believable with biotics. Personally, I'm glad they didn't bring it back in ME3. Sometimes, I think BioWare forgets that Mass Effect is a Science-Fiction universe, not Science-Fantasy.


[quote]Walking Bomb: Target a foe with an explosive biotic missile. When the enemy falls in combat, they will explode taking out nearby enemies.[/quote]
At first, it sounds pretty damned silly, but it's not half as silly as Dominate.
Sounds like someone has played Dragon Age: Origins recently...lol. I can't even remember the last time I did.

Damn, I never finished my Dwarven Noble playthrough.

F***in' excellent game, though.

[quote]Cascade: A biotic version of flamer which does some damage to health. Can setup biotic explosions. Also drains shields/barriers and slowly recovers your shields/barriers as well as health. Can be evolved to do damage against armour.
[/quote]
How does this work? What is the basis of its functionality?

And what is "flamer?"

What do you mean by "Can setup biotic explosions?" Is this the power that you are detonating, or it this power serving as the detonator?


[quote]Tech Power Suggestions:

Induce: Increase power durations for all powers for entire squad.[/quote]
How does this work? What is the basis of its functionality?




[quote]Lightning Strike: A short, sharp burst of electrical energy at a very short range and can only target one enemy. Instant kill to foes down to health. Does heavy damage to shields, barriers and armour. And ignores light cover including riot shields. This has a longer duration.[/quote]How does this work? What is the basis of its functionality?



[quote]Shocker: The disruptor version of flamer. More effective against shields and barriers. Merely stuns and does minor damage to enemies down to health. Regarding armour. It doesn't do much damage. It does however setup tech bursts. Very damaging against geth.[/quote]How does this work? What is the basis of its functionality?



[quote]Speed Plus: Makes entire squad run faster.[/quote]
How? What makes them run faster? If it's as simple as telling them to run faster for a relatively short duration, no need to make an ability of it.


[quote]Stun Lock: A passive power. Whenever an enemy gets within five metres, they get stunned for 5 seconds if they're a trooper class enemy, 3 seconds if they're a superior trooper class enemy, and 1 second if they're an elite enemy. An enemy can only be stun locked once. But stun lock works even if the foe has shields/barrier, armour or riot shield or behind light cover.[/quote]
How does this work? What is stunning them?



[quote]Firewall: Whenever an enemy attacks you, flicks of fire will be deflected towards them so that they take some damage. Also when the fire wall is up, you take zero damage. This ability potentially has infinite duration, but has a limited number of hit points. In addition, it has it's own separate cooldown. Which is a good 60-240 seconds long depending on your weapon load out and power evolutions. [/quote]How does this work? What causes this "Firewall?"

I understand if a lot of this ideas are just brainstorms, but it's beneficial to give at least a brief explanation as to how they each work. Talking about the effect of these abilities isn't going to entice the higher powers if you don't also talk about the cause.

Then again, lately, they don't seem to give two sh*ts about suspension of disbelief, anyway.

So...to hell with it. Go nuts.

Modifié par Valmarn, 20 août 2012 - 12:42 .


#20
Nitrocuban

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A temporary boost for durability and speed, like Adrenalin Rush. Would be great for reviving and objectives.

#21
RahuStalker

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Hornet Drones: Your onmi-tool fires a set of 'Hornet Drones' that track, harass and impale and explode onto targets, they can all follow a single target or spread and look for different ones each. Also they can be upgraded to do elemental tech damage both on impaling and explosion.

Biotic Dash: A downgrade of charge, the user slides quickly towards any direction, and can even stun lower level units when dashing towards them. It can be upgraded to be used a certain amount times before cooldown (which is already rather short).

Biotic Boom: Another 'sub-charge' it dashes the user foward a short distance, but instead of frontal impact damage it leaves a 'shockwave' trail than can knock low level units, stun major units and set off biotic explosions, as well as dealing heavy force AoE damage.

Shock Nova: Releases a series of heavy force and damage dealing disruptor shockwaves around the user and can also set off tech bursts the *insert power button here* can be held down for longer use but it consumes shields at a high rate.

Vapour Grenade: A grenade that when thrown it detonates into an acidic cloud that impairs the accuracy and movement (as well as a slight health reduction over time) of the units affected by it for a temporary time, the cloud will stay for a moment before dissipating and will affect any units that walk into it, even if they have walked out of it. Aditionally it can soften up armor and also an affected target cannot sync-kill (if it can) as long as the effect is still active.

Multi-Concussive Shot: Self-explanatory, essentially it allows to fire several concussive shots before cooldown hits, but at the cost of a bit less force and damage each. Has the standard Concussive Shot upgrades.



Heavy Melee

Warp Melee
: A biotically (warp) charged punch that can set up or detonate biotic explosions.

Shock Gauntlet: Essentialy an electrically charged omni tool that can set up or detonate tech bursts.

Fire Onmi-Blade: Basically and omni-blade with active fire effect. Meant to deliver both hit and over time damage.

Frost Omni-Blade: Basically an omni-blade with active cryo effect. Meant to dliver both hit and debuff damage.

Modifié par RahuStalker, 20 août 2012 - 08:28 .


#22
Abraham_uk

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Okay Valmarn asked for more details. Fair enough. I am terrible at explaining things. I'm also sorry in advance if this comes accross as patronising. I generally come accros that way, but I don't intend to be.

I haven't the faintest clue what "Basis of functionality" means. But I'll try my best. I hope these explanations are at least a tiny improvement.


Heavy Risk: This is a biotic/combat power. A mass effect field will reduce the strength of the Vanguard's barrier. The same mass effect field will then augment the strength of weapons, melee and biotics, increasing the damage output.

This mode can be toggled on and off without incuring cooldowns.



Crush: A biotic field will crush the oponent if they have no protections.

On organics. They will slightly shrink. They won't be reduced to a centimetre. But whilst the power is active, they will quickly bleed out. Once the power stops being active, they will continue to bleed out but at a slower rate.

However on synthetics, the target will explode immediately if unprotected. Armour, shields and barriers will gradually take damage until the crush effect is over.


Okay with Pulsar. With biotics one sets up a biotic explosion. This means that the target is either in the air or has turned blue. When I said Pulsar detonates, if the foe is in the air, or has turned blue as the result of a power such as (warp/reave/dark channel), then Pulsar can trigger a biotic explosion.



With Cascade: I forget that not everyone knows what flamer is. So forget the comparasan. Now imagine you are running towards an enemy. You are now in close range. Using a Mass Effect field generated by your biotic implants, a blue substance gushes out of your right arm like a flame thrower.

So the target will turn blue as a result of being affected by the cascade. Now you can cause a biotic combo with a power such as warp, throw, shockwave, reave.

Regarding basis of functionality, I have no idea what you mean.



Induce: Your omnitool will send signals to the omnitools and biotic implants of your squad mates. The signals will boost the durations of biotic and tech powers.

Incduce can be toggled on and off without triggering cooldowns. But whilst induce is active, cooldowns of the entire squad will be slower. This is because the induce power is basically a signal from your omnitool that is constantly communicating with the omnitools and biotic implants of the entire team. This communication slows down cooldowns as a result.

Basis of functionality? Don't know what you mean.


Lightning strike: Your omnitool builds up static very quickly. This static builds up as you activate the power. To unleash the lightning strike, you press hot key or go onto the power menu to click on the power. The lightning strike will then zap nearby foes within a short range.

So let me recap. Let's say it's mapped to the left trigger.
Tap the left triggar. Now wait for your power to charge up. Now tap the left triggar after the charge up is complete (10 seconds).

Wait for 1 second and your lightning strike does very little damage.
Wait 2 seconds it does more damage and cover a longer range. Wait for 10 seconds, and you have a very powerful strike that will do plenty of damage to shields, barriers, armour and health.

Because you already have to wait 10 seconds for the lightning strike to become powerful, this ability doesn't triggar a cooldown.

Tap the left triggar, then tap it again. I hope this a better explanation than the one I previously used.



Once again I don't know what you mean by basis of functionality.

Shocker is a flamethrower ability but with electricity instead. Your omnitool generates a continuous series of electric bursts producing what looks like an electric version of a flamethrower.

When an enemy is close, use this on them. This ability will do heavy damage to shields and barriers. It will do moderate damage to health and armour.


Stun Lock.

Your omnitool is producing an electirc field that surrounds you.
This field will zap enemies that get too close.
Enemies that get zapped will literally stand still for 2 seconds.
This gives you the opportunity to shotgun blast that foe to hell.
This works on any enemy regardless of protections or class, but it can only work. If that enemy has been stunlocked before, they can't be stunlocked again.

The stunlock will increase cooldowns.



Firewall: I don't think I can possibly explain this one in a way that will satisify you.

Your omnitool will literally surround you with a wall of fire. Just behind that wall of fire is a shield that will protect you from the fire itself (becuause if you're surrounded by fire, you die).
The shield behind the fire will deflect tech and biotic attacks right back at the enemy.
If an enemy gets too close to you they start taking damage.
Your melee attacks will also be more damaging, because you're surrounded by fire.

This firewall will stop you from taking any damage. But the firewall itself will take damage.
Once the firewall stops functioning as a result of taking too many hits, it will have a 30 second cooldown.

Firewall has it's own separate cooldown. You can use your powers whilst it is active aswell.
Whilst the firewall is up, it will slow down your other cooldowns.

If hope this answers your questions.
If it doesn't then you better explain what you meant by "basis of functionality".

#23
Spinotech

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 Mag-Accelerator – fire a magnetically charged round that can bypass defenses and deal heavy damage.

Rank 1:

600 damage

Bypasses 25% of an enemies shields and barriers (For example, a Geth Prime’s shields will take 75% of the mag-accelerator damage and the armor will take 25% of the mag-accelerator damage).12 second recharge

Rank 2: Increase recharge speed by 25%

Rank 3: Increase damage by 20%

Rank 4: Damage/Bypass

Damage: Increase damage by 30%

Or

Bypass: Increase defense bypass by 10%

Rank 5: Shrapnel/Weakness

Shrapnel: Targets take 40% additional damage over 5 seconds

Or

De-buff: Target takes 5% additional weapon and power damage for 15 seconds . Target suffers a movement speed penalty of 10% for 15 seconds.

Rank 6: Damage & Bypass/Disruptor

Damage & Bypass: Increase damage by 30% and bypass by 15%.

Or

Disruptor: Increase damage to shields and barriers by 50%.



Immunity - Immuno-boosters installed in the Quarian's suit reduce damage taken, increase health, and allow for limited health regeneration.

Rank 1:

25% Damage Reduction
30% Health Boost upon purging armor, 7 sec duration
Can regenerate up to one bar of health 15 seconds after purging the armor. Re-activating the armor will disable health regeneration.
12 sec recharge
Slows power usage by 50%

Rank 2: 

Increase recharge speed by 25% after purging the armor

Rank 3:

Increase amount of health that can be regenerated by 1 bar of health (second bar of health is regenerated 15 seconds after the first bar of health)

Rank 4: 

Health Regen: Increase amount health that can be regenerated by 1 bar of health (third bar of health is regenerated 15 seconds after the second bar of health). Increase health recharge speed by 10%.

Or

Durability: Increase damage protection by 5%. Increase health boost by 10%

Rank 5:

Power Damage: Increase power damage and force by 30% when the armor is active.

Or

Melee Damage: Increase melee damage by 40% when armor is active.

Rank 6:

Duration & Health Recharge: Increase health boost duration by 45%. Increase health regeneration speed by 10%.

Or

Durability: Increase damage protection by 10%. Increase health boost by 20%.



Flashbang Grenade

Rank 1:

100 damage 
8 meter radius for stun effect
Staggers non-armored enemies
Stuns armored enemies for 3 sec duration

Rank 2: Increase grenade capacity by 1

Rank 3: Add a knockback force of 500N in a 3 meter radius. Enemies hit by the knockback will be incapacitated for 3 seconds.

Rank 4: 

Knockback: Increase force of knockback by 25%

OR

Radius: Increase radius of stun by 25%

Rank 5: 

Grenade Capacity: Increase grenade capacity by 2

OR

Incapacitate/Stun Duration: Increase stun and incapacitate duration by 2 seconds.

Rank 6:

Vulnerability: Stunned enemies take an additional 15% damage from all sources for the next 4 seconds, AND knockbacked enemies take an additional 25% damage for the next 8 seconds. (These effects stack.)

OR

Incapacitate/Stun Radius: Increase radius of both effects by 30%.

#24
Abraham_uk

Abraham_uk
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Love the new powers.

Mag accelerator and flash bang grenades are interesting.

#25
ChStapeler

ChStapeler
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I imagined a Geth Soldier. With it, the following powers:

Geth Power Surge (or Geth Shield Surge): The Geth platform reroutes massive amounts of energy to power it's internal shield capacitors and battle routines during an emergency, essentially creating an impenetrable shield and increasing damage dealt for a short duration. This makes the Geth invulnerable but lasts only a few seconds, and when it deactivates, it drains the geth of all it's shields, while the capacitors reset.

Use of the power would be similar to Tactical Cloak, except instead of being invisible, you are invulnerable (and thus, still attracting aggro): running across enemy infested areas to revive, escaping a near-death situation, finishing difficult bosses. Because the geth would be completely vulnerable after the power goes out (no shields and very little health), it would require carefull timing and an escape route back to cover. I imagined a base duration similar to Tactical Cloak (4 to 5 seconds). It would have a long cooldown.

Evolutions rank 4: +50% duration of invulnerability or +30% damage output. rank 5: decrease cooldown or +30% shield recharge speed rank 6: decrease shield drain upon deactivation by 30% or increase movement speed by 30% while the surge lasts. (or some other evos, feel free to suggest)

Geth Pulse Cannon: remember the Colossi's pulse blast from ME1? Then again, I feel this would be similar to the mag accelerator idea (that's a good one).
__

Some Biotic powers:

Mass Detection: biotic version of Hunter mode. The biotic can "see" nearby enemies by detecting the small distortions they cause in the environment around them, such as air pressure, heat give-off and light reflection. This also makes the biotic able to better predict the enemies movements and detect small structural weaknesses, allowing for greater damage output.

Biotic Rush: By generating a powerfull mass distortion field around itself, the biotic can run at alarmingly fast speeds and deals exteme damage with melee attacks while the power lasts.

Somewhat similar to Biotic Charge, this power also regenerates the biotic's barriers when used, but unlike the Charge, it gives the user more control and other tactical options since it does not require a target to activate. It does not, however, make the user invulnerable.