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War for Cybertron 2: The Fall of Cybertron Revealed

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Re: War for Cybertron 2: The Fall of Cybertron Revealed

Postby Wigglez » Wed Oct 12, 2011 6:50 am

Motto: "I refuse to breathe the breath of the failure!"
Weapon: Dual Bladed Sword
wigglez323 wrote:What I could see working is that if Bruticus is in multiplayer, yeah, someone can be controlling a limb or a certain aspect of the combiner. But there would be some people who would be stubbern and not link up because they're on a streak or something. Or combining would be where the whole team has a certain number of killstreaks indiviually. I say this would work better if you were a combiner and it wouldn't matter if the others on your team were or not, but if you get like a 20ish killstreak, you can summon the other combiners from out of nowhere and the whole match ends with the score at endgame and it shows bruticus or whoever else just rampaging in the backround. Like the nuke in Call of Duty MW2


Thoughts on this idea?
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Re: War for Cybertron 2: The Fall of Cybertron Revealed

Postby Screamfleet » Wed Oct 12, 2011 8:50 am

Weapon: Null-Ray Rifle
When I think combiners, I think, the best way to handle it is like a big vehicle. Like, in Star Wars Battlefront. They have the gunship and the AT-TE. Multiple people flew these ships. A pilot, and multiple gunners.
So, I'd say, in a mutliplayer match, bruticus would be like an AT-TE. You dont need 4 other players to be bruticus. Your full potential will be reached when it is though. One person can't operate all the fire power. Others can choose to play as a limb and be that turret if they so wish it. You'd just be selecting to control it. You're not actually that limb, that character. Perhaps its like respawning. When you're done you spawn as a non-limb.
This would get around needing 5 players to agree to it. If you don't want to be be a limb you can stop. The limb doesn't disappear, it just goes to auto-pilot or something.
See, Battlefront had AI guys around. So, really, the other members could be on AI or do nothing till someone controlled them.
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Re: War for Cybertron 2: The Fall of Cybertron Revealed

Postby Sodan-1 » Wed Oct 12, 2011 8:59 am

Motto: "Motive is a universal weakness."
I think people need to let go of this notion that they'll be able to roam freely as a single Combaticon, having the same freedom of movement and transformation as Megatron or Optimus, and then team up with four other players to create a powerful gestalt. It would be a logistical and mechanical nightmare!

If Bruticus will indeed be a playable character it will more than likely be a special level, a la Modern Warfare's AC-130 mission: a single player allowed to wreak havoc on a single level as a one-off. I doubt we'll have the option to separate into the individual Combaticons. If we do it'll probably be only Onslaught we play as and we'll have a squad-based command system for the others; attack, defend, free-roam, whatever. That's how I'd do it anyway.

As for multiplayer you might have "Special-Team Deathmatch": 3 Autobot gestalts .vs. 3 Decepticon gestalts. Or perhaps something based on Metal Gear Solid 4's Sneaking mode where one player would play as the powerful gestalt while the other players are tasked with bringing him/her down. Maybe a variation on the capture the flag and defend/destroy objective mode where one team plays as the individual members of a gestalt while the others play as normal stand-alone Transformers. The combiners all have to gather together and remain alive for x-number of seconds in order to initiate the combination while the other team have to stop them. Should the combiners succeed the game ends with a short video of the gestalt obliterating the other team.

Just some ideas.
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Re: War for Cybertron 2: The Fall of Cybertron Revealed

Postby MINDVVIPE » Wed Oct 12, 2011 10:19 am

Motto: "One look from me and you've lost"
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Fall of Cybertron was featured on Electric Playground last night. Talk about early buzz, daayum.
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Re: War for Cybertron 2: The Fall of Cybertron Revealed

Postby Hierophant » Wed Oct 12, 2011 11:36 am

Motto: "What does not kill me, makes me stronger."
I agree with many of you about the idea of how gestalts should be in multiplayer; the choices of how do high moon puts it in is virtually endless, it's the thought that they have to make the mechanics decent and without severe bias of either sides during multiplayer match. That said though, High moon has the time until the official release date so who knows, maybe gestalts will appear in multiplayer in any form whatsoever, playable or not...

I'm curious how'd they gonna put the mechanics of gestalts in-game. It needs to be heavy and slow in it's movements and reaction to justify the flexibility and prowess of other 'bots or 'con characters in game.

although I have a feeling that they're just bosses in the game... At least they're EXIST! :APPLAUSE:

Just to add-on something here: If they redesigned OP and characters of the game compared to WfC, we can expect that Has/Tak to do the toy, AAAND, prolly a proper toyline this time? :-?

Dang, need to get that tokyo-exclusive darkside OP and Megatron soon, else it'll gone without trace.
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Re: War for Cybertron 2: The Fall of Cybertron Revealed

Postby Zequem » Wed Oct 12, 2011 11:58 am

Motto: ""Run, Bunny, run!""
Weapon: Laser Rifle
Discussion of combiners aside for awhile, I hope the maps are somewhat destructible. It would be sweet if you'd have mines that could be planted to the wall and explode a hole into it. Or any weapon powerful enough to do so. Especially if there's many bridges like in WFC, you could explode that and prevent the enemy from coming that way.

It doesn't have to be like in Battlefield: Bad Company 2, but it would be nice if you could destroy the surroundings even little. It would make it feel a bit more like a war, which it is supposed to be. :D
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Re: War for Cybertron 2: The Fall of Cybertron Revealed

Postby Shadowman » Wed Oct 12, 2011 1:01 pm

Motto: "May God have mercy on my enemies, because I sure as hell won't."
Sodan-1 wrote:I think people need to let go of this notion that they'll be able to roam freely as a single Combaticon, having the same freedom of movement and transformation as Megatron or Optimus, and then team up with four other players to create a powerful gestalt. It would be a logistical and mechanical nightmare!


And that's why it won't work. Why do Optimus and Megatron get all the freedom, and I have to be a shoe for Onslaught?

I had an idea, which isn't my idea because someone tossed it out before the first game.

AI units. It would work, even more so as its own class. At a 3 kill streak, he'd gain two AI-controlled partners, weaker than a player unit but instead of dying, they just lose the ability to attack. (They die when the player does) At 5 kills, he'd gain another two. And at the maximum 7-kill streak, he gains the ability to combine with them. There. Everyone gets their combiners, and no one has to suffer being a shoe.
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Re: War for Cybertron 2: The Fall of Cybertron Revealed

Postby starwarrior1227 » Wed Oct 12, 2011 2:28 pm

Motto: "''How you use that knowledge is the other half of the battle.''"
Weapon: Twin Concussion Blasters
i don't care for the combiners as much as i care for the insecticons.
and i also heard that optimus can call for an aerial strike. which would be something for multiplayer kill streaks! :grin:
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Re: War for Cybertron 2: The Fall of Cybertron Revealed

Postby Wigglez » Wed Oct 12, 2011 3:41 pm

Motto: "I refuse to breathe the breath of the failure!"
Weapon: Dual Bladed Sword
Zequem wrote:Discussion of combiners aside for awhile, I hope the maps are somewhat destructible. It would be sweet if you'd have mines that could be planted to the wall and explode a hole into it. Or any weapon powerful enough to do so. Especially if there's many bridges like in WFC, you could explode that and prevent the enemy from coming that way.

It doesn't have to be like in Battlefield: Bad Company 2, but it would be nice if you could destroy the surroundings even little. It would make it feel a bit more like a war, which it is supposed to be. :D

Or some battledamage on your character 'till you die and respawn. Like receive scratches and pieces of your external body gets shot off and you can see some the inside a little.
starwarrior1227 wrote:i don't care for the combiners as much as i care for the insecticons.
and i also heard that optimus can call for an aerial strike. which would be something for multiplayer kill streaks! :grin:

I was expecting this for the first game instead of the health matrix 2.0 or something. it's be awesome to get rid of the killstreaks that aren't useful. Orbital beacon was good and team overshield or however it's called.
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Re: War for Cybertron 2: The Fall of Cybertron Revealed

Postby MINDVVIPE » Wed Oct 12, 2011 5:24 pm

Motto: "One look from me and you've lost"
Weapon: Black Magic
Bruticus in multiplayer means the map is going to have to be pretty big, or atleast tall (and sacrifice breadth), so I don't really see that happening. I'm pretty sure Bruticus is going to end up like Trypticon. A boss fight, and thats it.

As for killstreaks, I think aerial strikes are pretty boring other than the joy of getting a buncha kills. I don't think it'd do much for me when I can just do that in COD. There is that cool idea someone mentioned about gaining extra AI buddies. I think thats always sweet, especially if they turned into vehicles or weapon placements or somthing you can use as you progress.
As for destructible environments: Overrated. Give me good level design and I don't give a $#!% about whether the wall is going to crumble. HOWEVER, if destructible environments are implemented past the explosive canisters, it needs to be done well enough that big gun players can't just wreck all the good cover and ultimately turn the game into a 2 second play before having to respawn.
Honestly, just take quake 3 arena dynamics and apply them where appropriate. If your going for arcade, might as well do it right. (keep the speed, keep the powerups, don't over complicate, etc.)
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