-Berserk- Posted April 30, 2014 Share Posted April 30, 2014 Suggestions and feedback needed. These suggestions only cover the Grineer and corpus factions. For a great Infested 2.0 read, check out this thread New Spawn mechanics Enemies spawn in a squad, a group of seven made of; 4 basic units, 2 special units, and 1 leader with a % chance of being an Eximus. Enemies under the influence of a leader will move as a group and stick to cover while using new special abilities they can only use while under their influence. "Rouge" enemies encountered in small or large groups behave independently and while they cannot receive Leader buffs other than from an Eximus, they are not effected by their deaths. New and Altered Units/ Grineer. Grineer Captain(leader)- Heavy armored, Grineer captains Buff nearby Grineer, improving aim and fire rate while making them more aggressive and tactical, stacks with nearby regulators. Killing the captain breaks the squad morale and temporarily de-buffs them until they regain their composure, nearby Regulators decrease the time needed to stop panicking. Killing them is a high priority to lessen the tactical effectiveness of an enemy squad. Ballista- (specialist) Slow rate of fire but does very high damage to shields. Her special ability, Wrath, fires a shot that overcharges shields slowing the rate at which they recharge. Wrath can only be used when under the influence of an allied Leader. Seeker- Special ability, Marked, allows them to highlight enemies for fellow Grineer to take down. Marked Enemies take more damage and are targeted more aggressively. Marked can only be used under the influence of an Allied Leader Grineer Ranger- (rouge) A two man team, Ranger use advanced tactics to take down prey. Hunters are armed with a Grinlock repeater rifle that can stagger with deadly consistency. Ravagers are armed with a Dragoon Flack Cannon, using a short lived cloak to get the jump on enemies. Rangers come armed with various traps from magnetic mines to poison gas bombs Rangers are not to be underestimated. Heavy Gunner(specialist) - Special ability Suppress; The heavy Gunner lays down a line of fire decreasing the accuracy rating of weapons by % value. Suppress can only be used when under the influence of an allied captain. Squad makeup/Grineer; 1 Leader- Grineer captain/ Random exumis 2 specialist- Heavy gunner/ Napalm/ Bombard/ Ballista/ Shield Lancer/scorch/seeker/eviscerator. 4 Riflemen- Lancer/ Trooper/ elite Lancer. Grineer Rouges; Large Groups- Butcher/ scorpion. Small groups- Butcher/ scorpion/ Flam Blade/Power Fist/hellion/Rangers/Guardsmen. Individuals- Butcher. New and Altered Units/ Corpus Corpus GM (leader)- heavy shields- same function as Grineer Captain. Corpus Bombardier(specialist)- Armed with a Penta, Bombardiers have potent knockdown effects. Their special ability, Hail, allows them to fire barrage of grenades. Corpus War Hawk (rouge) Taking a page from the Grineer, the warhawk is more machine than man, prosthetics made from Oxium make them light enough for a specialized osprey lifts them high into the air where they have a great vantage point to snipe with their Lanka. They have a chance to Proc for magnetic damage scrambling shields and Tenno energy pools. (replace marksmen) Oxium Osprey (Rouge) Equipped with an Amprex, Oxium Osprey are lightweight and fast moving around the battle field in erratic movements to close the distance with their lightning weapons. (no more silly suicide mechanic) Squad makeup/Corpus ; 1 leader- Corpus GM/ Random Eximus. 2 specialist- Bombardier/ Tech/ Shockwave Moa/ Fusion Moa/Rail gun Moa/Anti Moa/Shield Osprey. 4 riflemen- Crewman/ Elite Crewman/ Moa/Detron crewman. Corpus Rouges; Large groups- Prodmen. Small groups-Mine Osprey/ Oxium Osprey/leech Osprey/ Scavenger drone/ Prodmen Individuals- Prodmen/ Scavenger Osprey. Link to comment Share on other sites More sharing options...
OtakuTom1992 Posted April 30, 2014 Share Posted April 30, 2014 I'd like to see the Grineer lancers use shield lancers more effectively it's rare for one to go behind them for cover and when they do their head is always popped right in my line of fire :/ Link to comment Share on other sites More sharing options...
Dtexas Posted April 30, 2014 Share Posted April 30, 2014 Minibosses should be added. And they should have the old boss models and be renamed to "*boss name here* apprentice" (ex: Vay heks apprentice, Captain Vor's apprentice). They should use the old boss abilities and maybe throw in some new ones as well. This is a perfect way to not waste old enemy models and they can have codex entries along with their own drop tables. Link to comment Share on other sites More sharing options...
XenosInfinity Posted April 30, 2014 Share Posted April 30, 2014 The immediately obvious problem is that Ranger teams and Bombardiers would murder everyone instantly. Other than that, nice idea. Link to comment Share on other sites More sharing options...
-Berserk- Posted April 30, 2014 Author Share Posted April 30, 2014 I'd like to see the Grineer lancers use shield lancers more effectively it's rare for one to go behind them for cover and when they do their head is always popped right in my line of fire :/ That's more of an issue with enemy A.I. something held back by the procedurally generated maps, or so I hear. Really Shield lancer should spawn in groups of three or four to form something like a phalanx, but again that's an A.I issue. The immediately obvious problem is that Ranger teams and Bombardiers would murder everyone instantly. Other than that, nice idea. The opportunity is there for sure and that's the point, we are so powerful, enemies only recourse is to add more health or damage. Six Napalms are a challenge but for the wrong reason. Link to comment Share on other sites More sharing options...
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