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Mass Effect 3 Multiplayer DLC: Vendetta


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#1
Ultimate Pheer

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To say the war against the reapers is going badly would be an understatement. Territory is being lost faster than we can reclaim it, and casualties are mounting. Materials and troops are in short supply, so we are being forced to deploy unorthodox weapons and combatants, in unorthodox battlefields, if we have any hope of winning this war.
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The characters included in this DLC, and their powers, are as follows:
Vorcha Shredder Adept: Bloodlust, Biotic orbs, Biotic focus
CAT6 Heavy Soldier: Omni-Shield, Bulwark, Phalanx
Ex-Cerberus Venerator Engineer: Venerator turret, Recon mine, Tactical Scan 
Alliance Snythetic Sentinel: Tech armor, Flamer, Snap Freeze
Volus Predator Infiltrator: Predator Camo, Predator Drone, Shield Boost
CAT6 Specialist Vanguard: Biotic charge, Targeting Drone, Biotic Blades
(All powers I created will be gone over in-depth at the end of the post)
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The weapons are as follows:
Shatterpoint Sniper Rifle: A rare, deadly, powerful sniper rifle, This rifle is rarely seen in use against infantry, more commonly used against hardened, heavily reinforced vehicles. The shatterpoint's power comes from it's unique ordinance, a massive slug held together primarily by mass effect fields. After the initial strike from the slug, the ordinance shatters, in a manner that has been compared to a shotgun blast, shredding even the most heavily defended of targets with two-stage damage of mass proportion. (For comparison; Imagine a widow shot, followed by a claymore shot in terms of damage)
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Halberd Assault Rifle: A seldom-seen assault rifle originally designed for Council Spectres who expected fierce organic resistance. Firing mini-flecettes, this assault rifles shreds anything or anyone lacking in military grade armor-hardening, dealing massive internal damage and ensuring that if the target survives the firefight, he will not make it to a medic. A common phrase uttered in reference to the gun is: "If it can bleed, this gun will make it pray for death." (It has a bleed effect similar to that of the kishock, but roughly the same rate of fire as the avenger.)
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Wolverine SMG: A borderline illegal prototype weapon, developed by CAT6 to maximize accuracy and stopping power, this gun uses multiple stabilization and ordinance enhancement modifications to allow for multiple rounds to be fired down-range while sacrificing as little damage as possible. Unfortunately, it lacks the advanced cooling apparatus used in many other weapons, resulting in a fairly low clip size for an SMG. (Imagine the locust, with lower clip size and much more damage)
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Geth pulse pistol: A unique weapon of geth design, featuring an unusual cooling system, funneling large amounts of excess heat out of the weapon alongside it's ordinance, giving it both a truly massive thermal clip capacity and the ability to burn through armor, with an effect that functions much like incendiary ammunition. (A larger clip than the N7 pistol, and built in incendiary ammo.)
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Quicksilver Shotgun: A shotgun of batarian design, this weapon fires, in lieu of ordinary shotgun munitions, a web of razor wire, ripping through health and armor, and bleeding most anything caught in the web of razors till it is dead. A brutal weapon, capable of firing the web at surprisingly high velocities once charged sufficiently, allowing it to cut through multiple targets, rending them apart as it passes. (Fire a net, like submission net, only it goes straight instead of tracking. it can be charged to pierce through enemies.)
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The maps are:
Firebase Trinity:
A four tiered, half bowl shaped like the half-bowl arena in the grissom acadamy mission, this map offers amplie high ground... and ample hallways for enemies to ambush you from.
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Firebase Destroyer:
A two (and a half) tiered, thin map, taking place in a dry-dock,  the lower tier has multiple evenly space, shallow indents providing limited cover. Meanwhile, the maintenance catwalks above, meanwhile, provide a good vantage point, but far less cover than the crates and indentations you will find on the lower level.
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Firebase Vigil: 
A tangled mess of half-finished catwalks and maintenance passages, the question to be answered when protecting your allies and reaching objectives is not 'Where is it'? it is 'How do I GET there?' The most straightforward path may not always be the right one, but at the very least all roads lead back to the center ring around the core. Vanguards, at least, can have some GOOD fun on this map, though.
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Firebase Siege:
A unique map, and one that would make kirrahe proud. Set atop fortifications, this map is unique in that Enemies can spawn both on the wall players are tasked with defending, and down in the area which the wall overlooks. with plenty of cover from fire coming from below, you will have unsurpassed vantage points when fighting anything down below. Take note, however, that enemies which can't rocket their way up to you will still spawn up on the battlements with you, but only if they can't ascend themselves. Banshees, marauders, geth, cerberus and collector troops will all be forced to reach you from their spawns down on the ground.
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Firebase Cycle:
Three enclosed rooms, three sunken kill pits, three towers from which to rain death upon unfortunate enemies, this firebase features an alternating circle of sunken pits, submerged ankle deep in water, and slightly raised monitoring rooms, with ladders in each room taking people to a raised overlook, which grants a nice field of vision for any who wish to overlook the arena. With the only entrance to each of the towers the single ladder, you can easily become trapped in the tower by enemies waiting below... or easy pickings for an enemy that wanted to come up to meet you.
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Firebase Swarm: 
A small station found behind the omega relay, but noticeably seperate from the collector base itself. Four interlocking rings of concentrically raised platforms lead to an unusuall situation, where there is little high ground, and little incentive to keep it.  Keep moving, keep ascending and descending to keep enemies on their toes. Though falling off the arena is possible, a ladder is waiting to take anyone who falls to the flat platform below up to the highest vantage point of the arena.
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Firebase Vendetta:
A massive, sprawling complex, with a little of everything. Massive mass drivers overlook multiple rooms and hallways of varying sizes, while raised landing pads and lowered platforms play host to devious killboxes, and one can ascend the ladder on the side of the mass driver in the center for an unparralelled view of the battlefield from the matinence catwalk around it. 

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And now, here are the powers I mentioned on those classes up there but are not present in the game so nobody knows how they work, so here you go, for your perusing pleasure, the SKILLS:
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CAT6 Heavy Soldier:
Omni shield; Erect a shield projected from your omni-tool, slowing you down, slowing your reload times decreasing accuracy and preventing you from entering cover, but intercepting all attacks from the front so long as it remains active.  Should the shield take too much damage, it will break, deactivating and forcing you to wait on it's cooldown. It's health will slowly regenerate while not taking damage. You can still suffer knockback while it is active, but you will stagger back while holding your shield in front of you, meaning you don't lose any damage protection from, say, a scion triple-tap. Note that the other two powers cannot be activated while this is inactive. The shield will shift from blue to yellow to red as it takes damage, then backwards from red to yellow to blue as it's health recharges. You are also able to tell how much health your shield has, as it's power icon will reverse-recharge as it takes damage until it is fully un-charged, breaking and re-charging. Note cooldown only activates upon the shield turning off.
Rank 1: Unlock
Rank 2: Increase shield health by 25%
Rank 3: Reduce cooldown by 30%
Rank 4a: Decrease accuracy and movement speed penalties by 33%
Rank 4b: Increase shield health by 25%
Rank 5a: Electrify the shield, priming enemies which melee it for tech bursts.
Rank 5b: Increase shield health by 35% and shield health regeneration speed by 20%
Rank 6a: When the shield breaks or is deactivated manually, release a powerful energy pulse, staggering enemies around you and temporarily supercharging your shields to add an extra 50%
Rank 6b: Increase shield health and health regeneration speed by 25%, reflect projectiles that hit the shield,(Note that this does not negate the damage)

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Bulwark: Plant and harden your shield, creating a hard piece of cover you or allies can take cover behind like a wall. Only one bulwark may be active at a time, and it will deactivate after a period of time, removing the cover. Taking damage will expedite this deactivation. Like the normal omni-shield, this will also shift from blue to yellow to red as it comes closer to deactivating. All health bonuses applied to the omni-shield will also apply to the shield wall, thus increasing the amount of time which a single wall can remain active. (Note that this will NOT trigger the long cooldown of the omni-shield, it will instead trigger it's own, much shorter cooldown)
Rank 1: Unlock
Rank 2: Decrease recharge time by 15%
Rank 3: Decrease the speed which shield wall health is lost by 20%
Rank 4a:  Decrease speed at which shield wall health is lost by 15%
Rank 4b: Decrease recharge time by 20%
Rank 5a: Increase the shields and damage of allies taking cover behind the shield wall by 15%
Rank 5b: Channel weapon heat into the shield, increasing clip size byy 25%
Rank 6a:  Turn the shield wall on it's side, allowing two allies to hide behind wait high cover instead of one hiding behind full height cover
Rank 6b: When the shield wall deactivates, detonate it to damage and stagger any enemies in the blast radius. this can prime and detonate tech bursts.

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Phalanx: Supercharge your omni-shield, erecting a bubble of shields decreasing damage taken by allies in it's radius, decreasing their shield recharge delay, increasing the damage they deal, and increasing damage damage dealt to enemies in it's radius, but immobilizing you at it's center. you are also immune to staggers while this skill is active. (think volus heavy melee, only merged with the biotic bubble from the asari justicar)
Rank 1: Unlock
Rank 2: Increase damage protection and boost by 15%
Rank 3: Decrease shield recharge delay by 25%
Rank 4a: Increase radius by 50%
Rank 4b: Increase damage dealt to enemies inside the bubble by 30%
Rank 5a: Electrify the interior of the bubble, priming enemies for tech bursts
Rank 5b: Enemies who attempt to enter the bubble are staggered the first time they attempt to enter the bubble
Rand 6a: Solidify the shields in front of where you are aiming, preventing allies, allied fire, enemies and enemy fire from entering or leaving the bubble in the direction you are facing. (So you can rotate the camera to move an impenetrable wall around to protect teammates from powerful attacks)
Rank 6b: Upon deactivation of the sheild, release a burst of heat, dealing damage based upon the amount of full clips fired by your allies within the bubble while it was active, detonating tech comboes. (Note, this takes into account, for damage calculation, the clip size of each of your allies weapons, and then determines, based on the amount of times your allies fired that amount of shots from that weapon, how much damage to deal. for example, emptying a clip from a revenant and a claymore would both add the same amount of damage to the burst released upon deactivation.)

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Ex-Cerberus Venerator engineer: (Aesthetically, he will wear the kestrel armor set from Mass effect 2, as opposed to the armor the other two ex-Cerberus classes wear.
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.

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Volus Predator Infiltrator:
Predator camouflage: Activate a light bending matrix, decreasing visibility to your enemies. Slows power usage, and decreases run speed (Toggle, roughly 1/4 the effectiveness at ditching enemies as tactical cloak)
Mechanics: It is kinda like a pseudo-invisibility. enemies still notice you, they just notice you less than your allies, drawing some of the heat off of the mobile shield pylon. When taking aggressive actions, such as a  heavy melee, firing your gun, or spawning a drone, your cloak drops, then reapplies after a few moments. It also boosts the length of the light melee's cloak effect.
Rank 1: Unlock
Rank 2: Reduce cooldown by 15%
Rank 3:  Increase light melee cloak length bonus
Rank 4a: Reduce cloak reapplication time after firing weapons or a heavy melee.
Rank 4b: Increase weapon damage. 
Rank 5a: Reduce speed penalty and power cooldown penalty.
Rank 5b: Increase lenghth of light melee cloak effect further. 
Rank 6a: Extend the field around you, allowing teammates within a 2 meter radius to share the camouflage at limited effectiveness. (it applies no bonuses OR penalties, and as you have to skip a visibility decrease, it is only 1/4 as effective as tactical cloak, just applied to everyone within it's radius)
Rank 6b: Reduce visibility even further, and increase light melee cloak duration. Slows power usage and decreases speed (roughly half as effective as TC)

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Predator drone:
Spawn a drone which will cloak and attack enemies with a light shotgun.
Mechanics: Spawn a drone that will, once spawned, turn invisible and find the nearest enemy. It will then decloak, fire it's shotgun at the enemy until the enemy dies or it takes too much damage, at which point it will recloak and return to the player who spawned it to heal, or hunt down another enemy respectively. (note that it can be healed with shield boost, and is kinda toggled, except if it dies you have to spawn another.)
1: Unlock
2: Decrease cooldown by 20%
3: Increase drone movement speed by 10%
4a: Allows drone to break cloak by attacking, rather than having to drop cloak then begin firing.
4b: Increases drone damage by 15%
5a: Apply Phasic rounds, increasing damage dealt to shields
5b: Apply armor piercing rounds, increasing effectiveness against armor
6a: Claymore: Increase the damage of each shotgun blast by 50%, however the drone can only engage enmies within melee range.
6b: Eviscerator: Increase the distance at which the drone can engage enemies, allowing it to attack from a safe distance.

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CAT6 Specialist Vanguard
Though not technically biotics in their own right, CAT 6 employs specialists with Eezo enhanced armor systems and extensive augmentations to simulate combat grade biotics.

Biotic charge:  Basically almost the same as everyone else's, only light blue like CAT6 drones instead of dark blue like the other vanguards. CAT 6 does it with style. It is basically the normal biotic charge with normal evolutions except for one evolution. still restores shields, the whole shebang.
Rank 1: Unlock
Rank 2: Increase recharge speed
Rank 3: increase damage and force
Rank 4a: staggers and deals light damage to enemies within a 2 meter radius 
Rank 4b: Force and damage are increased
Rank 5a: Boosts weapon damage after a biotic charge
Rank 5b: Boosts power damage after a biotic charge
Rank 6a: Detonating a biotic explosion with charge will re-prime all enemies stuck by the explosion
Rank 6b: Barriers restored increased from 50% to 100%

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Targeting drone: Summon a small drone, aestetically similar to the CAT6 kamikaze drones, to hover over your shoulder. It will aim at an enemy targeted by powers and emit a laser at them to prime them after a few moments.
Rank 1: Unlock
Rank 2: Decrease cooldown
Rank 3: Increase biotic detonation damage
Rank 4a: Increase the radius of biotic explosions primed by the drone.
Rank 4b: Decrease time taken to prime a target
Rank 5a: Increase damage and force of biotic explosions
Rank 5b: Highlight enemies target through walls for allies
Rank 6a: Allows the drone to target and prime enemies through walls. (Note that this forces your power targeting recticle to focus on an enemy through a wall... Charge away)
Rank 6b: Increase force, damage and radius of biotic explosions.

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Biotic blades: Much like ballistic blades or nightshade blades, but they don't use grenades. they also detonate biotic explosions. they, too are light blue like that of the CAT6 drones.
Rank 1: Unlock
Rank 2: Decrease cooldown
Rank 3: Increase damage
Rank 4a: Widen and flatten the spread, hitting a wide arc
Rank 4b: Tighten the spread, focusing the blades into a narrower cone
Rank 5a: Decrease movement speed of enemies hit by blades. the movement penalty is proportional to the amount of blades which hit them
Rank 5b: Regain shields for every blade which strikes and enemy. 
Rank 6a: Blades which miss and embed themselves in walls, floors and ceilings will detonate should an enemy walk near them, dealing minor damage.
Rank 6b: If more than one blade strikes an enemy that is primed for a biotic explosion, or if the enemy blades are stuck in is hit with a biotic or tech combo, the blades will scatter, striking other enemies within range.

Feedback is appreciated, as is anyone who wants to maybe make pictures to go with the maps or power icons, because I sure can't make art like that.

Edit: Have divided different items with lines, have bolded names of powers. Have also added some more space between powers.

Edit 2: Have added four maps, would like feedback.

Edit 3: Have added a pistol and shotgun, would like feedback on them as well.

Edit 4: Have added short descriptions at the end of weapons comparing them to other weapons for comparison.

Modifié par Ultimate Pheer, 26 mai 2013 - 02:32 .


#2
Abraham_uk

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Some great ideas.

Just one thing.

Can you try to include lines like below?

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class A

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class B

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class C

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#3
Ultimate Pheer

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I will try, thanks

#4
Ultimate Pheer

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Anyone else want to give feedback? Anyone at all?

#5
TheAshenPhoenix

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Like Abraham said, formatting is your great enemy, try making a bit more space in between powers. And if possible, a bit more detail or data with you powers/power upgrades would be a very nice touch.

Other than that great content, love the concepts!

#6
Ultimate Pheer

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Formatting- My one weakness.

I will keep working on it...

#7
Abraham_uk

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Great improvement.
The same concepts I know and love.

Keep up the good work!
Ba, da, da, da, daaa, I'm loving it!

#8
Ultimate Pheer

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I have to wonder how well my vorcha adept would actually work...

I mean, we have bloodlust, which is good on all the vorcha, we have biotic orbs, which reduce cooldowns, and we have biotic focus, which makes it relatively tankey...

So, which four would you want to make up your fireteam to take into a platinum match?

Modifié par Ultimate Pheer, 19 mai 2013 - 11:31 .


#9
Abraham_uk

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CAT 6 Heavy Soldier.

One reason. Tanking.
I want to be able to take any punishment foes dish out.

#10
Ultimate Pheer

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Anyone else besides the soldier? or just soldier.

Because While I don't doubt someone really good could solo platinum with it, I was more asking which four would you want working together to get through platinum.

#11
Abraham_uk

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Well, your soldier, engineer, infiltrator and vanguards would make an epic team.

We have the soldier for tanking.
The engineer for that epic turret.
Then there is the infiltrator for stealth
and the vanguard for flanking, distracting with drone and biotic explosions.

Well that's a pretty dynamic team right there.

#12
Ultimate Pheer

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I do believe that some of these classes are the absurdly powerful...

They are more deserving of ultra-rare status than the volus adept, at least.

#13
Ultimate Pheer

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Thinking of adding more maps, and maybe hazard versions of some of my maps.

What do you all think of the maps I already have? Want some feedback to make my next few maps as winning as possible.

#14
Ultimate Pheer

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Alright, I added four new maps to the suggestion, including the death rings of firebase cycle and swam, the kirrahe shoutout of siege, and the crown jewel, firebase VENDETTA, a sprawling mass driver complex with a little of everything, and a LOT of big guns.

I have now added two new weapons, a pistol with built-in incendiary ammo and a large clip, and a batarian shotgun that fires a net of razor wire, which can be charged to pass through enemies it hits.

Modifié par Ultimate Pheer, 22 mai 2013 - 04:56 .


#15
Abraham_uk

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Wow.

Good stuff.

Now. Personally, I like all of your map suggestions.
But Vigil is by far my favorite

Why? "A tangled mess of half-finished catwalks and maintenance passages". Sounds like players would be employing a variety of different tactics. Smart players using the terrain to their advantage, and less proficient players allowing the terrain take advantage of them.

Great variety of maps.

The Grissom Academy has some interesting tactical options too.

"A four tiered, half bowl shaped like the half-bowl arena in the grissom acadamy mission, this map offers amplie high ground... and ample hallways for enemies to ambush you from."

This is another great example of where awareness of the map can really turn a rookie into a champion.

#16
Ultimate Pheer

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Exactly what I was going for- In vigil, a path that seems straightforward may very well be the opposite; Vanguards will be extremely capable on this map, because they can charge between catwalks. Snipers, too, can get some pretty good sightlines because there is little cover between catwalks.

For the grissom academy map, you need to watch the wall you are running alongside and the hallways you pass. No telling what might be hiding in those shallow hallways, laying in wait to ambush you.

I admit Firebase Swarm may be a rather difficult map, with a lower, mostly flat platform, and a floating quartet of ring shaped platforms forming something almost resembling a ramp. I admit I only added the lower level because my original idea I realised made it nigh impossible to travese the map if you couldn't vault over cover.

I am quite proud of my maps. I tried to have a bit for every playstyle in every map, from snipers to vanguards.Cycle's sniper towers are a good indicator of this: One entrance and a wide windo overlooking a good portion of the map each.

Modifié par Ultimate Pheer, 23 mai 2013 - 05:08 .


#17
Abraham_uk

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Keep up the good work.

#18
Ultimate Pheer

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How do you like my concept for firebase siege? Troops who can get onto the map by jetting upwards or downwards trough holes on other maps first have to get to the map after crossing a field with only limited cover from the players atop the wall.

#19
Ultimate Pheer

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What do people think of my weapons, by the way?

#20
Dark Satris

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I think they're quite intriguing, I'd be curious to see what else you can come up with :D

#21
Abraham_uk

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About your weapons:

I'd like the weapons to be compared with existing weapons.
Just a frame of reference, so that I can picture how effective those weapons would be in combat.


For example:

Weapon M has a slightly slower rate of fire than the Revenant, but higher damage per shot and more stability.

Weapon S has a faster rate of fire than the Viper, but delivers less damage per shot. On the plus side delivers more damage to shields and barriers.


Those two examples give me an idea of what kind of weapon I'm dealing with, since I know how both the Revenant and Viper function (having played Mass Effect 3).

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About Firebase Seige.

I like the idea of this one. I would want this one to be massive, so that snipers can take full advantage of those vantage points. I want to be able to have proper sniping, where you can shoot targets at distances that only sniper rifles can reach.

This one has much potential.

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Your kits:

They're all really good quality kits.

For me, the CAT 6 Specialist Vanguard is my favorite. It combines some of my favorite elements of Mass Effect combat:

A drone. Check!
Being able to biotically prime and detonate any target. Check! 
Biotic charge. Check!
A blade projectile power. Check!

I mean seriously! It's like combining chocolate and orange! Such an amazing combination!:wizard:

Modifié par Abraham_uk, 25 mai 2013 - 07:40 .


#22
Ultimate Pheer

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Alright; added comparisons for the weapons in parentheses.

And I am very proud of siege; a good sniper can keep the troops trapped down on the ground in front while a vanguard takes care of enemies who spawn up there with the players, because they lack jump jets. Cerberus is not going to have fun against a good team of snipers on this map...

Modifié par Ultimate Pheer, 26 mai 2013 - 02:42 .


#23
Abraham_uk

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I love Geth Weapons! That pulse pistol allows me to finally do some decent damage against armor whilst playing as a Geth only using geth weapons! (Okay Geth Plasma Shotgun isn't too shabby against armor, but still).

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Shatterpoint Sniper rifle. Fires two shots. A Widow shot followed by a Claymore shot. Now that is epic!
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Wolverine SMG. Please tell me there are claws coming out of that gun. A more powerful Locust. Slower rate of fire but deadlier munitions. Sounds good to me.
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So the Baterians have a shotgun now! An epic one at that! You know, I have a thread about remaining kits for each race? I'm thinking of doing one for remaining weapons for each race. A Baterian Shotgun with all the damage over time. Fires a submission net too! Now we're talking.

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An assault rifle with bleed effect. I love your ideas. Keep them up!

Modifié par Abraham_uk, 26 mai 2013 - 04:29 .


#24
Ultimate Pheer

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I particularly like my shatterpoint, because the way I envision it, the widow shot hits, and then that is where the claymore shot comes from, dealing craploads of damage to whatever it hits.

Cackling maniacally is recommended, but not vital.

#25
Ultimate Pheer

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Ok, so, I realize that the targeting drone may be misleading as written; Exactly what it does is: You activate it and it hovers over your shoulder, like defense drone except it doesn't turn off eventually. When you target an enemy (I.E. When you would be able to charge an enemy) if they remain targeted for the entire time it takes for the drone to prime the target, they will become primed for a biotic explosion. the evolution that allows it to prime through walls allows it to target enemies and prime them, even if other characters wouldn't be able to target them; Imagine it as the javelin of biotic primers with this evolution, seeing through walls and forcing the power targeting through the wall, then allowing you to use biotic charge on them, should they be in a location you can charge to normally.