-Re-balanced the Geth Pulse Cannon (8/29)
-Added new Firebase images courtesy of Soja57 (8/29)
-Replaced Geth Soldier's Advanced Hardware with Combative Hardware (8/26)
-Added health/shield bases to all classes (8/26)
-Made the damn thread (8/23)
========
After making a thread concerning what I believe will be made into a new MP DLC, I figured, why not make an idea? After getting inaugurated into the secret club responsible for a ton of threads like these, I figured I had to show just how creative I can be, so... here it is! The Resonance Pack, releasing six new characters, three new maps, three new weapons, and an all-new game mode.
Characters:
-Batarian Adept
-Geth Soldier
-Salarian Engineer
-Drell Sentinel
-Turian Infiltrator
-Turian Vanguard
Weapons:
-Blackwatch Rifle (Turian Sniper Rifle)
-Venerable Cause (Drell/Hanar Submachine Gun)
-Geth Pulse Cannon (Geth Assault Rifle)
Maps: (images courtesy of Soja57, thanks a bunch!)
-Firebase Raven (Palaven) (background image belongs to DeviantArt user unfor54k3n)

-Firebase Coup (Rannoch)

-Firebase Arrival (Khar'Shan)
New Game Mode: Spectre-class Critical Missions
If you are in support of this DLC idea, stick this banner in your signature:

============

Batarian Adept
Health/Barriers: 750/850
Submissive Burst: The Adept fires out a gag-line of biotic energy that ensnares the targeted enemy. Deals damage over time, and ensnared target is incapable of action. If "deactivated", the gag-line explodes similar in effect to a Biotic Explosion, albeit weaker, to hit foes near the ensnared target. The longer the enemy is ensnared, the weaker the explosion will be. Only works against unarmored targets. The ensnarement phase can set an enemy up for a Biotic Explosion.
Recharge Speed: 8 sec
Grapple Duration: 4 sec
Damage Per Second: 100
Explosion Damage: 500
2-Increase recharge speed by 25% (-2 sec)
3-Increase grapple duration by 25% (+1 sec)
4a-Increase damage per second by 50% (+50 dps)
4b-Does an additional 50% damage when burst (+250 explosion damage)
5a-Increase grapple duration by 75% (+3 sec)
5b-Increase recharge speed by 50% (-4 sec)
6a-Increase grapple duration by 50% (+2 sec), Increase damage per second by 25% (+25 dps)
6b-Increase explosion radius by 25%. Increase explosion damage by 25% (+125 explosion damage). Allow the use of an additional power while the foe is ensnared.
Slam: Same mechanics as Javik's variation.
Warp Grenades: The Adept lobs a grenade that explodes in a large radius to prime enemies for Biotic Explosions.
Damage Per Second: 100
Duration: 8 sec
Radius: 5 m
2-Increase max grenade capacity by 1.
3-Incease damage by 20% (+20 dps)
4a-Increase damage by 30% (+30 dps)
4b-Increase impact radius by 30% (+1.5 m)
5a-Increase max grenade capacity by 1.
5b-Increase damage by 40% (+40 dps)
6a-Increase damage to armor and barriers by 50%.
6b-Increase impact radius by 40% (+2 m)
Batarian Imprisoner: [Same as Batarian Enforcer]
Fitness:
-Mobility: Utilizes same dodge mechanic as the Asari, but only sideways. Forward and backward are a no-go.
-Melee: Utilizes a unique hybrid of the Batarian heavy melee and the Human Adept heavy melee: Does 900 base damage and staggers surviving targets.
-Same as Batarian Fitness.

Geth Soldier:
Armor/Shields: 550/750
Overclock Mode: Increase movement speed and decrease power recharge times. Halves shields, and lowers all forms of damage output by a small margin.
Recharge Speed: 6 sec
Movement Speed Bonus: 10%
Recharge Speed Bonus: 20%
Shield Penalty: 50%
Damage Output Penalty: 20%
2-Increase recharge speed after deactivation by 25%.
3-Increase movement speed bonus by 10%.
4a-Decrease shield penalty to 25%.
4b-Decrease damage output penalty to 10%.
5a-Increase recharge speed bonus by 10%.
5b-Increase recharge speed after deactivation by 35%.
6a-Increase movement speed bonus by 15%.
6b-Increase recharge speed bonus by 20%.
Geth Flamer: [fundamentally the same as the Vorcha's Flamer, except that it is fired from the gun instead of the wrist and makes a different sound effect. Other than that, however, it is the same skill]
Geth Stinger: Charge up a powerful stinger missile constructed from Geth technology, then fire it at an unfortunate enemy that takes heavy damage upon explosive impact. Non-power-based actions can be performed while charging the stinger missile. Similar in structure to the N7 Destroyer's Missile Launcher, except that it is not a mode, and it actually does something substantial.
Recharge Speed: 6 sec
Charge Duration: 4 sec
Damage: 700
Force: 1000 N
Radius: 3 m
2-Increase recharge speed by 25%.
3-Increase damage and force by 20%.
4a-Increase damage and force by 30%.
4b-Increase impact radius by 30%.
5a-Decrease charge duration by 35%.
5b-Increase recharge speed by 35%.
6a-Increase damage and force by 50%.
6b-Fire two Geth Stinger missiles at 60% of the power of one.
Networked AI: Same as all Geth.
Combative Hardware: Increases base armor, shields, and damage reduction. Damage reduction only activates when shields have been broken.
Health & Shield Bonus: 15%
Melee Damage Bonus: 15%
Damage Reduction Bonus: 5%
-Dodging is the same as all Geth classes
-Melee is the Flame Pulse, which is like Shield Pulse but uses flames instead. Same deal as before in practical terms.
2-Increase armor and shield bonuses by 10%. Increase damage reduction bonus by 5%.
3-Increase armor damage bonus by 20%.
4a-Increase melee damage bonus by 30%.
4b-Increase armor and shield bonuses by 15%.
5a-Increase melee damage by 75% for 30 seconds after an enemy is killed by a heavy melee.
5b-Decrease shield-recharge delay by 10%. Increase damage reduction bonus by 5%.
6a-Increase melee damage bonus by 30%. Inccrease power damage bonus by 30% for 20 seconds after an enemy is killed by a heavy melee.
6b-Increase armor and shields by 15%. Increase damage reduction bonus by 10%.

Salarian Plague Doctor (Engineer)
Health/Shields: 600/600
Dominate: Same mechanics as the single-player variant. (http://masseffect.wi...e#Mass_Effect_3)
Medi-Gel Grenades: Lob a special grenade that releases a healing wave of energy. Replenishes health of all of the allies within the vicinity of the grenade's detonation. Healing properties can be boosted by passive power bonuses.
Healing Power: 750 Health
Radius: 5m
2-Increase grenade capacity by 1.
3-Increase healing power by 20% (+150 hp)
4a-Increase healing power by 30% (+225 hp)
4b-Increase impact radius by 30% (+1.5 m)
5a-Increase grenade capacity by 1.
5b-Increase healing power by 20% (+150 hp). Increase impact radius by 20% (+1 m)
5a-Decrease healing power by 33% (-250 hp). Recover an additional 66% shields and barriers (+500 s/b). Shields and barriers replenishment number can be boosted by passive power bonuses.
5b-Increase healing power by an additional 50% over 8 seconds (+40.625 health/sec, +325 hp total)
Viral Bomb: Lob an omni-canister containing a lethal virus into a group of enemies and destroy their defenses with the latest in biological warfare. The disease, once spread through the air, can also corrode machines. Similar in nature to grenades, but uses a cooldown instead of a grenade counter. Has a 0.5x multiplier against shields, and a 1.0x multiplier against health, armor, and barriers.
Recharge Speed: 30 sec
Damage per second: 250
Duration: 10 sec
Radius: 6 m
2-Increase recharge speed by 10%. (-3 sec)
3-Increase damage per second by 20% (+50 dps)
4a-Increase damage per second by 40% (+100 dps)
4b-Increase impact radius by 40% (+2.4 m)
5a-Increase recharge speed by 20% (-6 sec)
5b-Increase damage to organics by 50% (+125 dps to organics)
6a-Increase corrosion damage to armor by 75% (+187.5 dps to armor)
6b-Increase damage to health by 100% (+250 dps to heatlh)
Plague Doctor: [Same in essence as Salarian Operative)
Fitness:
-Mobility: Salarian mobility
-Melee: Incendiary Omniblade
-Fitness chart is the same as standard Salarians

Drell Sentinel:
Health/Shields: 500/400
Fortified Cloak: Take advantage of a modified cloaking power that that sacrifices bonus damage for increased defense. Can be detonated early to reduce cooldown. Unlike Tactical Cloak, the cloak does not break upon performing an action. However, this does not mean enemies can't find out where you are by the sound you make. Other powers cannot be used while Fortified Cloak is active (unless 6b Bonus Power is taken).
Recharge Speed: 12 sec
Duration: 4 sec
Damage Reduction: 25%
2-Increase recharge speed by 25%.
3-Decrease duration by 30%.
4a-Increase duration by 150%.
4b-Decrease damage taken by 10%.
5a-Increase recharge speed by 35%.
5b-Increase weapon, power, and melee damage by 15% while active.
6a-Decrease damage taken by 15%.
6b-Use 1 offensive power while Fortified Cloak is active.
Arc Projector: Unleash an electric current capable of disabling an entire group of enemies within the blink of an eye. Can set up Tech Bursts. Will keep passing through enemies until either all within reach have been affected or the duration expires. Has a 1.5x multiplier against shields and barriers, a 1x multiplier against health, and a 0.5x multiplier against armor.
Recharge Speed: 8 sec
Duration: 4 sec
Damage: 80
Arc Distance: 2m
2-Increase recharge speed by 25%.
3-Increase damage by 20%.
4a-Increase damage by 30%.
4b-Increase damage of combo detonations by 50%.
5a-Increase damage to barriers and shields by an additional 100%.
5b-Increase recharge speed by 25%.
6a-Increase arc distance by 100%.
6b-Increase damage by 600%. Decrease arc distance by 100%.
Biotic Blast: Unleash a cannonball of biotic energy that fires straight forward in a beam-like projection. Deals large amounts of damage, force, and can detonate Tech Bursts, as well as Biotic, Fire, and Cryo Explosions. Has a 1.5x multiplier against barriers and armor, 1x multiplier against health, and a 0.75x multiplier against shields.
Recharge Speed: 12 sec
Damage: 450
Force: 600 N
Radius: 2 m
2-Increase recharge speed by 25%.
3-Increase damage and force by 30%.
4a-Increase damage and force by 40%.
4b-Increase impact radius by 100%.
5a-Increase damage of detonations by 50%. Increase force of biotic detonations by 50%.
5b-Increase recharge speed by 35%.
6a-Increase damage and force by 50%.
6b-Increase damage to armor and barriers by 50%.
Drell Incapacitator: [Same as Drell Assassin]
Fitness:
-Mobility: uses the Phase dodge of the N7 Fury and Slayer.
-Heavy Melee: Human Adept variant. Light melee stays the same.
-Evolution tree remains the same from existing Drell.

Turian Infiltrator:
Health/Shields: 500/750
Tactical Cloak: Standard variation, nothing unusual.
Phosphorus Grenades: Originally invented by the human race, but eventually deemed too inhumane by their standards, the Turian military found a special place for these in their own branches, as they fit into their strategies of total ware quite nicely. Upon impact, Phosphorus Grenades will ignite foes with incinerating flames that set up Fire Explosions. Unlike other primers however, these Fire Explosions can be detonated without requiring the target to be destroyed in the process. 3x damage multiplier against armor and health, 1x multiplier against shields and barriers.
Damage per second: 70
Duration: 8 sec
Radius: 5 m
2-Increase grenade capacity by 1.
3-Increase damage by 20%.
4a-Increase damage by 30%.
4b-Increase impact radius by 30%.
5a-Increase grenade capacity by 2.
5b-Increase damage by 40%.
6a-Increase damage to armor by 50%.
6b-Increase impact radius by 50%.
Blade Counter: Retaliate against an enemy melee attack with expert knowledge of Turian CQC. Can only be used while staggering from an enemy melee attack. Cancels enemy melee counters that might result in a subsequent instant kill, as well as your current stagger animation. Counts as a melee attack, not a power, and thus receives damage bonuses from the Blade Mastery tree, not the Blackwatch Elite tree.
Recharge Speed: 10 sec
Damage: 500
2-Increase recharge speed by 25% (-2.5 sec)
3-Increase damage by 20% (+100)
4a-Increase damage by 30% (+150)
4b-Reduce all damage taken by 40% for 5 seconds after a successful counter.
5a-Course electricity through the blades, setting the countered enemy up for a Tech Burst.
5b-Increase recharge speed by 35% (-3.5 sec)
6a-Increase damage by 50% (+250)
6b-Increase movement speed by 25% for 4 seconds after a successful counter.
Blackwatch Elite: [Same as Turian Veteran tree]
Blade Mastery: Unleash the true power of the Turian Blackwatch's heralded art of CQC, honing power into your blades and fortifying your body.
Health & Shield Bonus: 25%
Melee Damage Bonus: 15%
2-Increase health and shield bonuses by 15%.
3-Increase blade damage by 20%.
4a-Increase blade damage by 30%.
4b-Increase health and shield bonuses by 20%.
5a-Increase blade damage by 50% for 20 seconds after an enemy is killed by a blade attack.
5b-Decrease shield-recharge delay by 15%.
6a-Gain capability of detonating Tech Bursts, and Fire and Cryo Explosions with a heavy melee attack. Blades taken on a nice electrical effect coursing through them.
6b-Increase blade damage by 40%.
Mobility: Can side-hop like the N7 Destroyer.
Melee: Blade combos for light melee. Stab down and rip sideways with a blade for heavy melee. 250/700 damage base for light/heavy melee.

Turian Hastatim Vanguard:
Health/Barriers: 500/750
Biotic Charge: The non-Krogan variation.
Hastatim Focuser: Enter a state where biotic powers possess no cooldowns, and are substantially more powerful, for a limited time. Biotic flames set the Vanguard ablaze. Doubles all damage taken during the duration of the effect.
Recharge Speed: 30 sec
Duration: 5 sec
Biotic Damage Bonus: 30%
2-Increase recharge speed by 25%.
3-Increase duration by 20%.
4a-Increase duration by 40%.
4b-Increase biotic damage bonus by 20%.
5a-Increase movement speed by 10% while active.
5b-Increase recharge speed by 35%.
6a-Increase biotic damage bonus by 30%.
6b-Increase force of all biotics by 50%.
Biotic Tremor: Slam your fist into the ground and knock nearby enemies about with a powerful biotic tremor. Can perform combo detonations.
Recharge Speed: 8 sec
Damage: 500
Force: 500 N
Radius: 6 m
2-Increase recharge speed by 25%.
3-Increase damage and force by 20%.
4a-Increase damage and force by 30%.
4b-Increase impact radius by 30%.
5a-Increase damage and force bonuses of combo detonations by 50%.
5b-Increase recharge speed by 35%.
6a-Increase damage and force by 50%.
6b-Increase damage to armor and barriers by 75%.
Cabal Executioner: [Same as Turian Veteran tree, but with a default 10% power damage bonus]
Fitness:
-Mobility: Same as Batarian Adept.
-Melee: Replace Sentinel heavy melee with double-handed Human Vanguard melee that animates the same. Leave damage output as is.
-Fitness tree utilizes the same evolutions as the Drell classes.
============

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.

Venerable Cause
Lore description: When the Hanar people took the Drell race into their homes on Kahje, this weapon was crafted in commemoration. Inheriting the religious icons of the Drell and hints of the Hanar's "poetic" tendencies, this weapon carries the perfect balance that all Drell assassins wish to acquire into their arsenals, even despite how much it has aged.
Type: Submachine Gun
Fire Mode: Automatic
Weight: [1.1-0.7]
Capacity: 69 (207-276)
Fire Rate: N7 Hurricane*
Damage: [53-80]
Accuracy: Locust
Recoil: N7 Hurricane
Reload: Longest (~2.97s)
Rarity: Rare
Special Attributes: This weapon possesses 0.25cm cover penetration.
*The Venerable Cause only fires out 1 bullet per trigger pull instead of 2, unlike the Hurricane. Keeping that in mind, it still possesses the "same" fire rate (as in, it shoots out 1 bullet every time the Hurricane would fire 2)
Gameplay summary: Using this weapon's accuracy and clip size in tandem is the key to success in its use. Due to the general power of each individual bullet, slapping on any mod proves useful all on its own. This is a very well-rounded weapon, but mind the recoil, as it is very violent.

Geth Pulse Cannon
Lore description: Favored by the command-and-control platform, the Geth Prime, this weapon is capable of powerful damage output and intense knockback capability. Until Alliance scientists managed to get a hold of an undamaged model of this weapon, it had slain many an N7 Special Operative thanks to its horrifyingly spectacular stopping power that made the entire heretic Geth army something to be feared and avoided at any cost. This unfair advantage is something that Alliance scientists are also working on countering at the moment.
Type: Assault Rifle
Fire Mode: Semi-Automatic
Weight: [2.0-1.5)]
Capacity: 3 (12-21)
Fire Rate: M-99 Saber
Damage: 470-600 (1.5x multiplier vs. shields/barriers, 0.5x multiplier vs. armor)
Accuracy: M-99 Saber (12)
Recoil: N7 Typhoon
Reload: Longest (~2.97s)
Rarity: Rare
Special Attributes: Can stagger unarmored and unshielded targets. classified as a Geth weapon, and therefore grants a weapon bonus to Geth units.
Gameplay summary: An excellent weapon for crowd control, this weapon carries with it a unique stopping power rivaled by none. However, due to its damage penalty against armor, using it in the name of boss-killing isn't a particularly viable strategy. Combine this need for a secondary weapon with this one's megaton weight, and advantages to using this weapon are somewhat diminished. However, in the right hands, this weapon can be made beyond deadly.
==========
Spectre-class Critical Mission Mode (Critical Mission)
Basically, this is designed to be a nice break from what I will call Fortification Missions (the "Horde Mode" we play now), and is meant to heavily play off of the existing engine to make it as easy for the devs to create as possible, while still providing a refreshing experience. This was quite a challenge for me, and I have to say I'm quite pleased with what resulted from it.
Critical Missions are meant to play out similarly to Campaign missions, and therefore mostly follow the same route of play each time. However, there is a little room for variety (mostly in terms of objective placement), so things won't QUITE be the same every time. However, it should overall provide a nice change of pace from Fortification Missions, so bouncing back and forth should keep things interesting for sure.
The overall premise is that these are meant to be missions to be assigned to Council Spectres, but there just aren't enough Spectres to go around. Therefore, the Overwatch Guy is sending a whole strikeforce of N7 Special Ops (you) in that one Spectre's stead. Feel good about yourself yet?
Any difficulty can be selected. This will affect enemy strengths and other stats just as it does in Fortification Missions. Payouts are the same as well.
Also, when an ally is downed, they are completely incapable of bleeding out. They will simply stay downed until they either use a Medi-Gel, or you come and revive them. Synced animation kills will only result in a downed state. This is to prevent someone from being taken out of the entire game very early on, as this mode does not use the standard Waves system (I do reference "Phases", but there's no downtime between these; I said so simply to separate one operation from the next).
The Cobra Missile Launcher is also disabled, to preserve difficulty.
There are a total of 6 unique missions: 2 per faction. Each faction utilizes an "indoors" script and an "outdoors" script, depending on the location of the Firebase the mission is being played at. Here is a list of indoor and outdoor Firebases:
Indoor:
-Firebase Glacier
-Firebase Reactor
-Firebase Coup *new*
Outdoor:
-... pretty much everyplace else.
Now, onto the Spectre-class Critical Missions!
Cerberus (Indoor):
Mission: There are supposedly some secret Cerberus indoctrination reports in this facility. Do what you were trained to do, and find those documents!
Phase One: Take out the Cerberus guard team
--As you were deployed in covertly, Cerberus has no idea you are here yet. However, if you try accessing those files, Cerberus will know you're there. Therefore, try to take out the guards (a few measly Assault Troopers and Centurions) as stealthily as possible as to not get Cerberus' attention. Upon taking out all of the guards, the location of the lock on those Cerberus files will be detected within the vicinity. Get over to the spot and start the Hack process. (Oh, and it's at this point that enemies will endlessly spawn. There are no breaks from here on out).
Phase Two: Hack through the Cerberus Firewall
--If you were able to successfully take down the guards without them alerting their commanding officers, then the enemies won't start coming until after the Hack has been started. If unsuccessful, however, you'll have to start the hack while taking on a hail of gunfire. Nevertheless, your team will have to hold the line here while your Omni-Tools hack through the Cerberus firewall. However, half-way through, the data jumps location! Fight through the enemy crowd and make your way to that hack circle! Once it's completed, the location of the unprotected Cerberus indoctrination reports will be revealed.
Phase Three: Gather the reports
--Get one man working with the computer to move the files onto separate harddrive. The other three are responsible for defending him as he does so. Unlike the Enable/Disable missions, progress will not be lost if interrupted, but this single device takes 6x as long to work with, so make sure that operative is well-fortified!
Phase Four: Deliver the Harddrives
--There was a lot more data in those reports than could be fit on a single mobile harddrive. The rest of the data is downloading itself onto the backup harddrive, but you have to get this one onto the shuttle, pronto! Carry the packaged harddrive through enemy lines and into the landing zone. However, as you throw the harddrive on, a Cerberus gunship appears and tries to shoot your shuttle down. The shuttle takes off, and the pilot reports that he's going to have to shake this guy off before he can come pick up the second harddrive. Well, isn't that great!
Phase Five: Take out the prototype Cerberus Revenant!
--Looks like Cerberus had more up their sleeve here than we thought. An upgraded variant to the Phantom, the Revenant, has been deployed in this sector. The Revenant is a far stronger adversary than the Phantom, so be careful in taking it out. Once you do so, Overwatch Guy will radio in and tell you that Cerberus plans on unleashing an orbital strike on the station. If they strike now, this entire operation will have been for nothing! Crap!!
Phase Six: Destroy the Orbital Strike Targetting Beacons!
--If you can take out the targetting beacons that Cerberus Combat Engineers are setting up, then you might be able to render Cerberus unable to determine the right location to strike. Find those ten Combat Engineers and take them out before they set up their respective beacon. If they already set it up, destroy it. The base will be bombarded in just three minutes, so act fast. And don't let the regular Combat Engineers fool you with a Turret! All special Combat Engineers will be marked, so don't fret too much.
Phase Seven: Deliver the final harddrive
--Basically the same deal as Phase Four. Get that last harddrive onto the shuttle. Oh, but apparently there's some additional intel that can be found on a Cerberus Drone! Find it and deliver it to the ship!
Phase Eight: Escort the intelligence Drone
--Escort the drone back with you to the shuttle. Easy peasy! Unfortunately, more Cerberus gunships are on their way! However, Alliance battleships are intercepting them, but it's too dangerous to take off right now. If you go right now, you won't make it.
Phase Nine: Fortify the Landing Zone!
--Pinned down, you're going to have to hold that landing zone until it's safe to take off. As the ship can't move too far without risking being blown out of the sky, you'll have to defend it from oncoming Cerberus gunfire. If it takes too much damage, it's mission failure. Luckily, it's mostly only stray shots that will hit the shuttle. After all, taking you guys out takes priority over destroying a sitting duck. But do NOT LEAVE THAT SHUTTLE ALONE, because they will shoot at it anyway if you just run off.
After all of that work, it's time to say Mission Complete! Feel proud, for you've done the Alliance a great justice today!
Now, that begs the question: What is a Cerberus Revenant?
Well, it's basically an upgraded version of the Cerberus Phantom. Much more durable and significantly more powerful, the entire team will have to take her on to even have a chance of winning. Fundamentally, she is quite akin to the Phantom, with a few select differences. Whenever a power is launched at her, or her barriers are reduced, her palm cannon will emit a blinding light that will cover her position and make her much harder to spot. This will only wear off when her barriers begin to recover, or if you manage to stagger her. Going behind her can catch her off-guard while using this light, and sniper rifle enhanced scopes can help, too. Coordinate your attacks: this is not a very easy enemy to fight one-on-one. Her melee attacks are much faster in execution, so do not try to fight her in CQC unless you know what you are doing.
And of course, more will be added later.
Modifié par DullahansXMark, 30 septembre 2012 - 05:24 .





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