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Post by SalMasRac on Sept 11, 2016 23:37:04 GMT
Salarian Soldier: Marksman Energy Drain Cryo Grenades Cryo Grenades are sort of a cross between Inferno Grenades and Snap Freeze. When you throw them, everything they hit would be primed for a Cryo Explosion, regardless of defenses. They would not detonate any existing Primers. All enemies hit would be slowed, and Armor weakened. Salarian Sentinel: Tech Armor Incinerate Throw Another great Cryo Ammo kit, for powered up Incinerate with the Chilled Evolution, and Fire Explosions with Throw detonator. One of these should be female. I'm thinking the Sentinel because Biotics are kinda girly powers anyway I must say this is pretty damn cool, you really have thought through it I'm tempted to list Concussive Shot instead of Marksman, but I wouldn't want to step on the existing Cryo Soldier's toes.
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Post by dzejkob on Sept 11, 2016 23:43:51 GMT
I must say this is pretty damn cool, you really have thought through it I'm tempted to list Concussive Shot instead of Marksman, but I wouldn't want to step on the existing Cryo Soldier's toes. How about proximity mine?
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Post by Terminator Force on Sept 11, 2016 23:43:58 GMT
Are Salarians even capable of Biotics? If not, I say replace throw with Concussive Shot. This way both powers benefit from Cryo Ammo. Because it's not like all Sentinels have biotic powers too anyway.
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Post by SalMasRac on Sept 11, 2016 23:52:23 GMT
Are Salarians even capable of Biotics? If not, I say replace throw with Concussive Shot. This way both powers benefit from Cryo Ammo. Because it's not like all Sentinels have biotic powers too anyway. The concept of Sentinels seems to have been a combination of Adept+Engineer Powers. The N7 Paladin is pretty much the only exception to this, every other Sentinel mixes Tech and Biotic. On the Sal Soldier, I would probably use Incendiary Ammo. Concussive Shot spam following a Cyro Grenade would be pretty fun at spawns/large groups, and Energy Drain is utility for the Damage Reduction (it's the Salarian version of Fortification in that regard), so he could even take a somewhat heavy loadout, since Concussive Shot has such a fast Cooldown time. It's probably something I'd put in a Beta and get feedback about, if I were Biovar. Well the Cryo Grenade would already be an 8 second Slow/Armor Weaken debuff, so 2 debuff Powers would be kinda redundant. And why is there no multiquote?
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Post by Evil on Sept 12, 2016 1:03:07 GMT
Are Salarians even capable of Biotics? Theoretically, yes. In practice they'd be very, very rare. Salarians are too careful for accidental Eezo exposure to happen very often, I doubt they'd intentionally expose eggs to it, and there's no way in hell they'd expose any of their females to it intentionally. Salarian females are both rare and politically powerful. Furthermore, the short lifespans of Salarians wouldn't help. It takes years to learn how to use and control biotics. What little I can find on the subject (wikis ) indicates Biotic Salarians were very rare and operated almost exclusively in the intelligence services much like how biotic Turians were rare and kept seperate from normal forces, operating in cabals. Still, we've seen biotic Turians on the front line already so biotic Salarians wouldn't be any more of a stretch, and throw is about the most basic biotic power you can imagine.
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Post by Heroicmass on Sept 12, 2016 1:46:44 GMT
I would have liked it if they removed Salarians from the mp and given us the ability to remap powers on console. I would have also preferred a higher sensitivity setting on console
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Post by SalMasRac on Sept 12, 2016 2:08:57 GMT
Are Salarians even capable of Biotics? Theoretically, yes. In practice they'd be very, very rare. Salarians are too careful for accidental Eezo exposure to happen very often, I doubt they'd intentionally expose eggs to it, and there's no way in hell they'd expose any of their females to it intentionally. Salarian females are both rare and politically powerful. Furthermore, the short lifespans of Salarians wouldn't help. It takes years to learn how to use and control biotics. What little I can find on the subject (wikis ) indicates Biotic Salarians were very rare and operated almost exclusively in the intelligence services much like how biotic Turians were rare and kept seperate from normal forces, operating in cabals. Still, we've seen biotic Turians on the front line already so biotic Salarians wouldn't be any more of a stretch, and throw is about the most basic biotic power you can imagine. STG is probably experimenting.
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Post by SalMasRac on Sept 12, 2016 2:09:21 GMT
I would have liked it if they removed Salarians from the mp and given us the ability to remap powers on console. I would have also preferred a higher sensitivity setting on console Grats, first post on BSNuf I didn't Like
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Post by Voluptuous Volus on Sept 12, 2016 10:22:37 GMT
Are Salarians even capable of Biotics? If not, I say replace throw with Concussive Shot. This way both powers benefit from Cryo Ammo. Because it's not like all Sentinels have biotic powers too anyway. The concept of Sentinels seems to have been a combination of Adept+Engineer Powers. The N7 Paladin is pretty much the only exception to this, every other Sentinel mixes Tech and Biotic. On the Sal Soldier, I would probably use Incendiary Ammo. Concussive Shot spam following a Cyro Grenade would be pretty fun at spawns/large groups, and Energy Drain is utility for the Damage Reduction (it's the Salarian version of Fortification in that regard), so he could even take a somewhat heavy loadout, since Concussive Shot has such a fast Cooldown time. It's probably something I'd put in a Beta and get feedback about, if I were Biovar. Well the Cryo Grenade would already be an 8 second Slow/Armor Weaken debuff, so 2 debuff Powers would be kinda redundant. And why is there no multiquote? I don't know, but I don't count Human Sentinel or Asari Valkyrie as having Tech powers. Yeah, Tech Armor is a tech power, but it's mainly a passive and they do most of the damage with biotics. Volus Mercenary - no biotic powers.
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Post by SalMasRac on Sept 12, 2016 12:01:50 GMT
The concept of Sentinels seems to have been a combination of Adept+Engineer Powers. The N7 Paladin is pretty much the only exception to this, every other Sentinel mixes Tech and Biotic. On the Sal Soldier, I would probably use Incendiary Ammo. Concussive Shot spam following a Cyro Grenade would be pretty fun at spawns/large groups, and Energy Drain is utility for the Damage Reduction (it's the Salarian version of Fortification in that regard), so he could even take a somewhat heavy loadout, since Concussive Shot has such a fast Cooldown time. It's probably something I'd put in a Beta and get feedback about, if I were Biovar. Well the Cryo Grenade would already be an 8 second Slow/Armor Weaken debuff, so 2 debuff Powers would be kinda redundant. And why is there no multiquote? I don't know, but I don't count Human Sentinel or Asari Valkyrie as having Tech powers. Yeah, Tech Armor is a tech power, but it's mainly a passive and they do most of the damage with biotics. Volus Mercenary - no biotic powers. TECH ARMOR = Tech Power! Don't forget you can explode it! Volus Merc, well he's easy to... overlook.
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Post by Lvca on Sept 12, 2016 14:38:43 GMT
Apart from a complete game redesign, better balance between classes and guns and better netcode, some things that should be introduced are: - In-game text chat.
- Blocking feature. I don't want to land on certain lobbies and pretty sure some people don't want to land on mine. This should be game-based, not origin-based.
- Map+Faction filtering. Cause there's only so much Geth Giant a man can withstand. Maybe scale down XP reward or sth so it's not the same as U/U
- Objective waves speed completion should amount much more than it does, credit and experience-wise. So there's an actual incentive to complete the objectives quickly instead of staying outside the hack or not doing the devices.
- Objective completion should get you many more points, for the same reason.
I also like Mission_Scrubbed idea of different classes do different things for the objectives, though on the other hand it would make things like full biotic/tech/single kit teams less effective. And just when I was about to hit "create" it occurred to me that it could be interesting to add things like the score modifiers you can use on the Citadel DLC armax arena. But i haven't really thought about it.
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Post by tantumdicverbo on Sept 12, 2016 14:42:44 GMT
A more efficient way of killing teammates. Also JuggerNuggss mom is a cock jockey. So it's official: I'm the only person in the world not getting any.
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Post by dzejkob on Sept 12, 2016 14:44:24 GMT
Hmmm Lvca you just reminded me it would be nice if bloody joining lobby bug was fixes, its biggest nuisance
Also to build up on the game text chat, actually being able to kick people out in game would be nice (like voting system pop up when triggered)
Oh and more medals, it was discussed back in old BSN, just for fun.
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Post by patrickbateman on Sept 12, 2016 15:25:14 GMT
Netcode and balancing are top priorities. I'd like to see classes play a different role other than killing stuff. Say, Engineers can strip shields and disable a device at half the time any other class would. Fix "Biotic Charge and die" bug. Remove already the Cloak's huge ass damage bonus and make Infiltrators stealthy and efficient operators. Make it so in a public game, all classes would be needed. I'd change a lot. I hope ME:A gets it better. I like the idea, it would bring more variety to the game which is always good, but the cynic in me have concerns that given how many pugs there are that can't handle the current level of complexity, imagine what would happen if they also were required to fulfill class specific tasks, oh the horror!
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Post by SalMasRac on Sept 12, 2016 17:39:30 GMT
Hmmm Lvca you just reminded me it would be nice if bloody joining lobby bug was fixes, its biggest nuisance Also to build up on the game text chat, actually being able to kick people out in game would be nice (like voting system pop up when triggered) Oh and more medals, it was discussed back in old BSN, just for fun. IIRC this was the one thing DAI:MP got right. I think you could kick at any time from the ingame menu. So I hope and expect that MEA:MP would have this as well.
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Post by SalMasRac on Sept 12, 2016 17:44:21 GMT
Netcode and balancing are top priorities. I'd like to see classes play a different role other than killing stuff. Say, Engineers can strip shields and disable a device at half the time any other class would. Fix "Biotic Charge and die" bug. Remove already the Cloak's huge ass damage bonus and make Infiltrators stealthy and efficient operators. Make it so in a public game, all classes would be needed. I'd change a lot. I hope ME:A gets it better. I like the idea, it would bring more variety to the game which is always good, but the cynic in me have concerns that given how many pugs there are that can't handle the current level of complexity, imagine what would happen if they also were required to fulfill class specific tasks, oh the horror! Sounds a lot like Gears of War 4. There are 5 "classes" (Scout, Sniper, Engineer, Soldier, Heavy), and once you select a class, you have from 3-5 Skill Slots you can fill from a selection of class abilities. In ME3 terms, it would amount to picking a Sentinel, then choosing from a selection that included Warp, Overload, Throw, Incinerate, Tech Armor, etc. Also, each class has specialties, the Scout gets movement buffs, leech healing, extra Power from battlefield Pickups, the Engineer builds and repairs fortifications, but people who don't understand or care about such things can simply pick Soldier or Heavy and specialize in killing stuff. If MEA:MP features "kit building" it may be presented differently, but functionally it would work almost identically to Gears 4. It's going to be an interesting multiplayer game.
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Post by Kenny Bania on Sept 12, 2016 18:54:24 GMT
Flamer Snap freeze Venom Recon mine
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Post by dzejkob on Sept 12, 2016 20:59:17 GMT
Being able to take 2 weapons from same type would be nice (not same ones twice, but like lets say an avenger and phaeston...)
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Post by Deleted on Sept 13, 2016 0:11:27 GMT
I'd make several changes.
Krysae gets 2 shot clip, regains refire/reload speed from before nerfs. Damage remains the same.
Reegar has 20% armor penalty and range reduced by 0.5m.
Explosive rounds do a max of 40% weapon damage +instant explosion/stunlock.
Cryo Blast does a max of 325 damage on hit.
Vindicator gets 5 shot burst plus 25% increase in ammo capacity and 20% boost in headshot damage.
Eviscerator and Claymore get innate AP.
TGI loses Stim Packs in favor of multi frag
Volus Engineer becomes Salarian Sentinel. Powerset: Combat Drone, Tech Armor, Recon Mine.
Huntress gets ME1 style heavy armour. Think that asari commando who appears on the Citadel embassies in ME3 with the Reaper code fragment side mission
Geth Trooper trades flamer for Hex Shield
Vanilla Humans get a CP challenge.
Quarksman gets stim packs instead of Sabotage
Sabotuer gets Cain Mines instead of Homing Grenades
Cain mines lose the "blow up after 4th cast" function. 4th merely replaces the first. 15% damage boost
Batguard gets Kroguard Biotic Charge properties.
Collector adept becomes a Prothean model. With a voice.
Asari Valkyrie gets Eclipse-like uniform/armor
Justicar gets Throw instead of Pull
Vorcha Sentinel gets Overload instead of Flamer
Carnage gets a 15% reduction in cooldown, 5m max radius (2.5m default), 10% damage increase.
Revenant gets 15% damage boost.
40% reduction in recoil for Incisor.
Javelin bypasses shield gate.
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Post by Nightman on Sept 13, 2016 0:50:15 GMT
I would have imported every single power from single player campaign.... how dope would Flare or Dominate be in MP? and vice versa.....export every single power in MP to the single player campaign....I would have loved to be a Fury shepard. and I would have added other factions/enemies..... Harvesters, Adjutants, Cat 6 and for MP, instead of only having the Cobra...give us a choice from every heavy weapon from parts 2 & 3......I would love to give a rocket trooper a taste of his own bullshit before he dies.....
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Post by SalMasRac on Sept 13, 2016 0:51:06 GMT
I'd make several changes. Krysae gets 2 shot clip, regains refire/reload speed from before nerfs. Damage remains the same. Reegar has 20% armor penalty and range reduced by 0.5m. Explosive rounds do a max of 40% weapon damage +instant explosion/stunlock. Cryo Blast does a max of 325 damage on hit. Vindicator gets 5 shot burst plus 25% increase in ammo capacity and 20% boost in headshot damage. Eviscerator and Claymore get innate AP. TGI loses Stim Packs in favor of multi frag Volus Engineer becomes Salarian Sentinel. Powerset: Combat Drone, Tech Armor, Recon Mine. Huntress gets ME1 style heavy armour. Think that asari commando who appears on the Citadel embassies in ME3 with the Reaper code fragment side mission Geth Trooper trades flamer for Hex Shield Vanilla Humans get a CP challenge. Quarksman gets stim packs instead of Sabotage Sabotuer gets Cain Mines instead of Homing Grenades Cain mines lose the "blow up after 4th cast" function. 4th merely replaces the first. 15% damage boost Batguard gets Kroguard Biotic Charge properties. Collector adept becomes a Prothean model. With a voice. Asari Valkyrie gets Eclipse-like uniform/armor Justicar gets Throw instead of Pull Vorcha Sentinel gets Overload instead of Flamer Carnage gets a 15% reduction in cooldown, 5m max radius (2.5m default), 10% damage increase. Revenant gets 15% damage boost. 40% reduction in recoil for Incisor. Javelin bypasses shield gate. Agree with all of this except for your version of the Salarian Sentinel. Tech Armor has a Power Bonus at Rank 5, the last thing we need is a kit that actively promotes Recon Mine Spam
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Post by Deleted on Sept 13, 2016 2:47:09 GMT
My reasoning would be that Tech Armor's CD penalty negates the RM spam.
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Post by SalMasRac on Sept 13, 2016 2:58:50 GMT
My reasoning would be that Tech Armor's CD penalty negates the RM spam. Doesnt a Cryo Talon Pistol Salarian Sentinel 5/6/6/6/3 Tech Armor/Incinerate Chill Evo/Throw/Passive/Fitness kit just make you cream your jeans? That used to be a catch phrase back in the 80's btw
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Post by Deleted on Sept 13, 2016 3:20:52 GMT
My reasoning would be that Tech Armor's CD penalty negates the RM spam. Doesnt a Cryo Talon Pistol Salarian Sentinel 5/6/6/6/3 Tech Armor/Incinerate Chill Evo/Throw/Passive/Fitness kit just make you cream your jeans? That used to be a catch phrase back in the 80's btw Y'know that does sound tasty. I mean creamy. Awesome. It's sounds like an awesome combo. I just want to roleplay as a Salarian Eclipse Engineer.
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Post by Abramsrunner on Sept 13, 2016 4:17:10 GMT
IIRC believe this was Cyonan's idea way back
Quarian Female Sentinel
Tech Armor, or was it Defence Matrix? Reave Energy Drain
Turian Havoc with Snap Freeze in the place of Cryo Blast would be something.
For fun.
Cain Mines Recon Mine Supply Pylon
The Character is an Elcor, he has a bandana around his head, with a cigar in his mouth.
He deploys the SP on his back. Cannot be sync-killed. Says Hamlet quotes inbeteen waves. Puffs Cigar smoke for light melee. Stomps the enemies feet for heavy melee. Has a gun mount atop of him for the guns he brings.
2000/2000 Shield/HP. 50 light melee damage, can stun any form of infantry. 1000 heavy melee damage, has AoE, & knockdown on unshielded targets.
The Passives is for the VI on the gun mount's Damage & Accuracy or Power Damage, & AoE of the mines.
Fitness does more for movement speed than health & shield.
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