Would like to see a kit with the Combat Engineer's Turret. Maybe an ex-Cerberus Combat Engineer?
Female Turians, Krogan, and Salarians as playable kits would be good.
I know it'll never happen, but I want to play Blasto in multiplayer for the sheer absurdity of it.
I could see a mercenary-based set of kits. Blue Suns Sentinel and Infiltrator (sniper); Eclipse Adept and Engineer; Blood Pack Soldier and Vanguard. Maybe the Eclipse Engineer would have a cerberus-type turret.
Community DLC Idea Compendium
Débuté par
Rudest
, oct. 18 2012 08:21
#76
Posté 19 octobre 2012 - 12:12
#77
Posté 19 octobre 2012 - 12:17
Leviathan-controlled Collector troopers...there I said it! Who else wouldn't love to be one with a Harbinger-ish voice. :}
It is possible so don't go all "It ain't Canon, to the depths with him!"
It is possible so don't go all "It ain't Canon, to the depths with him!"
#78
Posté 19 octobre 2012 - 12:39
JLoco11 wrote...
Naked Asari
#79
Posté 19 octobre 2012 - 12:51
More patterns and alternate helmets/armour for existing characters please!
#80
Posté 19 octobre 2012 - 12:52
Except that retaliation is supposed to be the last mp dlc.
#81
Posté 19 octobre 2012 - 12:54
I want an Omega map!
#82
Posté 19 octobre 2012 - 12:55
I want to be able to remap my powers, if I could that I would be so happy
#83
Posté 19 octobre 2012 - 12:58
Salarian Sentinel with biotics. In general, no more sentinels without biotics.
An omni-shield with an evolution to detonate biotic explosions (I'm thinking a Sentinel, with a biotic and a tech primer). The final evolution has a choice of detonating either tech bursts or BEs.
Extension of Hazards to DLC maps...
An omni-shield with an evolution to detonate biotic explosions (I'm thinking a Sentinel, with a biotic and a tech primer). The final evolution has a choice of detonating either tech bursts or BEs.
Extension of Hazards to DLC maps...
#84
Posté 19 octobre 2012 - 12:58
An engineer who can deploy VI Soldiers. Preferably they'll be tethered to the player within a certain area of the player. Damn it now im developing the class in my head.
The VI soldiers can share the Human Infiltrator/Engineer models but have the orange tech glow. Think similar to VI shepard in the cargo bay by Garrus.
N7 Commander (Sentinel)
Tech Armor
VI soldier
Hawk Missile Launcher
Omni - Shield
VI Soldier - Deploy a VI soldier to engage enemies. (Similar mechanics to combat drone)
Rank 1: Deploy VI soldier (same range as decoy),
Base damage per bullet: 300, uses an Assault Rifle, fires in 4 round bursts.
10 second base cooldown.
800 Shields
Rank 2: Increase damage per bullet by 15% (345)
Rank 3 Increase Recharge speed by 20% (4 second cooldown)
Evolution 1 (4a): Shields: Increase shields by 20% (960)
Evolution 2 (4b): Damage: Increase damage per bullet by 15% (390)
Evolution 3 (5a): Armor Piercing Rounds: Equips VI soldiers Armor piercing rounds to penetrate cover and deal with armor more effectively. (Armor Penalty [for VI soldiers] -60%, Piercing distance: .5 meters).
Evolution 4 (5b): Cryo Rounds: Equips VI soldiers with Cryo rounds to decrease enemy armor effectiveness and prevent health regeneration. (Armor Effectiveness -20%)
Evolution 5 (6a): Damage and Durability: Increase Damage by 30%, Increase shields by 40% (435 - 480, 1120 - 1280)
Evolution 6 (6b): VI Fireteam: Deploy a Second VI Soldier.
So if you have tech armor, hawk missile launcher, a deployed shield, and VI soldiers out you'll basically turn yourself and the battlefield orange. Truthfully, I would love how that looks. I did my best to balance it for gold, i have 3 windows open comparing weapon damage, enemy damage, enemy health + shields, and enemy attack bursts. I'm obsessed.
The VI soldiers can share the Human Infiltrator/Engineer models but have the orange tech glow. Think similar to VI shepard in the cargo bay by Garrus.
N7 Commander (Sentinel)
Tech Armor
VI soldier
Hawk Missile Launcher
Omni - Shield
VI Soldier - Deploy a VI soldier to engage enemies. (Similar mechanics to combat drone)
Rank 1: Deploy VI soldier (same range as decoy),
Base damage per bullet: 300, uses an Assault Rifle, fires in 4 round bursts.
10 second base cooldown.
800 Shields
Rank 2: Increase damage per bullet by 15% (345)
Rank 3 Increase Recharge speed by 20% (4 second cooldown)
Evolution 1 (4a): Shields: Increase shields by 20% (960)
Evolution 2 (4b): Damage: Increase damage per bullet by 15% (390)
Evolution 3 (5a): Armor Piercing Rounds: Equips VI soldiers Armor piercing rounds to penetrate cover and deal with armor more effectively. (Armor Penalty [for VI soldiers] -60%, Piercing distance: .5 meters).
Evolution 4 (5b): Cryo Rounds: Equips VI soldiers with Cryo rounds to decrease enemy armor effectiveness and prevent health regeneration. (Armor Effectiveness -20%)
Evolution 5 (6a): Damage and Durability: Increase Damage by 30%, Increase shields by 40% (435 - 480, 1120 - 1280)
Evolution 6 (6b): VI Fireteam: Deploy a Second VI Soldier.
So if you have tech armor, hawk missile launcher, a deployed shield, and VI soldiers out you'll basically turn yourself and the battlefield orange. Truthfully, I would love how that looks. I did my best to balance it for gold, i have 3 windows open comparing weapon damage, enemy damage, enemy health + shields, and enemy attack bursts. I'm obsessed.
Modifié par Fang92, 19 octobre 2012 - 01:06 .
#85
Posté 19 octobre 2012 - 01:10
Serious classes: Salarian soldier and sentinel. Ex-cerberus female engineer and infiltrator. Drell sentinel. Krogan Engineer.
Maps: A map similar to the Collector base from ME2 or a Derelict Reaper. An industrial themed map with environmental hazards (think Zaeed's loyalty mission). Horizon. Mars.
Possibly Complete Overkill classes for lolz: N7 Fury Vanguard, N7 Destroyer with a jetpack (flying mech), N7 Phalanx (Paladin with her shield as a power instead of melee. Omni spear replaces the melee), Turian Engineer (jet pack pylon for his teammates. Krogan airdrops away!), N7 Sniper H8r sentinel (biotic slash, electric slash, shockwave), Volcortheanar Infilguardineertinel (Volus manning a mini gun mounted on the Elcor, The Prothean cracks harsh jokes to catch the enemy off guard while the hanar politely calls them out on their solid waste excretions. Their passives give +100% to lore ignorance.) I'm not sure If I can overkill any more than that, except a Kroguard with BC, barrier, and reave.
Maps: A map similar to the Collector base from ME2 or a Derelict Reaper. An industrial themed map with environmental hazards (think Zaeed's loyalty mission). Horizon. Mars.
Possibly Complete Overkill classes for lolz: N7 Fury Vanguard, N7 Destroyer with a jetpack (flying mech), N7 Phalanx (Paladin with her shield as a power instead of melee. Omni spear replaces the melee), Turian Engineer (jet pack pylon for his teammates. Krogan airdrops away!), N7 Sniper H8r sentinel (biotic slash, electric slash, shockwave), Volcortheanar Infilguardineertinel (Volus manning a mini gun mounted on the Elcor, The Prothean cracks harsh jokes to catch the enemy off guard while the hanar politely calls them out on their solid waste excretions. Their passives give +100% to lore ignorance.) I'm not sure If I can overkill any more than that, except a Kroguard with BC, barrier, and reave.
#86
Posté 19 octobre 2012 - 01:18
Spectres
#87
Posté 19 octobre 2012 - 01:19
Updated! Still reading through you stuff guys!
*Ex-Cerberus Engineer w/turret
*Leviathan Thralls
*Derelict Reaper Map
*Ex-Cerberus Engineer w/turret
*Leviathan Thralls
*Derelict Reaper Map
Modifié par Rudest, 19 octobre 2012 - 01:20 .
#88
Posté 19 octobre 2012 - 01:31
A Hurricane Hazard map of Firebase Hydra
A Burning Building Hazard of Firebase Vancouver
A Reaper-based assault rifle
A new objective where the players place Leviathan Fragments across the map
A Burning Building Hazard of Firebase Vancouver
A Reaper-based assault rifle
A new objective where the players place Leviathan Fragments across the map
#89
Posté 19 octobre 2012 - 01:35
More Salarians.
The SP exclusive weapons (grenade launching shotgun!)
The SP exclusive weapons (grenade launching shotgun!)
#90
Posté 19 octobre 2012 - 01:39
Prothean ruins based map
#91
Posté 19 octobre 2012 - 01:39
Seeing a new DLC with Salarians, Elcor, and Female Turians would have me kissing the ground Bioware walks on. Bonus points if we can get some playable Rachni, but that's pretty unlikely in itself.
Also, the guns from the recent SP weapon packs would be welcome, especially the most recent two guns. That handcannon and salarian grenade-shotgun...
Also, the guns from the recent SP weapon packs would be welcome, especially the most recent two guns. That handcannon and salarian grenade-shotgun...
#92
Posté 19 octobre 2012 - 01:46
* Skintone options that are actually noticeable
* More Support classes, but have them be slightly more combat oriented. (Somewhere between Volus and Demo.) A character with a deployable cover piece, and with weak, fast-recharging shields comes to mind.
* More Hazard Variants, especially nighttime ones.
* Definitely more Salarians. I actually find an STG themed DLC appealing. Mercs are a good 2nd choice.
* More Support classes, but have them be slightly more combat oriented. (Somewhere between Volus and Demo.) A character with a deployable cover piece, and with weak, fast-recharging shields comes to mind.
* More Hazard Variants, especially nighttime ones.
* Definitely more Salarians. I actually find an STG themed DLC appealing. Mercs are a good 2nd choice.
Modifié par Derpatina, 19 octobre 2012 - 01:47 .
#93
Posté 19 octobre 2012 - 01:55
Keep em coming!
#94
Posté 19 octobre 2012 - 01:56
Definitely more salarians.
Stg is meant to be the salarian equivalent of n7 right? And while the existing salarians are doing stg proud (most solid of the original race kits IMO) - I wouldn't mind more stg.
For that matter why are all the council races rolled up into the 'council operative' challenge. Where's my stg operator banner.
Stg is meant to be the salarian equivalent of n7 right? And while the existing salarians are doing stg proud (most solid of the original race kits IMO) - I wouldn't mind more stg.
For that matter why are all the council races rolled up into the 'council operative' challenge. Where's my stg operator banner.
#95
Posté 19 octobre 2012 - 02:02
This list is getting rather long...Maybe you should split the items into categories...
Characters
Powers
Factions
Weapons
Maps
Misc Items?
Characters
Powers
Factions
Weapons
Maps
Misc Items?
#96
Posté 19 octobre 2012 - 04:00
*adas anti synthetic rifle, bloodpack punisher smg, n7 valkyrie, venom shotgun, exucutioner pistol
* new salarians( engineer and possibly soldier?)
* prothean adept( dark channel, slam, and maybe warp, new passive power based on vengeful ancient, fitness)
* new playable species, such as leviatthen thralls(thralled collectors?), virtual aliens, or yaloi
* choosable heavy weapons with different pros and cons(reaper blackstar, geth spitfire, cain, hydra, firestorm, etc)
* new salarians( engineer and possibly soldier?)
* prothean adept( dark channel, slam, and maybe warp, new passive power based on vengeful ancient, fitness)
* new playable species, such as leviatthen thralls(thralled collectors?), virtual aliens, or yaloi
* choosable heavy weapons with different pros and cons(reaper blackstar, geth spitfire, cain, hydra, firestorm, etc)
#97
Posté 19 octobre 2012 - 04:03
Soja57 wrote...
This list is getting rather long...Maybe you should split the items into categories...
Characters
Powers
Factions
Weapons
Maps
Misc Items?
This thought has actually crossed my mind Soja! Oh! >.> And I finished my first character! Mind giving it a once over for me?
http://social.biowar...ndex/14553059/1
I'd pm it to you, but my browser won't let me for some reason!
Also----Yeah. Imma break it down into catagories after I've gotten some sleep!
#98
Posté 19 octobre 2012 - 05:18
N7 Special Forces Package II
I really only have two ideas that I've given much thought...but it's mostly because I play these classes primarily (with the Destroyer coming in as well, as I love that goofy guy).
Intruder (Infiltrator): Male. Uses the secondary skin of Kaiden/Vega (the lighter weight, Marine styled skin) with a modified version of the Nemesis hooded head. Has a unique camouflage appearance option, in that it only camouflages the cloth bits rather than the armor plating. The character would be specialized in either closer ranged firefights ala the Turian Ghost or for a more stationary "sniper" build with bonuses which would make it a shoe-in for sniper rifles of all shapes and sizes.
For abilities, you would see the following:
First up is for replacing the Cobra Missile Launcher(AKA: The PVC Pipe of Doom):
Demolition Charges
Additional customization options.
I really only have two ideas that I've given much thought...but it's mostly because I play these classes primarily (with the Destroyer coming in as well, as I love that goofy guy).
Intruder (Infiltrator): Male. Uses the secondary skin of Kaiden/Vega (the lighter weight, Marine styled skin) with a modified version of the Nemesis hooded head. Has a unique camouflage appearance option, in that it only camouflages the cloth bits rather than the armor plating. The character would be specialized in either closer ranged firefights ala the Turian Ghost or for a more stationary "sniper" build with bonuses which would make it a shoe-in for sniper rifles of all shapes and sizes.
For abilities, you would see the following:
- Reconaissance Drones: Deploys multiple small drones which float through the map, applying the effects of Target Scan's "Area Pulse" as it comes into contact with the enemy. Provides a limited damage boost on groups and uses the grenade pool. Has a relatively limited duration in the form of 15 seconds for the drones floating around the map, 3 seconds max for the Area Pulse and Target Scan effects.
- Tactical Cloak would have the following potential 6th rank evolutions: Power without dropping cloak OR depending upon how the character is used to represent (I'd go with a sniper, personally but BioWare might decide for another up close and personal gunfighter like the Turian Ghost) an assault rifle damage boost. For a Sniper Rifle evolution...not the standard flat damage boost. An option for a "killshot" on shielded enemies/non-boss enemies wherein the fire rate is drastically reduced while cloaked but killing a target with a headshot immediately returns you to a cloaked state. On bosses this would be impractical for the killshot, but it would mean that a 50% headshot damage bonus is present rather than the standard 40% and a constant return to cloak after headshotting. Rewards for headshots, beyond just "SPLAT!". Huzzah?
- Damping Mine: A deployable mine, ala the Proximity Mine, which makes it so that enemy special abilities (Banshee Warps, Centurion Smoke Grenades, Phantom cloaks, etc) are used less. Can be upgraded to provide a Sabotage-esque "Backfire" effect within the detonation radius.
- Alliance Training would have some interesting new evolutions within. For Weapon Damage Bonus, the amount would be lowered...but in addition a second or so of Cloak Duration is added as well. Power and Force have increased durations on Reconaissance Drones and their effects as well.
- Fitness--as per usual.
- Character would have an actual, 100% constant metal (or some kind of ceramic composite with spacemagicery worked in) knife for the melee dealing less damage overall...unless from behind a non-boss target.
- Turret: As per the Cerberus Turret. A deployable which has to be "unpacked" and requires the user to affect repairs/rearms when necessary. Would have hefty shields/armor and the evolution choices would be interesting. I'm thinking a choice of faster unpack speeds or repair/rearm speeds, increased armor+shields or the ability to repair itself to a limited extent and recharge nearby players' shields, and lastly the ability to have a more powerful weapon system and some beefier armor/shields but a slower fire rate or faster fire rate and the ability to discharge its shields as a "close in" defense mechanism. The turret should, in essence, function like Tech Armor in that its cooldown after "deployment" does not start until after it is destroyed.
- "Aegis" Shield Pylons: Per the Shield Pylons in SP. First requires the player to deploy a Generator (lengthy unpack time, virtually unkillable once deployed) and then allows for the player to deploy two (Evolution for Four) Shield Pylons in a limited radius. Could be given final evolutions allowing for the pylons to refresh shields at a much quicker pace and in between linked Pylons a deployable "shield screen"(low cover) is projected or deploy a shield "umbrella"(should compete with the ability to deploy 4x Pylons rather than the refresh rate, which should compete with a "medical override" evolution which allows for players' health to regenerate within the shield umbrella).
- Equipment Diagnostics: Could be an interesting signature ability that could be spread around to any potential new Salarian Engineers as well. Basically, uses the animation of the Cerberus Engineer whenever they pull up that "diagnostic" screen while repairing their turrets or Atlas mechs. Could be given evolutions allowing for: A layer of armor to be applied to players, which cannot be refreshed until the player has lost all the armor and giving a limited immunity to synch kills (should use up all the armor if you get synch killed once) or a boosted shield system/weapon system improving shield recharge speed/strength and a minor weapon damage boost (like 4% tops for weapons?). Also used to repair the Bulwark Engineer's deployable Shield Pylons/Turrets.
- Alliance Training: This is gonna be an interesting one. For the most part, the character is reliant upon his deployable turret for damage dealing and his weapons to deal damage where the turret is not present. So weapon damage evolutions should not apply to the turret, but should come packaged with increased repair speeds/deployment speeds while power and damage should instead increase the turret damage/fire rates and add more heft to the Shield Pylon damage absorption/radius.
First up is for replacing the Cobra Missile Launcher(AKA: The PVC Pipe of Doom):
Demolition Charges
- Should have the same general damage as the Cobra Missile Launcher, but instead of being point and shoot like the Cobra it requires the user to have placed it beforehand and give a detonation signal(requires clear line of sight to the target, has a small handheld transmitter which has to be equipped and fired. Should be about the size of the Phalanx Pistol...or could be an Omni Tool styled animation) later. Uses the Cobra Missile capacity to discourage people from spamming it and filling the spawn points alongside the LOS requirement for detonation.
- Should be shown on the character as a satchel worn across either the chest (with the detonator being strapped to the right leg if done like a pistol and forcing your Omni Tool to glow if done that route).
Additional customization options.
- Helmets. Why can we not alter what helmet we use for the various races? This is high past time for implementation, and isn't that much of a stretch for rendering purposes.
- Visual option to turn off the CML. That thing is too much of an eyesore. It detracts from every character and needs to be either movable or removable.
- New "Pattern" options. Things such as tattoos for the various alien races, "warpaint" for the human characters' helmets, new camouflage options, etc.
- "Color match" option allowing you to force your guns to match your set color scheme or allowing you to force your set color scheme to match your gun.
#99
Posté 19 octobre 2012 - 06:07
Really want mechs back, hate how in ME1 they don't exist, 2 years later they're all over the place and 6 months from ME2 they just disappear completely.
Bioware please put them back.
Bioware please put them back.
#100
Posté 19 octobre 2012 - 06:17
I'd love it if they adressed the disconnect issues. Seems like the elephant in the room to me. Even workarounds would be nice, like rejoining match or keeping consumables lost etc. worst is it's so often on the later waves.





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