-Thanks to Soja57 for some of the new powers
Updates
- new power for the Asari Soldier (10/18)
- new character Ex-Cerberus Infiltrator by DullahansXMark (10/18)
- added Banners for support (10/19)
Mass Effect 3: Delta Force
8 New Characters
Female Krogan Shaman (Adept):
Biotic Overload - For a short time increases power and force of Biotic abilities while boosting barrier recharge rate. Powers can be used normally when under the effects of Biotic Overload, but once Biotic Overload ends, it'll replace the current cooldown timer (if any power is still cooling down when under its effects)
Recharge Speed = 8 sec
Duration = 10 sec
Biotic damage bonus = +30%
Barrier Recharge Rate = +15%
2 = Increase recharge speed by 25%
3 = Increase duration by 30%
4a = Increase damage and force biotic powers by 15%
4b = Increase barrier recharge rate by 10%
5a = Increase duration by 40%
5b = Increase recharge speed by 35%
6a = Increase barrier strength by 40%
6b = Increase power cooldowns by 50% when under the effects of Biotic Overload
Slam
Lasso (made by Soja) - Similar to Lash, except that it pulls an enemy right in front of you, priming them for biotic explosions. You can detonate with Slam. Can work through protections at 50% reduced effectiveness. Limited by range.
Damage = 150.00
Duration = 3 seconds
Range = 14 meters
Base Cooldown = 6 seconds
2 = Increase recharge speed by 25%
3 = Increase duration by 30%
4a = Increase duration by 50%
4b = Increase damage by 50%
5a = Increase recharge speed by 35%
5b = Increase weapon and melee damage to affected target by 30%
6a = Increase biotic explosion damage and radius by 50%
6b = Increase range by 50%
Krogan Shaman (same as Krogan Battlemaster)
Rage
Barrier: 950 / Health: 900
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Asari Commando (Soldier):
Adrenaline Rush
Flare
Warp Grenades - grenades that does warp damage and primes/detontes explosions
Damage = 900.00
Impact Radius = 5 meters
Warp Duration = 4 seconds
Armor Weakening = (Should be similar to Warp)
2 = Increase grenade capacity by 1
3 = Increase damage by 20%
4a = Increase damage by 30%
4b = Increase radius by 30%
5a = Increase grenade capacity by 1
5b = Increase warp duration by 50%
6a = Increase impact radius by 30%. Warp effect sustains through biotic explosions, allowing for another biotic explosion.
6b = Increase damage to armor/barriers by 50%. Weaken armored targets by an additional 25%.
Serrice Guard (Passive Power)
Rank 1:
Weapon Damage Bonus: 5%
Power Damage Bonus: 10%
Weight Capacity Bonus: 10
Duration: 15%
2 = Increase weapon damage bonus by 5%
3 = Increase power duration by 10%.
4a = Increase weapon damage bonus by 7.50%.
4b = Increase power duration by 25%.
Increase weight capacity bonus by 20 points.
5a = Increase power damage and force bonuses by 20%
5b = Increase headshot damage bonus by 20%.
6a = Decrease the weight of assault rifles by 30%
6b = Increase weapon damage bonus by 10%.
Fitness (new Heavy Melee, Biotic punch)
Barrier: 600 / Health: 500
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Male Quarian War Fighter (Sentinel):
OverCharge (combination of Defense Matrix and Fortification) Reinforce armor with protective shields and amps
Recharge Time: 10 seconds
Damage Reduction: 20%
Power damage bonus: 15%
2: Increase recharge speed by 25%.
3. Increase Weapon damage bonus by 20% when armor is purged
4A: Increase damage protection by 5%
4B: Increase Increase melee damage bonus by 20% when armor is purged.
5A: Increase shield recharge rate by 15%
5B: Increase power damage and force by 30%
6A: Reduce power speed penalty (Power Recharge) by 30%.
6B: Increase damage protection by 10%.
Biotic Cluster mine (made by Soja) - Launch a cluster of "biotic mines" in a shotgun-like pattern that detonate when an enemy enters in close proximity. The farther away you launch, the more the mines spread apart, similar to Multi-Frag Grenade, making it more deadly at close range. Each mine can set off a biotic explosion, allowing up to many biotic explosions in succession if coordinated correctly.
Damage = 200
Force = 600 N
Fragments = 5
Cone Angle = 90 degrees (Wideness of the shotgun pattern)
Impact Radius = 2 meters
Cooldown = 6 seconds
2 = Increase recharge speed by 25%
3 = Increase force and damage by 20%
4a = Increase force and damage by 30%
4b = Increase impact radius by 40%
5a = Reduce cone angle by 40% (allowing you to concentrate the biotic mines to attack enemies at longer ranges)
5b = Increase recharge speed by 40%
6a = Increase impact radius by 60%
6b = Increase damage vs Armor and Barriers by 75%
Snap Freeze
Quarian Marine (same as Quarian Defender)
Fitness (New Heavy Melee, Fire and Shock Duel Omni-Blades)
Shields: 650 / Health: 550
–—–——————–—–——————–—–——————–—–——————–—–——————–—–——————–—–——
and Female Quarian Nomad (Sentinel):
Sentry Armor - Defensive armor that detonates when Shields are down as a failsafe
Recharge Speed: 7sec
Damage Reduction: 35%
Explosion Damage: 350
Explosion Radius: 3 m
2. Increase recharge speed after armor detonation by 25%.
3. Increase detonation damage by 20%.
Increase impact radius by 20%.
4A: Damage returned to targets that melee you by 150%.
4B: Increase damage protection by an additional 5%
5A: Increase power damage and force by 40% while armor is active.
5B: Increase Weapon damage by 30% while the power is active.
6A: Reduce power speed penalty (Power recharge) by 30%
6B: Increase damage protection by an additional 10%
Lift Grenades
Ballistic Disc - Fires two electic razer discs that slices through the enemy, similar to Ballistic Blade
Damage = 400 (Can be dealt a maximum of two times per enemy)
Base Cooldown = 10 seconds
Radius 10 m
2 = Increase recharge speed by 25%
3 = Increase damage by 20%
4a = Increase damage by 30%
4b = Increase Radius 5 m
5a = Increase recharge speed by 35%
5b = Increase damage by 50%. Increase bleed duration by 50%.
6a = Deals an additional 50% damage over 8 seconds to every enemy hit
6b = Increase damage to Shields and Barriers by 50%
Quarian Machanist (same as Quarian Defender)
Fitness
Shields: 650 / Health: 500
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Drell Marksmen (Infiltrator):
Camouflage - combination of Tactial Cloak and Decoy, while going in Cloak leaves behind a Decoy to confuse the enemy. Disappears when de-cloak
Recharge Speed: 10 sec
Duration: 6 sec
Damage Bonus: 25%
Decoy Shields: 1000
2 = Increase recharge speed by 25%.
3 = Increase power duration by 30%.
4a = Increase power duration by 130%. Increase Decoy shields by 40%.
4b = Increase damage bonus by 30%.
5a = Increase recharge speed by 30%.
5b = Increase melee damage by 50% while in Camouflage
6a = Increase sniper rifle or Pistol damage by 30% while cloaked.
6b = Increase Decoy shields and duration by 50%.
Discharge Mine (by Matic1093) - Like the Geth heavy melee, you are able to place it somewhere on the map, and have it periodicly discharge an electrical wave when the enemy is near and will keep discharging for a period of time
Recharge Speed: 12 sec
Damage: 500
Discharge Radius: 4 m
Duration = 5 sec
2 = Increase recharge speed by 25%
3 = Increase damage by 20%.
4a = Increase damage by 30%.
4b = Increase Duration by 35%
5a = Increase damage dealt to target from all sources by 25% for 8 seconds.
5b = Increase Discharge radius by 50%
6a = Increase damage to armored and barrier targets by 75%.
6b = Increase recharge speed by 35%.
Cripple- similar to Stasis and submission net, creates a powerful mass effect field to immobilize a target
Recharge speed = 8 sec
Damage = 500
Duration = 6 sec
2 = Increase rechage speed by 25%
3 = Increase damage by 20%. Increase duration by 20%
4a = Incapacitate targets longer by 40%
4b = Deal 150% more damage to targets before Cripple wears off
5a = Increase duration by 35%
5b = Use two powers in a row by giving the first power a 30% chance to cause no cooldown.
6a = Increase impact radius by 5 meters
6b = Increases all damage done to target by %
Deal 35% more damage to targets before Cripple breaks
Drell Seraph (same as Drell Assassin)
Fitness (New Heavy Melee, Omni-Sword)
Shields: 300 / Health: 500
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Batarian Hacker (Engineer):
Flame Net - traps the enemy in a fiery net and incapacitating unarmored targets as they break free.
Recharge Speed: 6 sec
Grapple Duration: 6 sec
Damage Per second: 600
2 = Increase recharge speed by 25%.
3 = Increase damage by 20%. Increase duration by 30%.
4a = Incapacitate targets 100% longer.
4b = Increase Damage by 30%
5a = Increase recharge speed by 45%.
5b = Increase fire damage by an additional 40%
6a = Increase damage to armored targets by 50%
6b = adds an electric field and deals 150 points of damage across 6 meters
Sabotage
Electro Smash - punch the ground with your Omni-fist and create a giant Electric wave from the ground at the target location (similar to smash)
Damage = 600.00
Impact Radius = 4 meters
Base Cooldown = 10 seconds
Range = 8 m
2 = Increase recharge speed by 25%
3 = Increase damage by 20%
4a = Increase damage by 30%
4b = Increase range by 5 m
5a = Increase recharge speed by 40%
5b = Increase tech explosion damage and radius by 50%
6a = Increase impact radius by 60%
6b = Increase effectiveness against barriers by 75%. And Penetrate through armor but at 50.00% reduced effectiveness
Batarian Hacker (Same as Batarian Enforcer)
Fitness
Shields: 750 / Health: 750
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Female Human Bastion (Vanguard):
Biotic Charge
Amplification (made by Soja) - Utilize a heavily modified Red Sand compound designed for military use to dramatically boost the effectiveness of biotic powers. Consumes a limited supply and can be restored by ammo packs or ammo boxes, similar to Stimulant Packs.
Base Capacity = 2
Biotic Cooldown Bonus = +30%
Biotic Force and Damage Bonus = +40%
Biotic Impact Radius = +2 meters (Affects Biotic Charge, even when radius spec isn't picked for Biotic Charge)
Duration = 8 seconds
2 = Increase capacity by 1
3 = Increase Force and Damage Bonus by 30%
4a = Increase Force and Damage Bonus by 40%
4b = Increase Impact Radius Bonus by 2.00 meters
5a = Increase capacity by 2
5b = Increase cooldown bonus by 30%, increase biotic detonation effectiveness by 50%
6a = Killing an enemy with any of your biotic powers causes a biotic detonation
6b = Allows biotic powers to affect shielded enemies at full effectiveness, does not work on armor
Multi-Biotic Grenades - Launches multiple biotic grenades (Lift, Cluster, Warp)
Damage = 500
Radius = 7m
Force = 1000
Duration = 5 sec
2 = Increase grenade capacity by 1
3 = Increase force and damage by 20%
4a = Increase force and damage by 30%
4b = Increase impact radius by 40%
5a = Increase grenade capacity by 2.
5b = Increase power duration by 50%
6a = Increase the number of grenades launched by 2.
6b = Increase damage by 30% and Increase impact radius by 30%.
Bastion Commando (Same as Phoenix Training)
Fitness
Barrier: 600 / Health: 500
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Ex-Cerberus Infiltrator (by DullahansXMark )
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New Maps:
Horizon - Firebase Dawn
Terra Nova - Firebase Asgard
Kahje - Firebase Atlantis
New Hazards
Firebase Storm aka Firebase Jade: Tropic Storm and Fog
Firebase Debris aka Firebase Condor: Turian Fighters Debris
Firebase Tidal Wave aka Firebase Hydra: Tidal Waves
Firebase Blackout aka Firebase Goddess: Night time, Blackout with Harvester Attacks (and Reapers walking in the background lol)
new Weapons:
AT-7 Terminator rifle (Batarian Assault Rifle)
Drau pistol (Krogan Heavy Pistol)
Legionnaire SMG
Venom Shotgun

new enemy faction:
*Indoctrinated Mercs or Mercs - Pirate, Legionnaire, Senior Engineer, Mercenary Adept, Krogan Warlord, Modifired YMIR Mech, Mercenary Anti-Tanks, Asari Mercenary (Commando Unit)
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New Game Mode Idea's
1) Purge
Total of 4 players, Enemies: Cerberus or Reaper Forces with Collectors
You learn of a location where Cerbeus or Reapers forces are making more soldiers or more creatures, and your team is sent there to clear it and detonate a bomb to destroy the facility. While going through it you can pick up some tech to give it to the Scientists that are working with Hackett.
2) Guardians
Total of 4-6 players, Enemies: Reapers, Cerberus, Geth, Collectors, or Indoctrinated Mercs
Your team is sent to a base filled with Scientist willing to help or Civilians trying to stay safe (depending on the map) and your team must defend it and help them evacuate from an attack by Reaper Forces, Cerberus with Orcus Mechs and Ogre Mechs as new additions, Geth, or the new enemy factions (collectors or Indoctrinated Mercs). You'll also be able to go to the roof and arm the Turrets and AA-Gun when airborn enemies try to attack, and during the match each player will get their own side objective to help the mission. After everyone is evacuated you must hold out until your shuttle arrives, this will also introduce an Boss Wave. If a certain number of people is killed the mission fails. And if you play against the Reapers, they'll throw a Reaper Yahg at you.
3) Omega Strikeforce
Map: Omega, Total of 4 players, Enemies: Both Cerberus and the Adjutants
Your team is sent to help re-take Omega with Shepard and Aria. Your sent to another part of Omega to eliminate both Cerberus and the Adjutant. The final boss in this mission will be an X1 type Adjutant and two Cerberus Gunships.
Here are Banners for you to use: made by Baa Baa


Modifié par AresKeith, 21 décembre 2012 - 05:42 .





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