Post Your Ideas for New DLC Abilities


(Jimmy James) #21

From another thread:

-JJ


(Jimmy James) #22

From another thread:
[QUOTE=Jimmy James;369778
Maybe in a DLC they could add an “Enhanced Tactical Scanner” Ability (Tactical Scanner prerequisite) that reveals enemy’s classes without having to target them?
[/QUOTE]

-JJ


(grifflyman) #23

Bizerker: After killing an enemy in melee you become invulnerable for 5 seconds. 15 second cooldown. Soldier only.

Pycho Drugs: The player becomes invulnerable for 10 seconds, but his accuracy is reduced. Once the drugs wear off the player takes the amount of damage he received, but the damage will not reduce his health past 1 hitpoint. Medic buff only.

Sticky goo grenades: The grenade explodes and leaves a large area in goo! Heavies are immobilized and mediums and lights movement speed is reduced. 6 second duration. Engineer only.

Deploable security camera: deploy a small camera that reveals and highelights players in a conal region infront of the camera. Operative only.

Leadership: Players around you reload faster, and have better accuracy. Global ability.

Lone wolf: when away from team mates you get a boost to your weapon damage and movement speed. ( for the snipers and backstabbers.) Global ability.

I ALSO WOULD LOVE TO SEE SOME BODY TYPE ONLY ABILITIES!!!

:slight_smile:


(wolfnemesis75) #24

Operative Ability: Tactical Class Scrambler or Decoder

An Operative Ability that when activated (long cool down) it scrambles his teammates class identifiers for 10 seconds, thus allowing for a limited ghost recon affect, and allowing for the objective class to have a chance to sneak to the objective. Gain an advantage by hiding your teammates Class recognition for a limited time.

I really, really like this idea. :slight_smile:


(AmishWarMachine) #25

I like all of the ideas that Twisted posted in this thread on the Bethesda forums

TL;DR Ammo Depot (Sol), Deployable Cover (Eng), Camouflage (Op), Respawn Wave Counter (Med)


(Jimmy James) #26

All excellent ideas!

Keep them coming.

-JJ


(kaydawg135) #27

[QUOTE=Jimmy James;371428]All excellent ideas!

Keep them coming.

-JJ[/QUOTE]

I know good post and good ideas. I’m trying to think of one for the engineers. Keep it going


(AmishWarMachine) #28

Soldier: Smoke Grenade (Super bonus if it’s like the Nova Gas grenade in Black Ops that serves doubly as smoke & poison)

Operative: Hack Mine (I drool at the thought of this ability, and I don’t even play Op)

Engineer: Drill Bit Mine (as seen in the movie “Eraser”)

Medic: Improved Adrenaline (Grants the same resistance to damage as adrenaline + adds metabolism)


(wolfnemesis75) #29

Smoke Grenade is a MUST! I know why it’s not in the game. But it so NEEDS to be. Just so long as it doesn’t knock down!!! this is key. It explodes then smokes for 5-10 seconds and obscures almost all visibility. :slight_smile:


(Jimmy James) #30

SMOKE GRENADE FTW!!! (<- note the five “!”)

Hack Mine Ability for the Operative may be a bit OP. I like how the Operative spots and the Engineer disarms. Maybe if the Engineer could “rewire” an enemy mine as an Ability? That would preserve the teamwork aspect of the two classes.

-JJ


(VG_JUNKY) #31

it should last 30 sec and blowup shooting confetti & mking party noises :cool:
also think while ur in disguise ppl on the enemy team can buff u…:tongue: would mk disguises sooo much more convincing :slight_smile:


(Sanch3z) #32

I like this one: Springboard (Active) - An object that must be placed (similar to a mine or Field Regen Unit) that launches the player high up into the air. It could either have a specific launch direction or launch you in the direction in which you are currently traveling. (I can see both offensive and defensive uses for this Ability, especially if it launches people in a specific direction.)

the problem would be map design. If you can launch high into the air I’m guessing you could get up and over blocking volumes that were placed by the level designers to block players from getting into certain areas of a map that arent intended as playable areas…


(Hot-Wire) #33

Yeah they should bring in a poison gas grenade.

What it should do is…

Block vision (Obviously) and any hit detection as well. So if you hit someone in the smoke, you won’t be able to tell. Same goes for people inside the smoke firing outwards. Blurs vision slightly.

Deals minor damage, so it stops self healing. You are not able to self heal or heal anyone inside the gas cloud as a medic.

Grenade smoke lasts until grenade is recharged.


(thesuzukimethod) #34

[QUOTE=VG_JUNKY;371486]it should last 30 sec and blowup shooting confetti & mking party noises :cool:
also think while ur in disguise ppl on the enemy team can buff u…:tongue: would mk disguises sooo much more convincing :)[/QUOTE]

i think the confetti/fake HE would be hilarious.

and yeah…is it possible to make buffing a disguised operative possible? this is my standard operative/disguise check. (that or shooting them… :slight_smile:


(LightningV) #35

I honestly feel that this smoke grenade whether it be smoke or poison, should be given to either Operative as a defensive tactic or the poison grenade for the Medic as a offensive manuever.


(wolfnemesis75) #36

Smoke Grenade definitely an Operative ability. Smoke & Dagger! :slight_smile:


(BROTOX) #37

I’ve posted this idea before to nobodys response but oh well I guess I’ll try again.

MEDIC ABILITY- Sprint Boost Plus- Must already have regular speed boost to purchase. In addition to speed boost the affected player goes up a level in manuverability. Heavys can hoist up above their head. Mediums can wall hop. Lights can wall run for about three steps. Of course this only last as long as the boost is active.

UNIVERSAL ABILITY- Spike boots- Can not be used in conjuction with silent footsteps. Spike boots make you immune to caltrops and enable you to stomp an incap enemy’s head instead of a ducking melee hit… head stomps award +25 opposed to the +20 xp a regular melee gives you.


(Jimmy James) #38

Sprint Boost Plus may be difficult to implement. Interesting idea though.

[QUOTE=BROTOX;371520]
UNIVERSAL ABILITY- Spike boots- Can not be used in conjuction with silent footsteps. Spike boots make you immune to caltrops and enable you to stomp an incap enemy’s head instead of a ducking melee hit… head stomps award +25 opposed to the +20 xp a regular melee gives you.[/QUOTE]
^ +1. Just call me “Stompy”! (btw Would this stack with the Bayonet weapon mod, assuming it works with slide attacks?)

-JJ


(Blarfenghar) #39

I dont know if this would be an ability or what but I NEED this as a medic.

Revive Ammo(Lights and Medics Only)

Trades out all of the secondary weapons ammo for Revive Syringes. So you could shoot someone it revives them and makes an awesome syringe sound. I guess a way to balance this would be to only give the secondary weapon one magazine. I want this…so bad.


(AmishWarMachine) #40

[QUOTE=Blarfenghar;371531]I dont know if this would be an ability or what but I NEED this as a medic.

Revive Ammo(Lights and Medics Only)

Trades out all of the secondary weapons ammo for Revive Syringes. So you could shoot someone it revives them and makes an awesome syringe sound. I guess a way to balance this would be to only give the secondary weapon one magazine. I want this…so bad.[/QUOTE]
Another way to balance it would be to make it such that these “bullets” can revive enemy corpses too, if shot.

Now on that note… a syringe gun would be wicked. Single-shot like the Barnett, and only 6 in the chamber, but with the range of a mossington, or something.