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Enemies Of The Tenno: Infested Submissions

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Suggestion: Infested Hoplite

 

Behavior: Hoplites are mutated, larger varients of Chargers using the bodies of heavier Grineer units like the Bombard or Napalm. This makes them heavily armored in combination with the Technocyte Virus. Hoplites spawn less frequently then Ancients, however when they spawn a single Hoplite will spawn in front of a larger group of infested. It will lead the charge against the Tenno or whomever stands in their way.

 

Attack: The Hoplite will stand still and after several seconds of buildup will launch a spike out of it's spinal column made of Technocyte, impaling into the closest enemy. They will be significantly slowed for a few seconds, giving the group of infested it had spawned with a chance to overwhelm them. This is their only method of attack and after launching the spike the Hoplite will withdraw back in order to avoid conflict as well as create another spike to launch. During this process the Hoplite will become more vulnerable and slow, allowing for a chance to eliminate it before it can attack again.

 

Enviroment Restrictions: Restricted to Tier 2 and above. The tier will also determine the composition of the group the Hoplite will lead.

Edited by RockCambo
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Name Suggestion: Plated


Behaviour:  The Plated is a front line tank for the collective. About 1 meter tall but very long and heavy. He has extremely thick armor on his head, chest, legs, and most of his back. Only attacks to the belly or rear do full damage. Turns to face opponents to get best use of his armor. He moves slowly and turns slowly, so can be flanked.

Attacks: Plated has a huge maul of a tail. His basic attack is to squat his front end down, raising his tail, which he sweeps in a large circle over his back hitting everybody around.  If there are multiple enemies nearby, he can also do a ground slam with his tail to knockdown.

Environment restrictions: None, but uncommonly seen

(Optional) Art or Reference Images: 

tVDsC4w.jpg

(creative commons: modified from original image at http://en.wikipedia.org/wiki/File:Euoplocephalus_BW.jpg)

Edited by Momaw
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Question: are we limited to only descriptions and images or can we use sounds with our submissions?

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Name Suggestion: Prowler

Behavior:

Rarely attacks in swarms, usually appears by itself or with just a few enemies.

Can move along walls and ceiling very quickly, tries to stay out of reach before dropping down to fight.

Made of Infested Sinew.

Built like a biped but moves like a quadruped.

Attacks:

Upon being noticed, releases a Magnetic damage pulse that destroys all lights in the area but has limited range to proc the effect on Tenno.

Can launch itself like a Leaper and engage in powerful claw attacks.

Environment Restrictions: Ships only.

Edited by 9TailedJackal
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Name Suggestion: Tikus (name not set in stone)
Behaviour: Charger sized rat-like critter. They tend to come in organised packs rather than hordes and can often be seen waving their mouth tendrils in the air as they are tipped with olfactory bulbs. They are capable of making a flying leap to close gaps.
Attacks: Leaps towards enemies before delivering either a wicked strike of the bladed tail (may proc bleed) or attempting to poison you at range with their tongue-spike hidden beneath their tentacled face (may proc corrosive). Can also resort to clawing.
Environment restrictions: Phobos is a no-go, as the heat dries out their olfactory bulbs as well as sand getting into their breathing gills.
(Optional) Art or Reference Images:

4ioc4l.png

Fear my amazing Paint skills ;_;

Edited by Tyrala
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Name Suggestion: Infested Plague-Wing

Behavior: Clings to ceilings and walls, flaps and glides around other Infested Units

Attacks: Its huge wings wrap around a victim's head suffocating it and blinding it in terror. It then vomits technocyte virus onto the face and into the mouth of the victim, quickly infesting the poor sap it caught by surprise. Against a Tenno, or any other prepared unit, it does corrosion or viral damage as the virus eats away at any protection they've vainly placed between themselves and horrific death.

Environment restrictions:  Only in heavily infested regions, like the Derelicts. Needs a constant resupply of Technocyte to survive.

(Optional) Art or Reference Images:

 

Basically, This is a combination Bat / Face Hugger

 

http://pldh.net/media/dreamworld/042.png

 

This, but Terrifying, probably more seamless between the mouth and the wings.

Edited by Lysander26
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Name Suggestion: Morgawr

Behaviour: In the watery depths of the Orokin Derelict, the Morgawr awaits, attacking any foe that crosses its electrified home. 

Attacks: Its giant tendrils are long enough to rival that of Hydroids, smacking anyone who ventures within its home. Causes massive impact damage, possible elemental effects depending on its location (Eg. Electrified pool, electrified attacks. Poison water, Poison attacks.). Has a special grappling attack, which restricts gun usage while squeezing the very life out of unsuspecting tenno! Use your melee weapon to slice and escape!

Environment restrictions: Yes, anchored to its home of water. Nonetheless uncommon in water based infested tilesets (fingers crossed :D), in the water pools of the Derelict, and sprouting newly infested maps.

 

Worth a try, eh?

Edited by Cj21forever

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Exiled

 

Behavior- Can sense other warframes within a certain radius, doesnt alert other infested. Lurks in the shadows, stays its distance and tries to hide, then berserks for a short time when tenno get to close to it and then tries to flee when it stops rampaging. It will start trying to do ambushes on the tenno that disturbed it and can slowly regenerate health when hiding. When fleeing, it can sprint and climb walls to hide. 

 

They were once tenno warriors who dishonered the lotus and were exiled to fight infestation for the rest of their lives.

 

Attacks- Heavy melee attacks (claws). Some have basic elemental attributes. Can knock players to the ground with ground slam like attacks. Starts attacking fast, as the berserk goes on it slows down. Does high impact damage with moderate slash and low puncture. 

 

Environmental Restriction- Derelicts

 

Art/References

 

Stands hunched over, looks similar to a excalibur but heavily infested and mutated

Edited by Pestilince
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Name Suggestion: Infested Hatchling

 

Behaviour:  Nests on the ground and walls when idle. Hatchlings will screech when disturbed by loud noises (gunfire) or attacked, drawing nearby Infested to the fray. Banshee can silence Hatchlings' screeches if the ability is cast before they are provoked. Hatchlings tend to fly away out of sight when provoked to nest elsewhere, which can potentially alarm Infested again later.

 

Attacks: None of its own. It's screech draws Infested to its location, and causes them to be in a frenzied state. Frenzied Infested gain a temporary attack speed bonus (e.g. Volatile Runners explode faster, Leaper takes less time to leap, etc).

 

Environment restrictions:  Spawns from Infested growths on the ground and walls, found on all Infested missions.

Edited by PsiWarp
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Name Suggestion: Reaver


Behaviour:  Made from fallen Tenno, Reavers appear like the Tenno they were created from, but  as tall as an ancient with longer digitigrade limbs, elongated , and hunched back. Their hands have grown into their weapons and their increased strength allows them to wield a melee weapon in one hand and range in the other. If the tenno was wielding a bow on their death an extra limb will grow out of their arm to pull the string. They will use their range weapons when far away or when their enemy is already surrounded by other infested. Up close they will swing their melee weapon, especially when surrounded by enemies. Occasionally the Tenno they once were will rise up causing them to attack their fellow infested in a rage.


Attacks: The Reaver wields both a ranged and melee weapon which it kept from its previous life. It will occasionally channel its melee to increase its damage. It will also randomly unleash the powers it once had, but as it can't control itself it will damage both enemies and fellow infested.


Environment restrictions: The Reaver is capable of wall running but is severely hindered by small spaces.


Edited by immolator1001
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Name Suggestion: Decel

Behaviour:  The "Decel" stands about 20-30 metres away of the Tenno. As all Infested, it attacks on first sight. It will run away if Tennos try to get closer.

 

Attacks: The "Decel" uses it's mouth to shoot poison. The projectile should be at least as fast as the Napalms Fire-Projectile. When it hits a Tenno, he will be slowed for 10-20% (whichever is okay. It shouldn't be OP). Also, it does Poison damage.

 

If the Decel's Health drops beneath 40%, it get's a little "powerup". It changes it's weapon. Instead of the little poison barrage, it now will shoot a short "beam" of poison (max. 2 seconds, before it needs to "reload"). This beam doesn't slow the Tennos, but it does Viral Damage. One Damage-tick a second. And it should hurt.

 

Environment restrictions:  It should stay on the floor, as it needs to flee from the Tenno. But you could also make it stationary and plant it on a wall/the ceiling. This would boosts it's variety too.

 

It appears where any other normal Infested can spawn too

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Name Suggestion: Maneater

 

Behaviour: The maneater is strong and fast. It has a spider-like leg movement, which echoes on the player's human psychology of fear of insects. 

It has 6 'legs' or 'arms', with opposing fingers, being able to use them all as feet or hands. As such, it is partially immune to knockdown. But can still be staggered. The maneater can jump and cling to ceilings and walls, similar to the hyena pack. it is supposed to be a rare and formidable foe, and on higher levels it will show up in packs. 

 

Attacks: The Maneater can shed its skin with a short-lived invisibility (1-3 seconds) to retreat if it is under heavy fire. It will appear as if the maneater is still in place being shred by weapon fire, then it starts vanishing in a gust of wind. It will have retreated to another position after this event transcurred, and is visible again. 

The Maneater can also spit a cobweb which jams the Tenno's weapon temporarily and impairs vision. The tenno will only be able to use melee for several seconds after hit by this attack. A Shader will garble teh screen, making it harder to target enemies. Think of a cross-breed of the blur which happens once a boss fight starts with the energi-draining attack which garbles the hud, with black rain added. 

It has a dark, brownish-gray skin with reddish rash-like patterns, and sparse, thick hair like a tarantula.

The maneater has Eximus versions with additional aura/elemental powers.

It will also do very fast attacks with its 4 frontal arms/legs while on melee range. these attacks hit only 1 target, but can be targeted at different Tenno if surrounded. 

 

Visual references: How the Super 8 alien moves like a spider, but has human-like appendages. 

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Name Suggestion: (1-2 words max)
Reanimator

Behaviour:  (max 200 words)

Made to fit the roles I talk about below.

Sits back and then runs up to any nearby ally that needs to be rezzed.

Attacks: (max 200 words)  

No dmg'ing attacks.
A PBaoe knockdown

A guy with a personal sized frost-globe type deal that stops aoes but can be pierced by a weapon type or two (like sniper rifles)

How you handle him changes from fight to fight, run in and melee him down? can you? enemies should come in groups now.  Can you bait him closer to you by killing a certain enemy? can you avoid killing enemies near him? should you just aoe grind down the guys around him then run?

Environment restrictions:  (max 20 words)
Leave this to people who are into that sort of stuff.

 

-------SIDENOTE----------------

 

This all really depends really where you guys wanna go with the game.

The combat needs to be entertaining longer (everyone who I talked to said the game was @(*()$ fantastic for the first while... then the combat just got repetitive/dull) and there seems to be two concepts the game can use to fix that....

 

Make it more of a shooter (quick response/actiony).

Then more, interesting, NPCs won't fix the problem.  Honestly, the game seems to have veered too far off to have a shot at this anymore.  The current game is just too MMO'y, too many blanket aoe/CCs to spam, too little of a focus on twitch shooting and precision shooting.

 

More of a team-game (people working together which makes the same map and mode play out really differently depending on how your allies are specced and what sort of enemies you have to break down)

Then you have to do allot more than just add new NPCs...

 

The best way to make it more of a team game would be to...

-push NPCs spawns more into waves instead of a trickle (4+ guys spawning at once instead of trickling in)

-push more NPCs into roles, like have a 'heavy unit' type for every army, a 'light infantry' a 'ranged sniper' (it doesn't have to be those exact roles) but the point is to get a somewhat similar sort of enemy team composition going.  From there players have to break down enemy teams... which if well done can make the same map, the same mission play out differently time and time again. 

-Tweak weapons to fit roles a lil more (sniper can pierce alpha walls, heavy weapons do suppressive fire and are good against a few unit types, exc.)

-and of course add in a few key NPCs to tie it all together, to make it more than a group of guys to mow down, like giving a few units alpha based walls they project in front of themselves, or NPCs sort of like Krill (but better) heavy machine gun/turret style enemies that plop down with 50~% dmg mitigation from the front but turn slowly and take full from the back (they are suppressing fire, makes cover/acrobatics matter more) or like the rez guy I typed out below.

Edited by blackhalo321
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Name Suggestion: Ancient Regressor


Behaviour: Pretty much like any other ancient.


Attacks: Attacks dispells the buffs the tenno has on hit. Has an aura in a small radius (10 meters or so) around itself that continuously makes buffs in the affected area decay twice as fast.


Enviromental Restrictions: Ground, doesn't fly, swim, wallruns or anything like that (pretty much like an ancient).


 


Art of reference: Nothing much different than an ancient in another color.


Edited by Renzor
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Name Suggestion: Latcher

 

Behaviour:  The Infested "Latchers" are small, parasitic creatures that are fragile and do little damage on their own. However, as their name implies, they are prone to gathering en masse to kill a single target. Once a single Latcher gets onto a victim, it quickly releases pheromones that call others to its position to attack the target. Latchers are quick to scatter and flee if the bulk of them is destroyed. They can be killed by either stepping on them or shooting them before they latch on to a target.

 

Attacks: The Latcher's main form of attack is to leap onto its target and begin to deal a small amount of damage over time. Once latched onto a target, a single Latcher will begin to call others to its position to also latch onto the target, increasing the damage over time done. This deals puncture and viral damage. To remove the Latchers, one needs to either roll or melee attack.

 

Environment restrictions:  None.

Edited by JerZeyCJ

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Name: Wisp

 

Behaviour: The Wisp is a smaller infested that surrounds itself in a toxic and flammable cloud. The cloud deals toxic damage over time, but if the Wisp is alerted, the cloud will detonate. The toxic damage serves as a reminder of its presence, as the cloud is difficult to see (like methane). However, the Wisp can be used against other enemies. If done before it explodes, the wisp can be picked up and thrown like a grenade at other infested, causing massive explosive damage. This works best if undetected, but can still be pulled off nonetheless. 

 

Attacks: The wisp has no physical attacks aside from its explosion. The explosion can be detonated by the Wisp, or if the cloud comes in contact with fire elemental damage (i.e. Ignis, Orgris, etc.). This function serves to make the Wisp more tactical than annoying like the arc trap. The toxic damage is only small over time, in order to alert players that a Wisp is in the vicinity. The Wip serves as a risk to Tenno with high reward. It can debilitate a multitude of other enemies, but can back fire with tremendous damage.

 

Enviromental restrictions: Possibly levels with fire damage, but I feel like that would make it more fun :)

 

Artwork hopefully coming soon. Thanks!

Edited by TheGlade
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Name : Juggernaut

Behaviour: smashing and trashing things and environment - an raging monster. sometimes appearing in groups. a big one - but not as much like in the arts but a little bigger than gorilla.

Attacks: trow heavy objects, tackles, punches, similar to those that would normally HULK do.

Environment restrictions: yes, it don't like confined spaces

(Optional) Art or Reference Images (from dark sector ^^):

gWDBPC4.jpg

9B08OD9.jpg

2kq9wZq.jpg

  • Upvote 38

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Name Suggestion: (Infested) Hunter


Behaviour:  this infested is ranged, it tries to stay far from its targets and uses ceilings and walls to keep its distance, but once an enemy is within 10 meters (maybe less) it will turn berserk, gaining health and armor and attacking its targets with its toxic claws


Attacks: can launch spikes at its enemies from a distance, which is its preferred method of killing. When it is up close it can emit a deafening howl, stunning any enemy in a 2 meter range (cool-down of 20 seconds, stun of 3) and allowing it to pin a stunned target until shot off by an ally or melee'd by the pinned target. While target is pinned it will be slashing at it with its toxic claws.


Environment restrictions:  none


(Optional) Art or Reference Images: N/A


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Name Suggestion: Smiler

Behaviour:  Twisted from heavily armoured Grineer clones, the bulky Smiler is a 'medium' form of Infested which fills the gap between the base form and the Ancients.  Its armour is now cracked and ruined, brightly coloured infested flesh spilling out of the rents, and its limbs are now infested weapons.  Its mouth is locked into a wide "grin", like the barrel of a weapon.  More slowly moving than Runners, it advances constantly, firing its weapons as soon as it is in range.  However, as long as it has its melee weapon it will not cease trying to get into close combat even when shooting.

Attacks: The Smiler has three attack options.  One arm is mutated into an Infested ranged weapon, integrated into its flesh - for example, a Synapse or a Phage.  The other arm is a sharp bile-encrusted slow-swinging melee weapon it uses as a scythe.  Finally, from its twisted grinning mouth it spits slow-moving needles.  All of these body parts can be destroyed with damage, thus allowing a Tenno to take out an attack option.

Environment restrictions:  Spawns only in groups, to mix up the dynamic of Infested missions.

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Suggested Name: Infested Stinger

 

Behavior: A winged, insect-like Infested that crawls upon walls and ceilings, it hides up on the ceiling or on walls, waiting to swoop down at unsuspecting Tenno. Upon attacking, it flies around in a jittery pattern, slashing with it's toxic front legs, or impaling Tenno with the stinger at the end of it's tail.

 

Attacks:

- A swooping attack from ceilings or walls to surprise unsuspecting Tenno.

- A slashing attack with the blade-like appendages on it's frontal legs (Deals Toxic/Slash damage)

- A piercing attack with the stinger at the end of it's tail (Deals Puncture/Slash damage)

- A diving attack to deal moderate damage and knock down Tenno, normally followed by an attack from it's claws or it's stinger.

 

Environment Restriction: None, however these creatures prefer large rooms to await for unsuspecting Tenno.

 

Art: (A rough side-view sketch)

AGCqVy6.jpg

  • Upvote 15

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Name Suggestion: Infested Arsenal

Behaviour:  The Infested Arsenal would stay at a range both to compensate for its slow movement and compliment it impressive firepower it will open fire upon its victims using the various weapons fused to its body, in wide open areas the Infested Arsenal will be found already rooted into excellent vantage points to lay down a suppressive fire upon enemies mowing down those foolish enough to stay in the open. In between battles it will “eat” the guns of fallen foes to both reload its weapons and add new ones to itself. Truly the Arsenal is the embodiment of the infested ability to adapt to its foes and an answer to the question of where all the weapons go whenever the Infested take over an area.

Attacks: The Infested Arsenal would have a wide array of Grinner, Corpus and possibly Tenno weapons fused into the center of its body and it would fire all of them simultaneously using muscle spasms making it a mobile weapons platform. In ship to ship battle it will lie in wait at the ends of corridors effectively blockading them and opening fire upon any non-infested that try to approach, in wide open areas it will scale walls and root itself atop high vantage points in order to lay down a suppressive fire for the infested ground forces.

Environment restrictions: It would find most use in wide open areas but could be viable for long corridors as well.

(Optional) Art or Reference Images: (Max 3 images).

Couldn’t find any images to do it justice but it would be thick slow and have allot of guns fused to its body.

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Name: Infested Anaconda

 

Behavior: Walks along the roof and walls. When close enough, it extends it's body and clings it's tail to the roof and tries to devour the target whole. Spews Radiation Clouds from underbelly.

Can camouflage

 

Attacks: Swinging it's tail and head around and Body Slams. Attempts to devour tenno.

 

Environment Restrictions: None, can easily squeeze into places.

 

Art Reference:

gigginox__the_creeping_venom_wyvern_by_h

y_soth_vampire_by_halycon450-d6cwgm6.jpg

  • Upvote 58

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Name: The Blessed


 


Behavior: This infested enemy is Fast moving, and blow bubbles with elemental effects,toxic,ice,fire..etc, and it creates a "area of effect" similar to the Torid upon impact of bubbles and upon Death.


 


Attacks: The Purpose of this infested enemy to create a area of effect,it moves similar to the oxium osspreay,it fires from a solitary space,then moves fast to the next spot to attack.running into bubbles,destroying the bubbles and killing the blessed all creates a "area of effect".


 


Environmental Restrictions: Each Version of the blessed have a reverse elemental damage effect to it,similar to the proscuters.


 


Description/reference:Floats Around Very Fast and has a  debilitating  aura around it.Causing major damage with elemental bubbles creating a "area of effect" upon impact.Like The Puffer Fish.


puffer_fish_5.jpg


Edited by (PS4)karpomusick
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Name Suggestion: Intelligence Seeker


Behaviour:  An infected creature with the aspect of a deformed civilian(like a tenno), It seeks power and uses his intelligence to use the environment's objects as his vantage, bewary of his other bladelike arm.


Attacks: Attack 1: The intelligence seeker can use his blade arm to pierce throught his enemies, if an enemy is equipped with a melee, he will instead attempt to parry the attacks and counter attack.


Attack 2: The intelligence seeker uses his tentacle arm to grab containers and explosive barrels to throw against his enemies in order to deal damage.


Attack 3: The intelligence seeker leaps upon the back of a tenno and attempts to sap his energy to prevent them from using their powers, can be shaken off with bullets or rolling.


Environment restrictions:  No restrictions.


 


I can't draw and i really wanna use my imagination on this one, i'll try to make it as looking as it is in my head and then i'll edit the post.


Edited by Mrevasivepants
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Name Suggestion: Wyvern

 

Behavior: A large, gliding creature (about ancient-sized with less health) that perches atop high places when idle. It has a long tail which is its primary weak point, covered in bioluminescent lights and ending with a sharp barbed tip. Its leathery wings are riddled with spikes that it can use for ranged combat when perched, but it prefers to swoop in and attack Tenno and other enemies by slashing them with its tail (high bleed/knockdown chance). After attacking, it will look for a place to perch and use its ranged attack before once again diving.

 

If its wings are damaged, or if it has to chase Tenno into a hallway with no room for flight, it will crawl on its wings and swing its tail to attack, hitting multiple targets and staggering units hit. It will not use a ranged attack in this scenario.

 

Attacks: 

A barrage of icy needles with a high cold proc chance. This attack does little damage and is only used between attacks after the Wyvern finds a place to perch and attack from.

- A dive attack in which the Wyvern flies past a person and hooks him/her with its tail. It has a guaranteed bleed proc and knocks the target in the direction the Wyvern is flying.

An attack in which the Wyvern swings its spiked tail around in an effort to fight at close quarters. It only attacks like this when it's in a room that it can't fly in.

 

Environmental Restrictions:  It only spawns in rooms with crates/pillars that it can perch on, including most defense maps.

 

When you walk into a room with a Wyvern in it, the Lotus will warn you that there is "something waiting."

Edited by MelonKnight
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