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Mass Effect Opposing Force


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#1
Lord_Frostwind

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After a long debate on the multiplayer forums about this
subject, I decided to take it one step further and develop a solid concept on a
Mass Effect Beast Mode.

 For those who don’t know, Beast Mode was a multiplayer match type in Gears of War 3 where players
took the role of the Locust (bad guys) and had to destroy waves of entrenched
Gears (good guys) that became increasingly stronger. You had to constantly
spawn units to attack the enemy defenses and troops. Each of these units would
cost a certain number of points, which you would get from destroying the enemy,
the more points you get the better the units you can spawn. But you had to
manage them carefully, you screw up and lose a high tier unit before you use it
take out a bunch of enemies, you could be stuck spawning waves of cheap suicide
units for the rest of the game.

Now, I didn’t want to just translate the entire system
straight over from Gears, I wanted to add the unique unit customizations and
perks for playing this mode that I often found lacking in GoW3. Just a
forewarning, this is a concept, I have no program skills to bring any of this
to life, and if any of you guys here have that ability, or want to implement
it, feel free. Also feel free to add anything you think would be helpful to
this.

Modifié par Lord_Frostwind, 20 décembre 2012 - 07:18 .


#2
Lord_Frostwind

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Gameplay

At the start of every round, it will show enemy units in their
fortified positions. You will have a time limit in which you must eliminate all
the defending enemies. Bonus objectives will come up every few rounds, unlike
standard multiplayer they will not be required for you to complete the wave,
but they give you valuable upgrade points which are required to upgrade your army between matches. Enemy units and their base defenses get stronger every
wave, but as they level up so does the point values for killing them.

You spawn units from the command screen; this is also where
you can enable support powers (these also cost points, so use them wisely). As
soon as you spawn a unit, you are in control of that unit which functions like
any unit in mass effect with a few differences in abilities. You control this
unit until they are killed by the enemy or the wave ends, any units still alive
at the end of the wave refund their value into your command point pool. Once
your unit dies, you go back to the command screen and can spawn a new unit,
which will appear in the deployment zone. You have an infinite supply of units,
so long as you have the points to pay for them.

Coordination with your team is essential, as different units
have abilities that can support friendly units or fill different roles. While a
team of 4 Phantoms might seem cool, it might be good to throw in an Atlas to
absorb enemy fire.

Modifié par Lord_Frostwind, 20 décembre 2012 - 07:12 .


#3
Lord_Frostwind

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Player Races

Instead of selecting a particular class
in multiplayer, you choose which faction you wish to play as. Each faction will
determine your support powers and available units. And yes, teammates in a match can play as different factions. 

All units for each faction are available from
the start and can be upgraded individually, you level up as a faction commander
which unlocks unique customizations for your units, lowers point costs, and
unlocks/improves your support powers. All units are listed by faction and Tier
(cost). I’ll go into further details about units and powers later.

 

Cerberus

Support Powers: Air Strike, Infiltration, New Orders,
Sabotage Defense

Tier 1: Assault Troopers

Tier 2: Combat Engineers, Centurions, Guardians

Tier 3: Nemesis, Dragoon

Tier 4: Atlas, Phantom

 

Geth

Support Powers: Surveillance Drones, Defense Network Hack,
Control Hub, Electronic Warfare

Tier 1: Troopers

Tier 2: Rocket Troopers, Hunters

Tier 3: Bombers, Pyros

Tier 4: Primes, Juggernauts

 

Collector

Support Powers: Possession, Seeker Swarm, Blackout, Biotic
Superiority

Tier 1: Troopers, Abominations

Tier 2: Captains

Tier 3: Scions, Adjutants

Tier 4: Praetorian, Harbinger (not the reaper)

 

Reaper

Support Powers – Orbital Assault, Harvest, Indoctrination,
Direct Intervention

Tier 1: Cannibals, Husks

Tier 2: Marauders

Tier 3: Brutes, Ravagers

Tier 4: Banshees, Avatar

Modifié par Lord_Frostwind, 03 janvier 2013 - 11:32 .


#4
kongen1998

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make it happen bioware

#5
Lord_Frostwind

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Enemies: There will be three enemy factions, Alliance, Council, and Terminus (I thought about making each map have a unique faction tied to it, but figured that might be too complicated). Generally, they
will be similar in the units and defenses that they utilize, the abilities and
stats for these will vary from one to the other, and each will have unique hero
units that you encounter in later waves. (if this thread is popular, I’ll go
into more details about each and their abilities)


Factions:

Alliance: The "Boring but Practical" faction, Alliance forces are trained to dig in, and survive. Alliance forces specialize in focusing fire and elminating enemy forces at a distance, utilizing snipers, targeting systems, and long range heavy weapons to do this. Even the strongest enemy should be wary of charging an Alliance defense line. That said, Alliance's focus on elminating the enemy leaves them with only moderate shielding and armor, and a high vulnerability to enemy biotics and tech abilities. Your best strategy is to get around their defenses and crush them in close quarters.

Council: The highly advanced forces of the Citadel Council have been the dominant force in the galaxy for centuries. Their special units are the strongest tech and biotic users in the galaxy, and even their basic units are equipped with personal shields or barriers. Such confidence and expertise breeds its own set of problems, their forces are focused on serving a singular role, making the loss of every unit a significant blow to their capabilities. As well, while their units are equipped with shields or barriers, their health (with the exception of their riflemen) is significantly lower than their Alliance or Terminus counterparts.

Terminus: The forces of the Terminus Systems have always been considered the wild card, from units equipped with little more than the shirts on their back and a scavenged mass accelerator, to units possessing super advanced (and highly illegal) technology to give them the advantage in combat. Growing up in the Terminus instills a unique attitude of endurance and strength that results in incredible melee strength and health. This sense of invincibility does have its draw backs, as Terminus forces typically eschew standards on armor or shielding, leaving them with high health but little to know protection. The lack of training and quality weapons for the Terminus forces means that their weapons drastically lose accuracy as distance increases. "Death by a thousand cuts," and engaging at long range are essential to deal with soldiers from the Terminus.



Defense Emplacements:


Barricades: Level 1, hastily assembled items thrown into a
makeshift defense. Level 2, dedicated civil control barricades, ill suited for
direct combat but will slow enemies down. Level 3, military grade shielded
barricade, designed for heavy damage.

Sentries: Level 1, civilian work mech reassembled with basic
weaponry and targeting system. Level 2, security mech designed for light combat
and have a self destruct system. Level 3, military mech heavily armed and
armored with tech to impede enemies in close combat.

Booby Traps: Level 1, improvised explosive traps, does light
damage to unarmored units. Level 2, anti personnel ordinance capable of
disabling shields and killing low level units. Level 3, anti armor explosive
traps, capable of severally damaging or killing any unit that triggers them,
and other units in a several meter radius.

Turrets: Level 1, standard auto turret with shields and
light anti personnel mass accelerators. Level 2 light manned turret, does high
damage against shields and unarmored units but has little affect on armored
units. Level 3 heavy mass accelerator emplacement (remember the thing shepard
can take control of in his shuttle in ME3? One of those) will shred any enemy
units save for the heaviest units in the arsenal, only weakness is a quick
overheat and long reload time.

Command Tech:  A randomly
chosen defense emplacement that will appear in an enemy base every few waves
that gives defenders a significant advantage until they are destroyed. Motion
Tracker device allows enemy AI to track all your units throughout the map, even
when cloaked. Communication Jammers disable the player’s ability to use support
powers. Shield Generators provide a rapidly regenerating extra layer of
shielding to all defensive emplacements.  Artillery Targeting decreases the time you
have to complete the wave before enemy support destroys the attackers (timer
resets to normal once this emplacement is destroyed).

 

Enemy Units:


Rifleman: Standard enemy units, equipped with Assault Rifles
and grenades. Moderate armor makes them able to absorb some damage before being
killed.  At level 2 they gain a moderate
layer of armor or shielding for protection.

 Alliance – Level 1, Colonial Militia (M-4 Shuriken,
frag grenade). Level 2, Alliance Marine (Ablative Armor layer, Upgraded
Avenger, sticky grenades)

 Council – Level 1, C-Sec Officer (Personal
shields, M8 Avenger, Flash Bang Grenade). Level 2, Turian Legionnaire (Personal
Shields, Phaeston, Arc Grenades)

 Terminus – Level 1, street ganger (M-3 Predator,
molotovs, melee armor). Level 2, Mercenary (M-15 Vindicator, Inferno Grenades,
bladed armor)



Engineer: Enemy infantry unit with weaker health but higher
strength shields or barriers and carries a repair tool that can
restore health to any defensive emplacement. At level 2 they get a heavier weapon
and another tech ability.

 Alliance – Level 1 Civil Engineer, M-3 Predator, omnitool repair, harden shields (enchances ally shield damage reduction). Level 2 Combat Engineer, M-37 Falcon, omnitool repair, harden shields, overload.

 Council - Level 1 Technican, M-9 Tempest, omnitool repair, combat drone. Level 2 Machinist, M-55 Argus, omnitool repairs, combat drone, reactivate defenses (restores destroyed defense emplacement except command tech)

 Terminus – Level 1 Mechanic, M-22 Eviscerator, omnitool repair, incinerate. Level 2 Saboteur, AT-12 Raider, omnitool repairs, incinerate, proximity mines.



Specialist: Unique unit that provides differing support roles for each faction.

 Alliance Sniper: level 1, M-92 Mantis rifle,
assassination, mark target. Level 2, M-98 Widow Rifle, mark target,
assassination, cloaking device.

 Asari Commando: Level 1, M-23 Katana, biotic
barrier, warp. Level 2, Disciple, biotic barrier, warp, stasis.

 Terminus Brawler: Level 1, M-27 Scimitar, bleed
attack (melee), fortification. Level 2, Graal Spike Thrower, stun melee,
fortification, armor detonation.



Heavy Weapon Soldier: Soldiers with little armor or
shielding but carry heavy support equipment that can rapidly destroy or disable
enemy units.

 Alliance: Level 1, Grenade Launcher, M-3 Pistol.
Level 2, Rocket Launcher, M-5 Phalanx, can fire seeker rockets any unit under
effect of motion trackers or target marking.

 Council: Level 1, Arc Projector, M-9 Tempest.
Level 2, Hydra cluster seeker missile launcher, M-9 Tempest.

 Terminus: Level 1, Flamethrower, dangerous cargo
(area self destruct). Level 2, Blackstorm, M-358 Talon.



Heroes: Unique units that spawn in later waves. Each
provides unique powers, multi layered defenses, and powerful weaponry. They
cannot be killed like most enemies but are downed and must be executed to be
removed from the wave, enemy AI units can revive them (units with Sync kill
abilities can instantly kill them). There are 6 heroes for each faction and
they spawn randomly in waves throughout the match, except for wave 11 where all
6 heroes spawn.

Modifié par Lord_Frostwind, 21 décembre 2012 - 07:11 .


#6
Lord_Frostwind

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Hero Units (in depth)


All units have all the abilities available to their
respective classes in multiplayer. All stats and abilities are maxed out.
Silver difficulty increases their stats and point value by x 1.5, Gold x 2, Platinum x 4.

I want these to be colorful characters, people who add some
personality to the waves of redshirts you are mercilessly slaughtering. So while
I want to go with these classes, any ideas about names or what they look like (color scheme)
would be appreciated.

 

Alliance: N7 Special Forces

N7 Fury – Acolyte Pistol,

N7 Paladin – Crusader Shotgun

Nicholas Parker N7 Destroyer – Weapon - Typhoon Machinegun, Bio - An N7 Operative with an appetite for destruction, Parker doesn't believe a mission has been complete until several structures have been destroyed. As boisterous as he is destructive, Parker is a force to be reckoned with. With his Destoyer loadout, he can lay down a storm of bullets or fire off devastating Havok missiles.

N7 Slayer – Eagle Pistol

N7 Shadow – Hurricane SMG

 

Council: Spectre Operatives

Asari Justicar – Black Widow Sniper Rifle

Salarian Infiltrator – Reegar Carbine

Asari Valkyrie – Venom Shotgun

Imperius, Turian Havoc – M-76 Revenant

Gabriel, Turian Ghost – Kyrsae Sniper Rifle

Salarian Engineer – Scorpion

 

Terminus: The Warlords

Tartaros Krogan Soldier – Weapon-Striker Assault Rifle. Bio - Few creatures live as long as the Krogan in the galaxy, fewer still can survive as many battles as they have. A veteran of countless wars, Tartaros is uniquely level headed among his fellow warlords, approaching situations with cynicism and professionalism shaped by centuries of combat. He has no need to prove himself, and will not suicidally charge into a fight, but he will protect his units, braving enemy fire to rescue them, which can easily lead to his undoing.

Batarian Adept – Kishock Harpoon Gun

Bartuk, Krogan Vanguard – Claymore Shotgun

Vorcha Sentinel – Blood Pack Punisher

Mr. Big, Volus Engineer – Weapon - Geth Spitfire. Bio - "Mr. Big" runs one of the most ruthless and effective criminal organizations in the Terminus. While his empire was built on cutthroat business and masterful organizational skills, he maintains it with top of line equipment and liberal use of high explosives. (think of him as being a mix between Penguin from Arkham City and Handsome Jack from Borderlands 2 rolled into a Volus body).

Torquemada, Drell Assassin – Weapon-M-77 Paladin. Bio - Once an assistant to a Hanar Minister in the Terminus systems, their church was captured by a local warlord who killed the minister and tortured his followers. Torquemada survived, and for failing to protect his master, vowed to continue his masters mission, but in a much different manner. Initially a religious assassin, taking the lives of warlords and criminals, Torquemada acquired a significant following, and in a few decades became a powerful Terminus Lord in his own right.

Modifié par Lord_Frostwind, 28 décembre 2012 - 08:29 .


#7
Lord_Frostwind

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Maps


Spaceport
, Palaven: Strewn with the wreckage of damaged spacecraft, this Spaceport is one of the last operational on the surface of Palaven, and is vital strategic link to the fleet keeping the Turian forces groundside supplied. While spaceports are traditionally open and deadly to fight through, this spaceport has been damaged heavily through the war, leaving wrecked ships, combat vehicles, and reaper warmachines throughout the landing pads and runways. Several landing platforms on the North end of the spaceport are operational, with the severally damaged terminal occupying the south, landing control on the central west and several armored hangars along the eastern end of the map.

Military Base, Elysium: One of the few colonies to survive the intial onslaught of the Reaper invasion, forces from the Alliance military have been using Elysium as a massive staging base for their operations. One of these bases has become a vital supply depot and rearming facility for the Alliance Marine Corps, handling hundreds of their armored vehicles, air support, and most important training facilities for the hundreds of volunteers and conscripts arriving to support the Alliance War effort. The vehicle motorpool is the largest structure here, dominating the center of the map, the barracks complex has been greatly expanded with prefab buildings to house the new recruits, it can be found west of the motor pool, the armory bunker, hospital, and command offices are the other important points on the map. Beware the large streets between buildings, they can quickly become a death trap.

Colony, Pragia: Until recently, only criminals and vagrants made their homes in the jungles of Pragia, now all walks of life are desperate for a place to lay low and avoid the war. One of these facilities, a base established by drug runners has been taken over to serve as a secret hub to smuggle refugees and VIPs back into the safe zones, and to operate guerilla efforts behind the lines. The jungle around the base is stiffling to move through, but makes excellent cover for ranged units to snipe targets, the colony itself a standard set of prefabs, the surrounding fence is in desperate need of repair and whole sections have been breached.

Metropolis, Omega: The former defacto capital of the lawless Terminus has fallen on hard times since the Cerberus occupation. With near constant fighting between rebels and Cerberus forces, the entire station has become a battleground. Sector 23, once a district for the affluent of Omega has become a haven for rebels who utilizing the maze of ventalation shafts, maintenance tunnels, and dead end alleys to harass the occupiers. Recently, factions throughout the galaxy have been smuggling forces into this area, and it appears they are preparing to use Sector 23 as a staging ground to retake Omega. The key to this area is memorizing the alternate routes to bypass enemy hardpoints, tunnels and vents will make this an important strategy for any assault, but beware, your enemy can easily turn that same strategy on you.

Last Stand, Khar'Shan: Following the total collapse of the Hegemony military in the openning of the Reaper Invasion, the Batarians organized a hasty evacuation that left millions behind. The unindoctrinated survivors of the Hegemony military have fought a brutal insurgency against the Reapers, but time and numbers were on the side of the invaders. In one desperate assault, they took the fight to the captial of Khar'shan which had been converted into a massive processing center for Cannibals and other Reaper monsters. Capitalizing on the heroic strike, factions across the galaxy have deployed strike forces to disrupt Reaper operations. The former crown jewel of the Batarian Captial has been greatly altered with Reaper tech, hasty fortifications have been erected by the attackers to stem the invetiable counter attack, but otherwise the damage to the combat zone has been surprisingly low.

Prefab City, Citadel: An old storage yard for a prefab manufacturing company that went broke during the Collector Crisis, the Citadel has established this area as temporary living space to relieve the severe overcrowding at the Citadel docks. However, the flow of refugees means that a lot of criminals and worse have slipped through the nets and found their way here. Recent reports suggest that indoctrinated agents have made their way here and may be organizing for an attack on the Citadel itself, as such gangs and military forces have taken it upon themselves to maintain order and snuff out any acitivity from Reaper forces. Close quarters is the name of the game here, and expect it to be quick and brutal in the new refugee camp. A church, the old factory, a medical center, and the C-Sec office are the strategic locations here.

(Possible Future Maps)

Void, Damaged Council Dreadnought

Sin City, Illium

The Pit, Geth asteroid mining complex

Fuel of War, Eezo refinery complex

Modifié par Lord_Frostwind, 28 décembre 2012 - 08:06 .


#8
Yate

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I say switch nemesis with engineer.

#9
sentinel_87

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Enters topic looking for Adrian Shephard's fate, is disapointed.

I have never played Gears of War as I do not own an Xbox-360, but this sounds very in depth.  Not sure I like the idea of controlling enemy faction units; but it is an interesting concept as I had never heard of this before.  I do like the sound of the Palaven; Elysium and Khar'Shan maps.  I would always welcome new maps into the mix.

How would you be able to customize the units that you would be controlling?

I am though curious if Bioware will attempt to implement new game modes into the current ME3 multiplayer like this one.

#10
Lord_Frostwind

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Yate wrote...

I say switch nemesis with engineer.


I've thought about that, but I'm still trying to work through what abilities I'm going to give the units or if they will just stick to what they have in ME3. I can't imagine the turret will become the instrument of mass party wipes it is in multiplayer.


sentinel_87 wrote...

Enters topic looking for Adrian Shephard's fate, is disapointed.

I
have never played Gears of War as I do not own an Xbox-360, but this
sounds very in depth.  Not sure I like the idea of controlling enemy
faction units; but it is an interesting concept as I had never heard of
this before.  I do like the sound of the Palaven; Elysium and Khar'Shan
maps.  I would always welcome new maps into the mix.

How would you be able to customize the units that you would be controlling?

I am though curious if Bioware will attempt to implement new game modes into the current ME3 multiplayer like this one.


Poor Adrian, Valve might have forgotten you, but we still remember.

The next section after I get through the maps will be leveling up and unit abilities and upgrades, but that is going to be a LONG section. I'm also working on the "what do people get for playing through this mode?" after all, this is an RPG, and there needs to be some kind of incentive for playing as the bad guys (I hate the idea of just tacking on a mode and saying, "okay, now for something completely different").

#11
Lord_Frostwind

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Leveling and Upgrades


General

Unlike regular Mass Effect, unit upgrades and leveling up are seperate features. Players level up as a commnader for each faction, unlocking abilities, unit cosmetic features and decreasing unit point costs in a match. You only go up to level 10, but the experience cost to level up is significantly higher than normal multiplayer.

The upgrade system allows you to customize the loadout and equipment for each of your troop choices. You earn upgrade points by completing bonus  objectives in a wave. Doing so will earn you points that you can dole out to any unit or faction you see fit, but be warned, it will take more points to upgrade higher tier units than it will cost maxing out your grunts.

Bonus Missions and Upgrade Points

Bonus objectives will show up every 3 waves in a match, and as stated before you do not have to complete them to beat the wave, but you will miss out on valuable upgrade points. There are four basic bonus missions:

1. Hack Enemy Network - Obtain valuable data from local networks before defenders can purge them. You must reach the network, hold positions long enough to load the data to a portable drive, and then smuggle the drive to a transmitter to upload it (2 part network hack combined with pizza delivery).

2. Capture Enemy Officer - Optimal Target for interrogation and indoctrination has been located, retrieve him. Catch up to an enemy officer and use a light melee attack (try to avoid using banshees for this one) to stun the officer, then haul them to the deployment zone for extraction.

3. Destroy Communications Grid - Enemy resistance has forced us to escalate this conflict, destroying the communication capabilities will impede further enemy operations. Sabotage certain points hidden behind enemy defense lines, some will require hack time, others can be destroyed with conventional weapons.

4. Establish Indoctrination Boosters - Large number of personnel in the area make this a prime target to establish large scale indoctrination devices. Plant and defend devices at optimum points around the map for a set period of time for the indoctrination to take effect.

List of Faction and unit upgrades:

This is going to be a long list, so I've broken it down by faction. Just a few general bits of information, every level you go up you unlock cosmetic options for your units, even if I'm not going to list all of them. Also, I'm going to guess for all the standard mass effect multiplayer units readers will know what I'm talking about, I'll include a description for the units I've added.

Modifié par Lord_Frostwind, 04 janvier 2013 - 12:53 .


#12
Lord_Frostwind

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Cerberus


Supports Powers:

Airstrike - (unlocks at level 4) Cerberus maintains a fleet of ground support aircraft that have been modified with stealth drives. When requested, they will riddle exposed enemy forces with heavy mass accelerator fire and missiles for a short time.

New Orders - (Unlocks at level 6) Being connected is one of the skills of Cerberus, and they maintain agents within all levels of government from the Citadel to the Terminus. As such, they can periodically order enemy units to move out from their trenches and defense lines to secure "valuable assets."

Sabotage Defense - (Unlocks at level 8) Few will ever know just how many connections Cerberus has to corporations throughout the galaxy, many of which build the very automated defenses the galaxy depends on. Because of this, Cerberus can exploit these manufactored flaws and backdoors to temporarily disable enemy auto defenses.

Infiltration - (Unlocks at level 10) Use of integration technology has allowed Cerberus to place sleeper agents throughout the galaxy. Activiation of these agents is a costly endeavor and only the most trusted of the Illusive Man's agents are given authority to do so. Once activated, and enemy unit will become a one time use spawn point for a Cerberus Commander (just don't ask where exactly they were concealing those Atlas mechs).

Units + Upgrades

Assault Trooper

-Armor Upgrades: 1. Ballistic Armor (alters the armor chestpiece, increases damage resistance, unlocks the Combat Optics and Combat Exoskeleton upgrades) or Kinetic Barrier (Alters the back armor to include a shield generator, adds a weak layer of shields, unlocks the Composite Materials and Improved Cybernetics upgrades), 2.1Combat Optics (Changes the helmet, gives a system that highlights enemy units and explosives) or Combat Exoskeleton (changes the armor leggings and arm pieces, increases resistance to enemey biotic and tech attacks), 2.2 Composite Materials (alters armor to appear less bulky, drastically increases movement and storm speed) or Improved Cybernetics (blue cybernetics will glow between armor plates, gives limited health regeneration, boosts melee damage)

-Weapon Upgrades: 1. Phasic Jacketing (Alters body, rounds do 40% more damage to shields and 20% of damage will pass through shields, unlocks Suppresssor and Improved Heat Sinks) or High Velocity Barrel (Alters Barrel, improves damage to armor by 40% allows 20% damage to pass through armor, unlocks Scope and Fore Grip). 
2.1 Suppressor (Alters barrel and decreases fire sound, use of weapon will not alert nearby enemies) or Improved Heat Sinks (Adds a few heat sinks on the side of the weapon, changes the weapon lights to red, adds 25% more ammo per magazine)
2.2 Scope (Adds a small holographic scope on the top of the weapon, allows 4x zoom when sighting the weapon) or Foregrip (Soldiers will now hold the weapon by the foregrip when using, improves weapon stability)

-Ability Upgrades: 1. Mobility Package (Changes the Boots, allows cerberus trooper to make a jet assisted leap onto roofs, unlocks Evasion and Burnout upgrades) or Improved Frag Grenades (Adds grenades to the troopers belt, grenades do 30% more damage, Unlocks Smart Grenade and Shredder Grenade upgrades)
2.1 Evasion or Burnout
2.2 Smart Grenades or Shredder Grenades


Centurion

Combat Engineer

Nemesis

Dragoon

Atlas

Phantom

Modifié par Lord_Frostwind, 10 janvier 2013 - 08:00 .


#13
Lord_Frostwind

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Geth

Support Powers

1. Surveillance Drones - (Unlocks at level 4) Geth air superiority allows them to deploy armadas of drones to give them an edge in combat. These drones will allow for a detailed tactical scan of the battlefield, highlighting enemy forces, emplacements, and even hidden/cloaked units.

2. Network Hack - (Unlocks at level 6) Geth are the feared masters of tech, and will easily be able to disrupt enemy communication systems. Knocking out the enemy network will prevent them from being able to coordinate and work together, in essence, attacking enemy units will not alert others who are out of the line of sight.

3. Electronic Warfare - (Unlocks at level 8) Using a combination of electronic and hacking techniques, Geth have been known to turn enemy automated defenses to their advantage. While difficult, Electronic Warfare grants Geth temporary control over enemy defenses and disables manned defense emplacements for a time period.

4. Task Network Hub - (Unlocks at level 10) A Geth Hub is a construct housing millions to billions of Geth programs, repurposed by the Reapers, these hubs remain safely away from battlefield and provide unimaginalbe software boosts to Geth platforms. Fully tasking a network hub to the battlezone will boost all Geth units, improving shield recharge time, ability recharge speed, movement speed, and accuracy by significant margins.

Units and Upgrades

Geth Trooper

Rocket Trooper

Hunter

Bomber

Pyro

Prime

Juggernaut - Sharing a similar chassis to the Geth Prime, the Juggernaut is not a command and control unit, but rather a super heavy platform designed to demolish enemy fortifications and bases. Effectively a walking tank, it comes equipped with should mounted missile pods, a Geth Spitfire cannon, extremely powerful shields and nano-composite armor.

Modifié par Lord_Frostwind, 04 janvier 2013 - 01:20 .