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Invent New Weapons for Mass Effect 3


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#51
TheAshenPhoenix

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Capt. Pancake wrote...

go for it that would be super cool! Maybe well be seeing the Olympus Weapons pack in ME4?
also this may be more of a power then a weapon but what about a backlash
first pulls in funnel/cone toward you then reverses polarity and explodes forward like a throw


thanks, I'll have to add/mofiy some things to make it in but defeintly I'll keep the biotic ballistic blade general idea. I'll try to keep as true to it as I can, add to it if I can.
and lol I would love to see it in ME4! you that excited to see my weapons?
As for the backlash, I was thinking of a idea for a blackstorm kind of weapon, maybe for Hades, and that seems like a good idea!

Modifié par Phoenix535, 05 octobre 2012 - 10:16 .


#52
Abraham_uk

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Some epic suggestions.

The suggestions on this thread are even more epic than seeing two rainbows. Then songifying some guys reaction.

Modifié par Abraham_uk, 05 octobre 2012 - 11:01 .


#53
TheAshenPhoenix

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Weapon: Biotic Ballistac Blades

Weapon type: shotgun

Damage: 8/10

Capacity: N/A (magazine size is 5)

Accuracy: 3/10

firing rate: 7/10

Weight: 2/10

Race/group of origin: Blue Suns Mercinary group

Background: this weapon was designed by the blue suns for a close range baclup weapon, it is light and extremly powerful. Blue suns troops were complaining that during prolonged firefights a normal shotgun was not such a viable option for its close range sentinel's and vangaurds. So the blue suns took an idea from the batarians in its gorups, who had created a wrist mounted shotgun using thier omni-tool to create blades and send them flying. this weapon is of course a bit heavier, but is still amazingly light. It deals more damage by using biotics to send the blades flying instead, making greater range and faster power. Plus the mass effect use ensures anyone can use it.
The weapon is permanet, so the user can have extra backup ammo, if they do it is actually an amazingly fast to use gun, but ammo for this weapon is not gotten normally. the user must take time to create the blades in thier slots, and while its a quick process, it could cost precious seconds if the operative is being beared down upon

Funtionality: the user must generate the ammo himself, it will not reload with thermals. the user presses the reload button to create another salvo of blades. when creating them the user must remain stil for about 3 seconds, while the small blue blades are created in the matching wrist mounted blue shotgun. it is then fired like a normal shotgun from the user's wrist at any time.

#54
Capt. Pancake

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Phoenix535 wrote...

Capt. Pancake wrote...

go for it that would be super cool! Maybe well be seeing the Olympus Weapons pack in ME4?
also this may be more of a power then a weapon but what about a backlash
first pulls in funnel/cone toward you then reverses polarity and explodes forward like a throw


thanks, I'll have to add/mofiy some things to make it in but defeintly I'll keep the biotic ballistic blade general idea. I'll try to keep as true to it as I can, add to it if I can.
and lol I would love to see it in ME4! you that excited to see my weapons?
As for the backlash, I was thinking of a idea for a blackstorm kind of weapon, maybe for Hades, and that seems like a good idea!

just really enjoy playing the biotic classes, and specialty weapons for them would be fun, not really so much blades. rather, more a botic force in some shape or form that discharges from the arm and could be multiple projectiles

Modifié par Capt. Pancake, 06 octobre 2012 - 03:55 .


#55
Capt. Pancake

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Phoenix535 wrote...

Weapon: Biotic Ballistac Blades

Weapon type: shotgun

Damage: 8/10

Capacity: N/A (magazine size is 5)

Accuracy: 3/10

firing rate: 7/10

Weight: 2/10

Race/group of origin: Blue Suns Mercinary group

Background: this weapon was designed by the blue suns for a close range baclup weapon, it is light and extremly powerful. Blue suns troops were complaining that during prolonged firefights a normal shotgun was not such a viable option for its close range sentinel's and vangaurds. So the blue suns took an idea from the batarians in its gorups, who had created a wrist mounted shotgun using thier omni-tool to create blades and send them flying. this weapon is of course a bit heavier, but is still amazingly light. It deals more damage by using biotics to send the blades flying instead, making greater range and faster power. Plus the mass effect use ensures anyone can use it.
The weapon is permanet, so the user can have extra backup ammo, if they do it is actually an amazingly fast to use gun, but ammo for this weapon is not gotten normally. the user must take time to create the blades in thier slots, and while its a quick process, it could cost precious seconds if the operative is being beared down upon

Funtionality: the user must generate the ammo himself, it will not reload with thermals. the user presses the reload button to create another salvo of blades. when creating them the user must remain stil for about 3 seconds, while the small blue blades are created in the matching wrist mounted blue shotgun. it is then fired like a normal shotgun from the user's wrist at any time.

pretty cool run down, I was thinking maybe a proto type developed at Grisom Academy in their tech department hope you don't mind the  inputImage IPB

#56
Aryck the One

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Assault Rifle: M-51 Sparrow AGL

Firing Mode: Semi-Auto

Capacity: 16

Quality: Ultra-Rare

Gameplay Description: A Spectre Requisition version of the M-37 Falcon intended for multiplayer. This model has a rate of fire equal to the single player version, but it has a 16 round magazine and does much less damage and has a slightly smaller AoE. Sort of balance between the Falcon and Striker.

Appearence: Identical to the standard Falcon, but it has a cleaner look and a bluish-silver tint similar to the concept art version of the Falcon, and with light-blue lights. It's colors are not affected by weapon mods.

- - - - -

Shotgun: M-89 Jian

Firing Mode: Single-Shot

Capacity: 1

Quality: Rare

Gameplay Description: A Spectre Requisition version of the M-23 Katana that functions much like the Mass Effect 2 version of the M-300 Claymore. It does over 5x the damage of it's standard counterpart, but only holds 1 shot, though it retains the quick reload speed of the standard Katana.

Appearence: Identical to the standard Katana but with a paint job similar to the M-77 Paladin; silver-tinted, with black stripes on the front, and blue lights. Colors are not altered by weapon mods.

Modifié par Aryck1095 V2, 06 octobre 2012 - 04:07 .


#57
Zaidra

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Nutella launcher.

Description: Launches Nutella at enemies, turns organic hostiles into allies for a limited time, and slows other enemies down. Nutella slowly decays armor, and does extra damage against "evil" enemies (Marauders and most Cerberus forces)

Modifié par Zaidra, 06 octobre 2012 - 04:57 .


#58
TheAshenPhoenix

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Capt. Pancake wrote...

just really enjoy playing the biotic classes, and specialty weapons for them would be fun, not really so much blades. rather, more a botic force in some shape or form that discharges from the arm and could be multiple projectiles



hmm. that could be a bit hard, I was actually reluctant to make the Lash gauntlets. These kinds of weapons are usually hard to implement, a ballistac blade shotgun would be easy, but that really sounds more like a power than a weapon. just these kind in general are hard., its sorta hard to explain. there are definite ways around these, but it requires a bit of thinking.  I'll try though!
I also REALLY love the biotics, I like tech more in MP though, just sorta because it seems like most of the biotics got a bit screwed over with the powers/combos they got. since Adepts mainly need to synthesise ALL thier powers in SP. recently though with DLC characters they've gotten way better.
Not that I know what you really wanted the core design to be (a gauntlet to shoot projectiles designed specfically for adepts) I can defintly make that style. Also since its more vauge than the ballistic blade idea, it gives me more room to try and design it. Man, I'm actually getting excited to see what the new design will be! I'll ethier edit the old post or remove it and create a new one when I make it.

EDIT: of course I dont mind the input! its your idea anyway, plus criticsim is how you know if your doing good, what needs improvement, and what is just plain awesome. after all if no one but you likes it its probaly not a good ideaImage IPB

Modifié par Phoenix535, 06 octobre 2012 - 06:47 .


#59
Capt. Pancake

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Phoenix535 wrote...

Capt. Pancake wrote...

just really enjoy playing the biotic classes, and specialty weapons for them would be fun, not really so much blades. rather, more a botic force in some shape or form that discharges from the arm and could be multiple projectiles



hmm. that could be a bit hard, I was actually reluctant to make the Lash gauntlets. These kinds of weapons are usually hard to implement, a ballistac blade shotgun would be easy, but that really sounds more like a power than a weapon. just these kind in general are hard., its sorta hard to explain. there are definite ways around these, but it requires a bit of thinking.  I'll try though!
I also REALLY love the biotics, I like tech more in MP though, just sorta because it seems like most of the biotics got a bit screwed over with the powers/combos they got. since Adepts mainly need to synthesise ALL thier powers in SP. recently though with DLC characters they've gotten way better.
Not that I know what you really wanted the core design to be (a gauntlet to shoot projectiles designed specfically for adepts) I can defintly make that style. Also since its more vauge than the ballistic blade idea, it gives me more room to try and design it. Man, I'm actually getting excited to see what the new design will be! I'll ethier edit the old post or remove it and create a new one when I make it.

EDIT: of course I dont mind the input! its your idea anyway, plus criticsim is how you know if your doing good, what needs improvement, and what is just plain awesome. after all if no one but you likes it its probaly not a good ideaImage IPB

thanks for even putting any thought at all into the design

#60
TheAshenPhoenix

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Capt. Pancake wrote...

thanks for even putting any thought at all into the design


No problem! I actually like the idea! especially your little hint about making it from Grissom, never even though about making them a place that I can get the weapon from. and usually where they are from defines thier style. if you'll notice the design I made first was also a biotic design, and I dont know why more weapons dont use mass effect feilds to make awesome effects. cant wait to make the design, dont think I will be making it now, it requires a bit of thought. After I'm done with yours though I'm going to continue with the Olympus pack, I dont know what ot make next, but your backlash idea defintly gives inspiration for Hades.

#61
Capt. Pancake

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Phoenix535 wrote...

Weapon: Cerburus Lash Gauntlets

Weapon type: heavy pistols

Damage: 2/10

Capacity 6/10 (clips size 6, spare 30)

firing rate: 8/10

Weight 4/10

Accuracy: 8/10

origin race/orginazation: Cerburus


Description: cutting edge tech developed in cerburus labrotries just before the Phoenix operatives defected and turned to the allaince. They use the same lash and Stasis technology that the Phoenix operative do, but on a much smaller scale. the gloves use powerful biotic amps that use thermal clips to automatically eject heat they build up. They create a powerful stasis lash upon activation, that is in turned used by the operative to hit the enemy, upon contact the lash freezes the enemy in place. and continues to do so, until the user release, at which point the target is then flung with a extreme mass lowering feild, creating the same effect as a lash would, on a much smaller scale with much less force. The user can keep the enemy in stasis until their thermal clips cannot sustain the amps huge power release, at which point the stasis dies and the user cannot lash the enemy in one direction. and the thermal clips are used rather qiuckly, so the user must know to be sparing with them.
The idea behind this for cerburus was that if they could use the gauntlets thier Phoenix operative's biotics would become extremly more powerful when assisted by the large amp an gauntlets, however when they realized that the amp was strong enough to generate a weak lash and stasis feild of its own it was immeditaly orderd by the illusive man to be shipped out to every phantom unit in Cerburus. However they never got the chance as the Phoenix adepts left quickly, taking all gauntlets with them, and any hope of re-discoverin lash and stasis tech by removing themselves.


Art: the gauntlets themselves look very steampunk, and are reminiscent of the power fist from the hit series "fallout". it is very mechanical looking and has a small opeing in the middle of the palm that shoots the lash. when using the lash the user quickly whips the lash in the enemies direction, and then must remain in place until they wish to break the stasis, at which point they fling backwrds, dragging the enemy along with them. the stasis can only be maintained for 3 seconds (lvl I.) and 6 seconds (level X). if the user wishes to lash, they must have at least 1 second worth of thermals left.

also @pancake, not my rendering of your idea, Though I suppose I did get  little inspiration from the biotic gauntlet idea

no worries run with it

#62
AnimaMachinae

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Sniper: Nanite Injector


Lore Description:

The Nanite Injector is a weapon based of the Geth's ability to mimic infections after peace was attained between the Geth and Quarians. The weapon utilizes a miniaturized version of an omni-tool flashforge to create a single bullet comprised of nanites which upon impact may be manipulated by the more technological minded.

The Geth Armoury worked with the Quarian fleet to mass produce this weapon and develop other armaments suitable for co-species warfare. After rigorous testing the Admiralty Board concluded that the Sniper is to be fielded alongside the infiltration and engineering corps of the Geth/ Quarian military.

Weapon Description: Highly accurate gun that fires a single shot that when hitting an enemy sabotages their weapon reduces accuracy and disrupts the systems of either synthetic or organic opponents stunning them for a short duration.

Fire Type: Semi-automatic
Damage Per Shot: 500 at rank 1. 1000 at rank 10. 10% accuracy penalty at Rank 1, 40% accuracy penalty at rank 10
Accuracy: Highly accurate up to 30 metres onwards
Rounds in magazine: 6
Rounds as spare: 24
Extra Effects: In the hands of a Quarian or Geth, the nanites will expose the target increasing damage from all sources by 10% may stack to 40% if multiple shots taken.
Weight: Slightly less than a M-98 Widow

#63
vinwarrior

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Turian Gauntlet Rifle

Description: After the First Contact War, the Turian Hierarchy commisioned this rifle to the best of the best operatives, until the Reapers came. Now Turians widely use these rifles, wether it be in a classified Mission or a simple Ground Assualt. This gun displays to do even more damage when fire is equipped, while it is very accurate and is quiet lightweight, it still shows a slow fire rate and normal damage.

Stats:
Damage 48%
Capacity 61%
Weight 17%
Fire Rate 24%
Accuracy 73%

Clip- 64 rounds
:)

#64
vinwarrior

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Drell Hunter Daggers

Description: Created some time ago these Gauntlets are worth a fortune and due to the massive amount of them, skill martial artists use these. When ammo is equipped the dagger takes on the form of the element. This gun could completely pierce enemy skin, so it is rare. They sell on the market for about 715,000cR, but due to the start of the reaper war, these daggers are needed.

Stats:
Damage: 82%
Capacity: 100%
Weight: 19%
Fire Rate: 27%
Accuracy: 73%

Clip Size Infinite

#65
aliasofall

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AnimaMachinae wrote...

Sniper: Nanite Injector


Lore Description:

The Nanite Injector is a weapon based of the Geth's ability to mimic infections after peace was attained between the Geth and Quarians. The weapon utilizes a miniaturized version of an omni-tool flashforge to create a single bullet comprised of nanites which upon impact may be manipulated by the more technological minded.

The Geth Armoury worked with the Quarian fleet to mass produce this weapon and develop other armaments suitable for co-species warfare. After rigorous testing the Admiralty Board concluded that the Sniper is to be fielded alongside the infiltration and engineering corps of the Geth/ Quarian military.

Weapon Description: Highly accurate gun that fires a single shot that when hitting an enemy sabotages their weapon reduces accuracy and disrupts the systems of either synthetic or organic opponents stunning them for a short duration.

Fire Type: Semi-automatic
Damage Per Shot: 500 at rank 1. 1000 at rank 10. 10% accuracy penalty at Rank 1, 40% accuracy penalty at rank 10
Accuracy: Highly accurate up to 30 metres onwards
Rounds in magazine: 6
Rounds as spare: 24
Extra Effects: In the hands of a Quarian or Geth, the nanites will expose the target increasing damage from all sources by 10% may stack to 40% if multiple shots taken.
Weight: Slightly less than a M-98 Widow


Had an idea for a weapon like this, but your weapon has one problem it requires that the peace between the geth and quarians happened, the problem is hat what if it didnt happen then their is no possibility of the weapo exsisting not to bash your idea I love it just it wouldnt be possible to implement due to its lore.

Modifié par aliasofall, 06 octobre 2012 - 04:46 .


#66
Iron Spetsnaz

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Shredder Assault Rifle

The Shredder Assault Rifle is a weapon designed by Batarian State Arms for the Batarian Military and SIU.

The Shredder works just like any normal weapon, but the feature that makes this rifle uniqe is that it fires rounds at a higher velocity than normally used, this means that it can pierce through light cover and since the beginning of the reaper war, can punch through the shields wielded by Ceberus Guardians.

To prevent overheating of the weapon the number of rounds available is rather low for an assault rifle, which is 20 rounds, although this can be mitigated with the right mods, also it has a low rate of fire so that the user doesn't waste his ammunition

Features
- Can pierce through light cover without the use of mods
- 20 round clip
- low rate of fire



M-3 "Desolator" Chemical Grenade

Banned by the Citadel Conventions, the M-3 Chemical Grenade is an alliance grenade designed by Cerberus when it was founded by The Illusive Man (Sometimes known as TIM), and was proposed to the alliance but when the Alliance signed the Citadel conventions it was forced to decline Cerberus' offer as the Citadel conventions bans the use of chemical weapons, since then Cerberus has mostly used the Chemical Grenade in several Covert Operations, mostly to leave no evidence of Cerberus involvement.

The Chemical Grenade works in a similar manner to Polonium rounds, where it dissolves the flesh of any organic that comes into contact with it, however the Chemical grenade uses a much more deadly version of the chemicals used in Polonium rounds as when the Chemical Grenade explodes and the Chemicals comes into contact with flesh, it can cause intense pain in the victim and can quickly dissolve the flesh and depending on how much and how long the Chemicals have been in contact with flesh, it can dissolve bone although this has only been noted in rare cases, if the Chemicals splash onto the chest, death can occur within minutes as most of the vital organs are located in the chest.

Also the Chemicals known as the "Desolator Mixture" ignores Kinetic Barriers and Biotic Barriers however it is weak against Heavy armour, and does nothing against NBC Suits.

#67
Fixers0

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Here's my idea:


M-67 Arrestor Assault Rifle

This Hahne-Kedar manufactured Assault Rifle is the primary armament of Alliance Expeditionary Corps (AEC) division of the Alliance Marines tasked with exploring new worlds beyond uncharted relays, though being compact in size the weapon's dual heatsink sink system allows the user to fire the weapon twice as long as ordinary military weapons should they find themselfs to be cornered, this ingenious backup system does come at the cost of lower damage per shot and only modest accuarcy.

Stats:
1. Damage - 38%
2. Capacity - 55%
3. Weight - 20%
4. Fire Rate - 62%
5. Accuracy - 48%

Heat capacity: 2x 50 shots before ejection.

Modifié par Fixers0, 06 octobre 2012 - 06:49 .


#68
Soja57

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Some weapons from my custom DLC packs, if anyone hasn't seen them yet.

Asari Oracle Sniper Rifle
Image IPB

Credits:
Concept - Soja57
Illiustration - Soja57
Description - Soja57

Type: Sniper Rifle
Fire Mode: Semi-automatic/delayed fire
Weight: Incisor (1.5 - 0.9)
Capacity: 4 (16 - 26 max spare ammo)
Fire Rate: 60 (Black Widow)
Damage: Saber
Rarity: Rare

Lore Description:
Due to the recent advancements of kinetic barrier technology and bio-amps, sniper rifles have been decreasing in utility against shielded opponents. Rather than throw away outdated bio-amps, the Asari re-purposed them into powerful mass effect engines within their prototype Oracle Sniper Rifle. This sniper rifle, upon pulling the trigger, creates a corridor of massless space between the target and the weapon, guided by a violent, forward thrusting mass effect field that damages enemies. During this time is when a bullet is incased within the field, but not propelled, so as to allow the biotic strike to disrupt shields. After a short delay, the bullet is propelled to the target location. If an enemy moves after the biotic strike, the mass effect corridor can be guided by the Oracle's barrel/line of sight before the bullet projects.

Gameplay Summary:
The Oracle's unique firing feature allows it to circumvent shield gating. Fire a "signal beam" that deals 40% of total weapon damage, then after 0.5 (?) seconds, fires a shot that deals the other 60% damage. After the signal beam is fired, you have two options. Manually aim the second shot, allowing you to choose where the second shot goes. Or simply unscope to allow the second shot to travel where you last scoped in. All of this uses only one bullet. Granted that one has enough damage to do so (most likely through headshots on higher difficulties), this weapon can one shot certain/weakened shielded enemies. Armor reduction affects both projectiles, reducing the Oracle's effectiveness against armor.

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Turian Daedalos Shotgun

Image IPB

Credits:
Concept - Soja57
Illiustration - Soja57
Description - NydusTemplar, Soja57

Type: Shotgun
Fire Mode: Charged Semi-Automatic
Weight: Graal (2.0 - 1.4)
Capacity: 3 (9 - 18 max spare ammo)
Fire Rate: 60 (Katana)
Damage: Charged Graal (960 - 1200)
Accuracy: Uncharged - Raider; Charged - Graal
Rarity: Ultra-Rare

Lore Description:
The Daedalos Assault Shotgun was designed by Armax Arsenal at the request of the turian Heirarchy. It was created to give military forces a powerful and verstile close combat weapon which could engage targets both near and far. Named in honor of the turian spirit of balance, this shotgun has a unique rifling design capable of expanding or narrowing the weapon's barrel without the use of a smart choke, giving the Daedalos incredible accuracy on demand. In order to avoid damaging the barrel mechanism under prolonged use, the weapon is kept in a relaxed state unless required to hit a target at long range. It also gives when the weapon is discharged, returning the barrel to its relaxed state between shots. Its most common use, before the Reaper Invasion began, was in turian hastatim squads, as it excelled in urban environments.

Gameplay Summary:
Notes: The Daedalos is balanced in the same weight category as the Graal Spike Thrower and Geth Plasma Shotgun, with a charge mechanic which does not impact weapon damage, but rather weapon accuracy.  In its default state, the accuracy is roughly equivalent to the AT-12 Raider shotgun, but when allowed to fully charge, its accuracy is comparable to the Graal Spike Thrower.  This means that, though one can fire two shots in quick succession, the second shot will have a far inferior accuracy to the first. Do keep in mind that ammo is more limited to offset its powerful damage output.

Vanguards and Infiltrators will find this weapon of great use as both classes can effectively negate the downside of weapon accuracy in their own way.  Infiltrators can charge the weapon and then activate Tactical Cloak, allowing for headshots at range or in close, then an immediate follow up power or shot in close range for additional damage.  Vanguards can charge the weapon before using Biotic Charge and unleash two shots in the moments after impacting for maximum damage bonus. Vanguards can also benefit from the charged accuracy to when forced to hold their ground, or in situations where charging would be detrimental to survival.

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Batarian Mauler Heavy Pistol

Image IPB

Credits:
Concept - Soja57
Illiustration - Soja57
Description - Soja57

Type: Heavy Pistol
Fire Mode: Semi-Automatic
Weight: Paladin (1.25 - 0.7)
Capacity: 7 (56 - 66 max spare ammo)
Fire Rate: 450 (Mattock)
Damage: Phalanx (114.8 - 143.5)
Accuracy: Paladin
Rarity: Rare

Lore Description:
A tried-and-true weapon of the Batarian Hegemony, the Mauler Heavy Pistol is a sidearm worthy of its title. The Alliance's Phalanx Project is based heavily on the Mauler, as Alliance forces on Elysium faced considerable firepower during the Skyllian Blitz. Given a decade to improve on their already impressive sidearm, the Batarians hoped to launch an offensive against the humans for the events of Torfan, but the Reaper invasion has drastically changed their state of mind. Facing extinction, the Batarian Hegemony authorized the schematics to be released on the extranet, allowing anyone to manufacture it. The Blue Suns have exploited this opportunity to arm nearly every one of their members with this sidearm, giving the impression that they are the original manufacturers.

Gameplay Summary: The Mauler Heavy Pistol has the highest DPS of any heavy pistol, but this requires control of its immense recoil and a fast trigger-finger. Its clip size is also very limiting, as its high rate of fire allows you to use up its entire clip quickly, forcing you to reload very often. You can mitigate these various drawbakcs by using appropriate weapon mods, playing as a Turian character specced for stability bonuses, pace your shots, or simply move closer to your targets.

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Prothean Hyperion Rifle

Image IPB

Created by Soja57

Type: Sniper Rifle
Fire Mode: Semi-Automatic (with minimum/maximum charge up mechanic)
Weight: Incisor (1.5 - 0.9)
Capacity: 5 (15 - 25)
Fire Rate: ~180 RPM (has 0.33 seconds of min/max charge up)
Damage: 200 - 250
Accuracy: Javelin
Rarity: Rare

Lore Description: A Prothean weapon predating the Prothean's war with the Reapers, the Prothean Hyperion Rifle uses specialized ammunition in order to fire concentrated projectiles of pure energy. These projectiles are pin-point accurate and powerful, but requires disciplinary control of the trigger. Prothean dig sites suggests that the Hyperion Rifle was one of the primary weapons for Prothean Marksmen during their Metacon War, a conflict between the organics of the Prothean cycle and the hostile AI/organic hybrid race, the Zha'til.

Gameplay Summary: The Hyperion combines the semi-automatic firing mode of the Valiant with the Javelin's charging mechanic. The Hyperion has a 0.33 second minimum charge up time, and automatically fires once fully charged, similar to the Geth Javelin's firing mechanism. Once fired you must release the trigger in order to allow charging of the next shot, similar to how you must re-pull the trigger to fire another Valiant shot. You can immediately charge up another shot to follow up.

#69
TheAshenPhoenix

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soja, I remember some of these guns. belive it or not I thought of the Oracle while making the Artemis, I wanted an asari sinper rifle.

#70
Soja57

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Phoenix535 wrote...

soja, I remember some of these guns. belive it or not I thought of the Oracle while making the Artemis, I wanted an asari sinper rifle.


Yeah, an asari sniper rifle would go nice with the new asari infiltrator in Retaliation. Many have requested and come up with different kinds of mechanics for an asari sniper rifle.

You know how Bioware is releasing 4 initial characters at DLC launch, and then the rest will come later on a regular basis? They should do something similar with weapons.

Modifié par Soja57, 06 octobre 2012 - 07:57 .


#71
TheAshenPhoenix

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Soja57 wrote...

Phoenix535 wrote...

soja, I remember some of these guns. belive it or not I thought of the Oracle while making the Artemis, I wanted an asari sinper rifle.


Yeah, an asari sniper rifle would go nice with the new asari infiltrator in Retaliation. Many have requested and come up with different kinds of mechanics for an asari sniper rifle.

You know how Bioware is releasing 4 initial characters at DLC launch, and then the rest will come later on a regular basis? They should do something similar with weapons.


I just feel like we need more unique ones, I love your ideas, they're so incredibly detailed. I dont think I could make art designs like you do :D

#72
Aryck the One

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See these, Bioware? I want them. All of them.

Soja57 wrote...

Some weapons from my custom DLC packs, if anyone hasn't seen them yet.

Asari Oracle Sniper Rifle
Image IPB

Credits:
Concept - Soja57
Illiustration - Soja57
Description - Soja57

Type: Sniper Rifle
Fire Mode: Semi-automatic/delayed fire
Weight: Incisor (1.5 - 0.9)
Capacity: 4 (16 - 26 max spare ammo)
Fire Rate: 60 (Black Widow)
Damage: Saber
Rarity: Rare

Lore Description:
Due to the recent advancements of kinetic barrier technology and bio-amps, sniper rifles have been decreasing in utility against shielded opponents. Rather than throw away outdated bio-amps, the Asari re-purposed them into powerful mass effect engines within their prototype Oracle Sniper Rifle. This sniper rifle, upon pulling the trigger, creates a corridor of massless space between the target and the weapon, guided by a violent, forward thrusting mass effect field that damages enemies. During this time is when a bullet is incased within the field, but not propelled, so as to allow the biotic strike to disrupt shields. After a short delay, the bullet is propelled to the target location. If an enemy moves after the biotic strike, the mass effect corridor can be guided by the Oracle's barrel/line of sight before the bullet projects.

Gameplay Summary:
The Oracle's unique firing feature allows it to circumvent shield gating. Fire a "signal beam" that deals 40% of total weapon damage, then after 0.5 (?) seconds, fires a shot that deals the other 60% damage. After the signal beam is fired, you have two options. Manually aim the second shot, allowing you to choose where the second shot goes. Or simply unscope to allow the second shot to travel where you last scoped in. All of this uses only one bullet. Granted that one has enough damage to do so (most likely through headshots on higher difficulties), this weapon can one shot certain/weakened shielded enemies. Armor reduction affects both projectiles, reducing the Oracle's effectiveness against armor.

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Turian Daedalos Shotgun

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Credits:
Concept - Soja57
Illiustration - Soja57
Description - NydusTemplar, Soja57

Type: Shotgun
Fire Mode: Charged Semi-Automatic
Weight: Graal (2.0 - 1.4)
Capacity: 3 (9 - 18 max spare ammo)
Fire Rate: 60 (Katana)
Damage: Charged Graal (960 - 1200)
Accuracy: Uncharged - Raider; Charged - Graal
Rarity: Ultra-Rare

Lore Description:
The Daedalos Assault Shotgun was designed by Armax Arsenal at the request of the turian Heirarchy. It was created to give military forces a powerful and verstile close combat weapon which could engage targets both near and far. Named in honor of the turian spirit of balance, this shotgun has a unique rifling design capable of expanding or narrowing the weapon's barrel without the use of a smart choke, giving the Daedalos incredible accuracy on demand. In order to avoid damaging the barrel mechanism under prolonged use, the weapon is kept in a relaxed state unless required to hit a target at long range. It also gives when the weapon is discharged, returning the barrel to its relaxed state between shots. Its most common use, before the Reaper Invasion began, was in turian hastatim squads, as it excelled in urban environments.

Gameplay Summary:
Notes: The Daedalos is balanced in the same weight category as the Graal Spike Thrower and Geth Plasma Shotgun, with a charge mechanic which does not impact weapon damage, but rather weapon accuracy.  In its default state, the accuracy is roughly equivalent to the AT-12 Raider shotgun, but when allowed to fully charge, its accuracy is comparable to the Graal Spike Thrower.  This means that, though one can fire two shots in quick succession, the second shot will have a far inferior accuracy to the first. Do keep in mind that ammo is more limited to offset its powerful damage output.

Vanguards and Infiltrators will find this weapon of great use as both classes can effectively negate the downside of weapon accuracy in their own way.  Infiltrators can charge the weapon and then activate Tactical Cloak, allowing for headshots at range or in close, then an immediate follow up power or shot in close range for additional damage.  Vanguards can charge the weapon before using Biotic Charge and unleash two shots in the moments after impacting for maximum damage bonus. Vanguards can also benefit from the charged accuracy to when forced to hold their ground, or in situations where charging would be detrimental to survival.

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Batarian Mauler Heavy Pistol

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Credits:
Concept - Soja57
Illiustration - Soja57
Description - Soja57

Type: Heavy Pistol
Fire Mode: Semi-Automatic
Weight: Paladin (1.25 - 0.7)
Capacity: 7 (56 - 66 max spare ammo)
Fire Rate: 450 (Mattock)
Damage: Phalanx (114.8 - 143.5)
Accuracy: Paladin
Rarity: Rare

Lore Description:
A tried-and-true weapon of the Batarian Hegemony, the Mauler Heavy Pistol is a sidearm worthy of its title. The Alliance's Phalanx Project is based heavily on the Mauler, as Alliance forces on Elysium faced considerable firepower during the Skyllian Blitz. Given a decade to improve on their already impressive sidearm, the Batarians hoped to launch an offensive against the humans for the events of Torfan, but the Reaper invasion has drastically changed their state of mind. Facing extinction, the Batarian Hegemony authorized the schematics to be released on the extranet, allowing anyone to manufacture it. The Blue Suns have exploited this opportunity to arm nearly every one of their members with this sidearm, giving the impression that they are the original manufacturers.

Gameplay Summary: The Mauler Heavy Pistol has the highest DPS of any heavy pistol, but this requires control of its immense recoil and a fast trigger-finger. Its clip size is also very limiting, as its high rate of fire allows you to use up its entire clip quickly, forcing you to reload very often. You can mitigate these various drawbakcs by using appropriate weapon mods, playing as a Turian character specced for stability bonuses, pace your shots, or simply move closer to your targets.

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Prothean Hyperion Rifle

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Created by Soja57

Type: Sniper Rifle
Fire Mode: Semi-Automatic (with minimum/maximum charge up mechanic)
Weight: Incisor (1.5 - 0.9)
Capacity: 5 (15 - 25)
Fire Rate: ~180 RPM (has 0.33 seconds of min/max charge up)
Damage: 200 - 250
Accuracy: Javelin
Rarity: Rare

Lore Description: A Prothean weapon predating the Prothean's war with the Reapers, the Prothean Hyperion Rifle uses specialized ammunition in order to fire concentrated projectiles of pure energy. These projectiles are pin-point accurate and powerful, but requires disciplinary control of the trigger. Prothean dig sites suggests that the Hyperion Rifle was one of the primary weapons for Prothean Marksmen during their Metacon War, a conflict between the organics of the Prothean cycle and the hostile AI/organic hybrid race, the Zha'til.

Gameplay Summary: The Hyperion combines the semi-automatic firing mode of the Valiant with the Javelin's charging mechanic. The Hyperion has a 0.33 second minimum charge up time, and automatically fires once fully charged, similar to the Geth Javelin's firing mechanism. Once fired you must release the trigger in order to allow charging of the next shot, similar to how you must re-pull the trigger to fire another Valiant shot. You can immediately charge up another shot to follow up.



#73
Abraham_uk

Abraham_uk
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aliasofall wrote...

AnimaMachinae wrote...

Sniper: Nanite Injector


Lore Description:

The Nanite Injector is a weapon based of the Geth's ability to mimic infections after peace was attained between the Geth and Quarians. The weapon utilizes a miniaturized version of an omni-tool flashforge to create a single bullet comprised of nanites which upon impact may be manipulated by the more technological minded.

The Geth Armoury worked with the Quarian fleet to mass produce this weapon and develop other armaments suitable for co-species warfare. After rigorous testing the Admiralty Board concluded that the Sniper is to be fielded alongside the infiltration and engineering corps of the Geth/ Quarian military.

Weapon Description: Highly accurate gun that fires a single shot that when hitting an enemy sabotages their weapon reduces accuracy and disrupts the systems of either synthetic or organic opponents stunning them for a short duration.

Fire Type: Semi-automatic
Damage Per Shot: 500 at rank 1. 1000 at rank 10. 10% accuracy penalty at Rank 1, 40% accuracy penalty at rank 10
Accuracy: Highly accurate up to 30 metres onwards
Rounds in magazine: 6
Rounds as spare: 24
Extra Effects: In the hands of a Quarian or Geth, the nanites will expose the target increasing damage from all sources by 10% may stack to 40% if multiple shots taken.
Weight: Slightly less than a M-98 Widow


Had an idea for a weapon like this, but your weapon has one problem it requires that the peace between the geth and quarians happened, the problem is hat what if it didnt happen then their is no possibility of the weapo exsisting not to bash your idea I love it just it wouldnt be possible to implement due to its lore.



It could be a reward in the single player campaign for bringing the Quarians and the Geth together.
Also you'd be allowed to max it out to level X since you won't be able to import this weapon to game plus.
I love this idea so much I'm even trying to find ways of making it work.

#74
Abraham_uk

Abraham_uk
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Soja57 wrote...

Phoenix535 wrote...

soja, I remember some of these guns. belive it or not I thought of the Oracle while making the Artemis, I wanted an asari sinper rifle.


Yeah, an asari sniper rifle would go nice with the new asari infiltrator in Retaliation. Many have requested and come up with different kinds of mechanics for an asari sniper rifle.

You know how Bioware is releasing 4 initial characters at DLC launch, and then the rest will come later on a regular basis? They should do something similar with weapons.



Before Soja came along, I was pulling ideas out of my arse.

Then when I saw his concepts, I started thinking about how they would actually work.
I realised I had to step up my game.

Soja is a legend in the department of concepts, illustrations and lore. Fan fiction at it's finest.

#75
TheAshenPhoenix

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Abraham_uk wrote...

Before Soja came along, I was pulling ideas out of my arse.

Then when I saw his concepts, I started thinking about how they would actually work.
I realised I had to step up my game.

Soja is a legend in the department of concepts, illustrations and lore. Fan fiction at it's finest.



Me two, he helped me when I first started designing characters and I'd probaly still be using a format that made people blind without him. that being said, now that hes here...

Game over, give up, we can all go home now. GG