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Final Stand DLC (multiplayer DLC) Very long posts


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#1
Abraham_uk

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Races that are now on the brink of extinction are making their final stand against the Reapers.

Baterians, Vorcha, Elcor, Quarian, Krogan and Volus are making their last stand against the Reapers. Encounter new maps, new characters and new weapons.



8 New Characters

Baterian Adept: (Brother Warth's concept).
Volus Adept: (Initially Spectre Adept. Concept by Phenoix535)
Baterian Vanguard (Brother Wrath's Concept)
Baterian Medic (My concept)
Krogan Engineer: (3D Matt concept)
Vorcha Infiltrator (My Concept)
Quarian Sprinter (My Concept)
Elcor Sentinel: (My Concept)

Some race changes but the powers are exactly the same.


8 New weapons

The Spike Rifle (SAmaster01 concept)
The Curusan Battle Rifle (SAmaster01 concept)
Sandstorm Arc Projector (My Concept)
Carbal Devastator (My concept)
Blizzard Launcher (Phenoix535 concept)
The Diyonisus "seeker" Heavy pistol(Phenoix 535 concept)
Artemis Sniper Rifle (Phenoix 535 concept)
Sniper: Nanite Injector (AnimaMachinae)


8 New Maps

Karshan- Baterian homeworld
Dekuuna-Elcor homeworld
Irune-Volus homeworld
Palaven (not the moon menae) - Turian homeworld
Rannoch - Quarian homeworld
Heshtok - Vorcha homeworld
Kahje - Hanar homeworld
Quarian Migrant Fleet-Where Quarians live


If you have any suggestions that don't involve "too long didn't read" or "too many suggestions" I'm all ears.

Modifié par Abraham_uk, 08 octobre 2012 - 11:13 .


#2
Abraham_uk

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BrotherWarth wrote...

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

^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%



Volus Adept

Phoenix535 wrote...

Health 500 Barrier 300

Description: using the X5 (if this implant already exists, apologies. this is a new implant) that gives the spectre even more manual control over his nervous system than the asari, this gives him the ability to project huge amounts of biotic power by using his own willpower, however the implant also takes away from the users biotic barrier since it requires more manual focus than other implants, and most of that is used up in the biotic abilities.
________________________________________________________________________________________

Powers:

Impale: create an intense mass effect and stasis feild combonation to generate a large spike that shoots up the ground and straight into the enemy, impaling smaller units and causing massive damage to anything that would survive. However the feild is very hard to generate and therefore, cannot be very far from its caster.

Summary: Impale is a very strong power, comparable to the ex-cerburus smash. maybe even a bit more powerful, it can be cast farther away than smash, though not a great distance. it will quite litreally impale units without sheilding if it deals enough damage. larger enemies and enemies will be stunned by its force. the range may be greater than smash but for someone with only 300 barrier it is still rather dangouresly close

Art: a small bluish feild of energy gathers around the target, 1/2 a second later a large, curved spike shoots out of the ground. Brutally impaling finished off human-sized targets, then quickly slides back into the same feild 1/2 a second later.
Rank 1: cast range 8 meters damage 1000 spike size .8 meters recharge speed 3.5 seconds
Rank 2: recharge speed decrease recharge speed to 2.5 seconds
Rank 3: damage increase damage to 1100

Rank 4:
A. damage increase damage to 1300
B. Push any enemies within range of the spike are thrown and incapacitated for .5 seconds if armored/sheilded

Rank 5:
A shockwave spike cause 3 smaller spikes that deal 300 damage each to hit 3 enemies within 2 meters of the first
B. drain 50% of any damage done to sheilds/barriers are transferred to you

Rank 6:
A. shockwave when the spike slides back into the ground send a shockwave that deals 200 damage and stuns anything withing 3 meters.
B. Dragon tooth any human sized enemy with little enough health to be impaled by the spike is turned into something similar to a husk, it has only 80 health but will harass any enemy within range by trying to claw it, they last only 10 seconds.

________________________________________________________________________________________

Biotic Siphon: Siphon away your enemies life force with principles slimar to reave, but instead of using the energy gained to create a biotic sheild to absorb damage. you use it to fuel your biotic barrier.
Using this on an enemy will cause your barrier to regenerate over time.

Summary: biotic siphon is the Adept's life-saving power, it will constantly regenerate his barrier so long as it is on an enemy (it also works on the Geth, instead ultilizing the energy of the Geth's wiring systems). this helps with the drawback of having such a small barrier on the Adept, however it recharges over time, meaning it is most certianly not something like charge that will just instantly recharge your barrier and let you get back into the fight.

Base stats: Damage per second 50, barrier regen per second 10% lasting time 5 seconds recharge speed 5 seconds

Rank 1: recharge speed decrease recharge speed by 2 sec
Rank 2: damage increase damage per second by 10
Rank 3: duration increase duration by 2 seconds

Rank 4:
A. Protection, create a temporary sheild that also gives you +5% damage protection for 10 seconds
B. damage increase damage per second by 10

Rank 5:
A. leech increase healing by 5% per seconds
B. Lasting leave the damage effect on for 5 more seconds, but not the healing effect.

Rank 6:
A. Leech further increase healing rate by another 5%
B. Damage protection give an addtional 5% protection after using for 10 seconds

_________________________________________________________________________________________

Biotic Puppeteer: using your extreme control over your biotics, use and extremly percise mass effect stasis feild to control your enemies actions, forcing them to do whatever you want them to. however since it is not the enemies wish and you are crudely contolling them with a stasis feild. it will not be nearly as percise as usual, and just like with stasis feilds, your enemy will get a greater resistance to it with each use. However, on enemies to large you cannot project your feild effectivly. making it useless

Summary: the biotic puppeteer is a play on dominate, it can control all three factions of enemies, so it can be very useful. However it creates a great damage reduction on whatever your enemy wouldve dealt. it's best used to cause disruption, seeing as how your enemy has reduced damage. it does owever, have a greater duration than sabatoge, since you are a master of Biotics. Therefore you may be able to get 3 effective uses out of it, it will not work on boss units, brutes, or ravagers. But it will create a slowed movement speed.

Rank 1: Duration 15 seconds recharge speed 7 seconds movement speed decrease on bosses 20% -50% damage
Rank 2: recharge speed decrease recharge speed to 6 seconds
Rank 3: damage reduce damage decrease by 5%

Rank 4:
A. Slow increase boss movement speed decrease by 15%
B. Percision decrease damage reduction by 5%

Rank 5:
A. Constriction cause your stasis feild to grow tighter as it gets closer to dispelling dealing 150 damage throughout its deration, and then 100 when the effect wears off.
B.Distraction cause the enemy controlled to become the main target for any enemy nearby. enemies will quickly shift their attention back if shot or otherwise brought back to attention

Rank 6:
A. weakness +20 more damage done to target
B. true focus decrease weapon damage penalty by 15%


Spectre operative: all those years spent doing spectre operations really hone your battle skills. (for all spectre operatives replaces passive weapon/power bonus)

X5 implant upgrade: increase the strengh of your biotic attacks and barrier by upgrading your X5 implant (fitness)


BrotherWarth wrote...
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


Baterian Medic (My concept. Listed under engineer)
The baterian medic has 20% greater base health and shields than it's Baterian counterparts. In addition, it can help squadmates survive large onslaughts with it's medical abilities. If you want to go for weapon damage, immunity has a level 6 evolution that allows you to build a more weapon focused build.

The best way to look at the Baterian Medic is to think of the Paladin class in traditional Dungeons and Dragons Role Playing Games. Their role is to heal the team and provide buffs to all stats. They don't have any damaging powers, but they do pack a mean punch with their weapons whilst being heavily defended.

Initial Health 900 and Initial Shields 900
With Fitness Maxed Out (tanking spec) Health 1710 and Shields 1710

Powers

Immunity (subject to cooldowns)
Healing Orb (limited uses)
Stim Pack (subject to cooldowns)




Immunity - Omnitool injects a healing fluid into the body for a brief period of time of time. With this power active they take very little damage, health and shields are restored and immunity to one hit kills. In addition, immunity makes the player immune to stunlock (an ability that enemy geth have, that will briefly stun squadmates that get too close).

Rank 1: Damage Reduction + 10%
Rank 2: Rate of healing + 10%
Rank 3: Power duration increased from 5 seconds to 10 seconds
Rank 4a: Damage reduction + 20%
Rank 4b: Rate of healing + 20%
Rank 5a: Power duration increased by 10 seconds
Rank 5b: Squad Immunity. This gives a 20% damage reduction bonus to the rest of the squad whenever immunity is active.
Rank 6a: Damage synergy. Melee and weapon damage increased by 10%
Rank 6b: Rate of healing + 10% and damage reduction + 30%


Healing Orb- Chuck a grenade that will completly restore health and shields to anyone friend or foe. It will revive anyone who is bleeding out whilst completly restoring their health and shields . You can carry up to 3 orbs. These can be replenished in the same way grenades can be replenished.

Radius of healing orbs is 4 metres.

Target a squadmate before throwing the orb for maximum efficency.
If you are not targeting anyone, the healing orb could miss, since it has a limited radius.
Bonuses apply for anyone targeted by them.

Rank 1: Number of orbs + 1
Rank 2: 10 second Damage Reduction of target + 10%
Rank 3: 10 second melee damage increase + 10%
Rank 4a: Number of orbs + 1
Rank 4b: 10 second weapon damage increase + 10%
Rank 5a: Ammo restoration (restores 100% of target ammo)
Rank 5b: 10 second power and combo damage increase + 10%
Rank 6a: Number of orbs + 1
Rank 6b: 10 second sprint bonus + 10%



Stim Pack - The omnitool fires a projectile at the targeted squadmate. This will provide 5-10 second boost a number of stats. Stim Packs have a 10 second cooldown. To use a stimpack on yourself tap the stim pack button without aiming at a squadmate. Aim at a squadmate and press the power key to use on squadmates. Omnitool won't fire projectile at enemies.

Rank 1: Weapon, melee and power damage (not including combos) increase + 5%
Rank 2: Sprinting Speed + 5%
Rank 3: Biotic and Tech combo damage + 5%
Rank 4a: Weapon, melee and power damage + 10%
Rank 4b: Sprinting Speed + 10%
ank 5a: Biotic and Tech Combo damage + 10%
ank 5b: Cooldown time reduction of target's powers by 10%
Rank 6a: Stimpack duration + 5 seconds
Rank 6b: Rate of fire increase + 10%


Fitness (same ranks as all other fitness powers)
Baterian Omnifist as the heavy melee

Baterian Medic (class Passive)

Rank 1: Boost squad and personal weapon damage + 10%
Rank 2: Personal Medi Gel Capacity + 2. Personal Survival Ops Packs Capacity + 2
Rank 3: Boost Personal Missile Capacity + 2. Ammo Packs Capacity + 2
Rank 4a: Boost squad biotic and biotic combo damage by 20%
Rank 4b: Boost squad tech and tech combo damage by 20%

Rank 5a: Squad (not including yourself) Shotguns, Pistols and SMG Damage Bonus + 10%
(Boost personal Shotgun, Pistol and SMG damage by 20%)

Rank 5b: Squad (not including yourself) Assault Rifle and Sniper Rifle Bonus + 10%
(Boost personal Assault Rifle and Sniper Rifle damage by 20%)

Rank 6a: Reduce squad cooldowns by 10%
Rank 6b: Increase squad power durations by 10%


3DMatt wrote...

Krogan Engineer

http://browse.devian...set=96#/d5gdyjk

Shields: 1100
Health: 750

Powers

Defence Matrix


Drone Network
Rank 1: Drone Network
Deploy 3 attack drones for a short time to stun targets and draw enemy fire.
Recharge Speed: 10 sec
Drone Damage: 40
Drone Shields: 350
Duration: 10 seconds


Rank 2: Duration
Increase duration of drones by 25%
Duration: 12.5 seconds


Rank 3: Shields & Damage
Increase drone's damage by 20%.
Increase drone's shields by 20%.
Drone Damage: 48
Drone Shields: 420


Rank 4: Shields & Damage/Detonate
Shields & Damage
Increase drone's damage by 30%.
Increase drone's shields by 30%.
Drone Damage: 60
Drone Shields: 525

Detonate
Drone explodes when destroyed, dealing 300 points of damage across a 5 meter radius.


Rank 5: Duration/Shields & Damage

Duration
Increase duration of drones by 80%
Duration: 22.5 seconds

Shields & Damage
Increase drone's damage by 40%.
Increase drone's shields by 40%.
Drone Damage: 76
Drone Shields: 665


Rank 6: Rockets/Capacity & speed
Rockets
Upgrade drone with long-range rockets that deal 325 points of damage across a 2.5 meter radius.

Capacity & speed
Increase the number of drones by 1 but reduces damage by 10%. Upgrade drones' to move 50% faster.

(I think they would be half the size of regular drones just so the area doesn’t get too crowded.)




Pulse Cannon
Rank 1: Pulse Cannon
A flash-forged series of focusing lenses and wave emitters are constructed to fire a powerful laser pulse.
Recharge Speed: 25 sec
Damage: 1000


Rank 2: Recharge Speed
Increase recharge speed by 10%.
Recharge Speed 22.5 sec


Rank 3: Damage
Increase damage bonus by 20%.
Damage: 1200


Rank 4: Damage/Blast Radius
Damage
Increase damage bonus by 30%.
Damage: 1500

Blast Radius
Explodes on impact causing 400 damage within a 1.5 meter radius.


Rank 5: Electrical Damage/Recharge Speed
Electrical Damage
Add an electrical effect to a target that can be detonated.

Recharge Speed
Increase recharge speed by 20%.
Recharge Speed: 17.5 sec


Rank 6: Damage/Puncture
Damage
Increase Damage by 50%.
Damage: 2000 (Damage) 1700 (Radius)

Puncture
Cannon is upgraded with additional lenses to focus the beam and puncture armour at reduced damage. Can continue through unprotected enemies to hit others (maximum 2).
Defences Ignored: 50%
Piercing Thickness: 0.5m
Piercing Damage: 50%

(I imagine a small cannon would be constructed over the shoulder and be destroyed when fired. It travels in a straight line and hits immediately.)



Vorcha (Cloakless) Infiltrator

Blood Lust
Stunlock
Snap Freeze
Heavy Melee Cryo Blades

Stun Lock:
Your omnitool is producing an electirc field that surrounds you.
This field will zap enemies that get too close.
Enemies that get zapped will literally stand still for 2 seconds.
This gives you the opportunity to shotgun blast that foe to hell.
This works on any enemy regardless of protections or class, but it can only work. If that enemy has been stunlocked before, they can't be stunlocked again.

The stunlock will increase cooldowns


Rank 1: Chance of stun 20%
Rank 2: Chance of stun 30%
Rank 3: Chance of stun 60%
Rank 4a: When enemies are stunned, shotguns do + 20% extra damage
Rank 4b: Techbursts from when enemies are stunned will do + 20% extra damage
Rank 5a: Cooldown penality reduced from 50% to 30%.
Rank 5b: Chance of stun + 40%
Rank 6a: Stunshock: Enemies that get stunlocked will immediately take 500 points of damage.
Rank 6b: Weakening: Enemies affected by stunlock will take 50% extra damage from all attacks.




Quarian Sprinter

Health: 500
Shields: 800

Carnage
Proximity Mine

Sprint Mode: For a brief period of time, the Quarian's can run exceptionally fast. This is not the result of fancy mass effect fields but merely intense training. (1 bonus power can be used during sprint mode)

Rank 1: Storm Speed + 20%
Rank 2: Melee Damage + 10%
Rank 3: Weapon Damage +10%
Rank 4a: Endurance (Cooldown of sprint mode reduced by 10%. Duration of sprint mode increased from 5 seconds to 7 seconds)
Rank 4b: Weapon Damage + 10%
Rank 5a: Melee Damage + 10 %
Rank 5b: Silent Running (Be able to run undetected unless you're too close to the enemy) 
Rank 6a: Storm Speed +30%
Rank 6b: Weapon Rate of fire + 10%




Elcor Sentinel: Cannot carry any guns, but uses the turret on it's back instead. Elcor are slow creatures with plenty of hit points and a turret that packs a lot of damage.

Health: 1000
Armour: 1000
Shields: 1000

Tech Armour
Defence Turret (The one Tali uses)
Multi Frag Grenades

Gattling Gun: The weapon that the Elcor uses instead of equiping guns.
Heavy Melee: Punches the foe, plain and simple.

Very, very slow. Lots of hit points. Draws 100% of enemy attention.

Modifié par Abraham_uk, 08 octobre 2012 - 08:58 .


#3
Abraham_uk

Abraham_uk
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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




Phoenix535 wrote...

Weapon: Artemis

Type: Sniper rifle
Damage: 8/10

Fire rate: 3/10

Capacity: N/A

Accuracy 9/10

wieght 2/10


Description: The Artemis weapon was a weapon created by an Asari scienctist who was facisnated by the myths of the aceint greek godess, and used her as inspiration for a specialty weapon. The idea behind the Artemis was to create a very heavy hitting weapon that was still extremly light for commando units to use at range when they risked using to much energy on biotics or thier biotics were ineffecitve. It uses small botic amp to create a mass lowering feild around the weapon, levitating the thermal projectile in a feild that looks oddly like a bow, before using very small motors to shoot the projectile. Which is now so incredibly light that the slightest push is able to send it soaring at high speeds, enabling for the smallest amount of machinery to be used. Resulting in a high-power, low weight weapon. and since the weapon is powered by a biotic amp, it needs no ammo, but has a cooldown period after firing its three shot capacity. Also, because the amp must be as small as possible, it takes time to create both the projectile and the lift feild, resulting in a very low rate of fire.

Art: the weapon itself is a small, purple U-shaped weapon with a small space straigh down the middle. When it is fired it must be charged, at firts a purple feild appears around the weapon, then it soldifies into a bow shape, with the U being the bow and the biotics being the string. shortly after a small thermal projectile forms inside the bowstring, which grows larger until occupying the whole length of the weapon, the the user fires at the desired target, the projectile flies at lightning speeds and the bowstring dissapears shortly after.

Total firing time is 3 seconds, after using all 3 projectiles the botic ampp takes 6 seconds to rechagre before giving 3 more rounds



Phoenix535 wrote...

Weapon: The Diyonisus "seeker" Heavy pistol

Rarity: Ultra Rare

Damage: Varying, comparable to Phalanx when no chrage, Sabre when fully charge

Fire rate: every 1-5 seconds (from least charged to full charge)

Accuracy 9/10

Capacity: 4/10

Lore: The first weapon created specifically for the Reaper war by the Geth. it is named for the greek god of madness, unpredictablity, and insanity. The wepon itself is no weapon at all, it is an advanced VI that auto targets enemies. it uses super heated plasma spheres that are auto-targeted and split upon being fired, the spheres thaen float mid-air, suspended by mass effect feilds as the VI uses it's targeting tech to pick 5 random enemy units to attack, small nanobots within the split spheres then shift the mass effect feild to fly twoards the enemy. The enemy attacked is always picked at random, and unless completly chraged the spheres auto-target the enemy randomly chosen. However when fully charged the pistol acts like a normal pistol, firing directly at the enemy targeted. The idea the Geth engineers were using behind this is that each race needed a versatile weapon that could both kill swarms of husks and take care of larger, tougher enemies.

Mechanics: the sphere has three levels of charge, which are reprsented by brightness and a small pusle each time it reaches a new level. on the first level it deals minimal damage (phalanx level) and fires 5 spheres, on the second it deals moderate damage (Carnifex) and fires 3 spheres, and at the third level deals large damage (Sabre) and fires one sphere that is dead accurate.



Phoenix535 wrote...

The Posiden "blizzard launcher" Cannon

Race/orginazation of origin: Salarian

Type of weapon: shotgun

Damage: 4/10

Accuracy: 8/10

Capacity 4/10 (magazine 3, spare 15)

Fire rate 2/10

Weight: 8/10

Background: developed as a joint project between the Salarian STG and the Allaince R&D. this Posiden Cannon has been nicknamed the "blizzard launcher" by the troops who weild it because of it's devastating effect. The idea of the project was to try and create a scaled down, portable version of the M-22 Avalanche that would take thermal clips. The joint team tried a number of diffrent experiments, including liquis nitrogen, stasis fields, and even self exploding freeze bombs. However none of them ended up with anything near what they really wanted, then one day, the answer to thier complicated question came in an extremly simple answer. Water.
First the weapon shoots a super condensed ball of water, which explodes on impact coating al enemies in the substance. then, using the principle of atomic movement, those that are slower and heavier grow colder, until they become solid. it uses mass effect feilds to de-condense the ball, exploding it..then the mass effect feild is activated by the gun, it is so intense it slows down the water at the atomic level, freezing them within moments. and slowing down any armored enemies.

Description: the weapon is chargeable, it needs to be charged for 4 seconds before it can be fired, a small icy white bluish sphere shoots from the weapon and stick to whatever surface it hits, after 2 seconds the sphere explodes and freezes any enemies within a 2 meter raduis.


SAmaster01 wrote...

The Curusan Battle Rifle

Description: During their conflicts with Humans, the Batarians realized a need for a heavier rifle to circumvent Human Shielding and Kinetic Barriers. The Avenger Series already being a popular, and more importantly cheap, choice of assault rifle among the coot soldier, the Batarians chose to develop a battle rifle, which was regaining popularity amongst galactic markets.

Named after an ancient type of curved sword used by highland tribes in reference to it wavy frame, the Curusan was accurate, powerful, and dependable enough that after limited testing amongst the Batarian Special Interventions Unit, it became standard issue in squad formation.

The Curusan fires a two shot burst with minimal recoil, and while it doesn't deal as much damage as other battle rifles, this is compensated by it's moderate rate of fire, and it's large ammunition supply.

Fire Type: 2-Round Burst
Accuracy: Moderate
Range: Mid Range
Recoil: Light



SAmaster01 wrote...

The Spike Rifle

Race: Krogan

Description: An old hunting weapon that has doubled as a weapon of war for centuries, the 'Spike Rifle' as it suggests, fires a large spike, originally made from bone, and several other materials, the ammo of choice is a treated metal made by clan Wraith that gives the Spike rifle it's edge.

Spikes that are fired typically impale themselves on the victim, limiting mobility, but Clan Wraith's spikes are laced with a remote detonated explosive that is activated by a secondary trigger, causing massive wounds if not outright killing the opponent.

As part of a bargain with Clan Urdnot, Clan Wraith revealed the secrets of their ammunition in return for a higher position within the unified Krogan society the Reaper war has brought about. Clan Urdnot then released the plans for this ammuntion, along with the spike rifle to Volus Manufactures, along with the words 'try to aim at the bad guys, and not at your feet'.

class: Battle Rifle
Fire-Type: Semi-Automatic
Accuracy: High
Range: Medium
Recoil: Moderate-High
Weight: Heavy
Magazine: 8

I know Mass Effect 3 doesn't have secondary triggers, but if they did do this, maybe it could be a delayed timer, or perhaps they all explode when you reload the weapon.



Sandstorm Arc Projector: (Assault Rifle)
Lore: Project Sandstorm was a project funded by the Volus, Turians, and Salarians that tried to make heavy more accessible for all soldiers. The heavy weapons have a great many issues.




They were too cumbersome. Large, heavy unwieldy objects that used heavy blocks of ammunition. During a time when soldiers wanted to carry more weapons to be prepared for every situation, soldiers were willing to skip heavy weapons altogether.





Limited ammo. Due ammunition production being very expensive, heavy weapons were rarely used for specific situations.





Most lighter weapons had now caught up with their heavier counterparts in terms of damage per second.

So heavy weapons were given a redesign as assault rifles, sniper rifles and shotguns. This way they could take standard universal heat sinks, be much lighter to carry, and have weapon and ammo mods available to them further enhancing their performance.

Weapons that have been converted include

The Arc Projector (Converted into an assault rifle)
ML-77 Missile Launcher (Converted into an assault rifle)
M-100 Grenade Launcher (Converted into a shotgun)
M-451 Firestorm (Converted into a shotgun similar to the Reegar Carbine)
M-490 Blackstorm (Converted into a sniper rifle)
M-622 Avalanche (Converted into a sniper rifle)
M-920 Cain (Converted into a mini explosive semi automatic assault rifle. Nowhere near as overpowered as the Cain)


Description:

The most successful of these weapons was the Sandstorm Arc Projector which became a popular means of dispatching collectors and some of the more recent Reaper transformations.


The arc projector ionizes targets with a nonvisible laser to ready them for a high-voltage electrical attack. As the lightning-like bolt hits its first target, a sophisticated autotargeting system paints succeeding targets with the ionization laser, allowing the electricity to take the path of least resistance and arc between them. An entire enemy strike team can be shocked to death with a few pulls of the trigger.

The biggest differences between the heavy weapon counterpart and the assault rifle version is rate of fire. The new arc projector charges up nearly twice as fast, does less damage per target but covers a much larger area. The role of the new Arc Projector is shield stripping and crowd control. The effect of using this weapon is spamming chain overload over and over again.


Rate of fire: Semi automatic. You can charge up the arc projector to cover a larger area.
Ammo Per clip: 2 lightning strikes.
Number of clips: 5
Area of effect: Radius of 7 metres at rank 10. Radius of 3 metres at rank 1
Reload time: 2 seconds
Weight: About the same as the Revenant.

Damage to shields/barriers: 400 at rank 1. 500 at rank 10.
Damage to health: 300 at rank 1. 400 at rank 10.
Damage to armour: 200 at rank 1. 300 at rank 10.

Effect: Guaranteed to stun all targets that aren't protected by shields.

No ammo: Dark blue lightning comes out of the arc projector.

With disruptor ammo: Damage to all targets increases. Bright blue lightning comes out of the arc projector.

With incendiary ammo: Red coloured lightning comes out of the arc projector. Dealing more damage to health and armour. Will cause enemies to panic.

With cryo ammo: White lightning comes out of the arc projector. Freezes unprotected targets, slows down protected targets and weakens armour.
With

With warp ammo: Purple lightning comes out of the arc projector. This will biotically prime all affected targets, do extra damage to targets already affected by biotics and will weaken armour whilst doing extra damage to health and armour.

With armour piercing ammo: Orange lightning comes out of the arc projector. This weakens armour and does extra damage to health and armour.

With Drill Ammo: Yellow lightning comes out of the arc projector. This will do exceptional damage to unprotected targets.

Explosive Ammo: Deep Red lightning. Explosions on every affected target. Great amount of damage to all targets.

Phasic Ammo: Purple lightning comes out of the arc projector. This will do some damage to health/armour and some damage to shields at the same time (even if the shields aren't completly removed). [/list]





Carbal Devastator [Power Launcher]. (Assault Rifle with a shotgun barrel)

Appearance: Looks like a grenade launcher with a shotgun barrel at the bottom.

Lore: The power launcher was designed for soldiers who rely on biotic and tech powers. The Salarians wanted to create a weapon that would launch offensive powers such as (energy drain, overload, cryo blast, flamer, snap freeze, ballistic blades, incinerate, warp, throw, reave, pull, shockwave, singularity) directly out of a weapon.

This weapon was first used against mercenaries, but soon found its way into the Turian military who wanted a weapon that could amplify the biotic abilities of the Turian Carbals. So a lot of work was done to work on damage amplifiers using internal calibrators.

But the Turians felt that the weapon being a power launcher alone wasn't good enough, because they were too vulnerable to attacks during power cool downs. So the Turian military devised a second firing barrel attached to a second trigger.


How the weapon works: The primary firing mechanism works as follows. Use an offensive power by pressing the relevant power button (as you normally would).

A series of amplifiers within the weapon boost the damage of the offensive powers.
This weapon works on offensive powers such as (energy drain, overload, cryo blast, flamer, snap freeze, ballistic blades, incinerate, warp, throw, reave, pull, shockwave, singularity). You can even fire grenades out of this launcher (if your character has grenades amongst it's three powers.

This gun will not launch the following powers: Biotic Sphere, Tech Armour, Fortification, blade armour, defence matrix, barrier, adrenaline rush, marksman, devastator mode, geth hunter mode, tactical cloak, biotic charge and shadow strike.


The secondary firing mechanism works by pointing and shooting using the fire button. This secondary fire has limited ammo and is less powerful and accurate than other shotguns.



Weapon Information

Weight: Weighs slightly less than a revenant.

Power Damage: Powers launched out of the launcher gain a 20% damage bonus at rank 1. At rank 10 that is a 30% damage bonus. This can be further increased by weapon mods, ammo mods, other consumables and gear.

Power Cool downs: This weapon always adds 2 seconds of extra power cool down when powers are launched out of the power launcher.

Shotgun Barrel: Does less slightly less damage than a scemitar.
Ammo: Launching Powers does not use any ammo unless you are using grenades. However firing out of the shotgun barrel will use up ammo.
Clip Size: 2 munitions per clip.
Number of Clips: 3 clips.
Shotgun Range: 15 metres.
Power Launcher Range: 150 metres.
Shotgun Accuracy: Moderate
Power Launcher Accuracy: Depends on power used, but generally highly accurate.


Ammo mods: The unique feature about the power launcher is that ammo mods can affect all your powers.

Want a singularity that shocks enemies, disrupts shields and barriers and deals heavy damage to geth? Attach disruptor ammo to the launcher.
Want an overload that will deal damage to armour? Attach incendiary ammo to the launcher.
Want a biotic pull that can freeze enemies? Attach cryo ammo.
Want ballistic blades that can penetrate light cover? Attach armour piercing ammo.
Want a frag grenade that can both biotically prime and detonate biotic explosions? Attach warp ammo.
The new ammo mods will also have an affect on launched powers.

Matching elementals with ammo mods:
Disruptor ammo with disruptor powers launched out of the power launcher will increase power radius.
Incendiary ammo with incendiary powers launched out to the power launcher will increase power radius.
Cryo ammo with cryo powers launched out of the power launcher will increase power radius.
Warp ammo with biotic powers launched out of the power launcher will increase power radius.

Modifié par Abraham_uk, 08 octobre 2012 - 09:11 .


#4
3DMatt

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Thanks for the inclusion! I’m glad other people like the Krogan engineer too. I love how much creativity has been generated by people here.

#5
Abraham_uk

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3DMatt wrote...

Thanks for the inclusion! I’m glad other people like the Krogan engineer too. I love how much creativity has been generated by people here.


This thread is so getting the "Too Long Didn't Read" treatment.Posted Image

Modifié par Abraham_uk, 08 octobre 2012 - 09:14 .


#6
SAmaster01

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I'm a bit confused. Are also asking for more ideas for classes, weapons and maps, or do you just want to hear a 'cool story bro'?

Because again, at time, I can be an idea factory.

#7
Abraham_uk

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SAmaster01 wrote...

I'm a bit confused. Are also asking for more ideas for classes, weapons and maps, or do you just want to hear a 'cool story bro'?

Because again, at time, I can be an idea factory.



It was supposed to be a DLC suggestion that has 8 new classes, 8 new weapons and 8 new maps.

But feel free to contribute your ideas.
You're welcome to do so.

#8
Abraham_uk

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Ideas factories welcome here.

#9
SAmaster01

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Well, a nice simple one would be a Batarian Infiltratotor.

Blade Armor
Ballistic Blades
Energy Net

And a disposition for Sniper Rifles.

#10
Abraham_uk

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Nice one.
Love it.

#11
SAmaster01

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You know what I'd really like to see though? A map set on a proper colony, right in the heart of a city. Somewhere that has a sense of being new, but at the same time, important. I mean after all, some of the council races have maintained space colonies for centuries. I'm thinking something like New York (Not actually New York the location, bare with me for a second) In that it's big, important, but a much younger city in comparison to London, or Paris.

If it were a Human Colony (although I think Alien Colonies would be much more interesting to see) then maybe you could use it to emphasize a different culture. Mass Effect does do a good way of showing of a Star Trek type version of a unified multi-cultural version of earth, with a propensity to English, but a big skyscraper with chinese lettering down the side would be nice to see.

Then again, Bioware doesn't give a damn about written language, with English lettering on Thessia, and alien ad's in London.

Also, I'd like to see more atmospheric affects, simple stuff like rain or snow, but an exotic one, (inspired from Skyrim) would be an Aurora affect, which I think would be easy to include somewhere out in space. Perhaps in the middle of a biofuel station amidst an series of drifting icebergs.

One good one might be a Salarian Orbital Space Station, a megacity that was ripped apart by the Reapers, and now lies an open husk.

Or a still quiet desert in the middle of night, with a bright view of the Milky Way. (Inspired slightly from Halo, think the Savanna Levels in Halo 3)

Or, lastly, a colossal mining operation on a distant asteroid, where we can see giant rocks slowly tumbling above our heads, and in the distance we see something like a mega digger, still churning the ground as you fight.

#12
Abraham_uk

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That sounds awesome.

#13
Hanako Ikezawa

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What about Kahje, the Hanar homeworld, instead of Rakhana since the Drell moved there since there planet was dying. Maybe have it in an underwater dome.

Modifié par LDS Darth Revan, 08 octobre 2012 - 11:02 .


#14
Abraham_uk

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LDS Darth Revan wrote...

What about Kahje, the Hanar homeworld, instead of Rakhana since the Drell moved there since there planet was dying. Maybe have it in an underwater dome.


FixedPosted Image

#15
AnimaMachinae

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Thanks for the inclusion, I was worrying if the nanite injector seemed far fetched but I'm happy that it was chosen. :D

#16
aliasofall

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AnimaMachinae wrote...

Thanks for the inclusion, I was worrying if the nanite injector seemed far fetched but I'm happy that it was chosen. :D


Ahh wellPosted Image even though I didnt get picked I still enjoy seeing the co operation of so many people well done Abraham Im guessing you have some more dlc ideas up you sleeve dont youPosted Image love to see what you create next

#17
TheAshenPhoenix

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the spectre Adept was orginally a human (Asari is humans seemed to far fectched to be spectres) but I suppose since I didnt say a race your free to make whatever volus biotic god you want

#18
Abraham_uk

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aliasofall wrote...

AnimaMachinae wrote...

Thanks for the inclusion, I was worrying if the nanite injector seemed far fetched but I'm happy that it was chosen. :D


Ahh wellPosted Image even though I didnt get picked I still enjoy seeing the co operation of so many people well done Abraham Im guessing you have some more dlc ideas up you sleeve dont youPosted Image love to see what you create next



Aliasofall. You're in the next DLC pack. Just you wait.

#19
aliasofall

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That brings a smile to my Posted Image

Modifié par aliasofall, 09 octobre 2012 - 07:06 .