Aller au contenu

Photo

Indoctrinated Forces: Faction


  • Veuillez vous connecter pour répondre
41 réponses à ce sujet

#26
TheAshenPhoenix

TheAshenPhoenix
  • Members
  • 896 messages
Reserve unit: Turian Striker

Power: Poison strike
Weapon: Lancer
Melee: Poison Gauntlets

Shields moderate
Health: high
Power cooldown: 6 seconds

Damage output: uses hit and run tactics for deadly efficiency, to reverse role of a phantom. She will strike with her Lancer and then after multiple bursts of fire she will teleport to a new location, if a player gets to close to her she will quickly strike with her venom gauntlets and then teleport away. Her gauntlets deal high damage and have a small DoT, individual bursts of fire may not deal large damage but if she is able to hit you repeatedly chances are your shields will be down or you'll be dead before she teleports to a new location.

Modifié par Phoenix535, 22 mars 2013 - 12:13 .


#27
Abraham_uk

Abraham_uk
  • Members
  • 11 713 messages

Phoenix535 wrote...

Reserve unit: Turian Striker

Power: Poison strike
Weapon: Lancer
Melee: Poison Gauntlets

Shields moderate
Health: high
Power cooldown: 6 seconds

Damage output: uses hit and run tactics for deadly efficiency, to reverse role of a phantom. She will strike with her Lancer and then after multiple bursts of fire she will teleport to a new location, if a player gets to close to her she will quickly strike with her venom gauntlets and then teleport away. Her gauntlets deal high damage and have a small DoT, individual bursts of fire may not deal large damage but if she is able to hit you repeatedly chances are your shields will be down or you'll be dead before she teleports to a new location.


Copy and paste:wizard:

#28
Abraham_uk

Abraham_uk
  • Members
  • 11 713 messages
Thanks to everyone who has contributed.

If you have a new enemy type to introduce, suggest an enemy type to remove.

There are 8 regular enemies and 6 (platinum exclusive) enemies. This is my limit.

#29
Abraham_uk

Abraham_uk
  • Members
  • 11 713 messages
Okay.

A few things to note.

The reserve forces do not supplement the 8 regular foes.
They replace 6 foes from wave 4 onwards during platinium matches.

The whole point of the reserves, is that they are more powerful and more aggressive versions of regular foes.

  • Quarian Marine replaced with Turian Elite.
  • Asari Protector replaced with Asari Annihilator
  • Drell Assassin replaced with Human Ranger
  • Human Avenger replaced with Turian Striker
  • Baterian Bruiser replaced with Vorcha Pyro
  • Salarian Tactician replaced with Quarian Drone Spammer
  • Volus Defender and Krogan Warlord are not replaced.
Also note that there are no Cerberus, Geth, Reaper and Collector forces that appear on Platinium Matches.

Modifié par Abraham_uk, 22 mars 2013 - 06:02 .


#30
Ultimate Pheer

Ultimate Pheer
  • Members
  • 1 371 messages
This is pretty cool.

This totally needs to be DLC.

#31
Abraham_uk

Abraham_uk
  • Members
  • 11 713 messages
I did a thread months ago about two proposed faction ideas.

The main criticisms were too many enemy types fighting at once and too many abilities.
So I tried to address these in this thread.

Thanks for the feedback everyone.

#32
Soja57

Soja57
  • Members
  • 1 087 messages
What is the difference between the Krogan Warlord's Biotic Hammer and Electric Hammer?

I would personally make the Biotic Hammer an instant kill, but has a very small impact radius. If you are outside the kill range, but still close enough, the Biotic Hammer will stagger you backwards. Electric Hammer can strip your shields, and has a very wide radius, but does not have any stagger effects, unless you are actually hit by the hammer.

#33
Abraham_uk

Abraham_uk
  • Members
  • 11 713 messages

Soja57 wrote...

What is the difference between the Krogan Warlord's Biotic Hammer and Electric Hammer?

I would personally make the Biotic Hammer an instant kill, but has a very small impact radius. If you are outside the kill range, but still close enough, the Biotic Hammer will stagger you backwards. Electric Hammer can strip your shields, and has a very wide radius, but does not have any stagger effects, unless you are actually hit by the hammer.


Hmm.

On the Krogan Warlord kit:

Well biotic hammer is used for armor and health. (Biotic hammer is also good against barriers)
Electric hammer is used for shields and barriers.



Instant kill....  The hammer could take out all of your hitpoints but still leave you bleeding out.
I don't like sync kills at all. They're cheap. At least when the Warlord has taken you out, you still have a chance of recovery (be it medigel or a team mate reviving you).

I like the idea of having two separate melee attacks.
Prepare for modification.


How about this?

The electric hammer takes out your shelds in one hit (regardless of how much shielding you have).
The biotic hammer is guaranteed to knock you out causing you to bleed out slowly.

#34
Soja57

Soja57
  • Members
  • 1 087 messages

Abraham_uk wrote...

Hmm.

On the Krogan Warlord kit:

Well biotic hammer is used for armor and health. (Biotic hammer is also good against barriers)
Electric hammer is used for shields and barriers.



Instant kill....  The hammer could take out all of your hitpoints but still leave you bleeding out.
I don't like sync kills at all. They're cheap. At least when the Warlord has taken you out, you still have a chance of recovery (be it medigel or a team mate reviving you).

I like the idea of having two separate melee attacks.
Prepare for modification.


How about this?

The electric hammer takes out your shelds in one hit (regardless of how much shielding you have).
The biotic hammer is guaranteed to knock you out causing you to bleed out slowly.


I didn't say that Biotic Hammer is a sync-kill, but it can take you out of a wave. The difference is that you can still dodge the attack, even if he is already rearing up his hammer. The Krogan Warlord has to pull out his hammer first, remember? Just like how the player does. Sync-kills, on the other hand, pull you into an animation, and you can't do anything but wait, and is based purely on chance.

And just to make things even more fair, before he does his melee attack, he has to charge up his hammer with either a biotic field or an electric charge. Either way, both indicate that he is going to do a melee attack, which means you should get out of his melee range.

This way would make the Warlord a scary enemy without feeling cheap. Skilled players can use the Warlord's many cues to their advantage. A hammer glowing with electricity will tell players to stay away from melee range, as Electric Hammer can also damage players behind the Warlord (due to its massive radius). A hammer surrounded by mass effect fields means to stay the **** away from in front of the Warlord, or suffer being taken out of the wave. It also means that his hammer can stagger you in a wide radius, but deal little damage.

If you make the Biotic Hammer only instant-bleed players, the Warlord won't be as scary, as a patch of medi-gel or a friendly tap can just wash away the pain. Basically, I want a boss enemy that plays fairly against melee-orientated players, as I feel Platinum punishes melee characters (especially the current Krogan Warlord) too much. This boss enemy would reward highly-skilled melee players, while still punishing against those who don't learn about the Krogan Warlord's weaknesses.

One other thing; the Electric Hammer should down a player (cause them to bleed, allowing them to be rezzed via teammate/medi-gel) if the hammer itself lands on top of the player. Outside the hammer range, it will drain shields. What do you think of all of these features? Remember, the boss enemy should be scary to face, but not overly cheap either.
;)

Modifié par Soja57, 23 mars 2013 - 07:46 .


#35
Abraham_uk

Abraham_uk
  • Members
  • 11 713 messages
Thanks Soja.

You've given me food for thought.

#36
Soja57

Soja57
  • Members
  • 1 087 messages

Abraham_uk wrote...

Thanks Soja.

You've given me food for thought.


I always do, don't I? With the many DLC concepts I've created and such. :D

Modifié par Soja57, 23 mars 2013 - 07:49 .


#37
Abraham_uk

Abraham_uk
  • Members
  • 11 713 messages
Soja.

What do you think of 6 of the 8 regular enemies being replaced with reserve enemies from wave 4 onwards in Platinium matches?


I wanted Plantinium to really feel like you're going up against the elite enemies.
The reserves are supposed to be elite versions of regular enemies.


Only the Krogan Warlord and Volus Defender are not replaced.

#38
Soja57

Soja57
  • Members
  • 1 087 messages

Abraham_uk wrote...

Soja.

What do you think of 6 of the 8 regular enemies being replaced with reserve enemies from wave 4 onwards in Platinium matches?


I wanted Plantinium to really feel like you're going up against the elite enemies.
The reserves are supposed to be elite versions of regular enemies.


Only the Krogan Warlord and Volus Defender are not replaced.


They are great, and are each scary to face. I honestly don't play Platinum myself because of the sync-kill spam that would ensue with the many boss enemies, but this one faction would allow me to enjoy Platinum.
:)

#39
Abraham_uk

Abraham_uk
  • Members
  • 11 713 messages
Thanks for your input!

#40
TheAshenPhoenix

TheAshenPhoenix
  • Members
  • 896 messages
Liking the new concepts coming from here.

Modifié par Phoenix535, 23 mars 2013 - 10:10 .


#41
Abraham_uk

Abraham_uk
  • Members
  • 11 713 messages
I'm planning to do a revised mirror mode for Armax Arena.

The only enemy type I intend to keep the same is the Vanguard Clone.

The other five need to feel different and distinct from each other (which they don't).

#42
Ultimate Pheer

Ultimate Pheer
  • Members
  • 1 371 messages
That might be tough.