Jump to content
Almighty_Jado

The Legion of Tau 4.4: Sentient Open World with new ENEMIES, WEAPONS, VEHICLES and more | Includes artwork | COMMUNITY CONTEST NOW LIVE!

Recommended Posts

Here we go! A new (and very large) addition to the Sentient forces!

SENTIENT FERROLYST
Ferrolyst by AlmightyJado

Info:
The Ferrolyst is an ancient, dirt covered Sentient that spends most of its time buried underground, in a hibernating state. These huge Sentients were once used for the original Terraforming of the planets in Tau's system, intended for precisely altering the landscape in small areas. Their potent abilities to change gravity by changing the density of the ground, change air temperature, and other environmental aspects make them incredibly powerful Sentients in combat.
Gameplay:
-Ferrolysts usually remain buried underground, with only the 4 "prongs" on top of its main carapace exposed. If enough Sentients are killed nearby the prongs, the Ferrolyst will 'awaken,' causing the ground to begin to rumble violently, with glowing cracks forming in the ground. After 10 seconds, the ground erupts, dealing massive damage to any Tenno caught in the area as the Ferrolyst emerges onto the surface.
-Ferrolysts have 3 combat stages, similar to Eidolon bosses.
STAGE ONE:
-The Ferrolyst slowly lumbers around, using attacks periodically while remaining invulnerable to all forms of damage except Void; its overshields must be depleted exactly like the Eidolon using Amps and Void beams
-The Ferrolyst can increase the gravity in a 100 meter radius around itself for 20 seconds, causing all Tenno in the area to have a greatly decreased ability to move vertically, affecting jumping, bullet jumping, and any abilities that pull players upwards, like Zephyr's Tailwind, Valkyr's Ripline, etc. Void Mode cancels out this gravity well, meaning Void Dash is not affected. In addition, players who get knocked down take twice as long to stand back up while in the gravity well. This ability is mainly used by the Ferrolyst to make it harder for players to dodge its other attacks, as well as other Sentients' attacks.
-The Ferrolyst can release an acid from underneath its "head," leaving patches of chemicals that deal Corrosive damage per second with a high status chance.
-The Ferrolyst can be damaged by depleting its shields and then destroying one of its two Energy Synovias. WARNING: The Ferrolyst will permanently become immune to the majority damage type used to destroy that Synovia. After destroying it, the Ferrolyst will reactivate its shields and begin stage 2.
STAGE TWO:
-The Ferrolyst no longer moves, but becomes more dangerous. Its shields must be depleted again with Void Beams or Amps
-The gravity well gains an additional 100 meters of radius for a total of 200 meters
-The acid rain patches are released more frequently.
-The Ferrolyst gains the ability to leap up to 50 meters in a direction, dealing impact damage in a 75 meter radius as well as causing several rock walls to pop out of the ground, each one lasting for 60 seconds. Rocks walls must be climbed over, and act mostly as obstacles for players to overcome
-The Ferrolyst gains the ability to alter the air temperature so that it becomes very hot. It begins to target an area before causing that area to drastically heat up, dealing heat damage to any players in the zone, as well as inducing a heat proc
-The Ferrolyst can also decrease the air temperature, targeting an area and dealing cold damage while inducing a cold proc
-The Ferrolyst can begin to pour large thunderclouds from its 4 back "prongs," which fire lightning bolts at Players dealing electrical damage. These lightning bolts CANNOT BE DODGED, but do not deal heavy damage, forcing players to prepare for a consistent source of incoming damage for a short period.
-The Ferrolyst can be damaged by depleting its shields and then destroying the last of its two Energy Synovias. WARNING: The Ferrolyst will permanently become immune to the majority damage type used to destroy that Synovia. After destroying it, the Ferrolyst's two legs will fall apart, causing its head to fall to the ground. Stage 3 then begins.
STAGE THREE:
-The Ferrolyst no longers moves, and no longer has shields, so it may be damaged directly. Remember that it is now immune to two different damage types. It also becomes increasingly dangerous as it attempts to fight to its last breath
-The gravity well gains an additional 100 meters of radius for a total of 300 meters. Additionally, the gravity well is permanently activated until the Ferrolyst's death
-the acid rain patches are now always present around the Ferrolyst's head as acid continually pours out of its skull
-The Ferrolyst's temperature altering abilities are now more frequent and deal more damage
-The Ferrolyst no longer creates stormclouds, but summons electrified tornadoes that move quickly and deal electricity damage per second. Players must stay on their toes to avoid these!
-The Ferrolyst also calls Portalyst reinforcements periodically during Stage 3.
-The Ferrolyst is defeated when players deal enough damage to its head

  • Like 4
  • Woah 1
  • Upvote 7

Share this post


Link to post
Share on other sites

Added my own artwork for a Title Update logo. Took a more Sentient inspired version of the usual Lotus, which I figured was appropriate given the nature of Space Mom.

Also, if YOU who are reading this have any ideas you would like to contribute, feel free to drop them off. Do you have an idea for resources? Other economy systems? Weapons? Environmental hazards and other aspects? Wildlife? Structures? IF YOU HAVE CONCEPTS ABOUT SENTIENTS AND TAU, VOICE 'EM!!

I will consider any and all ideas, and I'll make sure your name gets included in the big post!

Share this post


Link to post
Share on other sites

Well, I realized that I've made a lot of powerful heavy enemy units, but no "fodder" enemies quite yet. So I present to you the...

SENTIENT LEKALYSTLekalyst by AlmightyJado

Info:
The Lekalyst is a combination melee and ranged enemy. They act as guards at Sentient outposts and space stations, using their Trident Rifle to shoot 'n skewer any foes they come across. Lekalysts are not as deadly as Battalysts when it comes to ranged attacks, and are not as adept at close range fighting as Conculysts are. Instead, Lekalysts are a combination of decent ranged AND melee combat.
Gameplay:
-Lekalysts' head hit box is located in the center of its body (the glowing circle structure). The head-like shape on the top of its body acts as only a sensory station; hitting a Lekalyst there will deal no additional damage. The head hitbox is located at the Lekalyst's center so it can guard it more easily using its arms and weapon to block shots from landing on it. Note that since the Lekalyst's body cavity is hollow, its "head" can be struck easily from behind.
-Lekalysts can stab at nearby Tenno using their Trident Rifles dealing puncture damage
-Lekalysts can fire three-round bursts at Tenno outside of their melee range, dealing impact damage.
-Lekalysts will continually move forward while using ranged attacks in order to get into melee range. They will not seek cover under any circumstance.
-Lekalysts can levitate a few feet off the ground and hover horizontally quickly and suddenly to dodge shots from players or close distance.
-dealing enough damage to the Lekalyst's Trident Rifle (or Disarming it with a Nyx/Loki) will cause it to break off. The Lekalyst will then resort to firing lasers out of its shoulder mounted armour cannons. During this time, Lekalysts can spin around 720 degrees, dealing high radiation damage around them with every spin
-As a Sentient, the Lekalyst has the ability to adapt to damage type from attacks: a Sentient's health is gated such that upon its hit points falling below a fixed percentage, it will grant 95% resistance to the damage type it has received the most. The Sentient will adapt to damage after losing 20% health, and every 15% more health lost after that. Subsequent adaptation will be done in descending order of damage proportion for each health gate. A single Sentient can adapt against a maximum of six damage types. On adapting to a damage type, the color of the glowing core on their chest changes to the corresponding damage type they recently adapted to, along with displaying the icon of said damage type below their health gauge. Like with all other Sentients, using the Operator's Void Beam will remove all their damage resistances. They can still regain their resistances however but the Void Beam will always be able to remove them. Lekalysts are also capable of adapting to debuff-based Warframe abilities such as Nova's Molecular Prime, with each subsequent uses reducing their duration linearly by 33%, down to 5%.
-unlike Battalysts and Conculysts, Lekalysts CAN be affected by ragdolling, movement impairing abilities, and status effects.

Edited by Almighty_Jado
  • Like 1
  • Upvote 2

Share this post


Link to post
Share on other sites
On 4/7/2018 at 1:38 AM, Almighty_Jado said:

Greetings! So recently I found out that Sentients are incredibly fun to draw. Their weird, alien, part organic, part mechanical nature makes them just super easy to experiment with weird yet cool designs. So after drawing a bunch, I decided that it would be fun to not only draw these guys up, but also list them all out with a full in game set of mechanics.
LegionofTauLogo Small by AlmightyJado
And so begins my little venture into "The Legion of Tau." Most of these enemies are designed for open world type level set in the one place every Warframe veteran wants to go: the Tau System, the current homeworld system for the Sentients. All enemies are incredibly powerful and not easy to take down, requiring a huge combination of team coordination, high level weapon and Warframe builds, and situational awareness! As I expand my list of enemies, I may begin to delve into landscape and economy details, but for now I'm going to stick to posting my artwork and writing up 'gameplay'. Leave any comments!
NOTE: Yes, I used Excalibur Umbras as a scale unit. It's supposed to represent the future of Warframe :P

SENTIENT PORTALYST

  Hide contents

Portalyst by AlmightyJado

Info:
Portalysts are Sentient summoner/scout enemies that patrol the skies of Tau Ceti F, scanning patching of the ground with its twin ocular devices. If they spot enemies, they descend to the planet surface and begin to electrocute the ground with Sentient energy using the tendril-like array underneath its main body disk. The Portalyst uses this Sentient energy to temporarily animate raw materials in the earth to fight like Sentient Warriors.
Gameplay:
-Portalysts have very high armour and health, but are not very fast, and rely on Vukolysts to deal damage (no innate attack moves)
-Portalysts have a weakspot behind their head (the neck) which takes massively increased damage.
-can sustain up to 5 Vukolysts at once; killing a Portalyst will cause all of its associated Vukolysts to instantly fall apart and die.
-Operator Void Beams/Amp attacks can be used to strike the blue 'tentacles', which deals no damage to the Portalyst, but will cause all of its summoned Vukolysts to die. This is effectively a way to remove annoying fodder enemies so you can attempt to take down the Portalyst

SENTIENT VUKOLYST

  Hide contents


Vukolyst by AlmightyJado

Info:
Vukolysts are demi-Sentients created and puppeteered by Portalysts. These enemies aren't incredibly powerful, but can deal quite a bit of damage if they are allowed to build up and keep attacking.
Gameplay:
-Vukolysts are melee based attacks, and will opt to attack with melee strikes majority of the time. They can warp-dash short distances to strike at Tenno who are just out of range.
-Vukolysts also have a powerful ranged laser beam attack which they will use if a Tenno evades their melee strikes enough. The Vukolyst will begin to glow a bright blue while "charging up" for 2 seconds before unleashing a laser beam that deals puncture damage with guaranteed proc chance. The laser lasts for 5 seconds, and will tick for damage 5 times every second.

SENTIENT ZORDALYST

  Hide contents

Zordalyst by AlmightyJado
Info:
A tall, powerful Sentient originally designed as a mobile "hacking" platform for Sentient assaults on Cephalon Datavaults. Their polearms could take out entire legions of Dax Soldiers in a single swing. Their ability to connect to and generate Datascapes made them extremely powerful at turning the tides of a battle in mere minutes.
Gameplay:
-Zordalysts are invulnerable to all damage. However, when charging some of their attacks, the center of their "halo" will begin to glow (like in the illustration above). Striking the center with a Void Beam or Amp attack will cause the Zordalyst to take damage equal to 10% of its maximum health, as well as leave it open to weapon attacks for 5 seconds.
-Zordalysts have an extensive attack move list.
-Zordalysts can sweep the ground in front of them in a cone, using their polearm to deal heavy slash-based damage to any Tenno caught in the area of effect.
-Zordalysts can jab at nearby Tenno using the pointed spearpoint on the bottom of their staff, dealing massive puncture damage.
-Zordalysts can sweep with their bladed feet 360 degrees around themselves, knocking down all Tenno hit and dealing slash damage.
-Zordalysts can charge a powerful shot from their railgun limb (the limb with the 3 rings), instantly killing any Tenno hit by it. Also causes a magnetic proc in a large area of effect around the point of impact. This ability has a 5 second charge up time and can be interrupted by firing Void Beam/Amp attacks into the center of the "halo"
-Zordalysts can use their key limb (the limb that resembles an energy blade) to tear open a portal to a confined Datascape. The Zordalyst will quickly slash the air, opening a large, Rift-like portal that causes all Tenno in a large radius to gravitate in. This portal can be prematurely closed and any Tenno sucked in will be released if the Zordalyst's "halo" is struck by Void Beams or Amp attacks.
-If all 4 squad members get sucked into the Datascape,  they must fight the Zordalyst inside the Datascape, which appears as a small, digital arena. While in the Datascape, the Zordalyst summons Eradicysts to help attack. The Zordalyst will also regenerate health overtime. In order to stop the Zordalyst from healing, and to escape the Datascape, the players must attack its "halo" like normal, causing the Zordalyst to lose 25% of its maximum health, transporting all 5 entities back to the normal battlefield, and leaving the Zordalyst open for 8 seconds of attack.

RANJALYST AND ISALYST

  Hide contents

Isalyst with Ranjalyst by AlmightyJado

Info:
The Isalyst is a quadruped, heavily armoured Sentient machine that plods slowly through the battlefield, soaking up and shrugging off damage. It is equipped with a powerful antimatter mortar capable of ravaging squads with a single shot.
The Ranjalyst is a small, hovering Sentient drone deployed by Isalysts. Ranjalysts act as spotters for Isalysts.
Gameplay:
-Isalysts have low health, but are immune to all status effects, and have incredibly high armour values, and also come with a very large shield
-Isalysts will always try to summon a Ranjalyst if it does not have one associated with it. If its Ranjalyst is destroyed (and they are easy to destroy), it will take 15 seconds for it to deploy another one. Isalysts deploy Ranjalysts by opening up its 4 "faceplates". This is its weakness: Isalysts' shields are deactivated during this time, and shooting one inside its faceplates ignores all of its armour.
-Ranjalysts can fly up to 300 meters away, and can target Tenno up to 100 meters away. If a Tenno is targeted by a Ranjalyst, its associated Isalyst will begin rapidly firing mortar shots on the Tenno's location (with an effective range of 400 meters). Mortar shots deal high radiation damage in a 20 meter radius. Mortar shots travel slower the farther away from the Isalyst the players are; the closer to the isalyst you are, the lower the trajectory of the projectiles, and they will approach you faster. Mortar shots glow a bright blue in the sky, so they can be easily seen but will cause a lot of troubles if players are not paying attention. Similar to Grineer mortars in the Plains of Eidolon.
-Isalysts can use a stomp move similar to the Jackal's attack if players are nearby. Each stomp creates a shockwave that expands outwards quickly, knocking players down and away.

SENTIENT FERROLYST

  Hide contents

sFerrolyst by AlmightyJado

Info:
The Ferrolyst is an ancient, dirt covered Sentient that spends most of its time buried underground, in a hibernating state. These huge Sentients were once used for the original Terraforming of the planets in Tau's system, intended for precisely altering the landscape in small areas. Their potent abilities to change gravity by changing the density of the ground, change air temperature, and other environmental aspects make them incredibly powerful Sentients in combat.
Gameplay:
-Ferrolysts usually remain buried underground, with only the 4 "prongs" on top of its main carapace exposed. If enough Sentients are killed nearby the prongs, the Ferrolyst will 'awaken,' causing the ground to begin to rumble violently, with glowing cracks forming in the ground. After 10 seconds, the ground erupts, dealing massive damage to any Tenno caught in the area as the Ferrolyst emerges onto the surface.
-Ferrolysts have 3 combat stages, similar to Eidolon bosses.
STAGE ONE:
-The Ferrolyst slowly lumbers around, using attacks periodically while remaining invulnerable to all forms of damage except Void; its overshields must be depleted exactly like the Eidolon using Amps and Void beams
-The Ferrolyst can increase the gravity in a 100 meter radius around itself for 20 seconds, causing all Tenno in the area to have a greatly decreased ability to move vertically, affecting jumping, bullet jumping, and any abilities that pull players upwards, like Zephyr's Tailwind, Valkyr's Ripline, etc. Void Mode cancels out this gravity well, meaning Void Dash is not affected. In addition, players who get knocked down take twice as long to stand back up while in the gravity well. This ability is mainly used by the Ferrolyst to make it harder for players to dodge its other attacks, as well as other Sentients' attacks.
-The Ferrolyst can release an acid from underneath its "head," leaving patches of chemicals that deal Corrosive damage per second with a high status chance.
-The Ferrolyst can be damaged by depleting its shields and then destroying one of its two Energy Synovias. WARNING: The Ferrolyst will permanently become immune to the majority damage type used to destroy that Synovia. After destroying it, the Ferrolyst will reactivate its shields and begin stage 2.
STAGE TWO:
-The Ferrolyst no longer moves, but becomes more dangerous. Its shields must be depleted again with Void Beams or Amps
-The gravity well gains an additional 100 meters of radius for a total of 200 meters
-The acid rain patches are released more frequently.
-The Ferrolyst gains the ability to leap up to 50 meters in a direction, dealing impact damage in a 75 meter radius as well as causing several rock walls to pop out of the ground, each one lasting for 60 seconds. Rocks walls must be climbed over, and act mostly as obstacles for players to overcome
-The Ferrolyst gains the ability to alter the air temperature so that it becomes very hot. It begins to target an area before causing that area to drastically heat up, dealing heat damage to any players in the zone, as well as inducing a heat proc
-The Ferrolyst can also decrease the air temperature, targeting an area and dealing cold damage while inducing a cold proc
-The Ferrolyst can begin to pour large thunderclouds from its 4 back "prongs," which fire lightning bolts at Players dealing electrical damage. These lightning bolts CANNOT BE DODGED, but do not deal heavy damage, forcing players to prepare for a consistent source of incoming damage for a short period.
-The Ferrolyst can be damaged by depleting its shields and then destroying the last of its two Energy Synovias. WARNING: The Ferrolyst will permanently become immune to the majority damage type used to destroy that Synovia. After destroying it, the Ferrolyst's two legs will fall apart, causing its head to fall to the ground. Stage 3 then begins.
STAGE THREE:
-The Ferrolyst no longers moves, and no longer has shields, so it may be damaged directly. Remember that it is now immune to two different damage types. It also becomes increasingly dangerous as it attempts to fight to its last breath
-The gravity well gains an additional 100 meters of radius for a total of 300 meters. Additionally, the gravity well is permanently activated until the Ferrolyst's death
-the acid rain patches are now always present around the Ferrolyst's head as acid continually pours out of its skull
-The Ferrolyst's temperature altering abilities are now more frequent and deal more damage
-The Ferrolyst no longer creates stormclouds, but summons electrified tornadoes that move quickly and deal electricity damage per second. Players must stay on their toes to avoid these!
-The Ferrolyst also calls Portalyst reinforcements periodically during Stage 3.
-The Ferrolyst is defeated when players deal enough damage to its head

I will keep updating this list as I come up with new Sentient enemies! In the meantime, you can click here to see all of my Sentient artwork.

 

 

43 minutes ago, Almighty_Jado said:

Well, I realized that I've made a lot of powerful heavy enemy units, but no "fodder" enemies quite yet. So I present to you the...

SENTIENT LEKALYSTLekalyst by AlmightyJado

Info:
The Lekalyst is a combination melee and ranged enemy. They act as guards at Sentient outposts and space stations, using their Trident Rifle to shoot 'n skewer any foes they come across. Lekalysts are not as deadly as Battalysts when it comes to ranged attacks, and are not as adept at close range fighting as Conculysts are. Instead, Lekalysts are a combination of decent ranged AND melee combat.
Gameplay:
-Lekalysts' head hit box is located in the center of its body (the glowing circle structure). The head-like shape on the top of its body acts as only a sensory station; hitting a Lekalyst there will deal no additional damage. The head hitbox is located at the Lekalyst's center so it can guard it more easily using its arms and weapon to block shots from landing on it. Note that since the Lekalyst's body cavity is hollow, its "head" can be struck easily from behind.
-Lekalysts can stab at nearby Tenno using their Trident Rifles dealing puncture damage
-Lekalysts can fire three-round bursts at Tenno outside of their melee range, dealing impact damage.
-Lekalysts will continually move forward while using ranged attacks in order to get into melee range. They will not seek cover under any circumstance.
-Lekalysts can levitate a few feet off the ground and hover horizontally quickly and suddenly to dodge shots from players or close distance.
-dealing enough damage to the Lekalyst's Trident Rifle (or Disarming it with a Nyx/Loki) will cause it to break off. The Lekalyst will then resort to firing lasers out of its shoulder mounted armour cannons. During this time, Lekalysts can spin around 720 degrees, dealing high radiation damage around them with every spin
-As a Sentient, the Lekalyst has the ability to adapt to damage type from attacks: a Sentient's health is gated such that upon its hit points falling below a fixed percentage, it will grant 95% resistance to the damage type it has received the most. The Sentient will adapt to damage after losing 20% health, and every 15% more health lost after that. Subsequent adaptation will be done in descending order of damage proportion for each health gate. A single Sentient can adapt against a maximum of six damage types. On adapting to a damage type, the color of the glowing core on their chest changes to the corresponding damage type they recently adapted to, along with displaying the icon of said damage type below their health gauge. Like with all other Sentients, using the Operator's Void Beam will remove all their damage resistances. They can still regain their resistances however but the Void Beam will always be able to remove them. Lekalysts are also capable of adapting to debuff-based Warframe abilities such as Nova's Molecular Prime, with each subsequent uses reducing their duration linearly by 33%, down to 5%.
-unlike Battalysts and Conculysts, Lekalysts CAN be affected by ragdolling, movement impairing abilities, and status effects.

Hmmmm. . . starting off, I felt a bit . . . I think the only term I can use is the Internet "Meh" about the Port, the Lek, and the Ran/Isa combo. I don't know what it is, but, it's just some odd irrepressible neutrality that neither loves or hates them for some reason.

 

The Ferrolyst is certainly good, an Excellant "Greater Then Eidolon" response unit to have in the field, if slightly more complex and difficult.

 

But, that Zordalyst? Mmmmm mmm! I love the uniqueness you've implanted into this tall brute! Neither bullet sponge nore pushover, to say nothing of it's "flip the battlefield COMPLETELY on it's head" capabilities. Superb job on that Tiki Titan of Terror!

Oh, and that header piece? Mmmmmm tasty! And you made it all yourself. Always happy to see mixed talent appear around here!

 

Hm, reminds me that I need to further refine my own Sentient collection, been needing to complete "The Golden One's" uncanny-valley-induceing foot-troops. Thanks for the accidental reminder!

Edited by Unus
  • Like 1

Share this post


Link to post
Share on other sites

More fodder/common enemy types are still needed, so I made another. This one is based off of @Krion112's Infested Assassin unit from like 4 years ago

SENTIENT SAVALYST
Savalyst by AlmightyJado

Info:
The Savalyst is a Sentient heavy ground unit that bears high armour and powerful long range attacks. It is also capable to increasing that damage of other ground-based Sentients. Deciding whether or not to focus these tanky, powerful marksmen Sentients is a tough decision- they're not easy to kill, but they also can rack up tons of damage from afar if not taken care of! They are armed with energy forks and electricity-shooting antennae.
Gameplay:
-Savalysts try to avoid melee encounters with Tenno, constantly backing up if players are too close.
-Savalysts' main method of attack is to fire explosive electric orbs with their tuning fork-like arms, dealing heavy damage. These energy forks can each focus on a different player, allowing Savalysts to focus down two players at once. Note: Savalysts have a three pronged energy fork on their left arm, allowing them to shoot two orbs at once; players targeted by this arm are susceptible to higher amounts of damage. Be wary!
-The Savalyst's arms can be removed by shooting them, or with Loki's Radial Disarm/Nyx's abilities. It is possible to remove both of their arms rendering them unable to attack normally, though this does not bar them from using their electricity zapping attack (see below). They may occasionally abandon the battle to retrieve their arms one at a time.
-Savalysts will discharge constant streams of electricity from their three antennae at players within 10 meters, dealing electricity damage that ramps up overtime, becoming deadlier the longer players are in contact with the stream.
-Savalysts cannot adapt to damage types, but can harness damage dealt by players to buff their allies. Everytime Savalysts take 20% of their health as damage, they store the majority damage element used inside their "ribcage" compartment as a glowing sphere of energy. Savalysts can transfer this energy using their antennae to zap an allied Sentient, granting them a damage boost for 10 seconds according to the corresponding element, as well as boosting that Sentient's attacks to have 100% status chance.

  • Upvote 1

Share this post


Link to post
Share on other sites

In an attempt to try and integrate some Archwing into the open world of Tau, I came up with an aerial bombardment Sentient that requires an Archwing to perform suborbital flight in order to access its weak spot!

SENTIENT KINOLYST
Sentient Darkwing Archer [PH] by AlmightyJado

INFO:
Kinolysts are high-flying, Sentient gunships that drop powerful photon bombs on enemies. They were often deployed ahead of advancing Sentient ground troops to punch holes in Orokin and Tenno defenses. They come equipped with deadly anti-air batteries to deal with threats above them trying to blast through the weakpoint in their shields.
GAMEPLAY:
-Kinolysts project a powerful energy field around them, nullifying all damage that manages to strike them. The only weak spot in their defenses is the field emitter located on the top of their main body compartment. The field appears as an indentation with a glowing center core. Players must shoot this weak spot in order to actually damage and destroy the Kinolyst
-Kinolysts fly at altitudes of between 500 and 900 meters above the ground. This means archwings must be used in order to fly above the Kinolyst and target the weak spot.
-Kinolysts launch ballista-like bolts of energy from their "mandibles" which fall vertically downwards upon Tenno. A marker appears on the ground in order to warn players of the impending bomb, similar to Grineer Orbital Bombardment (from Vay Hek's and Kela de Thaym's boss fights) as well as Corpus Orbital Bombardment (from Ambulus boss fight). Upon contact with a Tenno, or a surface, the bomb will explode, dealing blast damage, while also firing laser beams horizontally from ground zero, akin to a form of shrapnel. The lasers deal small amounts of Radiation damage.
-Kinolysts can use their 4 gun batteries on their topside to fire at Tenno who are flying above them. Shots from these batteries travel at a moderate velocity, but are launched in rapid fire, forcing Tenno in Archwings to stay mobile, or die.
-all four of a Kinolyst's batteries have individual health bars and can be destroyed!
-Kinolysts can be stood on, if the player chooses to exit their archwing on top of one. Just prepare for a long fall if you blow it up
-as Kinolysts are a major damaging unit that require additional effort to destroy, they are rarely encountered, and often appear solo or in pairs. In particularly heated fights, 3 may spawn at once.

Edited by Almighty_Jado
Guns can now be destroyed, and Kinolysts can be stood on
  • Upvote 1

Share this post


Link to post
Share on other sites

Time to make some more fodder enemies!

SENTIENT CERBELYST

Cerbelyst by AlmightyJado

INFO:
Cerbelysts were designed as hound-like storm troopers. They would rush straight at Dax soldiers during the old war, causing panic and distraction while the more ranged-based Sentients could lay waste to their enemies from afar. On Tau, players will face a similar situation; the in-your-face assault from these four-legged monsters while Lekalysts and other Sentients peg you from the backline. Orokin records also spoke of Cerbelysts' ability to fuse together into a larger and greater threat.
GAMEPLAY:
-Cerbelysts have the same attack and behaviour patterns as Feral Kubrows and Drahks. Their design is meant to fit on the same skeleton.
-Cerbelysts have low health and don't deal massive damage on their own, but can become a significant threat if you let enough of them chase you down.
-Cerbelysts have very high movement speed, with a top speed of 2.50, making them very hard to shake.
-As a Sentient, the Cerbelyst has the ability to adapt to damage type from attacks: a Sentient's health is gated such that upon its hit points falling below a fixed percentage, it will grant 95% resistance to the damage type it has received the most. The Sentient will adapt to damage after losing 20% health, and every 15% more health lost after that. Subsequent adaptation will be done in descending order of damage proportion for each health gate. A single Sentient can adapt against a maximum of six damage types. On adapting to a damage type, the color of their glowing 'tail' changes colour to the corresponding damage type they recently adapted to, along with displaying the icon of said damage type below their health gauge. Like with all other Sentients, using the Operator's Void Beam will remove all their damage resistances. They can still regain their resistances however but the Void Beam will always be able to remove them. Cerbelysts are also capable of adapting to debuff-based Warframe abilities such as Nova's Molecular Prime, with each subsequent uses reducing their duration linearly by 33%, down to 5%.
-Cerbelysts will fuse together to form a Lupulyst if the following criteria are met: there is more than 1 player in the squad, and there are at least 10 Cerbelysts within 100 meters.

  • Upvote 2

Share this post


Link to post
Share on other sites

Alright folks, I'm not done with Sentient enemies, but what's an update without Tenno Reinforcements?! Special thanks to @R3b3ll10n90s for the original conception of the Mos Naganta.

DAX DOWAGER
Dax Dowager Heavy Blade by AlmightyJado

Info:
This Heavy Blade was used by Dax guards stationed throughout the Orokin empire. The blade has fallen since, but Tenno hands may breath new life into it in their newfound war.
Stats:
MR: 16
Slot: Melee
Type: Heavy Blade
Attack Speed: 1.1
Channeling Damage: 1.6x
Block Resist: 85%
Base Damage: 5 Impact b, 90 Puncture b, 90 Slash b
Total Damage: 185
Crit Chance: 20%
Crit Multiplier: 2.4x
Status Chance: 26%
Polarities:Vazarin Pol
Stance Polarity:Madurai Pol
Special Property: Channeling increases the weapon's base range by 80%. NOTE: Reach or Primed Reach will not include this bonus range while channeling; these mods will take the weapon's non-channeled range into account even during channeling

MOS NAGANTA
Mos Naganta by AlmightyJado
Info:
Overcome any Sentient's power with this powerful bolt-action rifle.
Stats:
MR: 16
Slot: Primary
Type: Rifle
Trigger Type: Semi-Auto (bolt action)
Ammo Type: Rifle
Noise Level: Alarming
Fire Rate: 100.2 RPM
Accuracy: 90.5
Magazine: 3
Max Ammo: 500
Reload Time: 1.0 s/bullet
Damage: 300
Crit Chance: 30%
Crit Multiplier: 3.0x
Status Chance: 0.0%
Polarities: Naramon PolNaramon Pol
Alternate Fire: Switches primary damage type between the 3 different IPS damage types (very effective for use against the ever adapting Sentients!) NOTE: 120% IPS mods only affect the damage type currently in action. Equipping all 3 will cause all 3 firing modes to deal the same damage, while only equipping 2 of them will cause only 2 of the firing modes to be as powerful.
Other Ability: The Mos Naganta reloads similarly to the Corinth/Zarr, meaning it can be fired even though the magazine is not full. However, for each bullet chambered, multishot increases by 100%, and adds 0.5 punch through; firing completely unloads the magazine, launching all bullets at once, meaning the weapon must be reloaded after EVERY shot.

  • Upvote 2

Share this post


Link to post
Share on other sites

Hey, so I've gotten some PMs from people who have ideas for Sentients, and so I'd encourage anyone who have ideas for Sentients to post them! Also, any artists out there with Sentient forms in their heads are more than welcome to post here! Don't worry, I'll make sure if I immortalize your stuff that you are credited properly!

Also, be sure to leave any comments, questions or suggestions!

  • Like 2

Share this post


Link to post
Share on other sites
6 hours ago, Almighty_Jado said:

Hey, so I've gotten some PMs from people who have ideas for Sentients, and so I'd encourage anyone who have ideas for Sentients to post them! Also, any artists out there with Sentient forms in their heads are more than welcome to post here! Don't worry, I'll make sure if I immortalize your stuff that you are credited properly!

Also, be sure to leave any comments, questions or suggestions!

Wait, your. . . uh, your sure?

 

Alright. . . uh, here's a set of short stories I've been working on. The first is about the origins of Hunhow and Natah. The second is about the current denizens of the Fifth world, including some units. There's a third on the way about an interesting breed who came on the last ship.

  • Upvote 2

Share this post


Link to post
Share on other sites

I really love this thread and how much ideas and effort is put into it. The rifle idea is interesting too, seeing that it doesn't proc status would comes into Sentient mechanic as well.

  • Upvote 3

Share this post


Link to post
Share on other sites

I honestly hope that this makes it into the game...and if it doesn't well it was great while it lasted. All of these amazing ideas and so many people coming together. I honestly love this community so much. Cheers :D

  • Satisfied 1

Share this post


Link to post
Share on other sites

I love the concept. I think you should get in touch with this guy to make a mega concept. (Maybe his quest leads to your open world)

 

Edited by (XB1)c0d3manb
Forgot link
  • Woah 1

Share this post


Link to post
Share on other sites
On 4/19/2018 at 11:20 AM, (XB1)c0d3manb said:

I love the concept. I think you should get in touch with this guy to make a mega concept. (Maybe his quest leads to your open world)

 

I remember reading your concept a while back, I thought it was quite interesting, although if it is an event/operation, it wouldn't quite be a reliable way of getting to Tau. I still think your idea is phenomenal, and seeing a greater Sentient threat on the plains would be fun as heck!

I must ask, why use Decaying Sentients? Decaying Sentients only appear in the Void, where they are being poisoned by it.

Edited by Almighty_Jado

Share this post


Link to post
Share on other sites
14 hours ago, Almighty_Jado said:

I remember reading your concept a while back, I thought it was quite interesting, although if it is an event/operation, it wouldn't quite be a reliable way of getting to Tau. I still think your idea is phenomenal, and seeing a greater Sentient threat on the plains would be fun as heck!

I must ask, why use Decaying Sentients? Decaying Sentients only appear in the Void, where they are being poisoned by it.

Oh, it isnt my concept. I just thought it would be super cool if these concepts were combined.

Share this post


Link to post
Share on other sites

Ah, the potential for idea collaboration, how I've missed seeing it's like in my Warframe travels. Really have to figure out how to make it work without having any artistic skills at all on my end.

Share this post


Link to post
Share on other sites
3 hours ago, (XB1)c0d3manb said:

Oh, it isnt my concept. I just thought it would be super cool if these concepts were combined.

Ah, my mistake. I should leave that question on the thread. Thanks for your input though :)

2 hours ago, Unus said:

Ah, the potential for idea collaboration, how I've missed seeing it's like in my Warframe travels. Really have to figure out how to make it work without having any artistic skills at all on my end.

Artistic skills aren't everything! Ideas and concepts are just as important! And I've seen your mosh pit ;)

Share this post


Link to post
Share on other sites

Time to introduce a REAL Sentient Boss! Although Ferrolysts could be considered to be bosses, they're more designed to be additional threats that players must watch out for while engaging other Sentient forces. So, without further ado:

SENTIENT RAZELYSTSentient Field Boss 1 by AlmightyJado

Info:
Powerful and rare Sentient warriors designed by greater Sentient minds who have studied Tenno attack patterns and combat styles from engagements during the Old War. These fearsome soldiers have the mobility of a Warframe, backed by Sentient adaptations and weaponry.

Gameplay:
-Razelysts are intended to be Field Bosses encountered during either very high intensity combat, or high level "bounty missions" (coming soon!)
-Razelysts' arm cannon has 4 different attack associated with it.
-Razelysts can scorch players at medium range (9-20 meters away) with a plasma thrower, blanketing a cone in blue fire which deals a very high amount of Heat Damage per second.
-Razelysts can fire energy bolts at long range, aimed at players over 20 meters away. The bolts deal medium puncture damage, and have a brief travel time, making them easier to dodge while keeping on the move.
-Razelysts will sometimes charge up a powerful laser blast from its arm cannon. The Razelyst will begin to glow blue, generating a shield that blocks all incoming damage with the exception of Void. After 10 seconds of charging, the Razelyst unleashed a wide, long range ray that deals 10% of a player's maximum EHP per second for 10 seconds as Finisher Damage. This laser has insanely good tracking, meaning the only way to defend against this attack once it has begun is to break line of sight. The Razelyst WILL target another player instantly if line of sight is broken while the laser is still active, so everyone stay alert! This attack CAN be interrupted if players can break the Razelyst's shield during the charge up time using their Operators.
-Razelysts can swipe with their arm cannon's bayonet at nearby players, dealing moderate Slash Damage
-Razelysts' Arm Cannon has a hidden, separate health pool than the actual Razelyst. This means that dealing enough damage to the Cannon can cause it to explode off, causing the Razelyst to instantly lose 40% of its current health. Once the cannon is broken off, the Razelyst loses access to the 4 attacks listed above, but gains 2 new ones, listed below. THIS IS AN OPTIONAL OBJECTIVE; RAZELYSTS CAN BE KILLED WITHOUT DESTROYING THEIR ARM CANNON
-disarmed Razelysts have deadly energy whips trailing out of their arm cannon's synovium, which they can use to whip at players up to 10 meters away, dealing high radiation damage
-disarmed Razelysts can also use their energy whip to "harpoon" players (just like Scorpions and Ancients), dealing low Magnetic Damage, knocking down the player and dragging them towards it, and also applying a Magnetic Proc.
-Razelysts are extremely mobile. Their top sprint speed is equivalent to the average of all the players' sprint speeds, and will often use side rolls to dodge projectile attacks. If under attack by a melee-wielding Tenno, Razelysts can bullet jump vertically upwards, dealing low Blast Damage to nearby players, knocking them down.
-Razelysts' legs have separate health pools, just like the arm cannon. Dealing enough damage to the legs will cause them to explode off, causing the Razelyst to lose 40% of its current health. Razelysts will then generate energy-like tendrils that allow it to 'hover'. Razelysts will be significantly slower, and lose the ability to dodge and bullet jump. THIS IS AN OPTIONAL OBJECTIVE; RAZELYSTS CAN BE KILLED WITHOUT DESTROYING THEIR LEGS.
-Razelysts have one last attack that is always available to them. They may grapple an extremely close by player with their 3-fingered hand, wrapping around that Players' skull and immobilizing them, causing them to be unable to move, attack, cast abilities, or use gear. Razelysts will hold onto the player for up to 20 seconds, or until killed/legs destroyed/arm cannon destroyed. The player who is incapacitated takes Impact damage over time, and is still vulnerable to other Sentients' attacks. Razelysts will continue to move around and attack while a player is grabbed.
-As a Sentient, the Razelyst has the ability to adapt to damage type from attacks: a Sentient's health is gated such that upon its hit points falling below a fixed percentage, it will grant 95% resistance to the damage type it has received the most. The Sentient will adapt to damage after losing 20% health, and every 15% more health lost after that. Subsequent adaptation will be done in descending order of damage proportion for each health gate. A single Sentient can adapt against a maximum of six damage types. On adapting to a damage type, the color of their glowing synovium will change to the corresponding damage type they recently adapted to, along with displaying the icon of said damage type below their health gauge. Like with all other Sentients, using the Operator's Void Beam will remove all their damage resistances. They can still regain their resistances however but the Void Beam will always be able to remove them. Razelysts are also capable of adapting to debuff-based Warframe abilities such as Nova's Molecular Prime, with each subsequent uses reducing their duration linearly by 33%, down to 5%.
-Health lost from loss of arm cannon or legs will not cause any damage resistances to form!

Voicelines/Transmissions:
Spawning In:
"You are Natah's newfound children? Despicable."
"Natah, how dare you turn your back on your people and side with these foul beings?"
"You trespass on our world. Punishment shall be delivered swiftly by my own hand."
In Combat:
"You cannot defeat me, Tenno. I know your ways."
"Your skills are mine. We have adapted, as we always have, as we always will."
Upon Player Downed:
"Foolish Tenno, Sentient might has shown you the path."
"Stay down, Tenno. You will rest easy once your comrades join you in the grave."
Killed:
"You think you can defeat us? One shall replace me soon enough..."
"Your true... *glitches*... heritage, Natah... you... betrayed not only your father *glitches* but us... all..."
"This... this isn't over, Tenno...!"

Edited by Almighty_Jado
  • Upvote 1

Share this post


Link to post
Share on other sites

Since the Razelyst is a Field Boss, I figured it deserved some opening, closing and intermediary transmissions to send towards the player. I've added them to the post!

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.


×
×
  • Create New...