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Enforcement Pack DLC idea


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#101
Agueybana

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More now, nice. I'll have to pour over what I can when I can at the office.

I was just wondering how it would go over to have a female krogan "grease monkey" combat engineer. Someone suggested giving krogan a hammer in a previous thread of ideas, and I put up a build for a krogan engineer there.

Would making it a lady krogan throwing down with the hammer go over? I mean, Eve was tough and smart, and didn't hesitate to show it.

Modifié par Agueybana, 21 septembre 2012 - 12:38 .


#102
ZigarrAlo

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Nice :)
I like the idea of a geth soldier who will be similiar to a destroyer. Like the shoulder cannon idea, which does damage, not like other shoulder cannons. Give him the optic of a geth prime, and the size of a krogan battlemaster and a dream would become true :)

#103
banans_huligans

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I like it!

also you add new gear to the mix:

Kinetic Compensators:
adds damage resistance 10% at level 1, 2.5% for each next level
decrease stagger time: 50% at level 1, 12.5% for each next level

Reaction module (cant think of better name):
increase movement speed: 10% at level 1, 2.5% for each next level
increase heavy melee speed 10% at level 1, 2.5% for each next level
increase realod speed: 10% at level 1, 2.5% for each next level

Weapon mods:
Headshot trauma module for sniper rifles (like the one pistols have)

#104
Agueybana

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Got a suggestion for the geth. The pyro has a red omni-tool read out on it's left arm. How about recoloring that to the omni-tool amber and having it light up and stay lit when you deploy the geth shield. When the shield goes down the omni-tool turns off. It could even animate with bars showing the shield's strength left, like tactical scan has an image of the target on your wrist.

#105
InTheZone

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Fund it. Bioware has complete rights to this topic and its ideas!

#106
DullahansXMark

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http://imageshack.us...flebydullah.png

Blackwatch Rifle

Lore description: An expertly-made sniper rifle meant to be used by the Turian race's most elite snipers. The Blackwatch desired a sniper rifle that was easy to handle for their operatives, light enough in weight for them to carry around for long periods of time, and most importantly, unleash more than one shot per thermal clip. To further the weapon's efficiency, it also comes equipped with a thermal scope, allowing targets to show up even through the darkness of night or sight-muddling smoke. The main drawback of this weapon is the powerful recoil, but this is only an issue for non-Turians.

Type: Sniper Rifle
Fire Mode: Semi-Automatic
Weight: Valiant (1.75-1.0)
Capacity: 2 (15-24)
Fire Rate: M-13 Raptor (400 RPM)
Damage: 600-780 (1.5x multiplier on armor, 1.0x multiplier on everything else)
Accuracy: Javelin (12)
Recoil: Black Widow (3)
Scope: Black Widow (3x)
Reload: M-13 Raptor (~1.5s)
Rarity: Ultra-Rare?
Special Attributes: When zoomed in, the scope makes the wielder's surroundings take on a green hue. Enemy targets show up with a red hue. Enemies can be seen through smoke, making the use of an enhanced scope unnecessary.

Gameplay summary: Each shot is powerful and precise, which is what makes missing with this weapon something that its wielder should be sure never happens. More powerful than three-shot snipers such as the Black Widow and somewhat less powerful than single-shot snipers such as the Widow, this weapon brings a perfect balance to the sniping game, having enough shots in one clip to take out even shielded targets, provided the wielder makes each shot count. This weapon is designed for Turians to use, as the recoil is at such a point, as to allow their passive stability bonuses to kick in and keep this rifle perfectly on target. And of course, since the rate of fire is really high, this weapon maintains a presence when it comes to boss-killing, as you can take it slow and steady for enemies with a face, and fire off quick, powerful shots when something big pops its head through the door. Its extra damage to armor also helps with this. All in all, this weapon can be useful in nearly any situation.

- - - - - - - - - - -

Other notes: I designed its level-up progress to give it 1 extra spare shot and 20 extra damage per level.

And lastly, adjustments may be made upon a moment's notice, as I've yet to do a proper test for these stats among existing sniper rifles.

And I know, the drawing ain't pretty, but it was the best I could do.

Modifié par DullahansXMark, 21 septembre 2012 - 02:25 .


#107
Tchu Tchu Tchu Paaaa

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what a idea!!!! Do you want to work on Bioware? Consider it done after this thread.

#108
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?

#109
DullahansXMark

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Vortex13 wrote...
[snipped]


Jeez, I can tell someone was working hard XD

#110
Vortex13

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^ The idea behind this class is to capture the skittery-ness of the Mass Effect 1 Geth Hoppers while still working with in the multiplayer's rules. By all means if anyone has better suggestions on powers, damage, health, ect. please let me know as I would love to work up this class like how the OP has done.

#111
DullahansXMark

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Oh, another random idea: maybe give the Turian Cabal some violety-black biotics?

#112
DullahansXMark

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Vortex13 wrote...

^ The idea behind this class is to capture the skittery-ness of the Mass Effect 1 Geth Hoppers while still working with in the multiplayer's rules. By all means if anyone has better suggestions on powers, damage, health, ect. please let me know as I would love to work up this class like how the OP has done.


Hey, I like it. It's a great idea.

#113
Vortex13

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DullahansXMark wrote...

Vortex13 wrote...

^ The idea behind this class is to capture the skittery-ness of the Mass Effect 1 Geth Hoppers while still working with in the multiplayer's rules. By all means if anyone has better suggestions on powers, damage, health, ect. please let me know as I would love to work up this class like how the OP has done.


Hey, I like it. It's a great idea.


Oh I'm not mad or anything, it's just sometimes the ideas in my head don't translate well to paper.

;)

#114
DullahansXMark

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Vortex13 wrote...

DullahansXMark wrote...

Vortex13 wrote...

^ The idea behind this class is to capture the skittery-ness of the Mass Effect 1 Geth Hoppers while still working with in the multiplayer's rules. By all means if anyone has better suggestions on powers, damage, health, ect. please let me know as I would love to work up this class like how the OP has done.


Hey, I like it. It's a great idea.


Oh I'm not mad or anything, it's just sometimes the ideas in my head don't translate well to paper.

;)


I myself had an idea somewhat similar to this once. It wasn't very well-received, as you might be able to tell.

#115
Epsilon330

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It's nice to see a DLC that doesn't involve Quarians, Humans, Krogan or Asari for once.

I'd say this needs to go out first before we get any more of the above. Also, maybe make the Turian Cabal female?

#116
Hyperion II

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I want Bioware to pay you and make this real

#117
AresKeith

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Vortex13 wrote...

DullahansXMark wrote...

Vortex13 wrote...

^ The idea behind this class is to capture the skittery-ness of the Mass Effect 1 Geth Hoppers while still working with in the multiplayer's rules. By all means if anyone has better suggestions on powers, damage, health, ect. please let me know as I would love to work up this class like how the OP has done.


Hey, I like it. It's a great idea.


Oh I'm not mad or anything, it's just sometimes the ideas in my head don't translate well to paper.

;)


I know how that is lol

#118
Soja57

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Responses are in bold.

Misfiring wrote...
I predict that the Hyperion will be very hard to use. This is because its basically a multi-shot javelin, and javelin isn't the easiest thing to use in the inexperienced hand. So if people complain about one shot, imagine if they have to pull off 5 shots in quick succession.

Here's my idea of a better mechanism for Hyperion.

Umm, I tested my Hyperion out myself in the Singleplayer via modifying the Javelin. It wasn't difficult to use at all. Sure, you have to charge up each shot, but you can fire another shot if you miss the first. Javelin is one shot and you're done. They use similar mechanics, but they feel very different. Usually when I design sniper rifles, I give them a relatively high learning curve, but once you are familiar with the weapon, you can wreck enemies. Inexperienced players can pace their shots and still retain a relatively high damage output, as this weapon's DPS is almost comparable to the Valiant.

Geth Shield seems weak when you compare to Tech Armor which is permanent and gives safeguard against gang and give a lot power or melee bonus. Just make geth shield permanent and give it a nice stagger and damage effect to enemies in front of it. Remove shield strength since its permanent. Give it a movement speed penalty and cannot roll (move it from Overclock to here). Overclock doesn't need penalty since its time based.

You can't look at one single stat and judge the power based on it. Geth Shield forms a physical shield with a radius, which squadmates can take advantage of its weapon damage bonus and damage protection. It is stationary, similar to the Asari Justicar's Biotic Sphere.

Overclock is designed to turn the Geth Shock Trooper into a mobile tank. Kind of like trading the movement speed of Hummers and add armor plating and stronger weapons to form a tank.

Though a slight buff to both powers wouldn't be too bad, I just was weary of making things too powerful, as the general public hates nerfs.


Pulse beam rank 6a can do better (splitting a laser attack is boring and illogical). Make it a piercing evolution that allows it to go through maximum 3 enemies behind.

The beam is homing, so I don't know how the pierce through 3 enemies thing would work. It's not really splitting a beam, its more like firing two beams at once, but I used that phrase for simplicity. I don't really see what is wrong here.

Not sure what you mean by rank 5b in flashbang grenade. Enemies will reveal when they take damage. I think its better if you make it increase base grenade damage by 100% (300 is hardly much). Also the base vulnerability give it 25% rather than 7.5%. It'a a grenade power. It has to be better at debuff than proxy mine.

The rank 5b is similar to Tactical Scan's 6th evolution of revealing enemies. Though now that I think about it, maybe I should analyze this thoroughly. Proxy Mine's debuff requries that you invest numerous amount of points in it, whereas this power has the benefit of granting vulnerability at the first level. It also has a significantly wider radius to debuff enemies. You also have to take into account of its powerful crowd control ability, which can instantly stop Ravagers and Cerberus Turrets from firing, or prevent the Banshee from using her Warp (don't know about Banshee teleporting though).

Phase Shift is nice.

Thanks.

A lot of extra programming is needed for a skill to be used on a teammate.

Moreso than programming the Combat Drone that can chase enemies and attack on its own?

Cryo grenade is nice, just give it 500 base damage.

This is overkill here. You have to factor in its bonus multiplier vs protections. It also has additional crowd control ability and armor debuffs.

Salarian STG seems awfully overpowered with 80% DR at all times and if thats not enough DM restores shield. Just replace Reave with Biotic Rift.

I don't like giving a character a power that another character in the DLC pack already has. Rebellion is guilty of this. Also, if you compare to the Asari Justicar, the Justicar can recieve a tad bit more damage reduction than the Salarian STG. Though I may have to slightly reduce the damage reduction of Reave, specifically for the Salarian STG only.

Batarians NEED their blade armor, otherwise they can't tank anything and with their inability to roll they'll die. Blade Storm is a nice skill but is misplaced, and nobody will spec into it when they can just BC > Impulse repeatly.

Blade Armor isn't really necessary, as Biotic Charge is your tanking ability. Blade Storm fits just as good as the N7 Slayer's Biotic Slash does, and I've seen most Slayer's use Biotic Slash. Not everyone has the skill level to Biotic Charge and immediately use up their barriers with Nova/Phase Disruptor and get out alive. There are times where Charging just isn't the best in the current situation, like escorting or defend hacking. Everyone has their own playstyle.

This is just my opinion of course, you can choose not to care but all my criticisms have their reasons.

I appreciate that you mix and match each character's power loadout to determine viable builds and such. Its great to have someone else's perspective on the intricate details of character builds, it helps me improve on my DLC.




banans_huligans wrote...

I like it!

also you add new gear to the mix


I might add some gear, though that isn't really a priority for me right now.

DullahansXMark wrote...

Blackwatch Rifle


I'll see what I can do.

Modifié par Soja57, 21 septembre 2012 - 10:28 .


#119
Soja57

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Epsilon330 wrote...

I'd say this needs to go out first before we get any more of the above. Also, maybe make the Turian Cabal female?


Yeah, this is my current plan right now.:)

#120
AresKeith

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Soja57 wrote...

Epsilon330 wrote...

I'd say this needs to go out first before we get any more of the above. Also, maybe make the Turian Cabal female?


Yeah, this is my current plan right now.:)


well they can still do a Turian Adept, but I still wanna know why are they having a hard time making a female after they showed one in a comic or book

#121
Rudest

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Your threads are great! nice artwork and icons! I'd love for your ideas to get some sort of traction.

However, even if they are never used they are creative and fun to read. Thank you for your work!

#122
AresKeith

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bump for awesome idea

#123
Epique Phael767

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AwesomeButterz wrote...

Cool idea, looks like you put a lot of time into this.



#124
legion 21

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these are great but your wasting your time. bioware will not do any ideas that people come up with

#125
Frosty10001

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 I did a little research and testing, the Asari Justicar's Biotic Sphere has a damage reduction cap of 80%. Also lead me to a few more questions.

When a Fury runs up to a bunch of mobs and primes them with Annihilation Field, and say, the Batarian Imperialist Charges and Impulses, would it trigger one biotic explosion, or one for each primed mob? Combine this with a mob under the effects of the Turian Cabal's Catalyst and you have a deadly trio.

Does Vortex detonate tech bursts in its path to the target, or only primes them when it hits? Overload can be useful in conjuction with it.

Speaking of Vortex, does it along with Biotic Rift have the projectile speed of Singularity, or slower?

Would Catalyst extend the duration of Stasis, and keep enemies trapped for more damage before they break out?

For Protector Drone, I would imagine that it'd function like the targeting of Combat Drone, except whenever you place it, it'll follow the nearest ally. Targeting squadmates seems like a system that Bioware doesn't want to do, yet. Except for reviving of course.

I'm a bit confused with Salvo, does it target anything? Or does it always launch in the same radius? Does the Engineer have to stay with the Salvo when it's preparing to launch (like with an animation) , or can he go anywhere freely?