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Vengeance DLC concept


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#26
KENNY4753

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Yeah make at least 1 big one and 1 small one

#27
AresKeith

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KENNY4753 wrote...

3 things:

1. I love the Sentinels.
2. I love the Firebase: Blackout idea
3. You need banners made


I thought you liked the Drell for his Omni-Sword too lol

#28
KENNY4753

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AresKeith wrote...

KENNY4753 wrote...

3 things:

1. I love the Sentinels.
2. I love the Firebase: Blackout idea
3. You need banners made


I thought you liked the Drell for his Omni-Sword too lol

Yeah that too. I forgot to include that.

#29
JameJame456xx

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Just curious. Does Bioware actually use some of the concepts presented by the playerbase for weapons and such? I swear that I've seen something very similar to the executioner pistol and the venom shotgun before on here.

#30
AresKeith

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JameJame456xx wrote...

Just curious. Does Bioware actually use some of the concepts presented by the playerbase for weapons and such? I swear that I've seen something very similar to the executioner pistol and the venom shotgun before on here.


I don't think they fully use the idea, but probably the concept of it as a suggestion to add into the game

#31
JameJame456xx

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AresKeith wrote...

JameJame456xx wrote...

Just curious. Does Bioware actually use some of the concepts presented by the playerbase for weapons and such? I swear that I've seen something very similar to the executioner pistol and the venom shotgun before on here.


I don't think they fully use the idea, but probably the concept of it as a suggestion to add into the game


Yeah that's what I meant. The concept of the guns not the entire thing presented by fans. You're ideas are neat though however, I personally believe we are kind of saturated with characters and weapons right now. Fixing those that we have now (glitches/bugs) should be a priority over more stuff. Doesn't mean I'm completely against the idea(s) of more stuff though.

#32
DullahansXMark

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[quote]I was thinking, with the way the game is revolutionizing, that new parameters could be taken into account with class setups. And since Randall Ezno (protagonist of Mass Effect Infiltrator) could stand to see some form of appearance in ME3, I was thinking that they should make an Infiltrator class based on said character.

While Ezno was mostly a biotic, he did have the Tactical Cloak skill in his arsenal (Hence Mass Effect *Infiltrator*), which takes priority in determining which class he is. Combine this with the Asari Huntress Infiltrator's use of biotics, and we've got quite a fair bit to work with here.

I'm also sorely aware of the overabundance of human characters we have at the moment. In some sort of blind hope, I'm hoping that this idea is genius enough to allow people to overlook this and see this for what I hope is a grand and fun idea that would have people playing it for how unique it is.

Anyway, let's get this show rolling!

Image IPB
Note the similarity in appearance his armor bears to the Phoenix. There are a few minor differences, but they're largely the same, and it should probably stay this way (though maybe make some minor changes to patterns and such, so that we can match the Dragoon's appearance if we so wished. After all, don't we all love confusing our allies? I know I do.).

Tactical Cloak-largely the same as the standard cloak, except with the following change:

6b-Power Damage: Increase power damage by 20% for 10 seconds when Tactical Cloak is activated.

Storm-Unleash a vortex of energy that rips foes asunder across a 4 meter radius that lasts for 10 seconds. Considered a Combat power.

Recharge speed: 8 sec
Damage (per second): 120

1-Storm
2-Recharge Speed: Increase recharge speed by 25%.
3-Damage: Increase damage by 20%.
4a-Tesla Storm: Unleash an electrical pulse through the storm, setting up enemies for tech detonations.
4b-Biotic Storm: Unleash a biotic pulse through the storm, setting up enemies for biotic detonations.
5a-Shred Damage: Do an additional 50 damage per second to unarmored targets.
5b-Recharge Speed: Increase recharge speed by 35%.
6a-Damage: Increase damage by 50%.
6b-Detonate: Detonate Storm when the field dies to inflict 500 damage across 7 meters.

Salvo: Unleash powerful spheres of biotic power at a target. Can be upgraded to attack multiple targets. If these evolutions are taken, this is done by activating Salvo, unleashing the initial burst, then targeting the enemy you want the next burst to hit with a 2 second break in between each burst. Each burst past the first does not interrupt other actions (but the initial burst does). Each foe targeted gets hit by all Spheres Launched, they are not shared. Considered a Biotic power. Can set off biotic and tech detonations.

Recharge Speed: 8 sec
Spheres Launched: 3
Max Targets: 1 (up to 3)
Damage (per Sphere): 200

1-Salvo
2-Recharge speed: Increase recharge speed by 25%.
3-Damage: Increase damage by 20%.
4a-Max Targets: Increase the number of max targets by 1.
4b-Damage & Radius: Increase damage by 30%. Increase impact radius by 1.5 m.
5a-Incapacitate: Knock down weaker foes on impact.
5b-Damage Taken: Increase damage dealt to targets from all sources by 20% for 8 seconds.
6a-Max Targets: Increase max targets by 1.
6b-Spheres Launched: Increase the number of spheres launched at each target by 2.

Charon Espionage: These operatives are the best of their class, receiving implants that transform them into some of the most powerful operatives Cerberus had to offer.

Weapon Damage Bonus: 5%
Power Damage Bonus: 5%
Weight Capacity Bonus: 10

1-Charon Espionage
2-Weapon Damage: Increase weapon damage by 5%.
3-Power Damage: Increase power damage and force bonuses by 10%.
4a-Weapon Damage: Increase weapon damage by 7.5%.
4b-Power Damage & Capacity: Increase power damage and forces bonuses by 10%. Increase weight capacity bonus by 20.
5a-Power Damage-Increase power damage and force bonuses by 15%.
5b-Headshots-Increase headshot damage by 20%.
6a-Shotguns & Assault Rifles-Decrease the weight of shotguns and assault rifles by 20%.
6b-Increase weapon damage by 10%.

Training Path: Mostly the standard human fitness. However, due to the way their implants work, their powers (including his melee actions) change color depending on how they specialize themselves. Melee evolutions make the powers golden like the Cerberus Dragoon units, and health and shield evolutions make them a type of green like Prothean biotics. Changes only begin to take place from the fourth rank and beyond. In the case of a mixed evolution path, the path with more choices in its favor will make its power color dominant. In the event of a tie (ex: someone only went to rank 5, and chose Durability for rank 4 and Martial Artist for rank 5), or if the player only went to rank 3 in Training Path, the powers retain their normal blue color.

In other words...

Normal: Blue (Standard)
Melee: Golden (Dragoon)
Durability: Green (Prothean)

Base health/shields: 500/500

Melee: the Infiltrator launches a projectile that staggers unprotected, unarmored enemies. Does no damage.
Heavy Melee: the Infiltrator charges biotic power into his wrist and slams his palm forward, launching enemies around with a base value of 600 damage.
Grab Melee Kill: the Infiltrator leans up and lassos the victim with biotic power, levitates them, and flings them in the other direction. A reference to Leash from Mass Effect: Infiltrator.

Mobility is the same as standard human units.

Modifié par DullahansXMark, 18 octobre 2012 - 02:04 .


#33
AresKeith

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^ I thought you was gonna make your own thread about that lol

#34
AresKeith

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JameJame456xx wrote...

AresKeith wrote...

JameJame456xx wrote...

Just curious. Does Bioware actually use some of the concepts presented by the playerbase for weapons and such? I swear that I've seen something very similar to the executioner pistol and the venom shotgun before on here.


I don't think they fully use the idea, but probably the concept of it as a suggestion to add into the game


Yeah that's what I meant. The concept of the guns not the entire thing presented by fans. You're ideas are neat though however, I personally believe we are kind of saturated with characters and weapons right now. Fixing those that we have now (glitches/bugs) should be a priority over more stuff. Doesn't mean I'm completely against the idea(s) of more stuff though.


I agree with you, they need to fix the glitches/bugs first. But this and my other MP thread will still be here lol Image IPB

#35
JG The Gamer

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Great idea! Consider me signed up for it!

#36
AresKeith

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sH0tgUn jUliA wrote...

asari and quarians for the win.


You and your quarians lol

#37
JameJame456xx

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Hey, whatever happened to the Shadow Broker faction? Considering their our allies now and all...

#38
DullahansXMark

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AresKeith wrote...

^ I thought you was gonna make your own thread about that lol


Eh, I don't consider 1 new class idea enough to warrant its own thread, personally. (Not that I look down on people that do so... too much).

#39
AresKeith

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DullahansXMark wrote...

AresKeith wrote...

^ I thought you was gonna make your own thread about that lol


Eh, I don't consider 1 new class idea enough to warrant its own thread, personally. (Not that I look down on people that do so... too much).


I could add him to the OP as a "Special Guest" lol

#40
Jadebaby

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Well done Keith! Looks amazing!

Love the Asari ; )

#41
AresKeith

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Jade8aby88 wrote...

Well done Keith! Looks amazing!

Love the Asari ; )


You like her possible Appearance too?

#42
KENNY4753

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JameJame456xx wrote...

Hey, whatever happened to the Shadow Broker faction? Considering their our allies now and all...

I would like to see Shadow Broker Agents too

#43
AresKeith

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KENNY4753 wrote...

JameJame456xx wrote...

Hey, whatever happened to the Shadow Broker faction? Considering their our allies now and all...

I would like to see Shadow Broker Agents too


I hope Bioware has plans for them too

#44
Rudest

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Shadow Broker agents! Another possible in for Salarians <.<

>.> I'm not even that big on them! But we only have two!

#45
DesioPL

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I like this idea, i hope would be interesed for Bioware to make this DLC. :)

But new Hazard levels, sounds very nice ! Espescially Goddess Hazard ! ^^

#46
AresKeith

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Rudest wrote...

Shadow Broker agents! Another possible in for Salarians <.<

>.> I'm not even that big on them! But we only have two!


It seems unfair for them to only have two characters

The only reason I don't have them in this is because I have them in my Spectre Thread

#47
Conniving_Eagle

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/Signed

#48
AresKeith

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DesioPL wrote...

I like this idea, i hope would be interesed for Bioware to make this DLC. :)

But new Hazard levels, sounds very nice ! Espescially Goddess Hazard ! ^^


Yes, we need more Hazard maps lol

#49
upinya slayin

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AresKeith wrote...

Following my Spectre's MP DLC, this is my next DLC idea

-Thanks to Soja57 for some of the new powers

Delta Force

7 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)
Fitness
Barrier: 950 / Health: 900

≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈

Asari Commando (Soldier):

Adrenaline Rush

Stasis

Discharge Blast (made by Soja) - Fires a concentrated fireball-like blast from your weapon that deals damage proportional to heat generated from your weapon (if you have an empty clip, Discharge Blast will deal powerful damage, whereas a freshly reloaded clip will deal minimal damage). This makes it a powerful tool for weapons that can empty their clip fast, particularly single-shot sniper rifles. Think of it as a Carnage, except that current clip capacity factors in how powerful it will be.

Damage = 200
Heat Damage = +100% maximum (or +1% for every percent of clip used, so a Typhoon with a 100 bullets maximum in one mag and firing only 1 bullet would grant only +1% bonus damage, whereas an empty mag would grant +100% bonus damage)
Base Cooldown = 10 seconds

Evolutions
2 = Increase recharge speed by 25%
3 = Increase damage by 20%
4a = Increase damage by 30%
4b = Deals damage in a 2 meter radius
5a = Increase recharge speed by 35%
5b = Increase weapon damage by 20% for 5 seconds
6a = Automatically reloads your weapon (Similar to Adrenaline Rush)
6b = Deal an additional 100% of heat damage as burn damage over 4 seconds

Caedo Commando

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

≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈

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%.

Fire blast (insta-hit power like Overload and Reave) - Consumes and surrounds the enemy in fire

Recarge speed: 9 sec
Damage: 350

2: Increases recharge speed by 25%.
3. Increase damage by 20%.
4A: Increase damage by 30%
4B: Increase Blast radius by 1.5 meters. (consumes another target if close)
5A: Increase damage by an additional 45% over 8 seconds.
5B: Increase recharge speed by 25%.
6A: Increase damage to frozen and chilled targets by an additional 100%.
6B: Increase damage to armored targets by 50%.

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%.

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

≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈

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%.

throw

Drell Seraph (same as Drell Assassin)
Fitness (New Heavy Melee, Omni-Sword)
Shields: 300 / Health: 500

≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈

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: 400

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

≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈

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

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%

Bastion Commando (Same as Phoenix Training)
Fitness
Barrier: 600 / Health: 500

------------------------------------------------------------------------------------------------------------------------------------------------

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, Mercenary Anti-Tanks, Asari Mercenary
------------------------------------------------------------------------------------------------------------------------------------------------

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.


very nicely done. the war fighter is my favorite by far. FEs everywhere

#50
-Shroomerz420

-Shroomerz420
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I can see you put a lot of thought/time into this. I like it. I think new hazards/modes would do wonders. Characters and guns can't hurt either.

I don't want to start my own thread so I'll just add to yours.

My Hazard Map idea: Thresher Maw. Randomly bursts through floor in attempt to eat a player. That player is dead until Thresher Maw is defeated. It can also go back underground before being killed essentially holding eaten player hostage until next spawn. Spawns 4 times per mission specifically targeted 1 player each time.

Might be dumb, but that was a highlight of ME2 for me. Also, I'm not completely up on the lore so forgive me if it isn't possible. :-)