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Terminus Pack DLC idea


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#676
xxprokillazxx

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This thread just keeps getting better and better good job guys .

#677
Sp33dy89

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Lets hope that if and when Omega DLC comes out for SP, this or majority of it comes for MP!!

#678
Paurth8_12

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Have you ever thought about putting Decoy into Eclipse's Engineer instead of Incinerate? I guess he'd be the best engineer if you did something like that. I hope Bioware will use this idea soon, because it's awesome. Never seen better, frankly speaking.

#679
Abraham_uk

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I have a few ideas I'd like to contribute.
Not classes. Not powers. Not weapons. But weapon mods and ammo mods.


Weapon Mods:

Assassination mod: 
A RARE sniper rifle mod. Double tap the aim button/key and a laser will appear. The next shot will do extra damage so long as it is a head shot. This will ignore the shield gate.

Lore description: The Salarian STG, have recently been researching ways to improve the performance of sniper rifles. After much experimentation, the Salarians finally found a way of enabling omnitools to communicate with sniper rifles. The Assassination mod uses omnitools to create a mass effect field inside the sniper rifle to track down a target, and point a laserbeam in addition to producing a high impact shot. The effect is not too disimiliar to the assassination power from Mass Effect 1. 


Stats

Rank I:  +10% headshot damage
Rank II: +20% headshot damage
Rank III: +30% headshot damage
Rank IV: +40% headshot damage
Rank V: +50% headshot damage







Overkill mod: A RARE An assault rifle mod. Increases an assault rifle's rate of fire. But also increases weapon weight by 10% and reduces weapon stability. Only applies to fully automatic weapons. On semi-automatic assault rifles, burst fire assault rifles and non automatic assault rifles it increases head shot damage.

Lore description: During the First Contact war, the Turians wanted to boost the performance of their rifles. They wanted faster firing rapid fire weapons without additional recoil and reduced accuracy. They also wanted a mod that would boost headshot damage on non fully automatic assault rifles. The overkill mod reduces friction within the rifles to improve weapon performance.

Effect on Fully Automatic Assault Rifles

Rank I: +5% Rate of fire
Rank II: + 10% Rate of fire
Rank III: + 15% Rate of fire
Rank IV: + 20% Rate of fire
Rank V: + 25% Rate of fire

Effect on Other Assault Rifles

Rank I: +5% headshot damage
Rank II: +10% headshot damage
Rank III: +15% headshot damage
Rank IV: +20% headshot damage
Rank V: +25% headshot damage





Ammo Mods

Shield Bypass Mod

Description: (This description is from http://masseffect.wi...nition_Upgrades) "
Instead of projectiles, upgraded weapons release charged particle bolts that can bypass kinetic barrier shields. However, the actual damage done to the target is typically less than what's done by a standard round."

So a fraction of the damage from the weapon will directly affect health/armour. Whilst the rest of the damage will slightly damage shields/barriers. In addition, bypass ammo can prime tech bursts.

Stats:
Rank 1: Shield bypass: 20%. Damage penality 35%
Rank 2: Shield bypass: 40%. Damage penality, 35%
Rank 3: Shield bypass: 60%. Damage penality 35%.




Sledgehammer Mod (They work differently to how they did in Mass Effect 1, because of the heat clip system)

The omnitool will boost the throwing/staggering

Sledgehammer rounds will throw enemies who have no protections and stagger enemies that do have protections. Weapons that already have a sledge hammer affect, will have that affect boosted by the ammo type.
However this weapon will reduce your weapon accuracy and increase recoil. But this effect can be mitigated by other mods and power/passive bonuses.

Sledgehammer mod only slightly increases weapon damage.

Stats on non sledghammer weapons
Rank 1: Throws enemies  1 metre backwards.  Reduces weapon accuracy by 25%.
Rank 2: Throws enemies  2 metres backwards. Reduces weapon accuracy by 25%.
Rank 3:  Throws enemies  3 metres backwards. Reduces weapon accuracy by 25%.

Stats on weapons with stopping power (these include explosive weapons such as scorpions, falcons. They also include harder hitting weapons such as strikers. They also include extremely rapid fire weapons such as revenants and hurricanes)

Rank 1: Throws enemies + 2 metres backwards. Reduces weapon accuracy by 25%.
Rank 2: Throws enemies + 3 metres backwards. Reduces weapon accuracy by 25%.
Rank 3: Throws enemies + 4 metres backwards. Reduces weapon accuracy by 25%.



Snow Blind Mod
Cannot completly freeze targets unlike cryo mod. It's main effect is reducing the target's weapon accuracy. This ammo will have a number of freeze particles surrounding the munition that will head for the weapon in use. Keep shooting a foe and their gun will eventually stop working altogether. Cannot prime cryo explosions.

In addition, the snow blind rounds will reduce enemy melee damage, and makes enemies unable to perform 1 hit kills attacks at all ranks. (Enemy melee attacks that would normally be 1 hit kills would do a lot of damage but not instantly kill teammates). But snow blind rounds have no effect against powers.

The damage reduction of weapons and melee is performed by the omnitool guiding the freezing particles specifically at guns and melee weapons.

Stats
Rank 1: Reduces enemy weapon accuracy by 20%. Melee damage reduction 20%.  Chance of snow blind round wrecking enemy guns  15%.
Rank 2: Reduces enemy weapon accuracy by 30%. Melee damage reduction 30%. Chance of snow blind round wrecking enemy guns 20%.
Rank 3: Reduces enemy weapon accuracy by 40%. Melee damage reduction 40%. Chance of snow blind round wrecking enemy guns 25%.




Scatter Mod:

The scatter mod does not actually do any extra damage.  This mod causes three or more shards of metal to be shaved from the ammo block inside the gun instead of one. But the result is a reduction of the  weapon's rate of fire

Rank 1 will actually use up 3 munitions per shot. Rank 2 will use up 4 munitions per shot. Rank 3 will use up 5 munitions per shot.

Works differently on Reagar Carbine. Widens the nozzel at the front of the weapon, increasing spread. But will increase the rate that ammo runs out.

Stats on non radius weapons.
Rank 1: + 2 munitions targeting nearby enemies. Reduction in rate of fire 40%.
Rank 2: + 3 munitions targeting nearby enemies. Reduction in rate of fire 35%.
Rank 3: + 4 munitions on targeting nearby enemies. Reduction in rate of fire 20%.

Stats on radius weapons (such as scorpion and falcon,)
Rank 1: + 2 munitions fired 3 metres away from targeted spot. No reduction in rate of fire.
Rank 2: +3 munitions fired 3 metres away from targeted spot. No reduction in rate of fire.
Rank 3: +4 munitions fired 3 metres away from targeted spot. No reduction in rate of fire.


Stats on the Reager Carbine:

Rank 1: Widens the shooting spread of carbine by 10%. Increases ammo usage per second by 10%
Rank 2: Widens the shooting spread of carbine by 20%. Increases ammo usage per second by 20%
Rank 3: Widens the shooting spread of carbine by 30%. Increases ammo usage per second by 30%



Explosive Mod:

Explosive plasma from the omni-tool fuses the shards of metal (that are usually shaved off the metal ammo block inside of guns) with plasma. The heat from the firing mechanism can sometimes cause an explosion with a 100% damage bonus. The fusing of plasma with metal shards will slow down rate of fire on rapid fire weapons. Rapid fire weapons advised to make full use of this ammo mod.

Rank 1: Chance of explosion 15%. Slows fire rate on continuous rapid fire weapons by 20%. 
Rank 2: Chance of explosion 20%. Slows fire rate on continuous rapid fire weapons by 15%.
Rank 3: Chance of explosion 25%. Slows fire rate on continuous rapid fire weapons by 10%.

Modifié par Abraham_uk, 06 septembre 2012 - 06:39 .


#680
Shotgun Nova

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I might as well pitch-in some gear ideas I came up with. The thread can be found here.

Immuno-enhancer - Uncommon gear
Description: Developed specifically for Quarians, the tech has been modified for all species to use. Increases Health by X%

Level 1 = +10%
Level 2 = +15%
Level 3 = +20%
Level 4 = +25%
Level 5 = +30%

Mobility Upgrade - Uncommon gear
Description: Improve armor flexibility with lighter materials. Improves moment speed by X%

Level 1: Movement speed by +5%
Level 2: Movement speed by +8%
Level 3: Movement speed by +11%
Level 4: Movement speed by + 13.5%
Level 5: Movement speed by + 15%

Specialist package - Rare gear
Description:
Optimizes Shield strength and enhances armor to bear heavier loads..
Increases shields by X%. Decreases cooldown speed by X%

Level 1: Shields by +10% Recharge speed by -5%
Level 2: Shields by +12.5% Recharge speed by -7.5%
Level 3: Shields by +15% Recharge speed by -10%
Level 4: Shields by +17.5% Recharge speed by -12.5%
Level 5: Shields by +20% Recharge speed by -15%

Longsword Package - Rare gear
Description: Increases lethality of Assault rifles and Sniper Rifles by X%. (Percentages apply to both weapons)

Level 1: +3%
Level 2: +5%
Level 3: +7%
Level 4: +8.5%
Level 5: +10%

Olympian Package - Rare gear
Description: Improve armor flexibility to improve movement speeds and decrease shield recharge times by X%.

Level 1: Movement speed by +2% Shield recharge by -3%
Level 2: Movement speed by +4.5% Shield recharge by -5%
Level 3: Movement speed by +7% Shield recharge by -7%
Level 4: Movement speed by +8.5% Shield recharge by - 8.5%
Level 5: Movement speed by +10% Shield recharge by -10%

Fitness package - Rare gear
Description: Improved Immuno-enhancers coupled with shield upgrades. (maybe to combat between Stronghold Package and this?)

Level 1: Shield regen by -3% Health by +6%
Level 2: Shield regen by -5% Health by +10%
Level 3: Shield regen by -10% Health by +14%
Level 4: Shield regen by -8.5% Health by +17.5%
Level 5: Shield regen by -10% Health by +20%

Guardian Package - Rare gear
Description: Withdraw energy to amplify Shield capacitors and weapon damage.

Increase Shields 5% and Weapon Damage by 5%
Increase Shields 8% and Weapon Damage by 8%
Increase Shields 11% and Weapon Damage by 11%
Increase Shields 13.5% and Weapon Damage by 13.5%
Increase Shields 15% and Weapon Damage by 15%

Modifié par Shotgun Nova, 01 septembre 2012 - 08:18 .


#681
Abraham_uk

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Shotgun Nova.

You rule!
Soja57's opening post is great.

I personally loved your (Shotgun Nova) suggestions.

With some new gear and some weapon and ammo mods it will rock!

Modifié par Abraham_uk, 01 septembre 2012 - 08:30 .


#682
anmiro

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MP really needs a turian infiltrator

#683
Shotgun Nova

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Abraham_uk wrote...

Shotgun Nova.

You rule!
Soja57's opening post is great.

I personally loved your (Shotgun Nova) suggestions.

With some new gear and some weapon and ammo mods it will rock!


Image IPB

#684
pohjanpoika88

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very nice, thumbs up

#685
anmiro

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I really like the remote charge idea, except I think it should have a larger blast radius and that it can only be planted (like a supply pylon) not thrown.

#686
Veloric Wu

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100000000000/10. Best DLC suggestion thread ever seen

#687
Veloric Wu

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On a side note, might we add an Asari Soldier? It's been appearing in ME2 and ME3, and their more-rugged style would truly add diversity to Asari characters

#688
SilentCO1

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I want this so bad

#689
ManOfSteel

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Awesome thread is awesome. Loving how much thought is going into everything. Wouldn't mind this at all.

#690
Misfiring

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Geth Soldier needed. Seriously. They have tons of troopers in game thus we should get one too.

Skills: Hunter Mode, Defense Matrix, Proximity Mine, passive, fitness.

#691
Veloric Wu

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Must. Bump. For. Justice.

#692
TonySum41

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this... is sexy...

#693
CombustibleLemon

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Misfiring wrote...

Geth Soldier needed. Seriously. They have tons of troopers in game thus we should get one too.

Skills: Hunter Mode, Defense Matrix, Proximity Mine, passive, fitness.


Check my thread

#694
Aryck the One

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Personally, I would prefer the Turian Infiltrator use Garrus's "From Ashes" alternate appearence (+helmet) with Blue Suns markings, rather that the old ME1 armor model they used for the Turian Blue Sons members in Mass Effect 2. Just saying.

Anyway... has Bioware even noticed this topic? This would make a great DLC, I think. Lots of new powers and distinctive character classes... Keep this topic alive.

Modifié par Aryck1095 V2, 14 septembre 2012 - 07:19 .


#695
Agueybana

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Aryck1095 V2 wrote...

Personally, I would prefer the Turian Infiltrator use Garrus's "From Ashes" alternate appearence (+helmet) with Blue Suns markings, rather that the old ME1 armor model they used for the Turian Blue Sons members in Mass Effect 2. Just saying.

Anyway... has Bioware even noticed this topic? This would make a great DLC, I think. Lots of new powers and distinctive character classes... Keep this topic alive.


I'd hate to see an infiltrator in armor so bulky. It's nice, but just too big. I'd rather see something sleeker like what the blue suns commander wears in ME2 or the phantom armor and helmet from ME1.

#696
danielhumgon

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I support this :D

#697
Aryck the One

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Agueybana wrote...

Aryck1095 V2 wrote...

Personally, I would prefer the Turian Infiltrator use Garrus's "From Ashes" alternate appearence (+helmet) with Blue Suns markings, rather that the old ME1 armor model they used for the Turian Blue Sons members in Mass Effect 2. Just saying.

Anyway... has Bioware even noticed this topic? This would make a great DLC, I think. Lots of new powers and distinctive character classes... Keep this topic alive.


I'd hate to see an infiltrator in armor so bulky. It's nice, but just too big. I'd rather see something sleeker like what the blue suns commander wears in ME2 or the phantom armor and helmet from ME1.


Who cares how bulky it is? I don't see what the problem is, since Garrus himself is kind of an Infiltrator himself, being a Tech/Combat specialist... I just really want that armor in multiplayer. Besides, the Turian Infiltrator sounds kind of like combination Tank/Infiltrator character.

#698
TG DrakWolf

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Still not added to the game yet? Damn!

#699
Torvenral

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Would like this too

#700
RenegadeSpectre

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Bump for justice.