Do post them then, instead of denying critisism.I have all my ideas ready to counter yours
New chr ideas. Brainstorm your chr. ideas and see some of ours!
Débuté par
TheAshenPhoenix
, août 09 2012 11:54
#51
Posté 13 août 2012 - 08:43
I'm not acting superior here, you are. by claiming you are right without saying why. I've never had the intention to act superior, just saying why your A-Y idea don't make sense.
#52
Posté 14 août 2012 - 11:51
Now that someone feels as if they've gotten the last word in an agrument I refuse to continue.
Feel free to post any of your character ideas here everyone, make sure they are viable and it would be really nice to see what they are!
I will also be re-posting my spectre squad idea since its drowned in a page.
Feel free to post any of your character ideas here everyone, make sure they are viable and it would be really nice to see what they are!
I will also be re-posting my spectre squad idea since its drowned in a page.
#53
Posté 14 août 2012 - 12:03
Spectre squad idea re-posted
New idea for classes based on the spectres!
The Spectre Sqauds
___________________________________________________________________________________________
The Spectres have always been a feared force in the universe, they have seen and averted some of the worst wars in the history of the entire galaxy. And are an inspiration to anyone and everyone.
and while it is true that normally spectres operate on thier own, something as big as the Reaper war has been enough to unite them under one group. Some spectres were scattered arcoss the galaxy, being sent to recive information and tech for the cruible, others sent to try and maintain peace. some were sent on special ops to try and maintain key locations from reaper forces. Armed with the best equipment in the galaxy and experince unmatched by anyone else. The specteres have finaly stepped in on the galatic war
Overveiw:
Spectre adept- Human (asari)
Spectre Soldier-Turian
Spectre Senteinel- Human (turian)
Spectre infiltrator- Salarian
Spectre engineer- Salarian
Spectre vaungard- Asari
_________________________________________________________________________________________
Spectre Adept
Health 500 Barrier 300
Description: using the X5 (if this implant already exists, apologies. this is a new implant) that gives the spectre even more manual control over his nervous system than the asari, this gives him the ability to project huge amounts of biotic power by using his own willpower, however the implant also takes away from the users biotic barrier since it requires more manual focus than other implants, and most of that is used up in the biotic abilities.
________________________________________________________________________________________
Powers:
Supernova: Focus the energy of your barrier into a powerful long range blast that detonates on impact.
Uses all of your barrier and shoots a beam that detonates on impact with a nova sized explosion, damage based on barrier strength (but double damage of vaungaurds since barrier is only about half as strong, unless it is %, as it is unclear wether % or actual barrier # determines damage). but can also be auto targetted if aiming at a target with the sights around it like any other power. can trigger BE
Same first 4 power evolutions as nova, stats after rank 3: radius 5M damage 455 force 755N
Rank 4:
A. Damage and Force: increase damage and force by 40%
B. Radius: increase radius by 40%
Rank 5:
A. Lift effect, give nova the ability to lift unsheilded targets for a short amount of time
B. Half-Blast decrease damage by 40% but reduce barrier consumption by 50%
Rank 6:
A. Peirce increase damage to all forms of protection by 100%
B. Warp effect, cause a warping effect that deals 40% more damage over 10 sec (not setup for BE)
_______________________________________________________________________________________
Biotic Siphon: Siphon away your enemies life force with principles slimar to reave, but instead of using the energy gained to create a biotic sheild to absorb damage. you use it to fuel your biotic barrier.
Using this on an enemy will cause your barrier to regenerate over time.
Base stats: Damage per second 50, barrier regen per second 10% lasting time 5 seconds recharge speed 8 seconds
Rank 1: recharge speed decrease recharge speed by 2 sec
Rank 2: damage increase damage per second by 10
Rank 3: duration increase duration by 2 seconds
Rank 4:
A. Protection, create a temporary sheild that also gives you +5% damage protection for 10 seconds
B. damage increase damage per second by 10
Rank 5:
A. leech increase healing by 5% per seconds
B. Lasting leave the damage effect on for 5 more seconds, but not the healing effect.
Rank 6:
A. Leech further increase healing rate by another 5%
B. Damage protection give an addtional 5% protection after using for 10 seconds
Spectre operative: all those years spent doing spectre operations really hone your battle skills. (for all spectre operatives replaces passive weapon/power bonus)
X5 implant upgrade: increase the strengh of your biotic attacks and barrier by upgrading your X5 implant (fitness)
And will have warp
_________________________________________________________________________________________
Gameplay style: the Spectre Adept introduces the "glass cannon" concept (mages anyone?) to ME3. thier very weak barrier means that they, you guessed it, should probaly stay a long range out of the battle. since they have a barrier draining power but not instant barrier recharge power. spamming the Supernova power isnt adviable as with Biotic siphon it will end up very weak since you will only get a maxuim of 20% of your barrier every second, it will end up weak. But this is advisable if you see an area filled with lower level enemies, as it will stun and throw them.
Supernova is a huge assest, it has a large radius and can do good damage, plus its long range which adds to your long-range out of combat play style. But it drains what precious barrier you do have, and using the vorcha principle, your barrier regenerating a little at a time is not anough to keep you from dying. Especially considering your barrier is so weak, so it is not advisable if you are in a clear line of fire.
Biotic siphon is your life saver, there shouldnt be a moment where an enemy isnt hit with it, sice it deal damage anyway, it helps to regenerate your small barrier and keep you alive. especially if you get some of the damage protection bonuses to keep your barrier from constantly being shot down
Warp can actually be the defining power in this class, it can be used to setup Be for Supernova, be a staple damage dealer, or just be your "get out of my face power" to shoot at the stray assault trooper that gets to close to you. no matter what way you use it, warp can still deal substantial damage on its own.
The overveiw of this class is that you have to synergize all the powers together in your own strategy.
________________________________________________________________________________________
Ok so I got the adept done, if humans seem like to much of a stretch check the races in parenthesis they will be replaced with. But thats if it seems like they shouldnt be.
New idea for classes based on the spectres!
The Spectre Sqauds
___________________________________________________________________________________________
The Spectres have always been a feared force in the universe, they have seen and averted some of the worst wars in the history of the entire galaxy. And are an inspiration to anyone and everyone.
and while it is true that normally spectres operate on thier own, something as big as the Reaper war has been enough to unite them under one group. Some spectres were scattered arcoss the galaxy, being sent to recive information and tech for the cruible, others sent to try and maintain peace. some were sent on special ops to try and maintain key locations from reaper forces. Armed with the best equipment in the galaxy and experince unmatched by anyone else. The specteres have finaly stepped in on the galatic war
Overveiw:
Spectre adept- Human (asari)
Spectre Soldier-Turian
Spectre Senteinel- Human (turian)
Spectre infiltrator- Salarian
Spectre engineer- Salarian
Spectre vaungard- Asari
_________________________________________________________________________________________
Spectre Adept
Health 500 Barrier 300
Description: using the X5 (if this implant already exists, apologies. this is a new implant) that gives the spectre even more manual control over his nervous system than the asari, this gives him the ability to project huge amounts of biotic power by using his own willpower, however the implant also takes away from the users biotic barrier since it requires more manual focus than other implants, and most of that is used up in the biotic abilities.
________________________________________________________________________________________
Powers:
Supernova: Focus the energy of your barrier into a powerful long range blast that detonates on impact.
Uses all of your barrier and shoots a beam that detonates on impact with a nova sized explosion, damage based on barrier strength (but double damage of vaungaurds since barrier is only about half as strong, unless it is %, as it is unclear wether % or actual barrier # determines damage). but can also be auto targetted if aiming at a target with the sights around it like any other power. can trigger BE
Same first 4 power evolutions as nova, stats after rank 3: radius 5M damage 455 force 755N
Rank 4:
A. Damage and Force: increase damage and force by 40%
B. Radius: increase radius by 40%
Rank 5:
A. Lift effect, give nova the ability to lift unsheilded targets for a short amount of time
B. Half-Blast decrease damage by 40% but reduce barrier consumption by 50%
Rank 6:
A. Peirce increase damage to all forms of protection by 100%
B. Warp effect, cause a warping effect that deals 40% more damage over 10 sec (not setup for BE)
_______________________________________________________________________________________
Biotic Siphon: Siphon away your enemies life force with principles slimar to reave, but instead of using the energy gained to create a biotic sheild to absorb damage. you use it to fuel your biotic barrier.
Using this on an enemy will cause your barrier to regenerate over time.
Base stats: Damage per second 50, barrier regen per second 10% lasting time 5 seconds recharge speed 8 seconds
Rank 1: recharge speed decrease recharge speed by 2 sec
Rank 2: damage increase damage per second by 10
Rank 3: duration increase duration by 2 seconds
Rank 4:
A. Protection, create a temporary sheild that also gives you +5% damage protection for 10 seconds
B. damage increase damage per second by 10
Rank 5:
A. leech increase healing by 5% per seconds
B. Lasting leave the damage effect on for 5 more seconds, but not the healing effect.
Rank 6:
A. Leech further increase healing rate by another 5%
B. Damage protection give an addtional 5% protection after using for 10 seconds
Spectre operative: all those years spent doing spectre operations really hone your battle skills. (for all spectre operatives replaces passive weapon/power bonus)
X5 implant upgrade: increase the strengh of your biotic attacks and barrier by upgrading your X5 implant (fitness)
And will have warp
_________________________________________________________________________________________
Gameplay style: the Spectre Adept introduces the "glass cannon" concept (mages anyone?) to ME3. thier very weak barrier means that they, you guessed it, should probaly stay a long range out of the battle. since they have a barrier draining power but not instant barrier recharge power. spamming the Supernova power isnt adviable as with Biotic siphon it will end up very weak since you will only get a maxuim of 20% of your barrier every second, it will end up weak. But this is advisable if you see an area filled with lower level enemies, as it will stun and throw them.
Supernova is a huge assest, it has a large radius and can do good damage, plus its long range which adds to your long-range out of combat play style. But it drains what precious barrier you do have, and using the vorcha principle, your barrier regenerating a little at a time is not anough to keep you from dying. Especially considering your barrier is so weak, so it is not advisable if you are in a clear line of fire.
Biotic siphon is your life saver, there shouldnt be a moment where an enemy isnt hit with it, sice it deal damage anyway, it helps to regenerate your small barrier and keep you alive. especially if you get some of the damage protection bonuses to keep your barrier from constantly being shot down
Warp can actually be the defining power in this class, it can be used to setup Be for Supernova, be a staple damage dealer, or just be your "get out of my face power" to shoot at the stray assault trooper that gets to close to you. no matter what way you use it, warp can still deal substantial damage on its own.
The overveiw of this class is that you have to synergize all the powers together in your own strategy.
________________________________________________________________________________________
Ok so I got the adept done, if humans seem like to much of a stretch check the races in parenthesis they will be replaced with. But thats if it seems like they shouldnt be.
#54
Posté 07 septembre 2012 - 11:18
Spectre Squad
Soldier-turian
Shield 600/600 health 500/500
___________________________________________________________________________________________
Description: Using the Enhanced Offensive Neural Network Enhancement Computer (EONNC) implant. These soldiers are able to gain enhanced understanding of their weapon, the battlefield, and the enemy. The computer can be used in three for different settings, giving the soldier diversity in offensive, defensive, and understanding in the battlefield. the soldier can survive and thrive in the battlefield by using his EONNC implant to its fullest potential, turning into a defensive tank when defending key positions, a master gunman when on the move, or an elite scout when he has no idea what’s around the next corner.
However, the implant comes with a key drawback, it needs to vent any kind of heat it accumulates or risk melting its user’s brain to goo.
The Spectre soldier has NO Activated abilities like concussive shot or prox. mine. Meaning he has to rely completely on his weapon to deal damage, this however is actually pretty easy when you use the EONNC implant to your full advantage. And while using purely your weapons with no powers as backup to save you in those critical seconds where you need to disrupt a group of enemies to get away may be difficult to adjust to. It's undoubtedly reliable when there no cool down to the amount of damage you can deal, and the diversity that comes along with the implant.
And they can dodge! all those spectre implants must really give you the ability to... bend you knees and moves sideways....
_________________________________________________________________________________________
Powers:_____________________________________________________________________________________
*if you have any questions about how the EONNC settings work, please refer to the notes section before posting*
each EONNC setting has a certian cool off period, to prevent turning off and on the power for spamming. Each unit has a time to cool down, every time the heat up time passes, one of the units goes up and is included in the cool off timer, and if the power is turned on before it cools off, that unit will still be there. the highest units have the smallest cool off period, and the first the longest. The last has only 4 seconds, the 4th 8 the 3rd 12 and so on.
EONNC Setting: Shock Trooper:
Description: set your EONNC implant to its offensive potential, calculating wind speed, enemy distance, armor type, and any other kind of logistical info you can use to get the perfect shot every time. Never miss, fire faster, and make every shot count. It also takes the power to even regenerate small amounts of ammo. But take power away from your shields to apply to your weapon and the Implant. Just make sure your implant doesn’t overheat.
The shock trooper setting DOES take away from your shields but not in the way you expect, it instead takes a certain amount from your shields every 80 seconds, which in turn adds on every time the 80 seconds passes, up to a maxuim of 5, at which point the implant overheats and automatically shuts down. The damage to shields and multiplier depends on upgrades/rank of the power. But it dramatically improves weapon performance, which is why it requires such drastic drawbacks as destroying your shields.
Your shields do regenerate normally if the 80 second passes, it won’t reset your shield recharge time unless you were at full shields.
Rank 1: Weapon Damage increase 15% weapon fire rate increase 10% Regenerates 20% of magazine size every 100 seconds improve accuracy by 10%
Recharge speed 8 seconds
Base shield damage 100 shield damage and multiplication every 80 seconds caps out at 600 damage after that 80 seconds will overheat and shut off.
Rank 2: damage and fire rate increase damage by 5%
Rank 3: Accuracy and regen increase accuracy and ammo regen by 5%
Rank 4: A Ammo capacity increase max ammo by 10%
B. Ammo regen increase ammo regen by 10%
Rank 5: A. Damage increase weapon damage by 8%
B. Firing rate increase firing rate by 12%
Rank 6: A. Power draw Make your implant more efficient and take less power to use
reduce damage base by 30, increase shield draw time to 120 seconds and when reaching max shield draw implant will no longer overheat
B. power output Make your implant more efficient and use its power more effectively in your weapon
Increase weapon damage by 8% Increase firing rate by 5% increase ammo capacity by 10% increase accuracy by 10%
Artwork: the Spectres weapon crackles slightly with electricity, as does the spectres armor, with a slight light blue sheen around it as well. the players screen turns with similar artwork as devastator mode, except the color is closer to teal, and the purposeless video screen is replaced with a timer showing when power will be taken from the shields. And a Count up with 6 units showing how far in you are/ how many 100 second counts have past.
________________________________________________________________________________________
EONNC setting: Guardian:
Description: Your implant focuses on your shields, detecting incoming enemy fire and redirecting power to that are of your shields, using its own power to jump start your shields and increasing their output. And detecting melee strikes that would normally surpass your shields speed detector and activate your shields. But takes away from your weapons mass accelerator power. To compensate for the power taken your implant also takes power from your armors hydraulic joints to minimize the amount of power needed from your weapon
The guardian setting turns you into a Wall, immovable and powerful, but takes away from your movement speed (-15%) and your weapon strength. While the Movement speed does not have a multiplier, the weapon damage does, every 80 seconds your weapon damage decrease will go up, capping out when it can’t take any more power without endangering its user’s life. But just like with the Shock troopers ammo regen, the 80 second pass also has a perk. If your shields are down or damaged the power taken from your weapon also jump starts your shields generator and restores them
Rank 1: increase max shields by 25% reduce damage taken by 10% reduce melee damage taken by 30% reduce shield recharge delay by 20%
Recharge speed 8 seconds
Base weapon damage reduction 10% adds on every 80 seconds and caps out at 5, after which implant overheats
Rank 2: shields increase max shields by an additional 5%
Rank 3: decrease damage taken by 5%
Rank 4: A. Recharge Decrease shield recharge delay by 10%
B. Melee resistance increase melee damage reduction by 15%
Rank 5: A. shields Increase max shield by 10% and decrease shield jumpstart time to 50 seconds
B. Damage reduction reduce damage take by 10%
Rank 6: A. Power efficiency increase implant's effency in power use, reducing the amount of power it needs to take from your weapon and armor.
Decrease weapon penalty by 2% resulting in a max cap of -18% instead of -30% increase power take time to 120 seconds (shield jumpstart stays at 100 or 50) and reduce movement penalty to 5% and implant will not overheat
Power draw increase your implants effiency in using the power it has to increase shields, resulting in much more powerful shields and durability
Increase max shields by 20% increase damage reduction by 10% decrease shield recharge delay by 10%
Artwork: armor crackles with green electricity, same screen art ast shock trooper setting but green
_________________________________________________________________________________________
EONNC Setting: Assassin
Description: use your EONNC implant to channel your armor's power feild and camofloauge with your surrondings, increase your hydraulic joints power to enchance melee damage and movement speed. And use special thermal imaging settings. However this uses up insane amounts of power, and since having lesser weapon speed or sheilds makes you no better a scout, this setting in unable to draw power to slow its overheating.
This power acts a bit more similarly to normal powers than the other EONNC settings. It has only 2 units before it can overheat, and the time between overheating is only 12 seconds. But it has huge benefits, it turns you slightly invisible using principles from tactical cloak, it reduces the chances of an enemy seeing you. It also gives you a short range Hunter vision like thermal vision, but its a much shorter range to avoid being overpowered. You also gain a rather noticable Movement speed bonus, and a bonus to melee damage. But the main noticable part of this setting is that it doesnt give you a drawback in any other feilds, your just better while its on. And it has a naturally lower cooldown than the other implants, making the very low overheat time lessend, but stil the main disadvantadge of this power.
Base stats: chance of being seen by enemy 50% movement and melee damage bonus 10% thermal vision range 8M cooldown 5 seconds
Rank 1: Detection chance Decrease your chances of being seen by 10%
Rank 2: Movement speed and melee damage increase movement speed and melee damage bonus by 5%
Rank 3 Heating incerase time before heat up by 5 seconds
Rank 4: A. Detection decrease detection chance by an addtional 10%
B. vision range increase thermal vision range by 5M
Rank 5: A. Movement and melee increase movement speed and melee bonuses by 10%
B. Emergency Venting give your setting a 15% chance to reset the timer, but not add a heat counter when the time passes
Rank 6: A. Assassination specialist: focus on honing your skills to remain hidden, find your target and deliver the killing blow
Decrease chance of detection by 15% increase thermal vision range by 5M
B. Scout specialist: focus on survival and relaying information to your allies
Increase movement speed/melee bonus by 10% increase heat up time by 5 seconds
Artwork: turn armor into something like tactical cloak, but with very frequent ripples in it, like when a hunter is being shot. and the effect is more opaque, not completly see through. Same screen art as all others but a dull gray
__________________________________________________________________________________________
EONNC upgrades:
Description: Upgrade your EONNC hardware for improved preformance
The same weapon upgrades as all other passive turian abilities, but the power part of it is replaced with upgrade for the EONNC implant. since it has same weapon upgrades I'll just state what I'm replacing the power upgrades with
Rank 3: Heating efficency increase heat up time for gaurdian and Shcok trooper setting to 90 seconds
Rank 4: Power effiency decrase initial cooldown period for heating counters to 3
Rank 5: heat effeincy increase heat up time for gaurdian and shock trooper to 95
Rank 6: power mastery decrease cooldown initial time to 2 seconds
__________________________________________________________________________________________
Notes:
- EONNC cooldown counters carry from one setting to the other to aviod switching in between each to spam powers
- All units that normally see through tactical cloak see through the assassin's settings camoflouge
- EONNC upgrades add on to other upgrades from the powers tree.
__________________________________________________________________________________________
Well its been a while since I visited this thread but I really liked this idea and figured that I might as well add him the the spectre squad, hope you like him!
Soldier-turian
Shield 600/600 health 500/500
___________________________________________________________________________________________
Description: Using the Enhanced Offensive Neural Network Enhancement Computer (EONNC) implant. These soldiers are able to gain enhanced understanding of their weapon, the battlefield, and the enemy. The computer can be used in three for different settings, giving the soldier diversity in offensive, defensive, and understanding in the battlefield. the soldier can survive and thrive in the battlefield by using his EONNC implant to its fullest potential, turning into a defensive tank when defending key positions, a master gunman when on the move, or an elite scout when he has no idea what’s around the next corner.
However, the implant comes with a key drawback, it needs to vent any kind of heat it accumulates or risk melting its user’s brain to goo.
The Spectre soldier has NO Activated abilities like concussive shot or prox. mine. Meaning he has to rely completely on his weapon to deal damage, this however is actually pretty easy when you use the EONNC implant to your full advantage. And while using purely your weapons with no powers as backup to save you in those critical seconds where you need to disrupt a group of enemies to get away may be difficult to adjust to. It's undoubtedly reliable when there no cool down to the amount of damage you can deal, and the diversity that comes along with the implant.
And they can dodge! all those spectre implants must really give you the ability to... bend you knees and moves sideways....
_________________________________________________________________________________________
Powers:_____________________________________________________________________________________
*if you have any questions about how the EONNC settings work, please refer to the notes section before posting*
each EONNC setting has a certian cool off period, to prevent turning off and on the power for spamming. Each unit has a time to cool down, every time the heat up time passes, one of the units goes up and is included in the cool off timer, and if the power is turned on before it cools off, that unit will still be there. the highest units have the smallest cool off period, and the first the longest. The last has only 4 seconds, the 4th 8 the 3rd 12 and so on.
EONNC Setting: Shock Trooper:
Description: set your EONNC implant to its offensive potential, calculating wind speed, enemy distance, armor type, and any other kind of logistical info you can use to get the perfect shot every time. Never miss, fire faster, and make every shot count. It also takes the power to even regenerate small amounts of ammo. But take power away from your shields to apply to your weapon and the Implant. Just make sure your implant doesn’t overheat.
The shock trooper setting DOES take away from your shields but not in the way you expect, it instead takes a certain amount from your shields every 80 seconds, which in turn adds on every time the 80 seconds passes, up to a maxuim of 5, at which point the implant overheats and automatically shuts down. The damage to shields and multiplier depends on upgrades/rank of the power. But it dramatically improves weapon performance, which is why it requires such drastic drawbacks as destroying your shields.
Your shields do regenerate normally if the 80 second passes, it won’t reset your shield recharge time unless you were at full shields.
Rank 1: Weapon Damage increase 15% weapon fire rate increase 10% Regenerates 20% of magazine size every 100 seconds improve accuracy by 10%
Recharge speed 8 seconds
Base shield damage 100 shield damage and multiplication every 80 seconds caps out at 600 damage after that 80 seconds will overheat and shut off.
Rank 2: damage and fire rate increase damage by 5%
Rank 3: Accuracy and regen increase accuracy and ammo regen by 5%
Rank 4: A Ammo capacity increase max ammo by 10%
B. Ammo regen increase ammo regen by 10%
Rank 5: A. Damage increase weapon damage by 8%
B. Firing rate increase firing rate by 12%
Rank 6: A. Power draw Make your implant more efficient and take less power to use
reduce damage base by 30, increase shield draw time to 120 seconds and when reaching max shield draw implant will no longer overheat
B. power output Make your implant more efficient and use its power more effectively in your weapon
Increase weapon damage by 8% Increase firing rate by 5% increase ammo capacity by 10% increase accuracy by 10%
Artwork: the Spectres weapon crackles slightly with electricity, as does the spectres armor, with a slight light blue sheen around it as well. the players screen turns with similar artwork as devastator mode, except the color is closer to teal, and the purposeless video screen is replaced with a timer showing when power will be taken from the shields. And a Count up with 6 units showing how far in you are/ how many 100 second counts have past.
________________________________________________________________________________________
EONNC setting: Guardian:
Description: Your implant focuses on your shields, detecting incoming enemy fire and redirecting power to that are of your shields, using its own power to jump start your shields and increasing their output. And detecting melee strikes that would normally surpass your shields speed detector and activate your shields. But takes away from your weapons mass accelerator power. To compensate for the power taken your implant also takes power from your armors hydraulic joints to minimize the amount of power needed from your weapon
The guardian setting turns you into a Wall, immovable and powerful, but takes away from your movement speed (-15%) and your weapon strength. While the Movement speed does not have a multiplier, the weapon damage does, every 80 seconds your weapon damage decrease will go up, capping out when it can’t take any more power without endangering its user’s life. But just like with the Shock troopers ammo regen, the 80 second pass also has a perk. If your shields are down or damaged the power taken from your weapon also jump starts your shields generator and restores them
Rank 1: increase max shields by 25% reduce damage taken by 10% reduce melee damage taken by 30% reduce shield recharge delay by 20%
Recharge speed 8 seconds
Base weapon damage reduction 10% adds on every 80 seconds and caps out at 5, after which implant overheats
Rank 2: shields increase max shields by an additional 5%
Rank 3: decrease damage taken by 5%
Rank 4: A. Recharge Decrease shield recharge delay by 10%
B. Melee resistance increase melee damage reduction by 15%
Rank 5: A. shields Increase max shield by 10% and decrease shield jumpstart time to 50 seconds
B. Damage reduction reduce damage take by 10%
Rank 6: A. Power efficiency increase implant's effency in power use, reducing the amount of power it needs to take from your weapon and armor.
Decrease weapon penalty by 2% resulting in a max cap of -18% instead of -30% increase power take time to 120 seconds (shield jumpstart stays at 100 or 50) and reduce movement penalty to 5% and implant will not overheat
Power draw increase your implants effiency in using the power it has to increase shields, resulting in much more powerful shields and durability
Increase max shields by 20% increase damage reduction by 10% decrease shield recharge delay by 10%
Artwork: armor crackles with green electricity, same screen art ast shock trooper setting but green
_________________________________________________________________________________________
EONNC Setting: Assassin
Description: use your EONNC implant to channel your armor's power feild and camofloauge with your surrondings, increase your hydraulic joints power to enchance melee damage and movement speed. And use special thermal imaging settings. However this uses up insane amounts of power, and since having lesser weapon speed or sheilds makes you no better a scout, this setting in unable to draw power to slow its overheating.
This power acts a bit more similarly to normal powers than the other EONNC settings. It has only 2 units before it can overheat, and the time between overheating is only 12 seconds. But it has huge benefits, it turns you slightly invisible using principles from tactical cloak, it reduces the chances of an enemy seeing you. It also gives you a short range Hunter vision like thermal vision, but its a much shorter range to avoid being overpowered. You also gain a rather noticable Movement speed bonus, and a bonus to melee damage. But the main noticable part of this setting is that it doesnt give you a drawback in any other feilds, your just better while its on. And it has a naturally lower cooldown than the other implants, making the very low overheat time lessend, but stil the main disadvantadge of this power.
Base stats: chance of being seen by enemy 50% movement and melee damage bonus 10% thermal vision range 8M cooldown 5 seconds
Rank 1: Detection chance Decrease your chances of being seen by 10%
Rank 2: Movement speed and melee damage increase movement speed and melee damage bonus by 5%
Rank 3 Heating incerase time before heat up by 5 seconds
Rank 4: A. Detection decrease detection chance by an addtional 10%
B. vision range increase thermal vision range by 5M
Rank 5: A. Movement and melee increase movement speed and melee bonuses by 10%
B. Emergency Venting give your setting a 15% chance to reset the timer, but not add a heat counter when the time passes
Rank 6: A. Assassination specialist: focus on honing your skills to remain hidden, find your target and deliver the killing blow
Decrease chance of detection by 15% increase thermal vision range by 5M
B. Scout specialist: focus on survival and relaying information to your allies
Increase movement speed/melee bonus by 10% increase heat up time by 5 seconds
Artwork: turn armor into something like tactical cloak, but with very frequent ripples in it, like when a hunter is being shot. and the effect is more opaque, not completly see through. Same screen art as all others but a dull gray
__________________________________________________________________________________________
EONNC upgrades:
Description: Upgrade your EONNC hardware for improved preformance
The same weapon upgrades as all other passive turian abilities, but the power part of it is replaced with upgrade for the EONNC implant. since it has same weapon upgrades I'll just state what I'm replacing the power upgrades with
Rank 3: Heating efficency increase heat up time for gaurdian and Shcok trooper setting to 90 seconds
Rank 4: Power effiency decrase initial cooldown period for heating counters to 3
Rank 5: heat effeincy increase heat up time for gaurdian and shock trooper to 95
Rank 6: power mastery decrease cooldown initial time to 2 seconds
__________________________________________________________________________________________
Notes:
- EONNC cooldown counters carry from one setting to the other to aviod switching in between each to spam powers
- All units that normally see through tactical cloak see through the assassin's settings camoflouge
- EONNC upgrades add on to other upgrades from the powers tree.
__________________________________________________________________________________________
Well its been a while since I visited this thread but I really liked this idea and figured that I might as well add him the the spectre squad, hope you like him!
Modifié par Phoenix535, 07 septembre 2012 - 11:21 .
#55
Posté 01 octobre 2012 - 03:44
most interesting
#56
Posté 01 octobre 2012 - 04:32
AnimaMachinae wrote...
most interesting
thanks, I put ALOT of work into them, I like my newest ones. The spectres, the most though. And have already come up with some VERY intresting ideas, already posted the sentinel on the new thread like I said. I love the concept. and I will probaly be transplanting the old spectres (with some changes to the adpet.) over to the thread





Retour en haut






