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Mass Effect: Insurrection DLC- now with Krogan Mayhem Infiltrator! (4 Maps, 8 Weapons, 9 Characters, 13 new powers!)


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Pyroninja42

Pyroninja42
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With the galaxy now in a war on many fronts against threats far more powerful and inexhaustible than previously thought possible, the races of Galactic Civilization are forced to fight not in the trenches, but the shadows. This is a war that has more than just frontline soldiers, but fighting men and women from any number of professions, open or clandestine, legal or criminal. These are desparate times, ladies and gentlemen, and fighting from the front just won't work by itself anymore.

Firebase Paradise- Eden Prime (takenfrom the From Ashes DLC)

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Firebase: Hellion- Haestrom

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Hazard: Daytime. Direct exposure to powerful radiation causes shields to drain, similar to Firebase: Ghost Hazard.
The non-hazard takes place at night.

A short, medium, and long-range environment. Think the final area with the fight against the Colossus
in Tali's recruitment mission from ME2.


Firebase: Prefecture- Illium

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Hazard: Debris rain. Every now and then, debris will fall from the damaged buildings above, shooting
shrapnel everywhere.

A short-and-medium range environment set within the courtyard and front lobby of a skyscraper in Nos
Astra.

Firebase: Constant- Haragus CDEM Orbital Habitat

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Haragus is a barracks and "Watchtower" station in orbit over the krogan homeworld of Tuchanka, home (or at least was) to thousands of Turians of the CDEM. WIth the Reapers invading, all but a handful for a Skeleton Crew were withdrawn to fight the war on more pressing fronts.

Layout: Short and long-range. The map is roughly circular, with a big open center and a ring of highly-close quarters rooms surrounding it. There's a second level to the map, giving whoever's up there a height advantage, but it has no cover.

Hazard: Airlock malfunctions. The airlocks connecting the ring of rooms begin to malfunction, closing and venting at random intervals, isolating ring sections for short periods of time and blowing whatever's in the airlock out of it.


THE TL;DR OVERVIEW:

Features:

“Suppression” Mechanic for Typhoon, Revenant, and the new Slugger LMG. Basically, it makes it so each of
those guns has a very high chance of stagger.

Weapons:

AT-14 Pillager Flechette Rifle (Kishock, meet the Mattock. Mattock, meet the Kishock. Mattock and
Kishock, meet the Vindicator.)

AT-24 Corsair Shotgun (Double-barreled pocket raider)

M-41 Warhammer Concussion Rifle
(Force weapon!)

M-83 Copperhead Sniper Rifle
(4-6 shot magazine, infinite ammo)

M-47 Slugger LMG (Slow-firing, big clip, hard-hitting, okay-accuracy, innate armor negation)

Kadius PDW
(An SMG that fires three-shots simultaneously, making it a cross between a shotgun and an SMG.)

Pharius "Crowd Plow" Grenade Launcher- A Turian single-shot grenade launcher that can fire a non-AOE AP grenade or a powerful HE grenade. AKA, the Claymore of Grenade Launchers.

Asari Judgment Plasma Rifle- An Asari assault rifle that shoots globs of plasma that melts and weakens armor.

Ammo powers: 

Submission Rounds

As you fire on a target, a submission net begins forming around them, eventually subduing them and dealing massive amounts of damage.

Submission Rounds "charge mechanic":
-A certain amount of damage
must be done to a target with submission rounds for the net to form. As
the ammo power level increases, the amount of damage needed decreases.

Stats (numbers subject to balance):
Damage needed for submission net formation (crossfire works with it): 500/425/350
Bonus damage: 10% (stays the same)
Slows enemies: 25%/35%/45%
DoT for the Net: 200/300/400 over 6 seconds

Mods:

Thermal Cycling System
+15%-25% Rate of Fire
25% Magazine size reduction

Red Dot Sight (sniper rifles)
-[10%-5%] accuracy
-[10-20] weight
Allows over-the-shoulder aiming with sniper rifles.

Gear:

Biotic Grenadier Package
-Max grenades +[1-2]
-Biotic damage +[4-12%]

Saboteur Package
-Max grenades +[1-2]
-Sniper Rifle Damage +[4-12%]

Specialist Package
-Max grenades +1-2
-SMG damage +4-12%

Characters (underlines indicate new powers):
Human Psycho Adept (Rampage Stims, Singularity, Flare)
Batarian Trapper (Decoy, Submission Net, Harpoon Mine, Light Melee Cloak)
Batarian Hellfire Sentinel (Pulse Armor, Ignition, Overload, Hellfire Gauntlet)
Salarian Ranger Soldier (Combat Armor, Cryo Grenade, Wrist Rockets)
Salarian Sentinel (Tech Armor, Cryo Blast, Energy Drain)
Salarian Guerrilla Engineer(Fraglet Launcher, Saboteur Grenade, Havoc Drone)
Drell Reaver Sentinel (Reave Armor, Cluster Grenades, Energy Drain)
Turian Overwatch Engineer (Rainmaker Missile Battery, Overload/Proximity Mine, Tactical Scan)
Krogan Mayhem Infiltrator (Recall Grenade, Snap Freeze, Ballistic Blades)

Weapons

AT-24 Corsair Shotgun

Known among Batarians as “The Little Raider”, the AT-24 Corsair is a close-combat shotgun similar to the Raider, but lighter, more compact, and more accurate at the cost of damage output. Designed for biotic and tech support units, it quickly became a favorite among adepts and engineers.

Damage: [500-600]
Weight: [1.00-0.50]
ROF: Can fire as fast as the Raider; holding the fire button down (R2/R Trigger/M1) is a faster double-shot burst.
Magazine size: 2
Accuracy: More accurate than the raider
Reload time: Raider
Spare Ammo: 26-36 rounds

AT-14 Pillager Flechette Rifle

You've got "does not pierce cover save guardian shields but ignores armor" weapons like the Graal and Kishock Rebar Cannon. Wouldn't it be awesome if there was an assault rifle complement? Complete with charging!(AHMERGHERD MISSILE GLITCH)

The AT-14 was developed by the Batarian Hegemony as a front-line assault rifle that could beused to effectively engage soft and hard-targets and short and medium ranges. It fires barbed, metal flechettes with a semi-automatic rate of fire that decrease armor effectiveness by 50%, but if the trigger is held, it fires a rapid, high-powered, accurate burst of five flechettes that negate armor completely.

It quickly became popular in the Terminus Systems for its effectiveness against synths and organics, but as it spread from the Batarian Hegemony, it was immediately banned within council space because the Council saw that "the brutal and inhumane nature of the weapon makes it completely unsuitable by any good natured, respectable and civilized military or citizen."

Weapon class: Assault Rifle
ROF: Semi-automatic/charged shot.
Charge time: 1 second
Damage per round: 100-130 (roughly mattock)
Armor negation [semi-auto/charged burst]: 50%/100%
Cover penetration: Guardian shields only
Rounds per burst: 5
Magazine size: 20
Spare ammo: 100-120
Weight: 1.90-1.30
Rarity: Rare
Accuracy: Mattock, but uncharged and charged rounds behave like the Kishock.

M-41 Warhammer Concussion Rifle

Designed as a less-lethal crowd-control weapon for Riot Police, the M-41 Warhammer Concussion Shotgun uses a mass of blunt munitions for drastically-reduced penetration and a powerful brute-force Mass Effect field with a conical spread. It produces roughly 1000 newtons of
force to anyone caught directly by the blast andstaggers anyone glanced by it.

It was first used in Field Trials during riots on Benning in 2184 and increased riot control efficiency by the police by
75%, which would normally be enough to call it a rousing success. However, the riots turned into a PR Disaster as they hadn't taken into account the Warhammer's secondary effects- I.E., damage provided by the environment. A massive influx of cracked heads, bones, and ruptured  internal organs were being reported and several hundred people were eventually declared dead. The Warhammer was scrapped as a Riot Control weapon, but several Special Forces organizations picked it up as a potential "specialist firearm".

Weight: 1.30-0.80
Damage: 200-250 directly; 975-1075 Newtons of force
ROF: Uhh... Well, quick. Would it be 2 rounds a second in theory? I'm thinking it would have a ROF similar to the Scimitar.
Accuracy/Spread: I... Have no idea. Probably a little less than the scimitar. The force generated would dissipate after the conical radius reaches 1.5m, making it a slightly weaker version of Lvl 6 Throw with Radius, Damage
& Force.
Reload Speed: Fast. Probably .50 seconds.
Magazine Capacity: 1
Spare Ammo: 16-26
Rarity: Rare

M-83 Copperhead Sniper Rifle

The realities of the Reaper War forced Alliance Command to re-adopt “obsolete” technologies- specifically, the cooling systems used in weapons prior to the adoption of thermal clips. Alliance R&D created the M-83 Copperhead Sniper Rifle for asymmetric guerrilla warfare against the Reapers, where combatants could go for weeks, or even months, without new supplies of ammunition.

Damage: [350-450]
Weight: [1.50-1.00]
Rate of Fire: Viper
Magazine: [40-60]; each shot takes up 10.
Spare ammo: Infinite
Cooldown: No idea XD
Rarity: Rare

M-47 Slugger LMG

Designed by the Alliance Military for heavy infantry support, the M-47 Slugger is a powerful, slow-firing light machine gun that's highly effective against armored units.

Damage: [150-180]
Weight: [2.00-1.60]
Rate of Fire: 400 rounds per minute
Magazine: 40
Spare Ammo: [280-360]
Rarity: Rare
Special note: Has a base 25% AP rating and can penetrate .30 meters of material.

Kadius PDW

An experimental Turian submachine gun developed in conjunction with the Salarians, the Kadius PDW is a powerful SMG with three acceleration rails and barrels- this means that it fires three rounds simultaneously that exit the bore in an expanding triangular pattern. This weapon is remarkable because of how it bridges SMGs and
Shotguns, and how along the way it keeps a consistent, predictable spread and how it increases its effectiveness against armor.

Damage: [55-65]
Weight: [0.90-0.50]
Rate of Fire: Fires three shots at once; time between “bursts” is like the Hornet.
Magazine: 36 (uses up 3 per shot)
Spare Ammo: [216-288]
Rarity: Rare or Ultra-rare.

Pharius Grenade Launcher

A staple of the Turian Military, the Pharius "Crowd Plow" Grenade Launcher is a powerful single-shot explosive weapon with proprietary "smart-shape" technology. The weapon has a directed, basic short-range mass spectrometer target acquisition system (DMSTAS) that determines the armor composition of enemies. The DMSTAS shapes the payload of the projectile prior to firing- it fires a basic high explosive round against soft targets and a shaped armor piercing grenade against hard targets.

Damage: [650-750]
Weight: [1.50-1.25]
ROF: ...Claymore?
Magazine size: 1
Spare ammo: [3-13]
Accuracy: Falcon; rounds don't fall as quickly.
Reload time: Honestly, to deter Reload Cancel spam, I think that the time to
actually eject the thermal clip should be rather long. 1-1.5 seconds or
so.
Special behavior: Grenades fire like the Falcon, but do not ricochet and detonate on impact. The AP grenade can penetrate guardian shields (if you really want to) and has innate 125% armor penetration. The HE grenade has a radius of 4 meters.
Rarity: Ultra-rare, probably D:

Not sure if this should be considered a "shotgun" or "assault rifle".

Also, these numbers are welcome to balance.


Judgment Plasma Rifle

Developed as a medium-range fire support weapon by the Asari, the
Judgment Plasma Rifle shoots a "glob" of superionized gas heated to
extreme temperatures that melts most materials it comes in contact with,
severely weakening enemy armor.

Weight: [1.75-1.25]
Damage: [90-115]
Magazine Size: 30
ROF: 475 RPM
Accuracy: ...Adas.
Spare Ammo: [210-270]
Rarity: Ultra-rare

Special Notes:
-150% damage to armor, 50% damage to shields and barriers.
-Melts enemies like it's nobody's business.
-Weakens enemy armor  by 40%, meaning that armored enemies being hit by the Judgment are damaged easier by your allies.
-Cannot go through cover.
-Small AOE of .75 meters.

Characters:

Drell Reaver (Sentinel)

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Health/shields 250/250
Reave Armor
Energy Drain
Cluster Grenades (Or maybe shockwave)
Drell
Vampire Training
Martial Arts (Movement speed bonuses are delegated to 4b and 6b for a "passively defensive" drell
build, whereas 4a, 5a, and 6a focus on building up melee to use as a survival tool by stealing health).

Reave Armor:
Similar to Batarian Blade Armor (mixed with Annihilation field), Reave Armor trades a lower-possible damage reduction for offensive capabilities. Combined with Martial Arts, the Reaver Sentinel favors a vanguard-esque "High risk-reward" playstyle that involves dealing damage in order to stay alive. Enemies who melee you are hit with a version of Reave, staggering them and priming them for a biotic explosion. Detonating Reave Armor is, in effect, kind of like Nova + Reave (an AoE reave attacked with you as the epicenter).

Rank 1
Damage Reduction: 20% (+ 15% when enemy is reaved)
Enemy Damage Per Second: 90
Duration: 4 Seconds
Blast radius: 3.5m
Melee Damage Bonus: 15%
Recharge speed: 10 seconds (base)
Slows power use by 50%

Rank 2
Increase recharge speed by 25
Rank 3
Increase Melee Damage Bonus by 10%
Rank 4a- Reave Duration
Increase Defensive Reave Duration by 50%
Rank 4b- Reave Damage
Increase Defensive Reave Damage by 30%
Rank 5a- Power Damage Increase
Increase Power Damage by 30%
Rank 5b- Damage Protection
Increase Reave Damage Protection by 15%
Rank 6a- Chain Reave
Defensive Reave now leaps from one enemy to three other enemies within 3m of
him at 30% reduced damage
Rank 6b- Tank Reave
Increase base Damage Protection by 5%
Increase Melee Damage by 25%

Martial Arts: 
Rank 1: Health And Shield Bonus: 30%
Melee Damage Bonus: 15%
Health Leech chance: 35% (1/5 of damage dealt from a melee attack is returned to you as health)
Rank 2:
Health/Shield Bonus: 20%
Rank 3: 
Melee Damage Bonus: 20%
Rank 4a:
Melee Damage Bonus: 30%
Rank 4b:
Health and Shield Bonus: 20%
Rank 5a:
Increase Melee Damage by 50% and  the chance of Health Leech by 25% when an enemy is killed by Heavy Melee.
Rank 5b
Decrease shield regen time by 15%
Increase movement speed by 10%
Rank 6a
Melee Damage increased by 30%
Base Chance of Health Leech Increased by 10%
Rank 6b
Increases Health and shield bonus by 30%
Increases Movement speed by 10%

Salarian Sentinel

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Skills:
Tech Armor
Cryo Blast
Overload
Salarian Guerrilla
Fitness

The Salarian Sentinel's main schtick would be "not dying" and debuffing enemies as well. Versatile and
well-rounded, the Salarian Sentinel can strip shields and regenerate his own with Energy Drain and slow enemies and weaken armor with cryo blast, while Tech Armor helps keep him alive. The only situation
a Salarian Sentinel can't deal with is one the player can't deal with.


Salarian Ranger (Soldier)

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Health/shields 600/600
Combat Armor
Cryo Grenade
Wrist Rocket
Salarian Operative
Fitness

All new powers! :o

Combat Armor: The Salarian Soldier activates special circuits in his armor that cause it to
harden and supercharge his weapons, slowing his power use and movement speed. (Devastator mode + tech armor)

Rank 1:

Damage Reduction: 30%
Weapon Damage Increase: 15%
Power recharge reduction: 50%
Movement speed reduction: 10%
Recharge speed, base: 8 seconds
Rank 2: 
Increase recharge speed by 25%
Rank 3:
Increase weapon damage by 5%
Increase Damage Reduction by 2.5%
Rank 4a: 
Increase damage reduction by 5%
Rank 4b:
Increase Weapon damage by 5%
Rank 5a:
Increase weapon accuracy and ROF by 10% (Or maybe increases movement speed by 25%, negating the movement speed penalty and then some)
Rank 5b:
Reduce shield-recharge delay by 20%
Rank 6a:
Increase weapon damage by 10%
Increase power damage by 15%
Rank 6b: 
Increase Damage Reduction by 7.5%
Increase shields by 10%

No armor detonation.

Cryo Grenade:
The Salarian Soldier lobs a grenade with a super-cooled Bose-Einstein Condensate mass kept within a containment field that detonates on impact, snap-freezing enemies within its radius. This weakens their
armor and instantly freezes low-level enemies without a shield or barrier.

Rank 1: 
Armor Effectiveness Reduction: 30%
Movement speed reduction: 15%
Radius: 5m
Duration: 8 seconds
Rank 2:
Increase grenade capacity by 1
Rank 3:
Increase movement speed reduction by 10%
Rank 4a: 
Increase armor reduction by 20%
Rank 4b:
Increase radius by 30%
Rank 5a:
Increase Max Grenades by 2
Rank 5b:
Increase movement speed reduction by 20%
Decrease armor effectiveness by 10%
Rank 6a:
Increase Duration by 25%
Increase armor effectiveness by 10%
Rank 6b:
Increase radius by 50%

[/u]Wrist Rocket
The Salarian Commando launches an unguided missile from his gauntlet,
blowing apart frozen and unfrozen enemies alike.

Rank 1: 
Damage: 400
Force: 200N
Radius: 2m
Recharge speed: 9 seconds (base)
Rank 2: 
Increases recharge speed by 25%
Rank 3:
Increases damage and force by 30%
Rank 4a: 
Increase rocket velocity by 50%
Increase damage and force by 20%
Rank 4b:
Increase radius by 50%
Rank 5a: 
Increase recharge speed by 35%
Rank 5b: 
Knock down enemies hit directly by the rocket
Rank 6a: 
Increase effectiveness against armor by 40%
Increase effectiveness against shields and barriers by 25%
Rank 6b:
Increase damage and force by 50%

Why is it better than carnage on Paper? Because it doesn't track, that's why.

As for the Passive Skill Tree, replace 6a with: "Decrease weight of assault rifles and sniper rifles by 20%".

Human Psycho Adept

Health/shields: 650/650
Biotic dash
Toughness
Rampage Stims
Singularity
Flare
Primal Fury

Yes, only one new power- that's because the other powers fulfill what I want to do.

Overview: The Human Psycho Adept would be kind of like Jack from ME2, except that he would be tough and not very maneuverable. He can take a lot of hits, but he sure as hell can't dodge. Rampage Stims are kind of like the
biotic version of Stimpacks, focusing on power damage and recharge speed.

I was going to make a whole new biotic power, but then I discovered "Flare" and was like "Eh. Close enough."

Biotic dash[

Rampage Stims
The Psycho consumes a dose of a narcotic cocktail of Red Sand and Black Sugar (Anhexicaline-4)  that dramatically boosts the potency of biotic powers. Functions similar to stimulant pack.

Rank 1:
Power force and damage boost: 30%
Power Recharge speed boost: 30%
Movement speed increase: 10%
Duration: 8 seconds
Rank 2:
Increases carrying capacity by 1
Rank 3:
Increases force, damage, and recharge boost by 5%
Rank 4a:
Increase recharge speed boost by 10%
Rank 4b:
Increase power damage and force boost by 10%
Rank 5a: 
Increase carrying capacity by 1
Rank 5b:
Increase duration by 50%
Rank 6a:
Increase power recharge speed boost and movement speed by 15%
Rank 6b: 
Increase power damage and force boost by 15%

Numbers can change for teh balance.

Flare:
Obviously, it needs to be scaled up from SP to be of any use, but I'm not the one to do it XD But he'd have flare.

Primal Fury: 
Light melee involves the Psycho trying to beat whatever it is to death with one of his fists.
Heavy melee is a short-range, directed burst of biotic energy that deals heavy damage and sends enemies flying
backwards.

Batarian Trapper Infiltrator

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Batarian Trappers are slavers in all but name who prefer to deceive their enemies and lure them into carefully-laid traps and snares.

Health/shields: 650/650
Decoy
Submission Net (buffed and altered) (may swap out with a "Snare Grenade")
Harpoon Mine
Decreased Mobility
Toughness
Trapper Gauntlet (Volus Light Melee cloak + enforcement gauntlet)

Decoy
'Tis decoy!

Submission Net
(May swap out for new power if public outcry great enough; thinking of maybe a "Snare Grenade")
Buffed for a shorter casting time, tracks quicker, connects more often.

Harpoon Mine

The Batarian Trapper deploys a “Khar'shan Welcome Mat”, an infamous and brutal proximity mine that blasts the area around it in a cone with barbed blades to maim and disable the Trapper's prey. Essentially proximity mine + ballistic blades. (These numbers are more than welcome to change for balance.)

Rank 1
Damage: 900
Duration: 10s
Base cooldown: 10s
Radius: 8m
Rank 2
Increase recharge speed by 25%
Rank 3
Increase damage by 25% (+225 damage)
Rank 4a
Increase damage by 30% (+270 damage)
Rank 4b
Increase shrapnel by 1
Rank 5a
Increase radius by 50% (+4 meters)
Rank 5b
Increase recharge speed by 35%
Rank 6a
Increase damage and bleed duration by 50% (+450 damage, +5 seconds)
Increases shrapnel by 1
Rank 6b
Blades explode after three seconds, ending the bleed effect but dealing (a base) 400 damage.

Fun!

Batarian Enforcer

Nothing special going on here.

Trapper Gauntlet
Rather than having a Light Melee Attack, the Trapper activates a short cloak that lasts for five seconds. Heavy Melee is same as the other Batarians.

Batarian Hellfire Sentinel

Basically, a Batarian Sentinel with a new armor buff power (like Tech Armor), a new flame-based power, and Overload for stripping barriers and setting off fire explosions.

The Batarian Hellfire Sentinel is a CQC sentinel. His primary "toggle" power is something called Pulse Armor, which has the same damage protection as Blade Armor in exchange for a consistent biotic pulse that staggers enemies around the Sentinel. (See? Biotic power.). Think of it as Barrier that you DON'T have to detonate with the detonation effects. It is weaker, though.

Though he doesn't HAVE to be Batarian- he could work as a human too.

Batarian Hellfire Sentinel

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750/750
Toughness/melee
Decreased Mobility

Pulse Armor
Ignition
Overload
Batarian Enforcer
Hellfire Gauntlet

Pulse Armor

1)Damage Reduction: 25%
Biotic Pulse refire time: 4 seconds
Biotic Pulse damage: 150
Biotic Pulse force: 200N
Biotic Pulse Radius: 4m
Slows power use by 50%
Recharge speed: 8 seconds

2)- Increase damage reduction by 2.5%

3)- Increase biotic pulse force and damage by 30%

4a)- Increase biotic pulse force and damage by 40%
4b)- Increase biotic pulse refire time by 25%

5a)- Increase damage reduction by 7.5%
5b)- Increase biotic pulse radius by 25%

6a)- Give Biotic Pulse the ability to detonate biotic explosions
6b)- Decrease power cooldown penalty by 30%

Welcome to balance, but that's the basic idea.

Ignition

The Batarian Hellfire Sentinel launches a fire wave that sets enemies on fire, dealing damage over time and melting armor. Can hit up to 4 targets.

Whereas flamer's duration refers to how long the flamer is activated, this is more like a directed inferno grenade. Uses Phase Disruptor animation, behaves similar to ballistic blades.

1)blast damage: 200 (the farther they are, the less damage it does)
Damage per second: 70
Duration: 5 seconds
Range: 9m
Recharge speed: 9 seconds

2)Increase recharge speed by 25%

3)Increase damage by 20%

4a)Increase attack range by 60%
4b)Increase conespread by 20 degrees

5a)Increase duration by 40%
5b)Increase recharge speed by 35%

6a)Increase damage and duration by 40%
6b)Increase damage from fire explosions by 50%

And then his last power is Overload.

Hellfire Gauntlet
The Hellfire Sentinel's fitness tree; same as with other batarians. However, the Hellfire Gauntlet has a bonus against health and armor in exchange for decreased damage against shields and barriers.

Light Melee base: 190
Heavy melee (health/shields/barriers/armor): 1250/750/750/1250

Salarian Partisan Engineer

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The Salarian Guerrilla is designed to wreak havoc among the enemy (better at that whole "havoc" business than the Turian Havoc), deploying minefields with his fraglet launcher and debuffing the enemy with his Havoc Drone.

500/600
Combat Leap
Disruptor Omniblade
Havoc Drone
Fraglet Launcher
Sabotage Grenade


Havoc Drone- The idea behind this is a deployable drone that does not focus on attacking enemies directly, but has an array of debuff powers at its disposal. Your fitness effects the Havoc Drone's shields.

1) Recharge speed: 10 seconds
Energy Drain damage: 175
Energy drain radius: 1.50m
Firing interval: 8 seconds
Shields: 500

2) Increase recharge speed by 25% (to 7.5 seconds)

3) Increase Energy Drain damage and refire speed by 25%

4a)Havoc drone launches an incineration blast that melts armor and panics enemies.
Damage: 300, 150 over 5 seconds
Radius: 2 meters
Refire time: 6 seconds

4b)Havoc drone launches a cryo blast that freezes enemies, weakens armor, and slows them down.
Slows movement speed by 25%
Weakens armor by 30%
Duration: 5 seconds
Refire time: 6 seconds

5a)Increase Energy Drain's radius by 100%
5b)Increase recharge speed by 20%
Have Energy Drain recharge an extra 25% of its shields

6a)Increase effectiveness of secondary status effects by 30% (cryo blast or incinerate)
6b)Increase Energy Drain damage by 40%
25% of Energy Drain transfers to you

This one may need some revamping.

Fraglet Launcher-
This power launches a cluster of miniature, explosive proximity  "fraglets" that blanket an area. If the fraglets hit an enemy, they detonate on impact. Each fraglet staggers.

1)Number of fraglets: 10
Fraglet dispersal radius: 10 m
Fraglet explosion/proximity radius: 0.75m
Damage: 75
Recharge speed: 10 seconds
Launch range: 15m

2)Increase recharge speed by 25%
3)Increase damage by 33%

4a)Increase number of fraglets by 40%
Increase damage by 20%
4b)Increase explosion radius and proximity by 25%
Increase damage by 20%

5a)Fraglets deal 50% fire damage over 8 seconds
5b)Fraglets slow enemy movement by 30%

6a)Fraglets now throw enemies to the ground
6b)Increase damage by 40%

I can see this being overpowered. Numbers can be balanced.

Sabotage Grenade-
This power is a wide AoE grenade that overheats enemy weapons, causing them to backfire and disabling them from firing for a short time. Later evolutions even allow them to stop enemy power use for a short period! Backfiring detonates tech, fire, and cryo explosions. Maybe. If that's not overpowered.

1)Backfire damage: 350
Jamming duration: 8 seconds
Radius: 6 meters

2)Increase grenade capacity by 1

3)Increase damage by 20%

4a)Increase jamming duration by 30%
4b)Increase radius by 30%

5a)Increase damage by 50%
5b)Disable enemy powers during the jamming duration

6a)50% chance of detonating enemy grenades (Honestly, don't know about this evolution.)
6b)Increase radius and jamming duration by 30%


Turian Overwatch Engineer
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Turian Overwatch Engineers are one of several officers of the elite 26th Armiger Legion that coordinate squad attacks with Tactical Scan and help fortify positions and provide long-range fire support with their Rainmaker Missile Battery.


500/750
Dual Omni-Blades
Weapon Expert
Toughness
Propulsion Packs

Skills:
Rainmaker Missile Battery
Proximity Mine or Overload
Tac Scan
Armiger Legion
Fitness

Rainmaker Missile Battery

The Overwatch Engineer deploys an Armiger "Rainmaker"  Missile Battery to fortify strategic positions and provide fire support for his/her squad. Staying near the Rainmaker reduces power recharge penalty. Fires a barrage of 4 missiles every 7 seconds.

1)Damage: 200
Radius: 2m
Range: 50m
Shields: 1000
Recharge speed: 15 seconds
Recharge penalty: 50%

Hidden attributes/behavior:
-Missiles fire in an arc up from the Battery, but begin traveling towards the target at a heigh of about 3 meters, usually enough to get over most crates and obstacles. All missiles are launched within 1 second, at a
rate of one every .25 seconds.
-It's more like a rocket battery that's not dumbfire- the Rainmaker will launch all of its missiles at a specific target, but they land around the target with a popcorn effect, making a "combined" blast radius of 8 meters.
-Staying within 6 meters of the Rainmaker reduces the power recharge penalty by 15%.

2)Increase recharge speed and deployment time by 20%

3)Increase shields and damage by 30%

4a)Increase shields and damage by 30%
4b)Increase blast radius by 50%, reduce refire time by 1.5 seconds

5a)Increase range and speed by 50%
5b)Increase missile radius by 100%

6a)Give the Rainmaker Missiles a disruptor payload, providing 50% lightning damage over 6 seconds.
6b)Give the Rainmaker Missiles an incendiary payload, dealing 50% fire damage over 6 seconds.

...Probably needs to be balanced.


Krogan Infiltrator

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While
rare, Krogan Infiltrators certainly exist. However, whereas most
infiltrators rely on stealth to avoid detection or to set up the perfect
kill, Krogan Infiltrators are used to get behind enemy lines to
annihilate the opposition in an orgy of violence and destruction.

Shield: 800/ Health: 750
Toughness

Recall Grenade (A billion kudos and all my babies to GordianKnot42 for the idea/inspiration.)
Snap Freeze
Ballistic Blades
Rage

[u]Recall Grenade (Again, Kudos to GordianKnot42 for the brilliant idea)
An ingenious technology stolen from the Salarian Special Tasks Group, a Recall Grenade is a thrown receiver tuned to a device built within the user's armor. When the Recall Grenade activates, it "teleports" (in only the general sense of the word) the user to its location. Originally, itwas designed as a last-resort for getting out of tight spots and into spaces that STG infiltrators wouldn't normally be able to enter. But when the Krogan got their hands on it, they did what Krogans do and turned it into a weapon

Some notes: 
-If the grenade goes over an edge, it won't activate. You'll just have wasted a grenade.
-If the grenade lands on a surface that you can't normally get to, and you probably can't walk on, it won't activate. Again, wasting a grenade.
-The grenade can ricochet off of walls and surfaces. Activates when it comes to a stop.

1)Grenade capacity: 1
Recall range: 75m
Damage bonus: 45%
Damage protection: 20%
Duration: 5 seconds

2)Increase grenade capacity by 1.

3)Increase duration by 30% (to 6.5 seconds)

4a)30% melee damage bonus for the remainder of the duration.
4b)The Recall Grenade destabilizes, shocking enemies within 3m of the user after they arrive.
Damage: 230

5a)Increase max grenade count by 2
5b)Increase damage protection and damage by 10%

6a)Increase duration by 80% (+4 seconds)
Increase damage protection by 10%

6b)Increase damage by 30%
Increase damage protection by 15%

If you're interested in spreading the word, here's a signature banner! Be sure to combine it with a link to this thread.

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FEEL FREE TO USE ANY AND ALL OF THESE IDEAS, BIOWARE. I WAIVE ALL RIGHTS TO THEM.

Modifié par Pyroninja42, 08 février 2013 - 09:34 .


#2
Ubergrog

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you funny. I kill you last.

#3
Pyroninja42

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OH MY GOD I HATE THIS STUPID AUTO-FORMATTING

#4
Sesquipedalian4

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I Like that you added the salarians, and the Drell is okay "seems kind of beefy for a species geared to more acrobatic combat style due to muscle composition. The rest of the characters I think are unnecessary. We definitely don't need more humans (I would accept maybe an Ex-Cerberus Engineer if they had a larger deployable turret) and I wouldalso prefer a different species over Batarians, like Female Turians, Female Krogan, or more Female Quarians. Well done on creating the power trees though, I wouldn't have been able to do it (I would have only written the powers). While your ideas aren't aweful, it's not something I would be particularly excited about. If a DLC came out with characters like a Female Turian Adept/Vanguard, Salrian Sentinel/Soldier, and a LOKI Mech Engineer/Infiltrator (reprogrammed to be Alliance after being recovered from Omega and Cerberus) or an Ex-Cerberus Engineer and Infiltrator. That would be a DLC that I would even pay for. Diverse and new characters.

Your at a good start :3

#5
Pyroninja42

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I don't care if we have any more of any particular species, with one exception- SALARIANS. WE NEED MORE SALARIANS. Hence why there'll be more salarians.

And the Salarian Partisan will have some cool powers, brah D:<

Also, formatting's fixed! :D

Modifié par Pyroninja42, 27 décembre 2012 - 03:03 .


#6
IllusiveManJr

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Title must have Re in it.

#7
artificial-ignorance

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"insurgency"? really? thats almost as bad as "revengence"

#8
Pyroninja42

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I really can't think of a good title for the pack.

#9
Pyroninja42

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Okay, title's changed. For now. The title is not the most important part here XD

#10
DullahansXMark

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Spam.

End of line.

#11
Pyroninja42

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Very funny, Dull Hans. You had me for all of no seconds.

Modifié par Pyroninja42, 27 décembre 2012 - 03:31 .


#12
DullahansXMark

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Pyroninja42 wrote...

Very funny, Dull Hans. You had me for all of no seconds.


Dammit, seriously? I test-ran that on myself and I got scared.

I'll just have to actually give this a read-through, it looks plenty interesting. (Tip: Adding some pictures to go with it might help some people. Like... well, me, lol)

#13
shnig_1

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Cool

#14
Clayless

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Nice.

Oh, Protheans, nevermind..

Modifié par Our_Last_Scene, 30 décembre 2012 - 03:09 .


#15
Clips7

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Interesting....but i feel these threads are a waste since Bioware will never use these ideas due to legal issues.

#16
Pyroninja42

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DullahansXMark wrote...

Pyroninja42 wrote...

Very funny, Dull Hans. You had me for all of no seconds.


Dammit, seriously? I test-ran that on myself and I got scared.

I'll just have to actually give this a read-through, it looks plenty interesting. (Tip: Adding some pictures to go with it might help some people. Like... well, me, lol)


I added some pictures. I suppose it helps make the post more palatable XD

#17
DullahansXMark

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Pyroninja42 wrote...

DullahansXMark wrote...

Pyroninja42 wrote...

Very funny, Dull Hans. You had me for all of no seconds.


Dammit, seriously? I test-ran that on myself and I got scared.

I'll just have to actually give this a read-through, it looks plenty interesting. (Tip: Adding some pictures to go with it might help some people. Like... well, me, lol)


I added some pictures. I suppose it helps make the post more palatable XD


Oh my God, it's so beautiful...

#18
Pyroninja42

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Uh, thanks, I guess. ?

#19
Battlepope190

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I like your Batarian ideas, although I'm not sure all of their weapons should be called AT-___ and what not. (not that I have anything better to offer as an alternative)

Also, that helmet on that batarian just isn't goin to work. C'mon Bioware, you came up with the Batarians, you gave them 4 eyes; make a helmet that makes sense for them!

Modifié par Battlepope190, 27 décembre 2012 - 05:02 .


#20
CrissRiot

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Salarian plz

Image IPB

#21
Pyroninja42

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Frankly, we only have the Kishock and Raider as to what Batarians name their weapons, so whatever XD

That helmet for the Batarian Trapper is straight from the Arrival DLC.

Also, added a preview of the Salarian Partisan, a character I'm pretty excited about.

Salarian Partisan Engineer

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"Partisan" as in an irregular guerrilla fighter. The Salarian Partisan Engineer is designed to wreak havoc among the enemy (better at that whole "havoc" business than the Turian Havoc), setting up explosive traps and debuffing the enemy.  This is just a preview, because I don't have the time right now to develop the skill trees for the three new powers right now.

Havoc Drone- The idea behind this is a deployable drone that rather than attacks enemies directly, it has an
array of debuff powers at its disposal.

Fraglet Launcher-
This power launches a cluster of miniature, explosive proximity "fraglets" that blanket an area. If the fraglets hit an enemy, they detonate on impact. Thinking of having an option where you can remote detonate the fraglets.

Sabotage Grenade-
This power is a wide AoE grenade that overheats enemy weapons, causing them to backfire and disabling them from firing for a short time. Later  evolutions even allow them to stop enemy power use for a short period!


Modifié par Pyroninja42, 27 décembre 2012 - 05:11 .


#22
JG The Gamer

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Nice concepts!

#23
Pyroninja42

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Thank you!

#24
UKillMeLongTime

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tFldr

#25
Zaixx

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Needs Female Protheans