-Upgreid- Posted May 16, 2014 Posted May 16, 2014 (edited) Hey guys, I was thinking about how we could make bosses a little cooler, and I came up with a few ideas: First of all, the mission would begin with having to destroy/hack/insert a datamass into several different objectives under the guise of gaining access to the boss room (these would take place within the mission), which would make things a little more interesting gameplay-wise, prevent boss rushing, and also allow for better shots at mat farming. Then, we'd have the follow of the reworked bosses (the ones DE hasn't done yet). I wanted to add a little more strategy and make them less like bullet sponges and more like real bosses, so here's my take on it. I'm using a lot of spoilers to keep this clean, but there isn't too much to read. Please feel free to reply! -Upgrade First, Corpus: Reworked Jackal: Update his model and make him smaller. May also want to add lasers that the Jackal will fire when facing you directly. Then, give Jackal parkour skills, and teleportation as well. His room will be multiple floors, with the Jackal leaping from floor to floor in a wild chase. When he goes down to half health, Jackal will slide the floors into the walls, and leave us with a familiar arena. At this point, the boss battle continues as we know it. Reworked Nef: After being given a unique model, Nef Anyo will have a Lanka with a key difference: it's hit-scan. You'll see why in a moment. He'll be up on a roost, accessible by a difficult climb (or shooting). However, his room will be shielded from the outside. He'll be a parkour boss: You have to parkour through various cliffs in his boss room, leading to four shield generators (which are easy to destroy, but heavily guarded by either Zanuka/Hyena/Mini-Jackal models). He'll be shooting at you the entire time. Nef will also be an expert in the art of deception: He can create holographic copies of himself at different points in the arena. His decoys will be capable of dealing damage, but once shot, these decoys will be destroyed. Then, the real Nef will teleport himself back up to his post and reactivate three of the generators. This cycle will continue, decreasing until there are no generators left, and then Nef will attempt to take you down with an overpowered Prova. Reworked Raptor: The raptor will be a much larger proxy with helicopter-like blades visible in the wings (used to keep it in the air), with great speed. Powered by conventional jets, he has armor (unlike most Corpus), shields, and high health. The boss battle will begin with a shield generator. This generator is in the building of the current arena. However, the Raptor will have walls in place to block your path, and you'll need to navigate through the (rather short) maze. Once this generator is destroyed, the walls will fall and you will be free to attack the Raptor. He will fire tracking missiles, like his current form. His weak spot will be the aforementioned helicopter blades. After firing at these and getting him to two-thirds health, the blades will jam, and he'll begin using jets to get around. At this point he will strafe across the arena, dropping explosives that explode on impact. Once down to one-third, he will resume using helicopter blades, and begin firing a pair of Pentas (hidden in his main body) at the players, which explode three seconds after hitting the ground. The grenades will be significantly larger- large enough to be a target. (Hint, hint). Use these grenades to kill the Raptor. Reworked Ambulas: Ambulas will be the final corpus boss, and that means he'll be the most powerful thing that the Corpus could come up with: A reconstructed Tenno Warframe. He'll have boxy Corpus parts, much like Valkyr, and will resemble that Excalibur that we saw cut up in the PS4 trailer. He'll use an AI similar to that of Stalker, using modified abilities. He will use a Phase Dash, phasing through objects and doing damage on landing, Radial Blind, which will create an Impact proc, without the blind (because that's too much like Broken Lights). Then, Super Jump will be like Normal. His final ability will be a modified Radial Javelin, dealing a large wave of electric damage. He will have a shield generator making him impervious to enemy fire, and it must be destroyed by engaging in close combat before killing him at range. He'll carry an Amprex, along with a Cestra and Lecta. Then, Grineer: Reworked Tyl Regor: Give him armor of Lech Kril's class, but with jet boosters rather than a cooling system. In this form, he is slow, but extremely well-armored and powerful. Tyl will use his jets to 'Slash Dash' himself into opponents. Rather than a Skana, he will wield a Jat Kittag. His attacks will range from spinning the Jat around in circles, doing damage in close combat, and slamming it into the ground to create a damaging shock wave. His weakspots will be his armor: a plated area will glow with heat in his back when he uses his jets. Attacking this area enough will cause it to fracture, allowing you to attack while he recovers. Continue shattering his armor until about half health. At this point, he breaks the rest of the armor, revealing him in a far more agile form (which is similar in appearance to the armor of Captain Vor). In this form, he is capable of wallrunning, sprinting, jumping, and doing backflips and parries. He will be completely immune to non-melee attacks (with the exception of abilities). He will be immune to their CC procs, and will only take damage. Lech Kril: Give him a Brakk instead of a Gorgon to make him a little more close-ranged. Reworked Kela De Thaym: Kela will now be a dangerous adversary, deploying Arc Traps and firing her Grinlok at any Tenno who approach. Her first phase will consist of her deploying Arc Traps. As soon as she gets into range, use these Arc Traps to do damage to her. Once she reaches two-thirds heath, she'll begin firing her Marelok while dropping Arc Traps. Defeat her in the same manner. Once she reaches he third phase, she'll stop dropping Arc Traps in favor of throwing grenades, firing her Marelok, calling grunts, sending out Rollers and Nervos, and hiding behind a temporary protective wall (which she drops from a vauban-like grenade). Her weakspot will be anywhere- just don't get hit by Rollers! And finally, Infested: Reworked Phorid: Phorid's weakspot will be his head. His claws are poisonous, and he has an ability to slow all Tenno around him. He will follow and attack in his first phase, just like his current iteration. His abilities will include Miasma and Venom (yes, I know these are Saryn abilities, but come on people, he's Infested). He'll be vulnerable to slash damage, so high Slash weapons or melee is the best way to defeat this stage. At half health, Phorid will grow into a monstrous, armored brute (armor comes from advancing Infestation stages). Here he takes on Rhino Stomp, throwing you into the air for a couple seconds, but this also renders him immobile (Remember the other enemies? They're a problem now). He'll also throw rocks, bat you aside, and charge at you. He'll have exploding green pustules that will detonate and cause DoT if you come into melee range at this stage, so it is highly recommended to shoot him. He'll have weak areas with a visible orange glow that you can attack. This will reduce his armor and destroy the plating there, preventing pustules from forming and causing heavy damage. This will render the body underneath vulnerable to Slash once again. He'll be weak to Gas or Corrosive, much like Infested in Dark Sector. I'll include J3 if anyone asks for it! Edited May 16, 2014 by UpgradeInProgress
Sasquatchias Posted May 16, 2014 Posted May 16, 2014 I think Lech Kril should also be a bit faster with his melee attacks, and have some kind of charging/leaping attack. He could also have some increased speed or something to chase down players.
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