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Арты гриниров с конкурса неприятели тенно
shketbossДата: Среда, 28.05.2014, 11:40 | Сообщение # 1

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Бог сайта и форума За дизайнерские умения За уважение народа За хорошую посещаемость на форуме Русский
те что по сути за победу сражаются!















Вроде все! Если есть более свежие данные по голосованию, добавляйте


 
DarkewДата: Среда, 28.05.2014, 20:21 | Сообщение # 2

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Мне рокетчик понравился, с такой махиной бегать, то что я люблю х)
 
happyhippy28Дата: Четверг, 29.05.2014, 20:44 | Сообщение # 3

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Русский
Добавлю от себя - сейчас третий раунд гриниров. Дальше - копипаста.

1. Manic Grineer vs. Grineer HYDRA Team
 
Manic Grineer (Kadabura)
Spoiler Name Suggestion: Manic Grineer
 
Behaviour:
Manic Grineers are unusually aggressive melee soldiers who act solo, dropping down from above to ambush their prey. Subsequential clonings have weathered the minds of these Grineer variants down, causing them to attack relentlessly with no sense of self-preservation. However their ties of camaraderie seem strong as they wear the masks of their fallen clone brothers on their backs, and perhaps if the Manic is lucky enough, the helm of a fallen Tenno target. Their high attack and speed make up for low shield and armor, and while they shouldn't pose too much of a threat to a composed player or group, an unsuspecting Tenno may be in for a bad time if caught off guard.
 
Attacks:
Ground Pound: similar to a Tenno's, will stagger/knockdown players if Manic Grineer lands on/near them when falling from above (one time attack when spawning)
 
Charge: the Manic Grineer will charge straight to a selected player, knocking them over and clawing at them until the Manic's shield is broken to knock them off. Knocked down players can still shoot secondary weapon as if they were bleeding out, but will not need to be revived once the Manic has been pushed off, so the enemy type can still be in solo runs. If the player is quick enough, the Charge attack can be avoided.
 
Attacks mainly with hand/fist melee weapon if not Charging.
 
(After re-reading this, I realized the attacks are kind of like the Charger + Hunter from L4D meets stealth guy from Payday 2, hah!)
 
Environment restrictions:
Only appears where there is overhead space to drop down from (like a hangar); not in hallways or singular rooms.  
 
Art:


 
Grineer HYDRA Team (iotimoline):
Spoiler Name:  Grineer HYDRA team
Appearance:  2-3 Grineer Lancers manning an oversized Gorgon-style heavy machinegun on a tripod mount behind an erectable cover barrier.  One will be the gunner proper, another will be the loader, the third will be the warfam spottor and have a Grakata.  All should be wearing heavier-than-normal upper body armor.
Behavior:  The HYDRA teams are spawned in missions where the Tenno have to advance (this means not on defense, but potentially on survival) and will set up in choke points to slow down, suppress or kill the Tenno with heavy firepower.  The machinegun will have heavy firepower and a high rate of fire (potentially also be a shotgun, for a cone of fire!), but will regularly need to be reloaded, at which point it cannot fire but the Spottor will use his Grakate for suppression fire.  If the gun itself is taken out, the team will all draw Grakatas or Krakens.  Possible additional behavior:  HYDRA team will rush out and attempt to deploy their gun, for example to 'protect' an air pod on Survival.
Attacks:
- Normal:  HYDRA machinegun:  rapid-fire high-caliber machinegun firing scattershot, needs regular reloading
- Alternate variant:  CERBERUS automatic grenade launcher:  fires a scatter of bouncy explosive grenades, needs regular reloading
- Personal weapons:  1x Grakata, 2x Grakata or Kraken (or similar standard Grineer firearm)

 
2. Grineer Arcbomber vs. Grineer Architect
 
Grineer Arcbomber (CSequence):
Spoiler Name Suggestion: Grineer Arcbomber
 
Behavior: The Grineer Arcbomber is a heavy unit specializing in long range attacks. Clad in reinforced armor and equipment, the Arcbomber takes slightly less damage compared to other Grineer and cannot be knocked down. However, it is slow in movement and thus tends to linger in an area rather than approach the player.
 
Attacks: The Arcbomber’s primary attack involves long range bombardment and thus has a massive player detection range; however, due to Grineer stupidity, other units will not be notified of the player’s presence. Upon detecting the player, the arcbomber will launch a volley of five to seven bombs into the air. After a short delay, the bombs will land in quick succession at the player’s location - marked by reticules on the ground (as the bombs approach, the reticules begin to grow larger and flash rapidly). Each bomb deals heavy damage while a direct hit causes knockdown.
 
At medium to close range, the Arcbomber will no longer utilize its mortar attack but instead shoot extremely fast, but delayed, projectiles at the player. Direct hits have a high chance of knockdown.
 
At melee range, the Arcbomber can perform a ground slam move, similar to the Bombard/Heavy Gunner.
 
TL;DR – A walking mortar
 
Environment Restrictions: Large spaced tiles (Earth and Phobos). Can spawn elsewhere but cannot use mortar attack in small/cramped spaces.
 
Art: 


 
Grineer Arcihtect (WEREsandrock)
Spoiler Name Suggestion: Grineer Architect
 
Behavior:
Light armored Grineer Support unit. Among all the Grineer marines, the Architect can be described as the most intellectual one.
He has mastered many subjects, such as basic emergency medicine, genetics, bionics and battle strategies. While their presence is sure being appreciated by veterans, the
 
average Grineer might condemn the existence of architects, because they think, that those who are defeated by the enemy may not deserve to life anyway. Tougher enemies and increase of
 
Tenno activity however made it necessary for the Grineer to come up with more than  just brute force. The Architect indeed is not the fighting type. He will try to keep a
 
distance between himself and the enemies and will always stay close to his comrades, if possible.
During battle, the Architect has 3 duties: To heal , to fix , to motivate.
 
Attacks:
The standard - for self defense only - weapon of the Architect is a Kraken pistol. He will half-heartedly fire at his enemies while among his Grineer companions. For close combat he will defend himself by using his bionic arm, including the syringe attached to it and the laser scalpels on his fingers. The needle was made to pierce through Grineer armor- just for emergencies, and the injector is filled with a  high potent adrenaline-like substance, that will allow dying Grineer to continue fighting. What's good for a Grineer , however, might not be good for a Tenno: In rare cases being attacked with the injector will result in poison damage.
After all it's not his job to deal damage. What the Architect is good at however is
- Constant healing of nearby Grineer at a low rate
- Nearby Grineer who's health falls below 20% get a damage bonus of x %.
- fixing of broken ark - and door traps. (takes some time)
- building Regulators (He can only do that once)
 
Environment restrictions: preferable grineer tilesets, ground
 
Art:
 
MaNiaCSPeCДата: Понедельник, 02.06.2014, 01:11 | Сообщение # 4

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За хорошую посещаемость на форуме
А для Гринир работы поинтереснее...

- Война заканчивается тогда, когда никого не остаётся в живых... © Платон
 
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