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Enemies Of The Tenno: Infested Submissions


[DE]Rebecca
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-Name Suggestion: Zombie/Infected Tenno

in the locations of contaminated no Tenno fallen in battle it is bad and it is logical

Behavior:

-Randomly appears on the locations infected

-Can be used as a melee weapon so far(if applicable)

-It has its own animation running and walking


Environmental Restrictions:

-Can use skills "Tenno" but not all(one for each infected)
-Fighting simple strokes (fists/middle weapons) or simply fire

-Agressive/Hunting

 

(I know that this is maybe already wrote but it's the best idea in my opinion)

Edited by _-AiD-_
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Name: Infested Mantid

 

Behaviour: Being an infested Grineer Scorpion, the Mantids are extremely agile and difficult to gun down even with fully automatic weapons. Will weave erratically with a running speed slightly faster than a regular Scorpion, making tracking targets difficult. This enemy relies on agility to close the gap between itself and its prey. Also capable of executing advanced mobility maneuvers like wall running, making hunting these monsters very difficult.

 

Physical appearance vaguely resembles a Grineer Scorpion, but their right arm has their blade fused in a downward-pointing direction, reminiscent of a praying mantis.

 

Being an ambush predator, Mantids will lurk behind corners, cling to ceilings or otherwise wait for prey to pass and then stalk them. If confronted directly, they are more likely to dash away than charge the enemy, depending on the distance.

 

 

 

Attacks: Prefers to ambush their prey. Lingering around corners out of sight or hanging from the ceiling and waiting for their prey to wander below, the Mantids pounce their prey, knocking them down and performing a high-damage finisher if the target does not react quick enough (can be countered by mashing the melee button once pounced, can also be knocked back if blocking). Once spotted, Mantids will try to close the gap and take lunging swipes at their target, preferring hit-and-run tactics over direct assault.

 

Environment Restrictions: Spawns wherever infested normally spawn, although enclosed spaces ideal for ambushes are preferred. To this effect Ships are best.

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Name: Infector
Behaviour: The Infector is a fragile creature responsible for reanimating dead corpses after infested invasions.  When it spots a tenno it will shriek loudly alerting nearby infested, then run and hide until provoked.
Attack: If provoked it will attempt to attach itself onto the enemy and stab at its enemy with a large proboscis made of bone and infested tissue dealing large amounts of Puncture and Toxin damage.
Environmental Restrictions: Due to their fragile nature they are not found in open conflicts, instead they appear only in areas that the infested have taken full control of(Such as the Derelicts or Dark Sectors).
 

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Name Suggestion: Hunter / Queen

Behaviour:

This would be a Grineer Scorpion deformed by infestation, but more then something that runs toward the player under the condition of LoS the player or a distance proximity. The would be a heavier type that is 3/4's Health and 1/4 in Sinew, with higher HP's then Ancients. Her AI would be attempt at enhancing what the Infested do well @ high levels; Controlling Player Movements. This unit will can crawl on the ceiling like a spider and leap to ground level, patrols (un-alerted movements) in the corners of ceilings, and is a enemy that is dangerous to a Tenno if un-handled, un-noticed, or not dispatched quickly. The unit also is easily distinguished by the glowing yellow eyes (like a Grineer). The idea is to instill a level of caution (and fear) into the player that is solo (or strays away from the group).

Attacks:

A leap from the ceiling (like a pounce of a leopard) would knock the player down, but this is under the condition of a close distance proximity while alerted. While alerted and past the close range proximity, the unit would shoot the Tysis (from a deformed arm or her mouth). In Melee Range while at ground level, the unit would dispatch a scoliac limb (maybe a arm or a tail). The idea is to have a important unit that can shoot at you will the horde restricts your movement options. The danger escalates if the unit pounces and enters melee range. This unit's attacks would be important because it would add a layer of caution to low to mid 20's Infested gameplay.

Environment restrictions: Crawls on ceilings, floors, pounces from ceilings, patrols the corners of ceilings.

(Optional) Art or Reference Images: (Max 3 images) [maybe will add when I get more time]

Edited by Takai
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Name: Infector/infected Tendrills

 

Behavior:

The Infector waves itself around slowly and agitatingly. It is an immobile creature as in, it cannot move. it has a small aray of spores around that heals any infected within its radius. When agitated, it will rapidly swing itself back and forth, as if trying to move.

 

Attacks/Abilities:

The infectors first melee abilitie is basic, since it has no arms or legs, it slams itself on the ground or on the player. Its second attack/ability is its melee spore attack. if within the radius of these spores, you will cough and choke up blood; and lose there health past their shields, healing the Infector, also any infected to walk in the radius of the spores will become slowly healed.

The infectors first long-ranged attack would be spike shot. Its top is completely filled with spikes protecting it from critical damage. they can shoot out at you once depending on your direction. when the spikes are gone they are vulnerable to crit damage. Its second and most leathel attack is spores, simply put. It shoot and array of spore from the holles on its top towards the player, they are slow but will follow the player for a short period. if the player inhales these spores then 1 of 3 things will happen: its first effect causes the player to cough and choke damaging them past their shields. its second causes you to shoot other players, its third, makes you walk towards it and into its health-draining spores.

 

 

Environment Restrictions:

Cannot survive in super cold conditions.

 

Appearance:

Tall with stems, pointy round balls on the top, cloud of spores sorounding, much like the spore species known as cordyceps.

 

 

pictures

 

Spgt30J.jpg

Edited by HewLibTaco
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Name: Infested Scythe

 

Behavior: Darts around the map cloaking whenever someone gets to close. Hunch over sort of "sniffing" the air and ground before rushing to the next spot. Will attack any and all non-infested to come within its range of vision.

 

Attacks: Main method of attack is to do a leaping rush at its target and slice wildly with its scythe hand, dealing massive slash damage and often causing the target to bleed (slash effect). Will then cloak itself and dart behind cover. Is susceptible to most gunfire and once the generator on its back is shot it will be unable to cloak.

 

Environment restrictions: Appear in only very high level infected invasions and Dark Sectors. (25-40)

 

Art: (Literature's an art form right?) Slender streamline (or as streamline as a infected can get) body shape with one arm from the elbow down replaced with a smaller replica of Lephantises scythe head. Hunched over most of the time, sort of cat like though, like its ready to pounce a lot of the time. Has a small generator sticking out of its back, which gives it the ability to "cloak" (will shoot of noticeable sparks from the generator and flash from time to time, so its not completely unfair).

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Please look at photos first:

1) http://imgur.com/1Sg73C1

2) http://imgur.com/cjG4vVE

 

Hope you guys like the idea

 

Name: Basilisk

 

Behavior: This serpantine infested is very fast, far surpassing event eh fastest of tenno. It uses hit-and-run as its main strategy, using it's large fangs to bite and inject a highly corrosive digestant into it's prey. It has even been recorded to slightly slow those who are afflicted. What they lack in armor and resistence they make up for with speed and potency. They also have a very severe weakness to ice, because of its slowing capabilities.

 

Attacks: Lacking limbs, and overall endurance, the jaws of this beast have become strong enough to crush through a Warframe. This being said, their main attack is to simply bite, and inject a powerful corrosive material and dealing puntuce damage to weaken prey for other infested to pick them off, then the beast proceeds to flee to return moments later for yet another devastating bite. As a secondary defense, they swing their tails to keep assailants at bay.

 

Environmental Restrictions: Because of no legs, they cannot jump, they also only appear when there is a large crowd of infested around, and are much more uncommon than their infested counterparts.

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Name Suggestion: Infested Tenno


Behaviour:  Like stalker or Grustrag


Attacks: Same of the frames 


Environment restrictions:  Same as stalker or grustrag


(Optional) Art or Reference Images: none, but i'm thinking of a infested version of the frames...


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Name: The Remnants

 

Behavior: A unit that gives is a bullet sponge. It can disassemble and then reassemble at a short range  away to avoid attacks. It walks slowly but is very resistant to most damage types except gas and fire, which are the only things that can do any major damage to it.It can eat dead bodies to heal itself aswell

 

Attacks: It has the ability to disassemble and shield other infested by taking damage for them in a cloud like state. It can lob slow "grenades" that explode into a small AOE of its body the darkens the screen and damages the player. It can whip its arms for long range attacks and it can do a small tornado spin to damage people in the immediate area around it, knocking people back.

 

Environment: It can appear everywhere but has a better chance to appear in orokin derelicts.

 

Art References: Combine these two images

 

 50569331368576135616.png

 

swarm4.jpg

Edited by TheOniStixx
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Name Suggestion: Clutchscythe

Behavior: Due to it's odd posture, the Clutchscythe limps around, when not alerted. However, it is capable of moving at medium speeds, by means of leaping and grabbing ledges with its front, scythe-like appendage. It is a carcass of many long-forgotten species, melded together by years of rot, filled with parasites known as "Clutch" that act as a structural support. Worms extend from the carcass as well. Usually not in a group. 

Attacks: Rears back on it's legs and slams it's scythe far our in front of itself; as its health nears 0, it rears up on it's legs, swings the scythe underneath itself, launching forward in an attempt to latch onto a player, draining their health, while restoring it's own, leaving a Toxic DoT.

Environmental Restrictions: Yes, Phobos, due to high heat, the flesh shield would fall apart.

Optional Art: 

Tried my hand at Sculptris for the first time.

http://imgur.com/Z2yQ5r2

http://imgur.com/VfRaVmJ

 

http://imgur.com/eVokmu1

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Moa Crawler

 

It is basically a crawler but it moves faster because its on top of a Moa.

 

It attacks the same as a crawler but has some Moa kicks too.

 

Only environment restriction is a infested map.

 

Don't have art but it just looks like a Crawler put on top of a Moa.

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Name: Tainted Aberration

 

Behavior: A Unique infested strain that is partially free from the infested 'hive' mind, causing it extreme agony and driving it into a rage, it lurks around the more out of the way areas (EX: vents) and will occasionally attack weaker infested.

 

Attacks: upon encountering a tenno, It will activate a carapace overshield and become immune to everything but channeling, it will also use long rang tentacle attacks that can strike, slam (less damage but AOE), and even fling tenno into the air. and if the enemies get to CQC situation, it has pressurized glands of fluid that deal viral damage.

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Name: Mester Inasa (Master Servant)

 

Behavior: The cloaked acolytes of the Infested Lords, they hide in the shadows and darkness to encourage and enrage the Infested. Avoiding direct contact with Tenno because of their light armor they use their vocal abilities to steer the infested to a chosen target or gather them for healing. They seem to glide upon the very air and will switch teleport with the farthest Infested within a given range if closed upon by Tenno. They tend to target the weakest Tenno to draw the others in to revive the fallen Tenno then overwhelm them with a wave of Infested. You may only see two or three per attack level.

 

Attacks: Noodkreet van liefde (the cries of love) which calls the Infested around them and heals the infected 25%. This also provides them with a buffer to ward off an attacking Tenno.

              Crier de Desepoir (Shouts of despair) which sends the Infested in mass wave at one targeted Tenno

              Twisted Glaive- A ranged weapon constructed of discarded bone and twisted armor that can be used to knock Tenno off their feet or from perches with impact damage. Higher level Mester Inasa can throw an infected twisted glaive to disrupted a Tenno's energy. Can also be used in close combat but is not very effective unless Tenno is attacked from behind by stealth.

 

Environmental Restrictions:  The Inasa are prone to come out at night and stay in the shadows during the day so they stay in tunnels and corners of rooms with little light. They appear to be flying but cannot fly over large crevices or chasms but allows them to float over Hydroids Undertow, Oberons Hallowed Ground and Vaubans Bounce traps. They also can resist Nyx's Choas and Nekro's Terrify.  They are very susceptible to long range and sniper attacks because of lack of armor. Their Twisted Glaive has only medium range so they must use stealth to engage.   

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Name: Brain Parasite


Behavior: This squid-like creature rides on the backs of other infested. While attached, it's tendrils temporarily fuse with the infested's nervous system and amplify its physical abilities as well as heals it over time. If the host it is attached to is near death, it instantly jumps to another nearby creature and attempts to fuse with it. The fusing process is so taxing on the Brain Parasite that it must wait a short time before it can attempt fusing again. If the Brain Parasite's host dies before it can attempt to fuse again, the Brain Parasite dies as well.

If it detects a non-infested creature close enough, it will attempt to jump onto it and fuse with it the first chance it gets. The Brain Parasite can be shot or cut off of its host, given that you can get behind its host first. (fusing does not work on mechanical enemies)


Attacks: The Brain Parasite's most dangerous attack is when it is trying to fuse with another creature. If it successfully latches onto a non-infested creature, it will gain control over it and have access to that creature's attacks and abilities. Meaning that if it fuses with a Grineer or Corpus, it would be able to use their own weapons against them or other Tenno. However, a Tenno's willpower is too strong for the Brain Parasite attempt to control one. It instead tries to slow a Tenno down by constricting it, providing an opportunity for other infested to attack while slowly doing direct damage to the Tenno's health.

On top of this, while it's recovering from the fusing, it protrudes two long tentacles with jagged hooks on the ends. It uses these tentacles like whips to maul nearby enemies. Or it can dig its hook into an enemy and drag them into a group of its fellow infested to feast on.


Environment restrictions: It can be seen occasionally anywhere. But given its predatorial nature it appears in invasion missions the most.

 

(Edit: Minor spelling and grammar fixes and minor clarifications)

Edited by Zyion
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Name Suggestion: Infested Snare

 

Behaviour:

Molds itself into the floor in which it wait for its prey. The mouth lays flat on the ground with only the teeth somewhat visible. Roots are ingrained into the walls and floor and tend to pulsate. Body is colored as its surrounding and tends to incorporate steel plates, dirt or other elements into this camouflage. Reacts to movements over the mouth area, closing instantly. The center has developed a bait system that will hold distorted crates, orbs, ammo piles or even dead bodies. Does not close around infested. When killed, body withers and shows a hole, typically full of crates which can be taken. If you die, you spawn OUTSIDE the mouth.

 

Attacks:  Entraps its victims in its mouth and does puncture and toxic proc during the duration of capture due to digestion and teeth. Immobilizes prey. Cutting roots will cause it to dispel a cloud of viral fluid.

 

The initial strike will cause impact damage and knock down prey when roused.

 

Environment restrictions:  Can only spawn on floors and walls. Appears only in derelicts and infested tilesets.

 

Art or Reference Images:

infested1.png

infested2.png

infested3.png

Edited by Anatolius
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Name Suggestion: Yarost

Behaviour: A fused amalgamation of Infested Corpus that saunters towards its prey, screaming in agony.

Attacks:  Fires Dual Flux Rifles in a continuous beam, which it charges with bioenergy. This requires pauses to recharge. Swings arms to strike at close range in a knockdown attack. Upon death, releases stored energy in an AoE.

Environmental Restrictions: Slow movement speed, as it is a fusion of infested Elite Corpus Crewmen. Usually found on spaceships and mined asteroids.

 

Artwork by user YamagataYugi

Description by user Superumouyun

 

Andrell_zpse1a2107a.jpg

Edited by Superumouyun
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Name Suggest: Infested Grabber

Appearance: Looks like a Corpus Crewman its head dropping to one side with a tentacle wrapped around the neck part should be a large opening in it's stomach with tiny grips that will help it grab onto objects possibly flinging them 

Behavior: It is far away from a horde of infested only when it looks like the Tenno will win or are still fighting will have 2-3 of them at one time use the opening in their stomach to grab Tenno (stunning whatever it grabs) doing toxic damage while doing it. The grappled Tenno will either have another Tenno shoot it off resulting in a exploder type of explosion and if no tenno are near by to help they can wait till near a drop or a series of button mashing to make it let go.

Enviromental Restrictions: Not on any Inner planets usually in Grineer missions whenever underground or corpus above ground and many will spawn in a tower mission

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Name Suggestion: (1-2 words max) Infested Banshee (Infested Screecher?)


Behaviour:  (max 200 words) A simple infested capable of making a high-pitched noise, causing more Infested to join the party. Along with that, it causes slight damage (not as little as runners do, though. jeez buff those things) and has a chance to stun (not sure if it'd be a good idea to have these things have 100% stun, those would be old-school runners)


It also causes slight visual distortion like Phorrid does. Or used to? idk


Shouldn't have more than a leaper's health, if not slightly more. It's screech is instanteous or very close to it. No armor or shields, since it's a weaker infested. Slow movespeed too.


Attacks: (max 200 words)  Within range of a Tenno, screeches; causing infested to flood the room it's in, dealing slight damage, and has a possibility to stun. Not able to cause other screechers to join. Shouldn't be able to increase extermination boundaries, neither.


Environment restrictions:  (max 20 words) Anywhere other infested are. Does not include clean voids (non-derelict).


Insert photo of screamframe here. jk. Honestly, i'd be fine with a recolored runner, although it'd be cool to see a new model for this (or whatever makes it into the game)


Edited by Ordel
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Alright! i have had a somewhat generic idea for a while. a long while.

Basically, its like a head crab. it is very small, and next to no Health, yet this thing is insanely annoying. in the infested swarm, there will always be more than one infested beast. so, the "head crab" or, what i would like to call "Grabling" or "swarmling" or any other "ling" latches on to you, slowing you, making it hard to run from a huge swarm of infested. they ignore shields, but don't do huge damage. if they are latched on for long enough, they will explode with slightly less force of Volatile Runners. In other words, these things are there to disable you, and since there will always be more than one infested out there, the other weird mutated things will Kick you while you are down. the latchers will be very fast, so they can catch up to Tenno Scared of the swarm. Now, in order to get them off, you will need to do a roll, or melee a few times. in case of the roll, one roll is sufficient, in this case, as it will knock down the things and temporarily stun them, or make them roll over on their backs. after a few seconds of violently spazing out on the floor, they will get back up and run away. after a bit of this, they will go back in for an attack. so, hit and run tactics. the AI might be hard to do, but this seems like a good idea to me. next, the melee. just attack once or twice, depending on the strength of your steel (or morphics). you can't go very fast when your spamming your weapon to get the things off, making it still a sufficient slow, to help the swarm catch up to you. at any rate, this was the basis of my idea. how it would look like? well, have you ever seen a Kabuto, from the beloved Pokemon franchise? or, if you want to hit me in the stomach for saying that, how about a Trilobite, if you prefer? The things will be Mainly in open area places, like outdoors and some defense and derelict missions. that is the basis for my idea, if i left something out, then im sure this idea is everywhere on the post forums. well, thank you for reading, have a nice day :3

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Alright! i have had a somewhat generic idea for a while. a long while.

Basically, its like a head crab. it is very small, and next to no Health, yet this thing is insanely annoying. in the infested swarm, there will always be more than one infested beast. so, the "head crab" or, what i would like to call "Grabling" or "swarmling" or any other "ling" latches on to you, slowing you, making it hard to run from a huge swarm of infested. they ignore shields, but don't do huge damage. if they are latched on for long enough, they will explode with slightly less force of Volatile Runners. In other words, these things are there to disable you, and since there will always be more than one infested out there, the other weird mutated things will Kick you while you are down. the latchers will be very fast, so they can catch up to Tenno Scared of the swarm. Now, in order to get them off, you will need to do a roll, or melee a few times. in case of the roll, one roll is sufficient, in this case, as it will knock down the things and temporarily stun them, or make them roll over on their backs. after a few seconds of violently spazing out on the floor, they will get back up and run away. after a bit of this, they will go back in for an attack. so, hit and run tactics. the AI might be hard to do, but this seems like a good idea to me. next, the melee. just attack once or twice, depending on the strength of your steel (or morphics). you can't go very fast when your spamming your weapon to get the things off, making it still a sufficient slow, to help the swarm catch up to you. at any rate, this was the basis of my idea. how it would look like? well, have you ever seen a Kabuto, from the beloved Pokemon franchise? or, if you want to hit me in the stomach for saying that, how about a Trilobite, if you prefer? The things will be Mainly in open area places, like outdoors and some defense and derelict missions. that is the basis for my idea, if i left something out, then im sure this idea is everywhere on the post forums. well, thank you for reading, have a nice day :3

 

See my post on Page 47. I've suggested something similar, I like your idea.

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I think it would be cool if you had a carrier unit for the infested. It would carry 10 - 15 smaller enemies that would be released in an explosion when it dies. it would have large pouches all over it's body that if the Tenno were to shoot, would kill the infested inside. The carrier unit would be called an infested carrier and the smaller enemies would be called infectors. The infectors would go to corpses nearby and latch on to them. Once they have latched on, they infest the corpse and it becomes an infested unit. The Carrier would be several shades of tan with light tan pockets that hold Infectors The Infectors would be the same shades of tan but have light red outlines on their legs. The Carrier would act like a healer for the Infectors but it would still attack the Tenno and the allies of the Tenno. It would be armored around the head and legs so if you shoot it in the head It would not be an instant kill and if you shoot it in the leg it would not slow down. The Carrier is  a low/mid level unit. The Infectors are a low/mid level unit The infector would always move towards the nearest corpse and attempt to infect it. the Carrier has no environmental restrictions but it does move slowly. The Infector would be unable to move up stairs and would be able to move at a slightly faster speed than most infested units. If you like my idea please let me know be emailing me at Lordbacongummybear@outlook.com. You have my permission to change my idea but I would like to be notified of the modifications to my ideas via email^. Thank you!

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Name : Infested Stalker 

 

Behaviour : Smooth ghost like movements . with fast almost teleport movements. Has weapon that shoots poison smoke dark in color to blind tenno or makes it hard to see whats going on .

 

Attacks : Has ranged and melee : Weapon that shoots a gas type weapon that can blind a player if caught inside it .

                                                      Melee :Dual ichor

 has saryn type attack abilities 

 

Environment : All infested missions much like the stalker he comes after you if you kill an infested boss .(the stalker needs a break and shouldnt be coming after you for killing infested bosses)

 

Note : Works like stalker but for infested missions only (mini boss) drops perhaps a

rare mod : "Infestor" MOD +30% Toxin / +30% fire at max rank :) Makes gas damage right of the get go

 

 

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Name :

Infested crusher 

 

Behavior:

the infested crusher will charge head on into battle at the slightest hint of an enemy. the larger the distance between its target and its self the faster but less maneuverable it will become. once the crusher hits its target stunning or knocking him over he will begin his grotesque attacks.

 

Attacks:

hammer shot- launches multiple hammer like blows to the victim dealing low damage per hit but a large amount over time 

slam- a heavy slow attack that cannot be interrupted where it raises its large hammer like hands together over its head and down onto the victim dealing immense crushing damage 

charge- in this move the crusher runs forth gaining speed with distance but also loosing accuracy launching the foe or stunning long enough to use slam 

environmental restrictions: 

none 

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Name: Kajukk

 

Behaviour: a chittering manifestation that procreates from freshly killed infested bretheren at an alarming rate able to convert ancients into multiple chargers or even leapers and suiciders into crawlers. unable to easily be seen due to biochemical reactions produced in large pools from the subjects remaining organs it manages to cloak when not distorting corpses into more enemies. it is very agile and can produce multiple false images of its self much like a loki but actually moves around and performs normal reactive actions much like the real one if seen. its moderately large size enables it to consume corpses quickly with long harmless tendrils that can be shot off with ease.

 

Attacks: though it is not meant for combat, its hivemind like properties allow it to order other infested to defend itself and the duplicates to ward off enemies as they quickly charge around gathering. remaining bodies to fuel the procreation process. that coupled with a limited camouflage and false duplication make it a master of confusion and endless cannonfodder creation. though due to the genetic overstrain of crawlers they cannot be used in the reproduction process of new infested.

 

Environmental restrictions: this creature would be fairly large, due to the nature it would be limited to large survivals and defense missions.

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