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#26
TheAshenPhoenix

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Jon The Wizard wrote...

Okay, this is just me (most likely) not knowing anything about what I'm talking about, but try this on for size.

Quarian Sentinel
Description: Quarian technician backed up with supplemental biotics.
Appearance: Think Tali's DLC armor from Mass Effect 2.
Skills:
Barrier (Same as Krogan Sentinel)
Overload
Incendiary Grenade (same as Krogan Soldier)

Just a thought. Any way anyone can add to it would be good.


well you know what your talking about, nothing wrong with what you said, how about making some brand-new abilities though. there are alot of orginal ideas a Quarian biotic could have. like a biotic drone that auto-casts warp. that kind of stuff is ually what draw's peoples attention, also incediary grenade is a combat grenade I do belive. no tech or biotic in it. but your on the right track!

#27
3DMatt

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I’m loving the ideas people are coming up with. I’m still drawing the next one but I might as well put up there powers now. I’ve heard a lot of people say they want a Drell Infiltrator so here’s my idea for one.
 
Drell infiltrator
 
Most of their movements would be the same as the other Drell characters but I thought it would be cool if there heavy melee was similar to the N7 Slayer’s. They’d cloak then appear next to a nearby enemy and attack with an omni-blade.
 
Powers
 
Tactical Cloak
 
Decoy
 
Override
Rank 1: Override            
Hack an enemies systems and control synthetics remotely. Causes a neural shock in organics to incapacitate them for a short duration. You are exposed while controlling synthetics. Break the connection by pressing the power button again.
Recharge Speed: 7 sec
Hack Duration: 12 sec
 
 
 
Rank 2: Recharge Speed
Increase recharge speed by 25%.
Recharge Speed 5.25 sec
 
 
 
Rank 3: Duration
Increase hack duration by 20%.
Hack Duration: 14.4 sec
 
 
 
Rank 4: Duration/Detonate
 
Duration
Increase hack duration by 50%.
Hack Duration: 20.4 sec
 
Detonate
Increase force, damage and impact radius of tech bursts against organics by 50%
 
 
 
Rank 5: Over Clock/Area Neural Shock
Over Clock
Remotely controlled synthetics cause 50% more damage and take 300 damage themselves when the connection is broken.
 
Area Neural Shock
Increase impact radius when used against organics by 1.5 meters.
 
 
 
Rank 6: Shield Boost/Expose
Shield Boost
Increase your own shield strength by 100% while controlling a synthetic.
 
Expose
Increase weapon and power damage taken by organic targets by 15%.
 
 
 
(This power let’s you actually take control of synthetics. Your infiltrator would crouch down and then your view would jump over to the synthetic)
 
This power may be a bit to complicated.

#28
AnimaMachinae

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3DMatt wrote...


I’m loving the ideas people are coming up with. I’m still drawing the next one but I might as well put up there powers now. I’ve heard a lot of people say they want a Drell Infiltrator so here’s my idea for one.
 
Drell infiltrator
 
Most of their movements would be the same as the other Drell characters but I thought it would be cool if there heavy melee was similar to the N7 Slayer’s. They’d cloak then appear next to a nearby enemy and attack with an omni-blade.
 
Powers
 
Tactical Cloak
 
Decoy
 
Override
Rank 1: Override            
Hack an enemies systems and control synthetics remotely. Causes a neural shock in organics to incapacitate them for a short duration. You are exposed while controlling synthetics. Break the connection by pressing the power button again.
Recharge Speed: 7 sec
Hack Duration: 12 sec
 
 
 
Rank 2: Recharge Speed
Increase recharge speed by 25%.
Recharge Speed 5.25 sec
 
 
 
Rank 3: Duration
Increase hack duration by 20%.
Hack Duration: 14.4 sec
 
 
 
Rank 4: Duration/Detonate
 
Duration
Increase hack duration by 50%.
Hack Duration: 20.4 sec
 
Detonate
Increase force, damage and impact radius of tech bursts against organics by 50%
 
 
 
Rank 5: Over Clock/Area Neural Shock
Over Clock
Remotely controlled synthetics cause 50% more damage and take 300 damage themselves when the connection is broken.
 
Area Neural Shock
Increase impact radius when used against organics by 1.5 meters.
 
 
 
Rank 6: Shield Boost/Expose
Shield Boost
Increase your own shield strength by 100% while controlling a synthetic.
 
Expose
Increase weapon and power damage taken by organic targets by 15%.
 
 
 
(This power let’s you actually take control of synthetics. Your infiltrator would crouch down and then your view would jump over to the synthetic)
 
This power may be a bit to complicated.


Yea it seems difficult, and what if you get incapacitated while controlling the mech? But otherwise a cloak would activate and the enemies are forced to target the mech?.
But overrall interesting character ability why not add something that rewards you for hitting weak points such as an ability where depending on the number of shots fired and hitting an enemies head, activate it and the next shot will be amplified immensely or work it like the krogan rage mechanic enough headshots and you enter Thane-mode seeing how nearly every Drell their either assassins or highly trained infiltrators.

Modifié par AnimaMachinae, 01 octobre 2012 - 10:11 .


#29
Abraham_uk

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Cloakless Infiltrator
Chargless Vanguard

New Powers explained on page 1


Vorcha (Cloakless) Infiltrator

Blood Lust
Stunlock
Snap Freeze
Heavy Melee Cryo Blades


Baterian (Chargless) Vanguard

Adrenaline Rush
Reave
Shockwave (this character gets faster cooldowns on the shockwave than the Baterian Sentinel)
Heavy Melee: Biotic Punch with incendiary and disruptor effects



Another concept

Volus Engineer

Remote Controlled Drone
Defence Drone (Same as the one Tali Uses)
Personal Defence Turret
Heavy Melee Shock Baton

Volus are unique in the fact that they are limited to pistols and smg's. Their main strength is in the casting department. Keep them away from the battlefield and use your remote controlled drone to cause mayhem. This drone has an indefinate  duration as long as it's not destroyed.


Remote Controlled Drone:

 This drone has 3 attacks. Gattling gun, fire rockets and self destruct (which is automatically done when health is depleted). The drone can be deployed many times in a match. Cooldown periods are 20 seconds after deployment. This is because it takes time for the omnitool to fabricate these drones. But deployments can last indefinitely as long as the drone isn't destroyed. This drone draws attention away from the volus, but in the event of getting shot at, the volus has two other powers do deal with this.

Rank 1: Weapon damage + 10%
Rank 2: Drone's shields + 10%
Rank 3: Drone's self destruct damage + 10%
Rank 4a: Self destruct radius + 40%
Rank 4b: Self destruct damage + 30%
Rank 5a: Rocket Damage + 20%
Rank 5b: Gattling Gun Damage + 20%
Rank 6a: Drone Shields + 30%
Rank 6b: Weapon Damage + 10%


Personal Defence Turret:

 This turret fires bolts of lightning at any enemies that get close. In addition it can fire fireballs at armoured targets. This power is limited to 1 deployments per match. But thankfully it can be repaired.

Rank 1: Armour & Shields at 1500 each.
Rank 2: Fireball Damage + 20%
Rank 3: Lightning Damage + 20%
Rank 4a: Fireball Damage + 20%
Rank 4b: Lightning Damage + 20%
Rank 5a: Armour and Shields increased by 500 points each
Rank 5b: Spare Turret (if your turret gets destroyed, you can deploy a second one during the match)
Rank 6a: Shield Restoration (allies that get close to the turret will have their shields restored)
Rank 6b: Gattling Gun. In addition to lightning bolts and fire balls, the turret will have a mid/long range gattling gun


Volus weaknesses.

Very low health and shields. (On average the volus can take up to 3 hits. Make this 5 with fitness maxed out). On gold and platinium matches, this is reduced to 2 hits with fitness maxed out and 1 hit with no fitness at all.
Moves very slowly. Volus are not very mobile, which is why they have a remote controlled turret.
Banshee Magnet: Banshees have a tendancy to attack the volus first.
Weapon Limitations: Volus can only carry pistols and SMG's.
Weapon Damage: Volus have very little damage output with guns.
Weapon Recoil: Volus get an additional 30% extra recoil to all guns, making them effective only at close range.
Lack of agilities. No combat rolls or hops. Cannot vault over cover, cannot bend knees making most cover positions un usable.
Volus don't have the missile launcher. Instead they fire a wrist missile instead. This has exactly the same effect as the missile launcher that other races carry, but some gamers might find it a bit strange.
On Platinium and Gold matches, 100% of the enemies of the map will head towards the volus. So many matches become a game of defend the volus.

Volus Strengths:

Most powerful power damage. The power damage output of a volus will put all other races to shame. It is their only true strength. Keep your volus alive, and you have a powerful ally.

Shockbaton: Volus have a very powerful baton that will kill unprotected enemies and does a lot of damage to shields/barrier and armour. Sadly the volus will have difficulty getting close enough to perform a heavy melee, since they have very little health and shields.

100% of health regenerates: Volus have the least amount of health of all races. But the tiny amount of health they do have will completly regenerate. Volus also have the fastest shield regeneration. But that is also because they their shields are very weak.

Modifié par Abraham_uk, 01 octobre 2012 - 03:30 .


#30
Abraham_uk

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Have I added too many weaknesses to the Volus to make them viable for Platinium and Gold matches?

With the Volus, I wanted a glass cannon, with a couple of very powerful strengths, balanced out by a lot of extreme weaknesses.

Like a DPS Mage fantasy role playing games they have abilities that will deciminate enemies very quickly. But they need to be protected all the time. Also like a true DPS mage, they have weapon limitations.

The point of the volus is to have extreme strengths and weaknesses. So only trully skilled players can excel at this class. Also fitness is a bit useless on voluses.

Modifié par Abraham_uk, 01 octobre 2012 - 11:00 .


#31
3DMatt

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AnimaMachinae wrote...

Yea it seems difficult, and what if you get incapacitated while controlling the mech? But otherwise a cloak would activate and the enemies are forced to target the mech?.
But overrall interesting character ability why not add something that rewards you for hitting weak points such as an ability where depending on the number of shots fired and hitting an enemies head, activate it and the next shot will be amplified immensely or work it like the krogan rage mechanic enough headshots and you enter Thane-mode seeing how nearly every Drell their either assassins or highly trained infiltrators.



I wanted it to be a very high-risk/high-reward power. While controlling an enemy, your own health and shields are displayed so if you’re shot, you’ll know. The connection would be broken if you are killed or if you are staggered. The connection can also be broken at any time by the player.
 
It would indeed be a very dangerous move but considering you could control an Atlas or a Geth Prime, I think it would be worth it.
 
I was actually thinking of a kind of damage amplifier power that got stronger with each kill of the same type of enemy but I couldn’t work out a good evolution tree for it.

#32
3DMatt

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Abraham_uk wrote...

Have I added too many weaknesses to the Volus to make them viable for Platinium and Gold matches?

With the Volus, I wanted a glass cannon, with a couple of very powerful strengths, balanced out by a lot of extreme weaknesses.

Like a DPS Mage fantasy role playing games they have abilities that will deciminate enemies very quickly. But they need to be protected all the time. Also like a true DPS mage, they have weapon limitations.

The point of the volus is to have extreme strengths and weaknesses. So only trully skilled players can excel at this class. Also fitness is a bit useless on voluses.



It’s an interesting idea but I think there’s a worry of the player becoming frustrated with the volus. They might get into a situation where they have all this power but can’t stay alive long enough to use them and other players may not know they need to protect them.
 
I like the Baterian Chargless Vanguard. I think he would do really well on a higher difficulty game.

#33
AnimaMachinae

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3DMatt wrote...

AnimaMachinae wrote...

Yea it seems difficult, and what if you get incapacitated while controlling the mech? But otherwise a cloak would activate and the enemies are forced to target the mech?.
But overrall interesting character ability why not add something that rewards you for hitting weak points such as an ability where depending on the number of shots fired and hitting an enemies head, activate it and the next shot will be amplified immensely or work it like the krogan rage mechanic enough headshots and you enter Thane-mode seeing how nearly every Drell their either assassins or highly trained infiltrators.



I wanted it to be a very high-risk/high-reward power. While controlling an enemy, your own health and shields are displayed so if you’re shot, you’ll know. The connection would be broken if you are killed or if you are staggered. The connection can also be broken at any time by the player.
 
It would indeed be a very dangerous move but considering you could control an Atlas or a Geth Prime, I think it would be worth it.
 
I was actually thinking of a kind of damage amplifier power that got stronger with each kill of the same type of enemy but I couldn’t work out a good evolution tree for it.


Vengeance
Rank 1: Damage increased based on the amount of kills of the same enemy the infiltrator makes it will stack up to a cap of 3 with each new stack refreshing the duration of each stack. Activated ability until deactivated.
Base Damage increase: 10%
Stack Damage increase: 10%
Shields reduced to 60%
Cooldown: 6 sec

Rank 2
Melee Damage increased by 15%

Rank 3
Stack Damage increased to 15%

Rank 4
1. Power Damage increased by 15% when active persists for 3 seconds after deactivation

2.Weapon damage increased by 15% when active persists for 3 seconds after deactivation

Rank 5
1. Movement speed increased by 20%

2. Shields restored to 80%

Rank 6
1. Executioner: At full stack ability may be deactivated to grant the Drell 75% increase in damage for 3 Seconds. Stacks may be deactivated prematurely but each at the value of 25%. Consumes all stacks.

2. Torturer: Whilst active targets of the same class will suffer from a stun lasting for 3 seconds and be inflicted with 75 damage for that 3 seconds and special enemies e.g banshee/ atlas/ prime suffer an increased of damage from all sources by 50% if they are nearby a totured enemy.

Modifié par AnimaMachinae, 01 octobre 2012 - 01:11 .


#34
Abraham_uk

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3DMatt wrote...

Abraham_uk wrote...

Have I added too many weaknesses to the Volus to make them viable for Platinium and Gold matches?

With the Volus, I wanted a glass cannon, with a couple of very powerful strengths, balanced out by a lot of extreme weaknesses.

Like a DPS Mage fantasy role playing games they have abilities that will deciminate enemies very quickly. But they need to be protected all the time. Also like a true DPS mage, they have weapon limitations.

The point of the volus is to have extreme strengths and weaknesses. So only trully skilled players can excel at this class. Also fitness is a bit useless on voluses.



It’s an interesting idea but I think there’s a worry of the player becoming frustrated with the volus. They might get into a situation where they have all this power but can’t stay alive long enough to use them and other players may not know they need to protect them.
 
I like the Baterian Chargless Vanguard. I think he would do really well on a higher difficulty game.



The announcer who tells players what the objectives are will say "protect the volus at all costs". This would let the players know that the volus needs protection. With some objectives such as escourting, this could be problematic, because the volus is very slow.

#35
TheAshenPhoenix

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can I get some opions on my spectre Sentinel ideas? I'd like to see what people think.

#36
3DMatt

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Phoenix535 wrote...

can I get some opions on my spectre Sentinel ideas? I'd like to see what people think.



I’ve been begging for a biotic character with a bubble shield since day one and I like the idea of immunity on a time limit. Rank 5 and 6 may be a bit overpowered. I think biotic explosions need to take more effort to set up.
 
I know a lot of people have asked for a purely defence/support type of character but I’d be sort of weary about using one. If there was a way to build them to be a bit more selfish, like there was an option to make them helpful to the team or helpful to the player...

#37
HTTP 404

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biotic god please

#38
TheAshenPhoenix

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3DMatt wrote...

Phoenix535 wrote...

can I get some opions on my spectre Sentinel ideas? I'd like to see what people think.



I’ve been begging for a biotic character with a bubble shield since day one and I like the idea of immunity on a time limit. Rank 5 and 6 may be a bit overpowered. I think biotic explosions need to take more effort to set up.
 
I know a lot of people have asked for a purely defence/support type of character but I’d be sort of weary about using one. If there was a way to build them to be a bit more selfish, like there was an option to make them helpful to the team or helpful to the player...


I'm not seeing it :/ I mean its only what, 2-3 explosions if you take the duration upgrade, every few seconds. They of course would be average strength (meaning they could probaly take down a foot trooper on silver) and when you compare it to the fury who can BE something every 1-2 seconds, I'm not seeing any overpoweredness. its more like an avearge retailation, just so you can actually do something while your standing there with that bubble.

And as for your odd request to be more selfish, why not just set up a barricade for yourself in one room and shoot anything that moves past it? I would treat him more like my asari justicar, who I have set up for pure defense, and then she destroys with conventional weapons.  he also is not capable of making BE's on his own, however pull feild is very helpful for setting up[ BE's for others

EDIT: doubled time for return warp and re-formatted, now only 2-3 return warps are made instead of nearly six. you were right on that one, to many BE setups. But I think rank 6 is still pretty good.

Modifié par Phoenix535, 01 octobre 2012 - 10:41 .


#39
Guest_BrotherWarth_*

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Salarian Soldier-
Shields/Health- 600/500
Marksman
Homing Grenade
Inferno Grenade

Salarian Sentinel-
Shields/Health- 600/500
Defense Matrix
Energy Drain
Stasis Grenade*

Turian Infiltrator-
Shields/Health- 750/500
Shadow Cloak~
Snap Freeze
Overload

Turian Engineer-
Shields/Health- 850/500
Combat Drone
Energy Drain
Flash Fire◘

Batarian Adept-
Barrier/Health- 750/750
Reave
Annihilation Field
Biotic Surge^

Batarian Vanguard-
Barrier/Health- 750/750
Biotic Charge
Stasis Grenade*
Smash


*Stasis Grenade- Throw into a group of enemies to set them in stasis.

Rank 1-
Radius- 2 m
Duration- 4 sec
Rank 2-
Increase grenade capacity by 2.
Rank 3-
Increase duration by 50%
Duration- 6 sec
Rank 4-
Damage-                                                  Radius-
Deal 250 damage to each                    Increase Radius by 50%
enemy caught in the radius                  Radius- 3 m
when the effect ends.
Rank 5-
Max Grenades-                                        Biotic Detonations-
Increase grenade capacity                    Increase damage and force of
by 1.                                                           biotic detonations by 50%.
Rank 6-
Vulnerability-                                             Radius-
Increase damage to targets                  Increase radius by 100%
in stasis by 20%.                                      Radius- 5 m

◘Flash Fire- an instant-cast flame attack that can prime and detonate fire and tech
explosions and weakens armor.

Rank 1-
Recharge speed- 10 sec
Damage- 300
Armor weakening- 20% for 5 seconds
Rank 2-
Increase recharge speed by 20%
Recharge speed- 8 sec
Rank 3-
Increase damage and armor weakening by 10%
Damage- 360
Armor weakening- 30% for 5 seconds
Rank 4-
Damage-                                                                    Shield Negation-
Increase damage by 30%.                                      Ignores 40% of enemy shields/barriers.
Damage- 450
Rank 5-
Armor Weakening-                                                   Recharge Speed-
Increase armor weakening                                    Increase recharge speed by 25%.
by 20%.                                                                       Recharge speed- 6 sec
Armor weakening- 50% for 5 sec
Rank 6-
Freeze Combo-                                                        Armor Damage-
Increase damage to frozen and                            Increase damage to armored targets
chilled targets by 100%.                                         by 75%.

~Shadow Cloak- The user employs an obscuring field that limits enemy visibility and perception of the user. Essentially makes it harder for enemies to detect and hit you. Doesn't make you invisible, but does reduce hostility and make you a hard target.

Rank 1-
Duration- 20 sec
Damage Bonus- 20%
Chance to avoid enemy attack- 20%
Recharge Speed- 10 sec
Rank 2-
Reduce recharge speed by 25%
Recharge Speed- 8 sec
Rank 3-
Increase chance to avoid enemy attack by 10%
Chance to avoid enemy attack- 30%
Rank 4-
Increase duration by 100%                                           Increase damage bonus by 20%
Duration- 40 sec                                                              Damage Bonus- 40%
Rank 5-
Increase recharge speed-                                             Increase chance to avoid enemy attack by 15%-
Recharge Speed- 6.45 sec                                           Chance to avoid enemy attack- 45%
Rank 6-
Bonus power-                                                                  Sniper rifle damage-
Fire 1 bonus power while                                              Increase sniper rifle damage
obscured                                                                           by 25% while obscured

^Biotic Surge- The user creates a biotic field that expands out, damaging and lifting enemies. Lifts unarmored enemies. Not very effective against armor. Can prime and detonate biotic explosions.

Rank1-
Damage- 300
Force- 450 N
Radius- 3 m
Lift Duration- 3 sec
Cooldown- 12 sec
Rank 2-
Increase Radius by 30%
Radius- 4 m
Rank 3-
Increase Force and Damage by 30%
Damage- 400
Force- 585 N
Rank 4-
Increase Damage and Force by 50%                                  Increase Radius and Lift Duration by 60%
Damage- 550                                                                            Radius- 6 m
Force- 810 Lift                                                                            Duration- 5 sec
Rank 5-
Decrease Cooldown by 40%                                                 Increase Damage and Force of Biotic
Cooldown- 7 sec                                                                      Detonations by 50%
Rank 6-
Pierce                                                                                          Flash
Increase damage to shields,                                                 Gains a 25% chance of causing no cooldown
Barriers and armor by 100%

Modifié par BrotherWarth, 01 octobre 2012 - 11:12 .


#40
AnimaMachinae

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3DMatt, I made an attempt at the Drell damage amplifier, thinking to add some extra effect to torturer seems abit lacking at the current stage.

#41
TheAshenPhoenix

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I wish we could see more Geth, they're my favorite race, als. It is somewhat hard to make new classes that fit into them, though I did have an idea for a geth shock trooper

#42
AnimaMachinae

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Phoenix535 wrote...

I wish we could see more Geth, they're my favorite race, als. It is somewhat hard to make new classes that fit into them, though I did have an idea for a geth shock trooper


ask and ye shall recieve
I'm debating whether if it would be classified as a vanguard or soldier considering the tactical jump pack. So here's my spin on the shock trooper. Basically the type to jump into groups of enemies softened by hailfire pulse. And yes Ares mode is an obligatory mode for geth. Shock and awe are the key elements I'm looking at.

Geth Shock Trooper

Powers

Tactical Jumppack
Description:
Soar thrugh the air and based on geth aerodynamics and telemetry re-entry will result in an enemy sustaining heavy damage. Shield replenishes on impact to protect the geth platform from further damage. Force from impact may knock enemies away.

Rank 1
Activated
ability,
Cooldown (Base): base 10 seconds
Damage: 550
Shields replenished to 50%
Force: 750
Radius: 2 meters
Range: 40 meters


Rank 2
Cooldown reduced by 25%

Rank 3
Damage increased to 650
Force increased to 850

Rank 4
1.Force and Damage increased by 40%
Force: 1190
Damage: 910

2. Radius
Increased radius to 4 meters

Rank 5
1.Weapon and power damage increased by 40% for 10 seconds after impact.

2. Shield recharged to 100%

Rank 6
1. Shock: On impact the geth discharges an electrical field. Increases damage to shields and barriers by 100% and cases organic/ synthetic targets without protection to be stunned.
Stun: 3 seconds.

2. Awe: On impact Geth releases superheated gas. Increases damage to armour by 100% organic and synthetic targets panic from being set aflame and damaged over time for 6 seconds.
DoT: 50 for 6 seconds



Hailfire Pulse
Rank 1
Fires a pulse from wrist depletes shields by 50% each use. Recharge based on shield amount. Damage modified by shield amount aswell. Pulse would detonate dealing radiul damage after impact.
Damage: 500 initial trget, 300 in radius
Radius. 8m
Range: 40m


Rank 2
Range increased to 50m

Rank 3
Damaged increased by 20%
damage: 600, 360 in radius

Rank 4
1. Damage
Increase damage and bonus by 30%.
Damage: 780

2.Radius
Increased radius to 10 meters


Rank 5
1.Efficiency: decreases energy consumption to 25%
Increases shield recharge rate by 15% after 5 seconds of not sustaining damage

2. Electrical discharge: targets within detonation radius are electrified and can be set off for tech bursts

Rank 6
1. Multi Pulse: fires 3 pulse each doing 33% of original damage and force.

2.Pierce: Pulse passes through protection i.e shields/ Barriers and stuns targets
Stun 3 seconds

Ares Mode
Purely combat based activated ability for Geth. Reduces shields by 50%
See through smoke and wall. Highlights weak points of target
Rank 1
Cooldown (Base): base 8 seconds
Damage  increased 10%
Range: 15m
Accuracy bonus: 15%

Rank 2
Increase recharge speed by 25%.
Recharge: 6.4 seconds
Movement speed increased by 10%

Rank 3
Increase damage dealt by 20%

Rank 4
1.Increase damage by 30%
Reduces shield to 33% of original state

2. Power Recharge and accuracy
Increases power recharge by 20%
Accuracy increased by 5%

Rank 5
1. Rate of fire.
15% increased fire rate for all weapons

2. Back-up systems: reduces shield penalty to 80% ( without increased damage Rank 4) to 60% ( with damage increase rank 4)


Rank 6
1. Biological hunter
vision increased to 24m
Organic enemies suffer 15% damage more from geth when active

2. Synthetic hunter
Vision increased to 24m
Synthetic enemies suffer 15% more damage from geth when active.

Modifié par AnimaMachinae, 02 octobre 2012 - 09:16 .


#43
3DMatt

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Phoenix535 wrote...

EDIT: doubled time for return warp and re-formatted, now only 2-3 return warps are made instead of nearly six. you were right on that one, to many BE setups. But I think rank 6 is still pretty good.



Good edit. It feels more balanced now.

Selfish was the wrong word. I should have said more beneficial to your own combat capabilities then to the groups defence, similar to the justicar’s biotic sphere.

#44
3DMatt

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AnimaMachinae wrote...

3DMatt, I made an attempt at the Drell damage amplifier, thinking to add some extra effect to torturer seems abit lacking at the current stage.



I actually quite like it the way it is. It feels very focused, which I think fits with the character.

#45
AnimaMachinae

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3DMatt wrote...

AnimaMachinae wrote...

3DMatt, I made an attempt at the Drell damage amplifier, thinking to add some extra effect to torturer seems abit lacking at the current stage.



I actually quite like it the way it is. It feels very focused, which I think fits with the character.


Thx, I'm wondering what other races do you have lined up for your ideas?

#46
3DMatt

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BrotherWarth wrote...

Salarian Soldier-
Shields/Health- 600/500
Marksman
Homing Grenade
Inferno Grenade

Salarian Sentinel-
Shields/Health- 600/500
Defense Matrix
Energy Drain
Stasis Grenade*

Turian Infiltrator-
Shields/Health- 750/500
Shadow Cloak~
Snap Freeze
Overload

Turian Engineer-
Shields/Health- 850/500
Combat Drone
Energy Drain
Flash Fire◘

Batarian Adept-
Barrier/Health- 750/750
Reave
Annihilation Field
Biotic Surge^

Batarian Vanguard-
Barrier/Health- 750/750
Biotic Charge
Stasis Grenade*
Smash


the Batarian biotics sound awsome. Biotic Surge would be a brilliant power and a good fit for Batarians.

#47
3DMatt

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AnimaMachinae wrote...

3DMatt wrote...

AnimaMachinae wrote...

3DMatt, I made an attempt at the Drell damage amplifier, thinking to add some extra effect to torturer seems abit lacking at the current stage.



I actually quite like it the way it is. It feels very focused, which I think fits with the character.


Thx, I'm wondering what other races do you have lined up for your ideas?



Compared to the others I’ve already mentioned, they’re a bit dull. A human vanguard, a human solider and an Asari Sentinel.
 
My idea behind the whole group was that these are the emergency reserves. The people you wouldn’t normally see on the battle field. Either because they’re civilians or covert operatives.
 
I’ll just list them with the character concepts:
 
Turian Adept – a covert operative
 
Female Human Solider – a private security solider
 
Krogan Engineer – “I just fix stuff! What the hell am I doing in a war!?”
 
Asari Sentinel – a medic
 
Drell Infiltrator – just another assassin so not that original.
 
Male Human Vanguard – a civilian trained by Asari. (Might draw this guy next)
 
 
And as the Asari Sentinel would probably look exactly the same as the other Asari characters, I won’t bother drawing them and just post my ideas for her now.
 
Asari Medic Sentinel 
 
Powers


Singularity


Cryo Grenade
Rank 1: Cryo Grenade
Flash-freeze and shatter unprotected enemies with a cryogenic grenade blast. Slow down the rest. Weaken armor. Frozen targets won't regenerate health
Damage: 450
Freeze Duration: 3 seconds
Movement speed: -15%
Radius: 6 m
 
 
Rank 2: Max Grenades
Increase grenade capacity by 1.
 
 
Rank 3: Damage
Increase damage by 20%.
Damage: 540
 
 
Rank 4: Damage/Radius
Damage
Increase damage by 30%.
Damage: 675
 
Radius
Increase impact radius by 30%.
Radius: 7.8m
 
 
Rank 5: Max Grenades/ Cryo Trauma
Max Grenades
Increase grenade capacity by 1.
 
Cryo Trauma
Increase damage to chilled and frozen targets by 10%


Rank 6: Cryo Field/Frozen Vulnerability
Cryo Field
Creates a frozen area for 10 seconds that affects enemies that walk into it.
 
Frozen Vulnerability
Increase damage to frozen and chilled targets by 15%. Weaken armoured targets by an additional 25%.
 
 
 

Restoration
Rank 1: Restoration
A biotic pulse that delivers a jolt of energy to shields and medical systems. Restores shields or health to yourself and allies. The more allies in range, the less effective the pulse.
Recharge Speed: 5 sec
Restore: 10%
Restore with each additional ally: -2.5%
Range: 2m
 
 
Rank 2: Recharge Speed
Increase recharge speed by 25%.
Recharge Speed 3.75 sec
 
 
Rank 3: Restore
Increase Restoration by 5%.
Restore: 15%
 
 
Rank 4: Damage Reduction/Range
Damage Reduction
Reduce damage to yourself and allies hit by the pulse by 10% for 5 seconds.
 
Range
Increase range by 75%.
Range: 3.5m


Rank 5: Restore/Vitality
Restore
Increase Restoration by 10%.
Restore: 25%
 
Vitality
You and allies hit with the pulse move 10% faster and cause 10% more melee damage for 5 seconds.


Rank 6: Surge/Warp Effect
Surge
Has a 30% chance of triggering lowered shields to recharge immediately.
 
Warp Effect
Hit enemies within range with Warp, dealing 50 damage. Set an enemy up for a biotic detonation.

Modifié par 3DMatt, 02 octobre 2012 - 12:20 .


#48
Jon The Wizard

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Phoenix535 wrote...

Jon The Wizard wrote...

Okay, this is just me (most likely) not knowing anything about what I'm talking about, but try this on for size.

Quarian Sentinel
Description: Quarian technician backed up with supplemental biotics.
Appearance: Think Tali's DLC armor from Mass Effect 2.
Skills:
Barrier (Same as Krogan Sentinel)
Overload
Incendiary Grenade (same as Krogan Soldier)

Just a thought. Any way anyone can add to it would be good.


well you know what your talking about, nothing wrong with what you said, how about making some brand-new abilities though. there are alot of orginal ideas a Quarian biotic could have. like a biotic drone that auto-casts warp. that kind of stuff is ually what draw's peoples attention, also incediary grenade is a combat grenade I do belive. no tech or biotic in it. but your on the right track!

I think I did that to get some use for some skills I think need more use, like how Energy Drain is seemingly everywhere compared to Overload and Incendiary Grenades are restricted to two Soldiers that I (personally) never see played unless I'm doing it.  Plus there's the issue of game balance and the fact that you've already got three balanced skills compared to a new one that will need balancing, tweaking and that there'll be a number of egomaniacs complaining that the skill is overpowered.  But, in the interest of fairness, I think I can come up with something.  Give me a second...

...and I got it.  In fact, let me go into more detail.  Ahem.

QUARIAN SENTINEL
Description: Quarian technician backed by supplemental biotics.  Due to rarity biotics, mostly because of rarity of in-utero exposure to Element Zero and Eezo being more useful in everyday applications instead of biotic skill enhancement and Quarian immune system being what it is, Quarian biotics tend to avoid front-line confrontation, relying on technical skills and using biotics to keep self protected.

Appearance:
(General Idea)
Image IPB

Primary Color: Suit Color.  Default color Red.
Highlight Color: Suit Tint.  Default color Black.
Secondary Color: Plating Color? The white bits, including the armor strips on the feet and ankles.  Default color White.
Pattern: Alters the pattern on the fabric bits, also adds stripes to armbraces, belts and forearm ammunition.  Default color none.
Pattern Color: Alters the prior selection.  Default color Black.
Lights: Alters light color on mask.  Default color White.
Skin Tone: Alters color of enviro-suit mask.  Default color White.

Skills:

BARRIER - Image IPB
Identical to Krogan Battlemaster Vanguard

OVERLOAD - Image IPB
Identical to Human Engineers/Turian Sentinel/Geth Engineer

SUPPLEMENT DRONE - Image IPB
(Please pardon my altering in Paint, I still haven't re-installed Photoshop.)

Type: Tech
Description: Small defensive drone that follows the user, attacking enemies within 10 meters.  Grants a small personal boost to barrier strength.
Default Recharge: 5 seconds
Damage: Default damage.
Reload: Default time between shots.
Bonus Shields: Grants X amount of shields.

Rank 1:
Damage: 75
Reload: 3.5 seconds
Bonus Shields: 35

Rank 2: Damage
Damage: 105

Rank 3: Shielding
Bonus Shields: 50

Rank 4 Evolution 1: Reload Time
Reduces time between shots by x%.
Reload: 2 seconds

Rank 4 Evolution 2: Punch
Increases damage by x% and gives a y% chance to stagger enemies.
Damage: 125
Stagger Chance: 15%

Rank 5 Evolution 1: Biotic Supplementation
Increases Power Damage by 25% while active.

Rank 5 Evolution 2: Shield Boost
Increases bonus shields by x%
Bonus Shields: 100

Rank 6 Evolution 1: Incendiary Rounds
Shots fired by drone light enemies on fire.  Enemies take damage over time.  Sets up Tech Bursts.  Bursts immediately end burn duration.
Fire Damage: 45/second
Duration: Window for Tech Bursts.

Rank 6 Evolution 2: Warp Rounds
Shots fired by drone warp enemy shields and armor and increasing damage by x%.  Sets up Biotic Combos.  Increases time between shots.
Damage: 175 (with Punch evolution)
Damage increased by 17.5% on Shielded/Barriered/Armored targets.
Reload: 5.5 seconds.

Heavy Melee: Disruptor Omni-Blade
Dodge: Combat Leap
Default Health/Shield: 500 Health, 600 Biotic Barrier
class: Quarian Technician
Rank 6 Weapon Weight Reduce: Heavy Pistols

Modifié par Jon The Wizard, 02 octobre 2012 - 03:01 .


#49
TheAshenPhoenix

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Nice! from just describing a class shortly and not knowing what you were doing to making a full art concept and new power full fledged character!
I like the idea of the supplement drone, but seeing as how you were worried about making a overpowered power. I think you actually wisk making it a bit to weak, the last 2 evolutions are fine, setup for tech or BE is a great final evolution. But the sheild boost could stand to be almost twice what it is, seeing as how 100 sheild boost isnt that much, but 200 could bring her up to a sentinel's tank prowess if fitness is maxed.

#50
3DMatt

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Jon The Wizard wrote...

Skills:

BARRIER - Image IPB
Identical to Krogan Battlemaster Vanguard

OVERLOAD - Image IPB
Identical to Human Engineers/Turian Sentinel/Geth Engineer

SUPPLEMENT DRONE - Image IPB
(Please pardon my altering in Paint, I still haven't re-installed Photoshop.)

Type: Tech
Description: Small defensive drone that follows the user, attacking enemies within 10 meters.  Grants a small personal boost to barrier strength.
Default Recharge: 5 seconds
Damage: Default damage.
Reload: Default time between shots.
Bonus Shields: Grants X amount of shields.

Rank 1:
Damage: 75
Reload: 3.5 seconds
Bonus Shields: 35

Rank 2: Damage
Damage: 105

Rank 3: Shielding
Bonus Shields: 50

Rank 4 Evolution 1: Reload Time
Reduces time between shots by x%.
Reload: 2 seconds

Rank 4 Evolution 2: Punch
Increases damage by x% and gives a y% chance to stagger enemies.
Damage: 125
Stagger Chance: 15%

Rank 5 Evolution 1: Biotic Supplementation
Increases Power Damage by 25% while active.

Rank 5 Evolution 2: Shield Boost
Increases bonus shields by x%
Bonus Shields: 100

Rank 6 Evolution 1: Incendiary Rounds
Shots fired by drone light enemies on fire.  Enemies take damage over time.  Sets up Tech Bursts.  Bursts immediately end burn duration.
Fire Damage: 45/second
Duration: Window for Tech Bursts.

Rank 6 Evolution 2: Warp Rounds
Shots fired by drone warp enemy shields and armor and increasing damage by x%.  Sets up Biotic Combos.  Increases time between shots.
Damage: 175 (with Punch evolution)
Damage increased by 17.5% on Shielded/Barriered/Armored targets.
Reload: 5.5 seconds.

Heavy Melee: Disruptor Omni-Blade
Dodge: Combat Leap
Default Health/Shield: 500 Health, 600 Biotic Barrier
class: Quarian Technician
Rank 6 Weapon Weight Reduce: Heavy Pistols



Really well thought out. It feels very balanced and I agree that Overload isn’t used enough.
 
I agree with Phoenix535 about the shields. I think you’ve got some wiggle room before it becomes overpowered. The one thing I would suggest is adding a down side to the power. Possibly a time limit or some kind of penalty like how barrier adds to cool-down time or the movement speed penalty you get in devastator mode.
 
Also, nice appearance idea.