1st idea (New Human weapon):
Its big, its Heavy and it goes Ka-Blam.
Its a 3 barreled Gattling type weapon that fires shotgun shells.
It stores its amunition in a Revolving-Cylinder behind the barrels much like an old revolver, but unlike an old revolver it can rapid fire.
It has 2 fire modes;
Auto Fire: is basically a automatic shotgun, it fires at about 3 shots a second. The capacity is only 6 shells however.
Triple Fire: Fires all Three barrels at the same time for a huge, 'wall of shrapnel' effect. However after firing all three barrels at the same time it needs a second to re align the barrels with the ammo-chaimber.
The maximum ammo that can be held by a player is 7 Cylinders.
Also this weapon ain't cheap, double the cost of a Shotgun, at around 300 credits and with a recoil that only Battlesuits can really handle, it can be a very unweildy weapon.
2nd Idea(New Human item):
The Ammo Sack, just like in some other games it gives you a 25% increase in Non-energy weapon ammo. Bullets, Grenades, Fuel, and Shells can be stored in it.
But it can do more than that, you can actually 'use' this item to make a temporary Ammo Depot that takes part of your current ammo and sits on the ground for someone else to pickup. Only useful for Non-energy weapons however.
3rd Idea(New Alien ability):
Dretches are usually dead meat when fighting auto turrets.
The 'Decoy' allows a Dretch to project a sound away from its current position, and can trick an AutoTurret to turn to 'look' at this new sound.
This causes the turret to turn to a new random angle. (usually facing away from the Dretch)
The Dretch can then quickly run up to and hit the turret a few times while it turns back. Its also useful to use on Marines as they will hear a strange sound behind them (random noises, anything from a granger to a Tyrant roar)
Also with a Defense Computer the Turrets do not fall for this trick anymore.