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Create Your Own ME 3 Characters (Multiplayer)


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#126
AnimaMachinae

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Geth Asymmetric Vanguard Freelancer

light Melee: Elbow bash
Heavy Melee: Eletrical Discharge

Powers

Tactical Thrusters
Description:
Soar through the air and based on geth aerodynamics and tracking will result in an enemy sustaining heavy damage. Shield replenishes on impact to protect the geth platform from further damage. Force from impact may knock enemies away.

Rank 1
Activated
ability,
Cooldown (Base): base 10 seconds
Damage: 550
Shields replenished to 50%
Force: 750
Radius: 2 meters
Range: 40 meters


Rank 2
Cooldown reduced by 25%

Rank 3
Damage increased to 650
Force increased to 850

Rank 4
1.Force and Damage increased by 40%
Force: 1190
Damage: 910

2. Radius
Increased radius to 4 meters

Rank 5
1.Weapon and power damage increased by 40% for 10 seconds after impact.

2. Shield recharged to 100%

Rank 6
1. Shock: On impact the geth discharges an electrical field. Increases damage to shields and barriers by 100% and cases organic/ synthetic targets without protection to be stunned.
Stun: 3 seconds.

2. Awe: On impact Geth releases superheated gas. Increases damage to armour by 100% organic and synthetic targets panic from being set aflame and damaged over time for 6 seconds.
DoT: 50 for 6 seconds



Hailfire Pulse
Rank 1
Fires a pulse from wrist depletes shields by 50% each use. Recharge based on shield amount. Damage modified by shield amount aswell. Pulse would detonate dealing radial damage after impact.
Damage: 500 initial trget, 300 in radius
Radius. 8m
Range: 40m


Rank 2
Range increased to 50m

Rank 3
Damaged increased by 20%
damage: 600, 360 in radius

Rank 4
1. Damage
Increase damage and bonus by 30%.
Damage: 780

2.Radius
Increased radius to 10 meters


Rank 5
1.Efficiency: decreases energy consumption to 25%
Increases shield recharge rate by 15% after 5 seconds of not sustaining damage

2. Electrical discharge: targets within detonation radius are electrified and can be set off for tech bursts

Rank 6
1. Multi Pulse: fires 3 pulse each doing 33% of original damage and force.

2.Pierce: Pulse passes through protection i.e shields/ Barriers and stuns targets
Stun 3 seconds

Ares Mode
Purely combat based activated ability for Geth. Reduces shields by 50%
See through smoke and wall. Highlights weak points of target
Rank 1
Cooldown (Base): base 8 seconds
Damage increased 10%
Range: 15m
Accuracy bonus: 15%

Rank 2
Increase recharge speed by 25%.
Recharge: 6.4 seconds
Movement speed increased by 10%

Rank 3
Increase damage dealt by 20%

Rank 4
1.Increase damage by 30%
Reduces shield to 33% of original state

2. Power Recharge and accuracy
Increases power recharge by 20%
Accuracy increased by 5%

Rank 5
1. Rate of fire.
15% increased fire rate for all weapons

2. Back-up systems: reduces shield penalty to 80% ( without increased damage Rank 4) to 60% ( with damage increase rank 4)


Rank 6
1. Weapon Damage
vision increased to 24m
extra 15% damage more from geth when active

2. Power Damage
Vision increased to 24m
Extra 15% more damage from geth when active.

Modifié par AnimaMachinae, 02 mai 2013 - 08:23 .


#127
TheAshenPhoenix

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bump. Sorry about the delay for my next character, but I'm a little tied up right now

#128
aliasofall

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Working on The Husk Soldier

#129
Abraham_uk

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The Geth Vanguard is another epic offering on this thread.

Also the very first Mercenary to be contributed.

Feel free to add more mercenaries.
Or even pick favorites from the many mercenary themed threads.
Choice is yours.

#130
TheAshenPhoenix

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bump

#131
Abraham_uk

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Nathak. [Looks like a cross between a desert Wolf and a black Panther]

This is similiar to the Krogan Warlord, but much faster.
Each strike isn't quite as damaging as Krogan Warlord, but the strikes are much faster.

_______________________________________________________________________________________

Powers:

Corrosive Strike: a corrosive melee attack with right claw.
This does heavy damage to armor and health as well as damage over time.

Rank 1: Unlock
Rank 2: Damage
Rank 3: Cooldown
Rank 4a: Damage Over Time
Rank 4b: Cooldown
Rank 5a: Damage Over Time
Rank 5b: Detonate (detonates tech bursts, cryo explosions and fire explosions)
Rank 6a: Damage
Rank 6b: Cooldown

________________________________________________________________________________________

Electrical Strike: an electrical melee attack with left claw. This does heavy damage to shields, barriers and synthetics.

Rank 1: Unlock
Rank 2: Damage
Rank 3: Cooldown
Rank 4a: Chance of Stun
Rank 4b: Cooldown
Rank 5a: Shield Drain (restore your own shields with the attack)
Rank 5b: Detonate (detonates tech bursts, cryo explosions and fire explosions)
Rank 6a: Damage
Rank 6b: Cooldown
________________________________________________________________________________________

Projectile: Spit a damaging projectile at foes. This attack isn't very effective past shotgun range.

Rank 1: Unlock
Rank 2: Damage
Rank 3: Cooldown
Rank 4a: Damage
Rank 4b: Cooldown
Rank 5a: Damage
Rank 5b: Cooldown
Rank 6a: Shield and Barrier Damage
Rank 6b: Armor and Health Damage

________________________________________________________________________________________


Support Mech: The Nathak has a machine attached to it's back, which can load out 2 of any of the weapons available to other kits. It can fire missiles, administer medigel, survival ops and ammo packs. The Support Mech also hacks terminals, carries packages and revives fallen team mates.

The Support Mech Skill Tree affects weapon and power damage.

Rank 1: Weapon Damage
Rank 2: Power Damage
Rank 3: Weapon Damage
Rank 4a: Weapon Damage
Rank 4b: Power Damage and Weight Reduction
Rank 5a: Headshot Damage
Rank 5b: Power Damage
Rank 6a: Weapon Damage
Rank 6b: Power Damage

________________________________________________________________________________________

Vitality: This is a passive tree that affects the speed of the Nathak, health & shields and melee damage.

Melee:
Light Melee: Rapid clawing. Attacks foes with both claws.
Heavy Melee: Pounce A powerful melee attack with both claws.



Rank 1:
 Health & Shields
Rank 2: Melee Damage
Rank 3: Health & Shields
Rank 4a: Melee Damage
Rank 4b: Movement Speed
Rank 5a: Melee Damage
Rank 5b: Movement Speed
Rank 6a: Melee Damage
Rank 6b: Health & Shields

Modifié par Abraham_uk, 14 mai 2013 - 04:19 .


#132
Ultimate Pheer

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 Ex-cerberus Venerator Engineer.

Appearance: kestrel armor set from ME2 except with the mouth covered.

Powers: 
Venerator turret: deploy a heavy turret to lock down an area. only one turret may be deployed at a time. The turret will fire in bursts.  (Deploying the turret will take roughly as long as it takes for a grenade pylon to go up, but the engineer is immobilized for the entire time. It will function alot like the cerberus turret.)
Rank 1: Unlock
Rank 2: Turret deployment time decreased by 5%
Rank 3: increase turret health by 25%
Rank 4a: Decrease time between bursts of fire by 5%
Rank 4b: Upgrade the turret with drill rounds, allowing it to fire through cover. (Now it can fire through thin cover like those counters on firebase white.)
Rank 5a: decrease time between bursts of fire by 10%
Rank 5b: Upgrade the turret with a hawk missile launcher, allowing it to fire missiles around corners to stagger and knock down foes. (stap the hawk missile launcher from the destroyer on top of the turret, and ignore the shield penalty. it doesn't have any upgrades, but it does knock enemies down)
Rank 6a: decrease time between bursts of fire by 5%
Rank 6b: Upon destruction, the turret detonates, damaging anyone in the blast radius, and staggering anyone outside the blast radius. (Note that you can kill your teammates with this detonation... which is approximately the size and force of a possessed abomination. it will hit enemies as well, however. and knock down humanoid enemies for a significant distance outside the blast, it will also stagger anything less than a juggernaut if they are outside the blast radius of the explosion but not the "secondary" blast radius.)

Recon mine
Tactical scan

The purpose of this kit is to make life HELL for your enemies. you can take upgrades to your turret to overcome basically every shortcoming the real cerberus turrets have, or just decrease the time it takes to fire another burst of bullets by a not inconsiderable amount. you can also pop a recon mine in a choke point and scan enemies heavy hitters to make their lives extra hellacious!!! Of course, if you take the selfdestruct upgrade for the turret at rank 6... don't camp right next to the thing. pop a recon mine in a chokepoint in front of it, and go around tactical canning and shooting everything. However, setting up a new turret will leave you vulnerable while placing it down, like on the N7 demolisher and her pylon, plus you will be left standing, immobile, while you fiddle with your omni-tool as it gets set up.

Sound good?

Also, to make the turret visually distinct, I figure move the giant fin-ammo box
-heat sink thing on it's side, turn it around and stick it on the back, forming a sort of cover kina thing over it, under which the hawk missile launcher sits should you take that upgrade. It would also be covered in holograms. 1 holographic glowing ring around the barrel for each refire time upgrade, glowing rings around the bottom blinking bright red if you take the detonation, that sort of thing.

Modifié par Ultimate Pheer, 08 mai 2013 - 01:23 .


#133
Abraham_uk

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Sounds very good.

I'll add it.

#134
Abraham_uk

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Yeah. The momentum of this thread has died down.

I'm going to add some more concepts when I come up with them.

I want to add two more critters.
If you have a Varren and Klixen concept that you want to reserve, make a reservation before I post.

#135
Ultimate Pheer

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I would like people's opinion about my cerberus engineer, please.

#136
Abraham_uk

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Recon mine is fine.
Tactical Scan (bit of overlap).


Okay for the new power.

This is a good idea. A turret with a bit of oomph.
The ranks 4, 5 and 6 really do provide the player with some interesting choices.

The kit itself is pretty solid.
It's also another engineer that I wouldn't worry about cool downs so much.


Deploy a recon mine, then deploy turret. Gun down foes.
I like it.

Just recon mine already has the tactical scan role filled.
You don't have to come up with a new power. But if it's a decent tech power, there are plenty to choose from.



Don't worry. Your concept is really good. I liked it so much that I added it to page 1 of this thread.
Keep the ideas coming, and I'll keep adding hyperlinks.

Modifié par Abraham_uk, 10 mai 2013 - 09:28 .


#137
TheAshenPhoenix

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I like the concept, the idea of the turret being your main weapon while recon mine and tac scan can make life absolutely filled with pain for your enemies. Recon mine allows you access to a menagerie of options, from placing on top of your turret so you always know whether or not it's in trouble and what enemies have been attracted to it, placing it in the turrets firing zone to increase it's damage to dramatically, placing it on some other part of the map to increase your situational awareness, or even merely using it as a demolitionist weapon. recon mine combined with tac scan's area scan can probably let you reveal enemies on up to 3/4 of the map at once! combine this with placing your turret in a high firing position and I can see this being a kit that never let's the enemy gain a moments rest between the debuffs, knowing where they are, and heavy fire.

I'm also working on the freed banshee now.

EDIT: so after getting the entire concept, appearnce, stats, special characteristics and first power done. I ended up accidently getting out of hte window and deleting everything I did -___- 

So yeah, I think I might come back to the freed banshee and work on something else for now.

Modifié par TheAshenPhoenix, 11 mai 2013 - 01:40 .


#138
Abraham_uk

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That was a really good justification of the combination of tactical scan and recon mine from Phoenix. Nice analysis of Ultimate Pheer's ideas.

I can't wait for the Freed Banshee.



There aren't any good turrets in my opinion.

The Geth Turret is okay, but I use it mostly for defense. Keep it close for shield boosts and flame thrower. The Sentry Turret is okay, but nothing special.

The Turret Power on the Cerberus Engineer is amazing.


I have both Varren and Klixen concepts coming soon.
My Nathak concept is too much like the Krogan Battlemaster.

I am trying to think of something new for the remaining too.

Modifié par Abraham_uk, 11 mai 2013 - 05:43 .


#139
Ultimate Pheer

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The lack of good turret powers was precisely the problem I aimed to fix with my Cerberus engineer. There are multiple good ways to spec it, and it isn't going to be terrible like other turrets. I figured that Cerberus already has powerful turrets, so why not base my turret on that? Balance it by immobilizing you while it goes up,meaning you need to be certain where you place it is a good spot.

How do you think you guys would spec it? Just wondering.

#140
Abraham_uk

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Ultimate Pheer wrote...

The lack of good turret powers was precisely the problem I aimed to fix with my Cerberus engineer. There are multiple good ways to spec it, and it isn't going to be terrible like other turrets. I figured that Cerberus already has powerful turrets, so why not base my turret on that? Balance it by immobilizing you while it goes up,meaning you need to be certain where you place it is a good spot.

How do you think you guys would spec it? Just wondering.


Easy: Drill, Missile and Detonation

Sure it doesn't have the maximum potential rate of fire, but each munition hits. And they hit hard.
Furthermore, shields don't cause me much problem. It's the armor that causes me problems.

So I'll deploy turret, then tactical scan the foe.
I'll use a rapid fire weapon to get those shields down and then allow the turret to melt that armor.:wizard:

#141
Finlandiaprkl

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Here is one.

#142
Abraham_uk

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Finlandiaprkl wrote...

Here is one.



Amazing.

I do like your first aid ability.
The turret is decent.

Neural shock is a very good primary power.

I'm adding this concept as a Freelancer Mercenary.
Keep the ideas going!:wizard:

#143
Abraham_uk

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Okay.

I've filled in a lot of gaps for the Mercenaries.

Blood Pack, Blue Suns and Eclipse have had threads dedicated towards them.
Soja 57 and svoke2 both have epic contributions!

So check them out!

#144
Abraham_uk

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NEW SECTION ADDED


SPECTRES:

These kits are "technically" not SPECTRES in the same way that the N7 Special Forces aren't "N7's".
These are some of the most elite N7's around.
They have the best powers, melee and equipment.


SPECTRE kits only start unlocking when all other unline characters have been unlocked.

Asari Spectre
Turian Spectre
Salarian Spectre
Quarian Spectre
Geth Spectre
Human Spectre
Krogan Spectre
Baterian Spectre
Vorcha Spectre


So if you have a great SPECTRE concept, feel free to add one!
These can be more powerful than other characters, since they are the least likely to unlock.


Ranking:

Common
Uncommon
Rare
Ultra Rare
SPECTRE (least likely to be unlocked)

Modifié par Abraham_uk, 12 mai 2013 - 09:10 .


#145
Abraham_uk

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I've added some new hyperlinks to this thread.

#146
Ultimate Pheer

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The idea for spectre kits is good... but I am all out of ideas...

And TheAshenPhoenix, that is kind of what I was going for: the turret is POWERFUL and the recon mine is good for knowing exactly where enemies are. you can lock down a map if you place the turret and mine properly, herding enemies into waiting allied fire before tactical scanning the lot of them and burning them to the ground. And hey, maybe the turret will kill a praetorian?

I would, however, cackle maniacally at the sight of four of them in the lobby.

Modifié par Ultimate Pheer, 13 mai 2013 - 07:05 .


#147
Abraham_uk

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Varren Striker

Description

This is a powerful melee creature.
Though this creature does have a back turret to provide ranged support (since the varren cannot wield guns like other kits), the varren striker's true strength lies in it's various melee abilities.

It must be noted that the Varen Striker has a VI that handles the hacking of consoles, assisting in carrying objectives and reviving team mates.

The console on the back of the varren handles administering ammo packs (for the back turret), medi gel and survival ops.

The back turret is a slow semi-automatic cannon that fires moderately damaging rounds. It can also fire the same missiles that other kits use.

__________________________________________________________________________________________

Melee Abilities

Light Melee: Rapid Claws. Rapid succession of claws that can rip shields and barriers apart. Does okay damage against armor and health.

Heavy Melee: Heavy Claws. Slow succession of claws that can deciminate Guardian's Riot Shields and deliver massive amounts of damage to armor and health.

Bite: This melee ability restores some health to the varren whilst delivering moderate damage to foes.

Jump: Is basically the varren striker's verison of Vanguard Charge ability, except without the use of biotics.

______________________________________________________________________________________

Powers


Jump: The Varren pounces on a any foe within the range of 15 metres.
This ability does some damage to foes and has a spec that allows your shields to be restored after every jump.

Rank 1: Unlock
Rank 2: Range: Increase range from 5 metres to 7 metres. 
Rank 3: Range: Increase range from 7 metres to 10 metres.
Rank 4a: Damage
Rank 4b: Range: Increase range from 10 metres to 15 Metres.
Rank 5a: Damage
Rank 5b: Shield Restoration (Restores 50% of shields).
Rank 6a: Corrosion (The jump strike leaves corrosive residue that greatly damages armor and health)
Rank 6b:  Electrical Discharge (The jump discharges lots of electricity that deals heavy damage to shields, barriers and synthetics).



Bite: A melee attack that restores the health of the Varren Striker

Rank 1: Unlock
Rank 2: Damage Dealt
Rank 3: Health Restored
Rank 4a: Damage Dealt
Rank 4b: Health Restored
Rank 5a: Damage Dealt
Rank 5b: Health Restored
Rank 6a: Corrosion (The attack leaves behind corrosive residue that greatly damages armor and health)
Rank 6b:  Electrical Discharge (The attack discharges lots of electricity that deals heavy damage to shields, barriers and synthetics).



Sprint Mode: A rush of adrenaline causes the Varren Striker to move much faster and hit much harder for a brief amount of time. Boosts the speed, power damage and melee damage.

Rank 1: Unlock
Rank 2: Duration
Rank 3: Movement Speed
Rank 4a: Duration
Rank 4b: Melee & Power Damage Boost
Rank 5a: Duration
Rank 5b: Movement Speed
Rank 6a: Melee & Power Damage Boost
Rank 6b: Bonus Power (You can use one of your other two powers during  Sprint mode, just the one time. Bit like bonus power evolution of adrenaline rush).

_______________________________________________________________________________________

Passives:

Back Turret: Since the Varren Striker cannot wield guns, they rely on a back turret that handles ranged combat. Despite having this turret, there are better kits for ranged combat. The back turret is only to be used when melee combat isn't an option.

The Back Turret is classed as an Assault Rifle. It can take assault rifle mods, and will benefit from assault rifle gear and consumables. It will take ammo powers into account. It is important to note that the Back Turret doesn't benefit from power damage bonuses.

Rank 1: Damage Per Shot
Rank 2: Rate of Fire
Rank 3: Damage Per Shot
Rank 4a: Rate of Fire
Rank 4b: Damage Per Shot
Rank 5a: Armor Piercing Ammo (The back turret munitions can now pierce light cover, and do additional damage to armor).
Rank 5b: Phasic Ammo (The back turret will deliver more damage to barriers and shields)
Rank 6a: Regenerative Ammo (No longer rely on ammo reserves. Your ammo will regenerate, in a similiar way to the Lancer, Prothean Particle Rifle, Collector Sniper Rifle and Collector SMG). However your already lack lustre weapon damage will by reduced by 15%. In addition your weapon will take a while to cooldown should it overheat. 
Rank 6b: Concussive Ammo: Your Munitions will throw enemies backwards. This is at a small cost to rate of fire. In addition, each gun blast will have a small area of effect much like a shotgun.



Vitality: Affects health & shields and power & melee damage. Do you want a Varren who can excel in dealing heavy blows or a Varren who can excel at taking many blows?

Rank 1: Health & Shields
Rank 2: Power & Melee Damage
Rank 3: Health & Shields
Rank 4a: Power & Melee Damage  
Rank 4b: Health & Shields
Rank 5a: Power & Melee Damage
Rank 5b: Health & Shields
Rank 6a: Power & Melee Damage
Rank 6b: Health & Shields

Modifié par Abraham_uk, 13 mai 2013 - 11:34 .


#148
Abraham_uk

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Any thoughts regarding the Varren Striker?

Modifié par Abraham_uk, 13 mai 2013 - 11:40 .


#149
Ultimate Pheer

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Good idea for a melee kit; run around and eat things. I like it.

#150
TheAshenPhoenix

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Spectre?

Spectre?

SPECTRE?

RESERVE THE GETH I MUST MAKE AN AMAZING CONCEPT!