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Veterans Elites - Fighting Cheap Tactics With Tactically Diverse Enemies. [Feedback Appreciated]


ItWasntMeIPromise
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Note: These enemies should NEVER EVER spawn in solo gameplay.

 

Humbly I would like to offer up to DE a few ideas for new enemy types that will hopefully make the game less formulaic and more fun and challenging for everyone. 

 

"When the Tenno first re-awakened our enemies were fighting each other. Their weapons designed to kill one another. And we, the Tenno took advantage of this. Striking our enemies from the shadows. Hunting them down like unsuspecting prey. However, now we have shown ourselves.  And our enemies have evolved and adapted. Now we are the prey. Now we are being hunted."

 

So each of the nine Veteran Elites are targeted towards one of the most (IMO) faction specific Warframes. And is designed to turn that Warframe's standard, tried and true (in other words boring) strategies on it's head. And keep players on their toes.

  • For grineer I choose: Saryn, Rhino, Ash.
  • Corpus: Volt, Mag, Frost.
  • Infested:  Vauban, Nova, Ember

Each new enemy also has some sort of damage/charging mechanic that is designed to counter formulaic weapon play as well. And make teams work more cohesively.

 

Veteran Elites are NOT bosses or mini bosses they shouldn't have much more health, armour of shields than their standard counter parts. But they are designed to be higher level enemies which are nightmares for at least one specific frame (but not exclusively) and very difficult for most others. But in no way impossible, for the thinking Tenno.

 

Consider them like unique puzzles. No one solution will solve them all. There is NO invincibility here, NO all encompassing ability immunities.

 

These are NOT Manic or Bursa. Although they are immune to some abilities it is only it's specific target's or if it functionally makes sense . (See Watcher)

 

Please remember these units should not show up in solo. And only one at a time should appear at any given time and in only mission above level 30. Probably one every 5 waves is enough to keep things interesting.

 

Although these are not bosses, handled the wrong way or given enough time they will beat down even high level players.

 

Just a note: These enemies spawn like regular mobs, just rarer. And spawn is random not dependent on which frame is being used.

 

So, without further a do:

 

Grineer

 

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Lotus/Codex:

 

All grineer females are trained in the military from a young age but only those who have a proven propensity for cruelty are given the opportunity to be named huntress. Devoutly loyal to the queens, a huntress must volunteer for brutal biological and cybernetic enhancements above and beyond normal grineer. Most do not survive.

 

Once proven the huntress servers as queens the eyes and ears on the battlefield. Executing orders normal soldiers would not have the stomach for.

 

She is heavily armoured, fast and immune to all toxic attacks. Retrofitted osprey gravity stabilisers allow her to move like no other armoured grineer. The huntress likes her prey to run but not hide. She can shoot you with a tracking dart that will reveal your location to all nearby grineer. Get too close and she can spike gravity, making lighter units even faster and heavy units even slower.

 

Do not stop moving Tenno, she is armed with a homing missile bola that will impale you to a wall if it catches you. Trapping you so she can take her time or until an ally can shoot you down. Countless Tenno have fallen to these monsters.  Pray that you will never meet this foe on the battlefield.

 

Target: Saryn

 

Art Model: Heavy Gunner

 

Tactical Damage Incentive:  High Fire Rate & Accuracy (Anti Armour)

 

Immune: Miasma, Toxic Damage, Tornado

 

Weaponry: Modified Bola Canon/Miter Launcher

Primarily a Miter launcher with secondary rocket launcher attachment. (High Slash Damage)

 

Melee: Sanguine Claws

Absorbs 15% of damage in health on a attack. 

 

Innate: Retrofitted osprey stabilisers allow her to move and dodge like no other heavy unit.

 

Abilities:

 

  • Tracking Dart  - Cool down 5 Sec - Range: Medium.

The Huntress can tag her prey preventing it from escaping. If tagged all nearby grineer will be aware of your location. Molt and similar abilities will be rendered useless as enemies will be able to pinpoint the tagged unit. (Note once tagged even when invisible you location will still be know)

 

  • Gravity Spike - Cool down 10 Sec - Range: Medium.

The Huntress can throw a gravity disrupter made from reverse-engineered corpus tech. Once thrown the disrupter explodes causing all units within large range to take on altered gravity effects for 20 sec Heavy armoured unit become slow while lighter units become faster. (suggested: One Tenno: Speed = -0.01 speed for every 1 armour<100. Inverse above for ever armour<100 ) Example:

 

                               - Base Nova = 1.55 speed

                               - Base Saryn = 0.4 speed

                               - Base Valkyr = Life in prison.

 

Huntress' allies are also affected, but speed is based on enemy type not armour value to prevent scaling issues. Butchers will move much faster while Heavies will move much slower. (Note huntress is unaffected. Chroma can effigy and his speed based on new armour rating.)

 

  • Impaler Bola  - Cool down 15 Sec  - Range: Large.

Much like a Bombard's Missile, the Huntress' Modified Miter can launch a missile that tracks a single target, breaking into a four piece connected net, that nails Tenno to the immediate surface behind them. Once trapped, the player can only use their secondary and can not use abilities. The only way to escape, is to have a team mate shoot you down (Damage threshold is 25*Huntress Lv). If downed on wall, can not revive until freed.

 

 

 

 

 

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Lotus/Codex:

 

The Titans Bane is both the name of the Hammer and warrior who wields it. The original Titan's Bane was stolen during the old war and never resurfaced. However replicas of the ancient relic can be manufactured with extremely rare and costly materials.

 

Because of this only battle hardened survivors of the blood trials are awarded it and it's title. These warriors are legends among the grineer. Large heavy armour makes them almost unstoppable on the battlefield. All damage below 150 is ignored.

 

Right arm integrated Ancile shield and shrapnel grenade launcher both completely block frontal damage and harries enemies out of cover. The Titan's Bane may appear slow but they can charge at amazing speeds.

 

Once in range they can use hellion jets to leap into the air and bring their hammer smashing into their enemies. Causing near fatal damage and dispelling positive status effects.

 

Maintain your distance Tenno. At close range the Titans Bane can execute a devastating spinning attack both pulling enemies towards them and pulverising them into the distance. Do not engage, Tenno. Wait for reinforcements.

 

Target: Rhino

 

Art Model: Shield Lancer

 

Tactical Damage Incentive:  Flanking, High Damage

 

Immune: Stomp, Knockback, Radial Disarm, Tornado, Soul Punch

 

Weaponry: Modified Shrapnel Grenade Launcher

Launches small homing grenades (similar to latchers) that explode causing AoE puncture damage. Striping armour (Iron Skin) and lowering enemies damage.

 

Melee: Titan's Bane Hammer

Large war hammer from legend. Capable of defeating impossible foes. Replicates are given to elite grineer warriors.

 

Innate: TBs giant Ancile shield makes him immune to all frontal damage All damage instances below 150 is ignored.

 

Abilities:

 

  • Unyielding Charge  - Cool down 10 Sec - Range: Medium

Imagine if the shield lancer, was twice as big, and hit you twice as hard. The Titan's Bane will charge at enemies, sending them flying, when hit. Servos on the TB legs let him to chase enemy across large distance. During the charge, Titan's Bane takes 50% less damage from all sources, all negative status effects removed. Enemies hit are 100% knockdown, take impact damage and confused for 6 sec.

 

  • Hammer Fall - Cool down 10 Sec - Range: Medium

Like the Helions, the Titan's Bane uses his back mounted jets to leap up into the air, and bring his hammer crashing down on his target, causing devastating AoE impact damage. Enemies targeted have all positive buffs removed (Hysteria) before damage is applied. In almost all cases this is a one hit kill.

 

  • Tornado Hammer  - Cool down 15 Sec  - Range: Medium

The TB spins, swinging his hammer picking up momentum into spinning tornado hammer. Once in full momentum TB will move slowly towards a target and all enemies within range are pulled towards TB (much like vortex). If a enemy gets too close to the Tornado hammer they will be knocked across the room causing large damage (almost always a one hit kill) and confusion for 6 seconds. (Duration 15. TB allies are not affected.)

 

 

 

 

 

Watcher

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Lotus/Codex:

 

It is said that by the time a watcher sees you he is already behind you. Beware Tenno. the watcher is one of the most vile and dangerous creations you will encounter.

 

In the increasingly rare instance that a young grineer is found with latent psychic potential they are taken away for special training. The young males are trained to become watchers, progressively forced to remove one sense after another until they can only function with psychic awareness.

 

The disgusting process leaves most potential watchers barren unresponsive husks. The ones that survive are both feared and hated by their fellow grineer. Watchers are immune to psychic attacks and can see invisible enemies.

 

Often they will be found by themselves staring intently at a wall. Do not be fooled. Watchers are highly aware and can sense when you use your abilities. If sensed he will immediately teleport behind you leaving a decoy of himself in his place as a distraction while he strikes a finishing blow.

 

They carry two psychic scythes that strip away power with every hit. Get too close and they will let out a penetrating psychic screech stunning enemies, alerting grineer and removing allies' status effects. Worse, watchers have been observed to take away a Tenno's abilities entirely. Avoid this creature at all costs!

 

Target: Ash

 

Art Model: Male Scorpion

 

Tactical Damage Incentive:  Accuracy, High Fire Rate

 

Immune: Bladestorm, Chaos, Mind control, All Blinding, Silence

 

Weaponry: None

 

Melee: Pain & Anguish (Twin Psychic Scythes) Every strike drains 5% of enemies energy.

 

Innate: The watcher has no eyes  and no ears. He is immune to attacks that assault the senses. Additionally his psychic vision he can see invisible enemies and automatically detect enemies who activate abilities too close to him. When seen in  Rift or Invisibility the player can see vision cones of light showing where the Watcher is looking.

 

Abilities:

 

  • Decoy Teleport - Cool down 3 Sec -Range: Large

The watcher teleport behind a enemy leaving a lifelike image of him self in his previous position. With this power he can distract unsuspecting Tenno and execute devastating finishers.  (Each melee hit drains 5% of enemies energy)

 

  • Screech  - Cool down 7 Sec - Range: Medium

The watcher lets out a penetrating psychic screech that staggers nearby Tenno removing their positive buffs and removing negative buffs & crowd control from the watcher and nearby allies within range (including Bladestorm marks).  This ability also triggers alarms and lockdown alerting nearby Grineer.

 

  • Ability Lock  - Cool down 20 Sec - Range: Large. (If a player has been seen by the watcher he is susceptible to this ability anywhere on the map until the watcher is dead)

The watcher can stop a enemies ability at the moment of activation. That ability will be blocked from use for 35 sec following. (Recommended that the AI will only trigger this when a Tenno ability is targeted directly at the watcher or a ultimate is used.)

 

 

 

 

 

Corpus

 

Shock Engineer

Lotus/Codex:

 

To the corpus, technology is both a blend practical science and guarded ritual. Only those exceptionally gifted are allowed access to the higher workings of corpus technology.

 

The shock engineer is one such elite. Beware Tenno this is not your standard enemy. He has access to corpus technology regular crewmen do not. His insulation makes him impervious to electrical attacks and his weapon is able to absorb incoming damage and redirect it toward his enemies.

 

Worst still the nullification shield emits constant shock damage around him.  It is rumoured that they include the dismantle parts of fallen Tenno into their arsenal. Do not take this enemy lightly, Tenno.

 

Target: Volt

 

Art Model: Nullifier

 

Tactical Damage Incentive: High Fire Rate.

 

Immune: Electric Damage, Shock, Overload

 

Weaponry: Modified Opticor

 

Melee: Modified Prova

 

Innate: Higher shields than standard corpus. Faster movement and dodge speed than other nullifiers

 

Abilities:

 

  • Shock Nullification Field - Cool down 5 Sec - Range: Medium

Imagine a Nullifier field that electrocutes you when walking into it. Inside the field players will take dps and have a chance to shock stun. Nullification Field must be shot down before damage can be dealt to Shock Engineer. This takes slightly more damage than a standard Nullifier field. Shooting with Electric weapons will increase the size of Field while also charging the Shock Engineer's weapon, a modified Opticor. While  SNF is up shock Engineer is immune to abilities.

 

  • Charged Burst - Cool down 10 Sec - Range: Large

All damage dealt to the SNF charges his Modified Opticor, with electrical damage charging at an increased rate (suggested 1:10). Once charged, the opticor will shoot charged bursts at 2x fire rate and damage, with punch through that can shoot behind obstacles. (While charged, shots pierce Volt's Electric Shield).

 

  • Shield Absorb - Cool down 20 Sec  - Range: Medium

When Shock Engineer shields are depleted he can steal 90% of the shields of 1 tenno in range. Cool down between shield Absorbs. Stolen shields heal Shock Engineer's shield 90%. Overshield can be created and stacked. Kill him quickly.

 

 

 

 

 

Faraday Osprey

Lotus/Codex:

 

A rarely seen and extremely dangerous  prototype osprey. The exact workings of this machine is shrouded in mystery however unlike other corpus robotics this Faraday Osprey has additional armour making it slower and harder to produce.

 

But beware Tenno this prototype may be slower moving than other Osprey but that does not mean you will be safe from its grasp. It can replicate dead tissue bringing enemies back to life.

 

This enemy is completely immune to magnetic damage. Do not get close to this enemy, Tenno. Its reflection bubble reflects damage back onto nearby enemies. At close range it will launch a shield inhibitor lock that will prevent your shields from recharging if you get too close. Beware!

 

Target: Mag

 

Art Model: Osprey

 

Tactical Damage Incentive:  Ranged Attack

 

Immune: Magnetic Damage, Crush, Blinding Effects, Damage from Pull

 

Weaponry: Osprey Repeater

 

Melee: None

 

Innate: Higher armour than standard osprey.

 

Abilities:

 

  • Replicate  - Cool down 5 Sec - Range: Medium 

When left at a distance the Faraday Osprey can replicate dead or living tissue into constructs, creating and restoring enemy ranks. Newly replicated  enemies are 10% damage resistance & 10% stronger and spawn without previous debuffs. Brief animation time during use. Can be used while shooting. (Prioritises higher level enemies for replication.)

 

  • Shield Inhibitor - Cool down 4 Sec - Range: Close

Imagine you're a Mag, you're pulling enemies and items towards you causing damage. You cast pull causing this Faraday Osprey to be thrown at you. The FO is immune to pull damage but not its effects. When in close range, the Faraday Osprey immediately shoots a shield Inhibitor lock, restricting your shield capacity to 10% for 35sec. And then it begins firing.

 

  • Redirection Bubble – Cool down 5 Sec Range: Medium

Consider this the inverse of bullet attractor. Damage dealt to the Redirection Bubble is reduced by 50% and redirects 50% of the damage to it's enemies within range. (RB has HP equal to FO Health + Shields Magnetic Damage is ignored while 100% damage is redirected onto enemies)

 

 

 

 

 

Inferno Tech

Lotus/Codex:

 

Inferno Techs are the corpus elite pioneers, allowing them to conquered worlds previously thought uninhabitable. The technology that powers their arsenal is not openly shared even among the corpus. However it is extremely expensive and given only to battle hardened veterans.

 

A  Kinetic heat field absorbs incoming damage and insulates them from extreme temperatures making them impervious to cold attacks. Incendiary generators on their backs slow them down, but don’t think this makes them easy prey. They can throw modified combat grenades that spew, spinning  jets of fire, melting ice and harrying entrenched enemies.

 

This is important Tenno, the further you are from this enemy the greater your damage will be dissipated. Every hit against his kinetic heat field will be channelled to charge his modified smelter beam . A devastating weapon that will cut swathes through all defences if fully charged. If retreat is impossible, get in close and finish him quickly. It is your only chance.

 

Target: Frost

 

Art Model: Corpus Tech

 

Tactical Damage Incentive:  Close Ranged Attack Or Flanking

 

Immune: Ice Damage, Avalanche, Freeze, Radial Disarm (Integrated Weapon)

 

Weaponry: Modified Supra/Smelter Beam

 

Melee: None

 

Innate: Higher health than standard corpus.

 

Abilities:

 

  • Inferno Grenade - Cool down 5 Sec - Range: Medium

Imagine camping in a Snow Globe, when all of a sudden you are lit on fire.  The Inferno Grenade can be lobbed at a distance. When active, they float above the ground and spray spinning jets of fire within a radius, 80% status chance. Inferno Grenades stick to Globes, spraying fire inside and out. (Inferno grenades have no duration 10% of Inferno Tech's HP.  No more than 3 can be cast at once.)

 

  • Heat Dispersal Field - Cool down 4 Sec - Range: Medium

A small conforming heat field protects the Inferno Tech. While HDF is active, damage at a range is reduced at 15% every metre (suggested). All damage against against he IT while HDF is active charges the Smelter Penetration Beam. On the back of the ITs incendiary generators is a exhaust duct. If damaged the HDF will have to reset. (IT will spin to try to protect himself. Exhaust duct HP is 15% Inferno Techs. Can be damaged multiple times.)

 

  • Smelter Penetration Beam - Cool down 15 Sec  - Range:  Large

Every instance of damage charges the Smelter Penetration Beam with cold damage charging at an increased rate (suggested 1:10). When fully charge the ITs modified supra can shoot a devastating smelter beam (similar to TD lasers). The beam will track a single target across line of sight and cut through anything even allies that get in the way (friendly fire 50% damage). As long as there is still duration on the SPB, once a target is downed the beam will not deactivate, a new target will be chosen.  (Even under mind control the SPB will hit allies (friendly fire 100% damage) who get in the way. Cuts through globe.)

 

 

 

 

 

Infested

 

Wall Huggers

Lotus/Codex:

 

A saying from old Terra is "three is the number of sorrow". Wall crawlers are proof this is true.

 

These eight legged, agile creatures always come in threes and are extremely dangerous. Fast moving and armed with a poisonous tail that can shoot sharpened spikes at a long distance with amazing accuracy.

 

Or get to close it will inject you with a deadly adrenalin poison. Once the injected the toxin will corrupt your adrenal systems and eat you away from the inside. The faster your warframe the faster it will kill you.

 

Always located near large groups of infested and have the ability to latch on to other infested units, protecting them with their armoured underbelly. Skeleton remains of this show they use this ability to feed overtime on other infested. This has caused scientists to speculate whether they are infested or creatures that have evolved to prey on them. 

 

Beware they can use this ability on you, Tenno. Disarming you and suffocating you until you are downed but even then they will not let go. Allies that come to your aid will regret getting too close to their poisonous tail.

 

Target: Nova

 

Art Model: Face Huggers/Giant Spiders

 

Tactical Damage Incentive:  Precise High Damage, Long Range

 

Immune: Molecular Prime, Antimatter Drop (Damage Reduced)

 

Weaponry: None

 

Melee: Stinger Flinger

Shoots high speed, accurate  projectile stingers at enemies from afar. (Sniper)

 

Innate: When damage is taken if not already engaged a WH will immediate leap from one wall to another.

 

Abilities:

 

  • Adrenal Toxin - Cool down 3 Sec - Range: Close

Wall Huggers have a stinging barb on their tail, and when in range will strike with it, dealing a form of toxic damage. Adrenal Toxin is highly effective against speedy frames, dealing 10% of a targets full HP as damage (simplified) per tick. Ticks rate is based on targets sprint speed. The faster you are the faster you die. Standing still will reduce tick rate by 50%. Ignores Armour.

 

                                - Frost example: Damage = ((FHP/10)*0.9) = 27 At a Rate = 0.9sec. Roughly 11 ticks to kill frost capped at 10 so he will live.

                                - Nova example: Damage = ((FHP/10)*1.2) = 36 At a Rate = 1.2sec. Roughly 8 ticks to kill Nova.

  •  Protect - Cool down 10 Sec) - Range: Medium

The Wall Huggers normally unseen underbelly is highly armoured. Within combat a WH can latch on and cover a damaged ally with this armour (+15*WH Lv) and full HP is restored to ally. This reduces damage and if enemies get too close they will still get stung with the WH Adrenal Toxin. Once latched on the WH can not be removed. (Can be used while mind controlled to protect allies but when MC wears off Protect becomes Suffocate)

 

  • Suffocate   - Cool down 7 Sec  - Range: Medium

During combat a WH can shoot a suction tentacle from its stomach that attaches to a enemy holding them in place (Like tying a rope around someone running). This tentacle can be dodged but once attached it will slowly pull you towards them. During this short animation the WH can be shot and killed interrupting the ability. Once enough tension is created the WH will leap onto its enemy covering their body with its, double jointed, spider like legs.

 

Once attached the WH will drain 10% HP every sec, ignoring armour.  When in this mode the WH has increased armour (+20*WH Lv). Affected player can not attack or use abilities but can run. The only way to remove it is for your team mates to kill it. If a player is downed by this ability, the WH will stay attached, guarding the downed body with his Adrenal Toxin stinger, preventing revive until killed. (If Mind Control is used, Suffocate can become Protect, even when latched on, increasing players armour.)

 

 

 

 

 

Pacifier

Lotus/Codex:

 

Do not let the name fool you Tenno. Pacifier is the codename given to these infested used by General Ghek during the grineer civil war. Somehow he captured three of these creatures and dropped them over a the most fortified rebel encampments.  By morning none were left alive.

 

The pacifiers  heavy outer carapace absorbs damage and insulate them against all heat attacks. They can project a acrid vomit that sticks to enemies and reduces their damage output.

 

The pacifiers has tendrils  above its head that can whip out capturing you and dragging you into its putrid mouth.  Once consumed your health and shields will be added to the pacifiers and you will be trapped inside its digestion fluids until it is killed.

 

Beware Tenno, damage and fire will be distilled into a devastating rage. During rage it will regenerate health and be faster, deadlier then anything you have faced before. It will not stop until one of you is dead.

 

Target: Ember

 

Art Model: Brood Mothers

 

Tactical Damage Incentive:  High Fire Rate, Low Damage Threshold

 

Immune: Fire Damage, Radial Disarm

 

Weaponry: None

 

Melee: Fist (Like normal brood mothers)

 

Innate: Pacifier takes slightly reduced damage.

 

Abilities:

 

  • Weakening Discharge - Cool down 10 Sec - Range: Medium.

Reduces a single Tenno's entire Damage by 50% for 30 sec.

 

  • Consume - Cool down 10 Sec - Range: Medium.

The Pacifier uses the tendrils above its head to ensnare a Tenno within range, pulling them into its mouth. During this animation, the Tenno and allies can shoot the Pacifier in the mouth causing the pacifier to release it (suggested: damage threshold 15% Pacifier HP to interrupt). Once consumed the Tenno health, shields & armour are added to the pacifier and it is restored to 100% HP. Player can not revive while the Pacifier is alive.

 

  • Distilled Fury - Cool down 15 Sec  - Range:

Every instance of damage (above a threshold. Suggested 5% pacifier base HP.) or any fire damage will charge a berserk rage (at a rate 1:10). When Distilled Fury is activated, the Pacifier will focus all its agro onto a single target. During this rage the pacifier is immune to most CC effects, movement and attack speed increased x2, +50% impact damage to all attacks and regenerates HP at 2.5% a second. (When DF is active no other Pacifier abilities can be used. DF runs for a min of 15 sec and ends only when Pacifier or its target is killed. If target is killed before min duration, Pacifier will agro a new target.)

 

 

 

 

 

Phase Lord

Lotus/Codex:

 

The origins of the Infested are shrouded in mystery. The first known record is from a corpus salvage team investigating the buried ruins of a void ship that somehow fell out of void space and crashed under the ice shelves of Europa. 

 

Upon opening the long dead reactor these creatures emerged, slaughtering the salvage team. By the time reinforcements arrived the recording was all that was left. Needless to say phase lords are incredibly dangerous. 

 

When restrained they have the ability to swap positions and status effects with enemies. Freeing themselves and trapping foes. Worse every shot that hits this enemy will charge their equivalence field. 

 

A impenetrable field that lowers all damage on it and its allies within range.  Beware Tenno, before this creature dies it creates a phasic implosion. Pulling you towards it and restricting your power capacity if you get too close.

 

Target: Vauban

 

Art Model: Ancients

 

Tactical Damage Incentive:  High Damage Over Fire Rate

 

Immune: None

 

Weaponry:  None

 

Melee:  Claws (Like normal ancients)

 

Innate: Slightly more health, slightly less movement speed when not charging.

 

Abilities:

 

  • Immunity Swap - Cool down 10 Sec - Range: Medium.

If the Phase Lord is effected by a negative ability buff or CC he can teleport, swapping location, status effects and effect immunities. Phase Lord  will only target to escape status but will take on any positive effects of players swapped with (MP, Bless, Hysteria, etc). Example swapping with a Vauban placing him in his own Bastille or making him effect by his vortex for the duration of the existing ability. (Note some effects when swapped will create inverse effects. (Example EV will cause trapped player to drain allies in range per pulse instead of replenish it)

 

  • Equivalence Field - Cool down 10 Sec - Range: Medium.

All instances of damage will charge the PL Equivalence Field. Once active the PL creates a field that reduces all damage to the PL and allies in range to 1^n (n = number of instances of damage on any effected unit) until normal damage is reached or PL is destroyed. Field is localise around PL and move with it. PL allies can enter it and be effected but if they move out of range the buff is removed (much like cataclysm). (Other abilities can be used while this field is active. EF will not swap to Tenno.)

 

  • Phasic Implosion - Cool down 15 Sec  - Range: Large.

Once the PL takes enough damage (<50%) he can activate a Phasic Implosion pulling all enemies in range towards him (Fast Tenno can escape this effect by sprinting away). PL allies are unaffected by the pull (If he is in chaos Tenno will be affected). Enemies within line of sight of the implosion point are blinded for 3 sec while Tenno pulled too close the implosion will have their energy restricted to 20% max for 35 sec. (8-10 sec animation duration)

 

 

 

 

 

I would of liked to put up some concept art. And I really wanted to do up a picture of a Watcher holding a severed Ash head with he caption that says "Invisibility wont save you from the Watcher" ...but... lets just say I don't think my drawing skills would do it justice.

Feedback appreciated. :)

 

BTW: I realize this isn't a magic bullet solution to anything specific.Its more just things I think would be fun for long-tooth players like myself. I would like to see it work in conjunction with ideas like these https://forums.warframe.com/index.php?/topic/425117-we-need-better-enemies-not-just-bullet-sponges/.

Edited by ItWasntMeIPromise
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They added the Executors (or something like that) in the past but I never see them, I think they are mission specific. They were similar in that they were damage specific.

How do they spawn. Are they always a risk of spawn (like Syndicates) or do you get flagged (like Stalker) Also if a Saryn and Volt are running a mission together, how is it decided which can / will spawn. Can more than 1 spawn? If using multiple Saryns in the same mission would that increase the odds of the hunter appearing.

When doing this idea, I'd say eventually it should cover all Warframes. Or (a slightly better idea for a reason I will explain) Have them target groups of warframes.

The issue will be what of those warframes who don't have a hunter. Out of fairness all should have the same potential. This would lead to having to have a hunter for every warframe in the game and every time a new warframe is added a new hunter must also be added. That can add a bit much for content at one time. I suggest having them target a group of warframes. so Huntress can target Saryn, Chroma, and others. Currently there are 23? Warframes (minus the Primes, since they wouldn't have different hunters) So if you have 9 (like you have) enemies, you can spread them out across all the warframes.

Motivation: What makes these any more than an annoyance. What I suggest are some new equipment for the hunters. It would work kinda like this:
Full set of gear, Primary, Secondary, Melee for each faction.
Unlike Stalker weapons these weapons are more like primes, in that they need parts.
So you can kill Huntress but she only drops the Blueprint for the Primary.
Killing watcher drops a component needed for the primary and so on.

Of course Sigils for each one too.

This will motivate players to hunt them, but also to use different warframes since if you need a component from Huntress its best to use a frame she is hunting for. (The drops would require 9 new weapons to be added)

overall I think this is a good idea that adds a bit of variety to the game. The focus on mechanics is the important part. The key will be finding a mechanic that is not to OP but also isn't simple like Invul phases.

Edited by Lightsmith
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These are all great ideas, I don't think I've heard their like before. I know people will say "This will take lots an lots of work an with new models, mechanics and AI" but I would really like to see even half of this is implemented. It makes sense with progression too, as the Tenno (from your perspective, you're one of the first Tenno awakened) become more prominent in the Sol System and interfering in Grineer and Corpus, that they'd create enemies with the sole purpose of killing Tenno.

 

The Phase Lord looks like it could be the most terrifying. Mind Control?. Hysteria (Warcry)? Could it even swap being a Bladestorm target with Ash?

 

I can see Banshee sprinting like a rocket after a Gravity spike. 10/10 Would want to play.

Edited by BloodForTheBloodGods
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<3 the Faraday Osprey. Seems it could be used as an Odanata enemy  or the Ensnaring Archwing concept I designed. Still needs a name and pic though :(

 

Got any thoughts about Archwing :)

 

Thanks Puck! (Not a fan of R E.Feist fan by any chance?)

 

The FO was designed to be a nightmare for Mag in normal missions. To un-incentivize some of her more spammy strategies. (You probably already know Faraday Cage can be used to conform and trap magnetic fields among other things.)

 

- Accidentally Pulling one towards you will allow them to cripple your shields with a Shield Inhibitor Lock (One of Mags strongest traits).

- If targeted by Bullet Attractor it can become a nightmare for players because of its Redirection Bubble.

- Pulling bodies & the FO towards or behind you give the FO lots of ammo to Replicate. Not great feeling having a bombard respawn next to you and your pod.

 

Melee or Shotgun play is also discourage while the RB is active (perhaps 50% DR is not enough since it can be destroyed). This is one enemy that would encourage sniper play.

 

I guess its could work well in Archwing too.

 

At the moment there are a lot inconsistency in Archwing. Like why do we run out of air in survival but never in space?

I'm not the biggest fan of them atm. I think they are a work in progress. But I personally would like to see beacon towers and other things become air sources in space (like BLD the pre-sequal). I think that could make them a little more interesting and patch the survival/archwing inconsistency.

The thing I really want to see is Archwing and Normal missions integrated more. Like in the first one we played. It'll be a challenge to design I know. What do you think?

Edited by ItWasntMeIPromise
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I agree with Promise, Archwing isn't really a fully fleshed out thing, and just seems so separate from the rest of the game. I'd really like it if the scrapped the whole Archwing thing, and just had the Warframes in space... Why can't you use abilities because you have a thing attached to your butt?

 

I really want to see Wall Huggers and a Valkyr in Hysteria walking around unable to attack. :)

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I agree with Promise, Archwing isn't really a fully fleshed out thing, and just seems so separate from the rest of the game. I'd really like it if the scrapped the whole Archwing thing, and just had the Warframes in space... Why can't you use abilities because you have a thing attached to your butt?

 

I really want to see Wall Huggers and a Valkyr in Hysteria walking around unable to attack. :)

No. You have the rest of the playground. Let us at least play in the sandbox............

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Why can't you use abilities because you have a thing attached to your butt?

 

Haha wait. Maybe that's the secret? That's why Alad V cant find where powers come from...? You cant use abilities when something is attached to you butt because, abilities... come from your butt!?! Its all so clear now...

Edited by ItWasntMeIPromise
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They added the Executors (or something like that) in the past but I never see them, I think they are mission specific. They were similar in that they were damage specific.

 

I will edit this to provide more feedback in an hour or so.

 

Hey Light, Ive fought Exuctors. They are interesting but a little more simple. They were, at least when I played, immune to all damage but a single element, I believe. Not really what I was going for. Hopefully these would be a little more complex and fun.

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You write this as if you want gameplay to be skill-based and for these enemies to be counterable by skill. Which is fine.

 

But then you have things such as complete immunity to certain kinds of damage, or immunity to any damage below a certain amount.

 

The problem with this is that damage reduction and immunity to specific things doesn't allow for any skill, y'see. You have enemies like the Manic, right, who go invincible. Then you wait it out, or cheese them. There is no counter to their invulnerability, and it takes options out of the players' hands.

 

This is also a problem with having counters to specific frames and weapons. It's punishing you for playing what you want to play, it's restricting choice, and random threats you have no control over aren't fun. Same problem with ice levels that reduce shields. Things you've suggested such as the Inferno Tech also work against it; weapons that are made to function over long ranges will be harder to use, such as snipers or rocket launchers. It's the same problem as the nullifier with its damage per shot cap; either you change your loadout to counter this one enemy, or you suffer.

 

Choice is they key factor. Your success should be based on your skill, not on your gear.

 

 

Minibosses are fun. Minibosses that have immunity to specific things and punish you for having your own loadout are not.

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This is....

 

Well goodness I almost don't know where to start.  In a good way though, as this is just a list of one great idea after another.  Funnily enough, as Vauban is one of my four mains (most used among them) I actually am most drawn towards the Phase Lord idea.  I chalk that up to relabatility since I can almost feel like what it would be like to suddenly go into near panic-mode when one shows up.  But like you pointed out, it wouldn't be something without a counterplay which is gnarly.

 

It wouldn't make me any less willing to play as Vauban against those Infested at all.  It would however force me to reliably pay attention so as to not fall prey to my own traps.  Situational awareness shouldn't be optional and these foes speak to this very thought.

 

I also really dig the Wall Hugger pretty much in all ways, the whole concept just seems like something the Infested have needed for a long overdue amount of time.

 

Looking through every one of these and nothing strikes me as being a bad idea out of the lot of them at all.  Though of course as is the case with any enemy type, it's hard to say anything with absolute certainty without being able to face one.  But it all looks very solid to me.  The only slight thing I'd expect is for each among them to have a light bit of resistance to all CC abilities/effects.  By no means would I consider that necessary of course, but just by the initial reaction I feel like giving them somewhere around 35-45% CC resistance at base would be somewhat reasonable.  Make sure they can't just be lol-stunned by the frames they aren't a counter too, but still allowing those other frames to deter their approach/assault.

 

The other thing I do have is a pair of question in regards to the Titan's Bane, namely regarding the raw high damage provided by his 2nd and 3rd.  How much damage are we talking here potentially?  Will his 2nd also strip away the roll DR (which is ~85% or so) or does it solely apply to ability buffs?

 

I feel like it would be fair to let full HP players to survive a single strike from these foes so long as they time a roll... however this notion I have does lead to an issue based on the disparity between all our frames' HP levels.  Despite this curious thought, I still believe that the TB is also a very good enemy idea.  At the same time I do feel like it would likely be the least well recieved amongst them when looking out towards the playerbase at large.

 

Another issue that begs to be said;  How will these units react/interact with Radial Disarm?  That single ability that pretty much nullifies every enemy in the game at this point.  Would they still have access to some/all of their specials while disarmed but just have their primary ranged removed if applicable?  Going by trends with other Infested, the Wall Hugger's would be a candidate for having its ranged attack disabled, though I'm unsure as to whether or not allowing that would be good.

 

That's all that's sticking out in my mind for the time being.  Really good ideas for sure though.  I'll keep thinking on it to see if anything else strange pops into my head.

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You write this as if you want gameplay to be skill-based and for these enemies to be counterable by skill. Which is fine.

 

But then you have things such as complete immunity to certain kinds of damage, or immunity to any damage below a certain amount.

 

The problem with this is that damage reduction and immunity to specific things doesn't allow for any skill, y'see. You have enemies like the Manic, right, who go invincible. Then you wait it out, or cheese them. There is no counter to their invulnerability, and it takes options out of the players' hands.

 

This is also a problem with having counters to specific frames and weapons. It's punishing you for playing what you want to play, it's restricting choice, and random threats you have no control over aren't fun. Same problem with ice levels that reduce shields. Things you've suggested such as the Inferno Tech also work against it; weapons that are made to function over long ranges will be harder to use, such as snipers or rocket launchers. It's the same problem as the nullifier with its damage per shot cap; either you change your loadout to counter this one enemy, or you suffer.

 

Choice is they key factor. Your success should be based on your skill, not on your gear.

 

 

Minibosses are fun. Minibosses that have immunity to specific things and punish you for having your own loadout are not.

 

I understand what you're saying, but you forget that these proposed enemies only spawn during Team missions. If you're in a team that is all using the same frame and weapons, it might be a problem. It doesn't limit choice, it encourages diversity. For example, if you were to run into a Huntress, Tank frames would know to stay back, and let lighter frames take it down.

 

Also, Except for the Titan's Bane, I don't think I read any enemy that is straight up immune to damage. Using a specific elemental type is discouraged, but not ignored.

Edited by BloodForTheBloodGods
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I understand what you're saying, but you forget that these proposed enemies only spawn during Team missions. If you're in a team that is all using the same frame and weapons, it might be a problem. It doesn't limit choice, it encourages diversity. For example, if you were to run into a Huntress, Tank frames would know to stay back, and let lighter frames take it down.

But you still have one or two guys that suffer and can't do anything. It's not really engaging when you have to get your team (who could very easily just be rambo randoms collected in recruiting) to do everything for you while you try not to die.

 

I am reminded somewhat of having the stalker spawn only for teammates to ignore him while he instakills his target.

Edited by AdunSaveMe
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Once again thank you for the feedback Bob.

 

It wouldn't make me any less willing to play as Vauban against those Infested at all.  It would however force me to reliably pay attention so as to not fall prey to my own traps.  Situational awareness shouldn't be optional and these foes speak to this very thought.

 

That's exactly what I was going for :)

 

Another issue that begs to be said;  How will these units react/interact with Radial Disarm? 

 

  • Huntress is effected for sure! (Her melee claws steal health, should make a Loki think twice.)
  • Titans Bane shield and launcher is integrated into his arm. So (unless his entire arm is removed) I think he should be immune. His melee is devastating anyway.
  • Watcher only has melee. I see no reason to disarm him.
  • Shock Engineer is only immune while his field is up.
  • Faraday Osprey, like its Oxium Ospreys counter part, should be immune I feel.
  • Inferno Tech probably should be effected but because of his slow moving nature I would like to say is immune due to HDF.
  • Wall Huggers, Pacifier, Phase Lord are all infested with (technically:WH) biologically integrated weaponry and should be immune as usual. But perhaps WH are not.

If hard to exactly say without actually going a round with one.

 

Essentially 2 or 3 out of 9 will still be disarmed. One from each faction too. Didn't even plan that.

Edited by ItWasntMeIPromise
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But you still have one or two guys that suffer and can't do anything. It's not really engaging when you have to get your team (who could very easily just be rambo randoms collected in recruiting) to do everything for you while you try not to die.

 

I am reminded somewhat of having the stalker spawn only for teammates to ignore him while he instakills his target.

 

That is not a valid reason in my opinion. Except in the case of Alerts and Invasions, there is no reason to run a mission with a ragtag group. To build a coop game around uncooperative play, is extremely counterproductive.

 

This is also a problem with having counters to specific frames and weapons. It's punishing you for playing what you want to play, it's restricting choice, and random threats you have no control over aren't fun.

 

Except for maybe invasions crossfire (2 factions), you know which faction you're fighting. It's already evident that each faction has different vulnerabilities and strengths. This just plays off those. Volt and electrical weapons are very good against Corpus, having a enemy, Shock Engineer,  who makes these a liability, which would be very SMART of the Corpus (playing on logical retaliation of the Corpus).

 

 

Same problem with ice levels that reduce shields.

 

Git Gud. Although, is Ember effected by this? Frost? That'd be silly. Rhino skin should protect against too. It could probably do with a revising.

 

Things you've suggested such as the Inferno Tech, weapons that are made to function over long ranges will be harder to use, such as snipers or rocket launchers. It's the same problem as the nullifier with its damage per shot cap; either you change your loadout to counter this one enemy, or you suffer.

 

That appears to be the point. You have a Secondary, do you not? Do you carry 2 snipers? Am I missing something? It also says you can disable this field by shooting him in the back.

 

But you still have one or two guys that suffer and can't do anything. It's not really engaging when you have to get your team (who could very easily just be rambo randoms collected in recruiting) to do everything for you while you try not to die.

 

Choice is they key factor. Your success should be based on your skill, not on your gear.

 

You still have ALL the choices. "Each new enemy also has some sort of damage/charging mechanic that is designed to counter formulaic weapon play as well. And make teams work more cohesively." It literally says in the OP my desired reply to this.

 

Minibosses are fun. Minibosses that have immunity to specific things and punish you for having your own loadout are not.

 

Look at Damage 2.0, enemies already are effected by damage types differently and I'll repeat, except for the Titan's Bane, I don't think any said it was immune to damage. Titan's Bane is immune to damage from the front, due to his shield. His armour protects against damage below 150. I think this should be higher. Most weapons unmodded can beat this cap, making it not even necessary.

Edited by BloodForTheBloodGods
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How do they spawn. Are they always a risk of spawn (like Syndicates) or do you get flagged (like Stalker) Also if a Saryn and Volt are running a mission together, how is it decided which can / will spawn. Can more than 1 spawn? If using multiple Saryns in the same mission would that increase the odds of the hunter appearing.

 

The idea is:

 

They spawn like normal enemies, except much rarer, sort of like Neurodes. Once a mission, if you're lucky. More common in higher levels +35. Maybe 1 every 10 waves/10mins in Defense/Survival. Wall huggers will spawn in threes, in a group, and work together to take down prey. What's spawns is just random, not based on what frame you're using but still faction specific, like normal enemies.

 

When doing this idea, I'd say eventually it should cover all Warframes. Or (a slightly better idea for a reason I will explain) Have them target groups of warframes.

 

Yeah, that's a good idea. Some of these overlap as you can tell, although they're targeted to a certain Warframe, they should be a challenge to all Warframes. The idea is to provide a counter balance to the most formulaic strategies. Such as rushing with invisibility, spamming MP, Pull or anything that stops players thinking. I kept it at 9, 3 for each faction, because 3 is the magic number.

 

Motivation: What makes these any more than an annoyance. What I suggest are some new equipment for the hunters. It would work kinda like this:

Full set of gear, Primary, Secondary, Melee for each faction.

Unlike Stalker weapons these weapons are more like primes, in that they need parts.

So you can kill Huntress but she only drops the Blueprint for the Primary.

Killing watcher drops a component needed for the primary and so on.

Of course Sigils for each one too.

This will motivate players to hunt them, but also to use different warframes since if you need a component from Huntress its best to use a frame she is hunting for. (The drops would require 9 new weapons to be added)

 

All that's a good idea. I based all of them on existing models, to make it easier. It could be expanded on later. I'd like to see them drop rare mods (like the Event mods you can no longer get).

 

overall I think this is a good idea that adds a bit of variety to the game. The focus on mechanics is the important part. The key will be finding a mechanic that is not to OP but also isn't simple like Invul phases.

 

Thanks for the feedback, I appreciate it.

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The other thing I do have is a pair of question in regards to the Titan's Bane, namely regarding the raw high damage provided by his 2nd and 3rd.  How much damage are we talking here potentially?  Will his 2nd also strip away the roll DR (which is ~85% or so) or does it solely apply to ability buffs? I feel like it would be fair to let full HP players to survive a single strike from these foes so long as they time a roll... however this notion I have does lead to an issue based on the disparity between all our frames' HP levels.

 

Damage is High-ish. I does depend. I think the equivalent of a bombard blast maybe... Certainly almost always lethal to squishier frames. Remember this are strictly close ranged (and telegraphed) abilities. Flanking, speed and range is encouraged against the TB.

 

Mindlessly going head to head a player will (should) always lose.

 

The idea behind his 2nd is to counter Ironskin (and anything else) if Rhino makes the mistake of getting to close. It would strip any buff before applying damage. If player can time the roll right I see no reason why the damage shouldn't be reduced. That's rewarding skilled, thinking players. I think that's a awesome idea.

 

Despite this curious thought, I still believe that the TB is also a very good enemy idea.  At the same time I do feel like it would likely be the least well recieved amongst them when looking out towards the playerbase at large.

 

Maybe. Its all a idea. What is the exact factor you think players will rally against? Exact abilities and nuances can be changed if a good alternative is provided.

Edited by ItWasntMeIPromise
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Didn't quote the responses on the previous page because laziness.  Anyways those all seem like fine answers to me.

 The idea behind his 2nd is to counter Ironskin (and anything else) if Rhino makes the mistake of getting to close. It would strip any buff before applying damage. If player can time the roll right I see no reason why the damage shouldn't be reduced. That's rewarding skilled, thinking players. I think that's a awesome idea.

Yeah, I do feel that that's a very fair ability and it makes sense.  As far as the rolling part, I can't take a single shred of credit for that portion.  That all goes to DE since rolling literally gives us that much DR already.

 



Maybe. Its all a idea. What is the exact factor you think players will rally against? Exact abilities and nuances can be changed if a good alternative is provided.

I actually don't think any change needs to be made (personally speaking) on this one, think of it more as a gut feeling.  Having been around more than a handful of gaming communities and seen more than my fair share of foe types, you can tend to get a feel for what is hated and what isn't.  Players hating a foe is tricky sometimes, there are minor positives which can arise as well as negatives from it.

 

Specifically speaking, it's just the general punishing factor present on this foe comparatively to the others.  He's a razor's edge, one false slip and you're just toast.  There's nothing wrong with that by design.  It's just a design that is generally less favored due to the sheer black and white nature of it.

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The problem with this is that damage reduction and immunity to specific things doesn't allow for any skill, y'see. You have enemies like the Manic, right, who go invincible. Then you wait it out, or cheese them. There is no counter to their invulnerability, and it takes options out of the players' hands.

 

Hmm perhaps I need to rewrite the description. I'm not trying to make more timed invincibility or blanket buffed enemies like the manic or bursa.

My goal is to make specialists, with mechanics that make non-thinking and push button tactics problematic. Not flat stat increases or walking nerfs. These enemies don't spawn like Zunuka or Stalker. They are just dudes doing their thing, like any other enemy, until someone hits the hornet's nest. An they spawn randomly not in relation to their target. These enemies are as random and any other enemy that would normally spawn, just limited to one per mission (<35 for the most part).

 

Perhaps total immunity to a single element is too much. Maybe a 50% - 90% would be better. However, most enemies listed are not flat immune, for instance the shock engineer is not immune to electric damage he receives a buff from it. So do other most enemies.

 

I didn't think this would be so bad because these are targeted at high level players. And I though it would encourage players to work more as a team. Giving players a reason to switch between weapons other running out of ammo. And think about the abilities they are using. Only one of these Veterans will spawn at any given time, so only if every weapon your team has is the exact same element and they are all using the same frame would this truly be a problem.

 

The TB is designed as the epitome of what baby grineers what to grow up to be, a walking armored Tank. And as a Tank I thought making him immune to small arms fire (most primary's will easily produce over 150 damage) might also encourage players to utilize varied tactics, and think more about the weapons they are using. Only weapons with low damage/high fire rates will be effected.

 

 It's punishing you for playing what you want to play, it's restricting choice, and random threats you have no control over aren't fun. Same problem with ice levels that reduce shields. Things you've suggested such as the Inferno Tech also work against it; weapons that are made to function over long ranges will be harder to use, such as snipers or rocket launchers. It's the same problem as the nullifier with its damage per shot cap; either you change your loadout to counter this one enemy, or you suffer.

 

Perhaps I didn't explain this well enough. The Inferno Tech does have DR based on the range at which he is attacked. Range weapons (snipers or rocket launchers) will still do damage but not if they are use from a large distance (math example: DR=15%*(Distance Shot Was Fired From)). Once again the idea here is to make players change up their tactics, not restrict them. Keep them thinking on their toes. This concept is designed to throw a wrench in the plans of anyone camping in a corner or behind a globe.

 

Also on the back of the Inferno Tech is a exhaust duct is a (small hit box) although he might be resistant to range damage this duct is not. If destroyed his heat field is destroyed and he is vulnerable until it can recharge. This concept is not design to make restrict sniper play but to encourage skilled snipers to deactivate his shield, leaving him open for the kill.

 

These enemies charge attack respond in direct relation to how the player attacks them. Players do have control here as with other areas. Thanks for your feedback :)

Edited by ItWasntMeIPromise
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Well, theses seems really interesting, I havn't been in much details but the overall system is very promising.

Adding actual 'intelligent' ennemis ands pattern is a really good idea.

 

And I saw a sentence that catched my eye and I decided to do a little thing for you:

Keep in mind that this is complete WIP, things are subject to change, I also might add colors and textures.

 

YlSTqRBl.png

 

That's my interpretation of your Grineer Huntress, keeping in mind your original idea while adding a few things of my own.

The Miter actually don't look like one, but I was lazy to take references pictures; the locating darts and gravity-reverse thingy are supposed to be shot by the arm-mounted weapon.

 

(my signature is 'DD' because my steam's name is DoubleDamages, who thoses who wonders.)

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Well, theses seems really interesting, I havn't been in much details but the overall system is very promising.

Keep in mind that this is complete WIP, things are subject to change, I also might add colors and textures.

 

That's my interpretation of your Grineer Huntress, keeping in mind your original idea while adding a few things of my own.

The Miter actually don't look like one, but I was lazy to take references pictures; the locating darts and gravity-reverse thingy are supposed to be shot by the arm-mounted weapon.

 

You are the @(*()$ BEST!!! Not exactly what I was envisioning but that is so awesome thank you so much!!

 

Would you mind if I added that to the OP?

 

 

Edited by ItWasntMeIPromise
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