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

PostPosted: Wed Oct 12, 2011 5:50 am
by Wigglez
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?

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

PostPosted: Wed Oct 12, 2011 7:50 am
by Screamfleet
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.

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

PostPosted: Wed Oct 12, 2011 7:59 am
by Sodan-1
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.

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

PostPosted: Wed Oct 12, 2011 9:19 am
by MINDVVIPE
Fall of Cybertron was featured on Electric Playground last night. Talk about early buzz, daayum.

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

PostPosted: Wed Oct 12, 2011 10:36 am
by Hierophant
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.

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

PostPosted: Wed Oct 12, 2011 10:58 am
by Zequem
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

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

PostPosted: Wed Oct 12, 2011 12:01 pm
by Shadowman
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.

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

PostPosted: Wed Oct 12, 2011 1:28 pm
by starwarrior1227
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:

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

PostPosted: Wed Oct 12, 2011 2:41 pm
by Wigglez
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.

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

PostPosted: Wed Oct 12, 2011 4:24 pm
by MINDVVIPE
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.)

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

PostPosted: Wed Oct 12, 2011 4:58 pm
by El Duque
gameinformer continues it's Transformers: Fall of Cybertron coverage with a new article entitled "Behind The Crosshairs: The Weapons Of Transformers". The article highlights many of the new weapons that will be featured in the highly anticipated sequel. Click here to get the low down on weapons like the "Gear Shredder", the "Dimensional Decimator", and many more. They have also posted the screens shots that we've mirrored below.

Fall of Cybertron boasts such a creative list of weapons that many of High Moon’s concepts feel like they would be at home in a Ratchet and Clank or Resistance title. Players can outfit themselves with one primary and secondary weapon – usually a damage-heavy explosive cannon. Both Autobots and Decepticons have access to every weapon in the game. Here are a few of Fall of Cybertron’s more impressive Saturday-morning specials. And be sure to check out these guns in action in the weapons gallery below.


The Upgrade System
Each weapon can be upgraded through universal munitions stations scattered around the planet. “We really made a conscious choice to make every upgrade a significant improvement, so one upgrade might increase your firing speed by 75 percent,” explains game director Matt Tieger. “We could have made the system so that there were a lot of upgrades that each improved your guns a little bit, but we wanted to make each upgrade feel like this giant thing. That way when players buy it they’re really going to feel the difference.” The great thing about this upgrade system? Players only have to buy each upgrade once, as every upgrade carries over to other characters whenever they use that weapon.


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

PostPosted: Wed Oct 12, 2011 5:03 pm
by MINDVVIPE
oooooo, tree-mendous. Looking sweet.

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

PostPosted: Wed Oct 12, 2011 5:38 pm
by Midnight_Fox
I like that Cliffjumper's head looks a lot like the Prime version.

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

PostPosted: Wed Oct 12, 2011 6:12 pm
by Lord Onixprime
Wow, they made Cliffjumper look a lot like Prime Cliffjumper. Perhaps they are going to make it more in line with TF Prime.

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

PostPosted: Wed Oct 12, 2011 6:17 pm
by Firebrand
I really hope that Cliffjumper is voiced by Dwayne Johnson like in Prime. He's gonna take you down to the corner of Know Your Role Boulevard and Jabroni Drive and check you directly into the Smackdown Hotel!

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

PostPosted: Wed Oct 12, 2011 6:28 pm
by Doubledealer93
starting to wish i got the WFC cliffjumper toy :(

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

PostPosted: Wed Oct 12, 2011 7:05 pm
by Wigglez
I like how Cliffjumper is in this. No more coloring Bumblebee red just to change things up a bit. But the guns are looking sweet

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

PostPosted: Wed Oct 12, 2011 7:15 pm
by prowl123
All right, now I just HAVE to get this.

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

PostPosted: Wed Oct 12, 2011 7:53 pm
by Blurrz
Good to see good ole` Jazz again.

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

PostPosted: Wed Oct 12, 2011 7:59 pm
by 009*
I wonder how many of the previous batch of weapons are returning?

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

PostPosted: Wed Oct 12, 2011 8:26 pm
by Mindmaster
Null Ray's back, baby. Hopefully they'll make the crosshairs a little faster, since I have trouble sniping successfully.

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

PostPosted: Wed Oct 12, 2011 8:57 pm
by MINDVVIPE
Mindmaster wrote:Null Ray's back, baby. Hopefully they'll make the crosshairs a little faster, since I have trouble sniping successfully.


Perhaps it is you who should be faster. :P

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

PostPosted: Wed Oct 12, 2011 10:34 pm
by Trikeboy
Ooooh this is looking lovely just like the last one. I'm liking the head on Cliffjumper. I have a headless WFC Cliffjumper I beheaded to make Classics Cliffjumper. Now I will buy 2 Prime Cliffjumpers and give him the head (should a deluxe version be made, which I think it is). As for combiners, it would be awesome but wouldn't work to play as the individual components then combine. What you will be left with is a Menasor complex where each component wants to do something different from the other components. Best to leave them as single bots.

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

PostPosted: Thu Oct 13, 2011 2:45 am
by Zequem
JAZZ! :D Thank Primus he's in the game! It was pretty weird not to have him as playable character in WFC campaign, given how close friends he and Optimus are.

And that Cliffjumper looks awesome. Nice thing they gave him his Prime head instead of making him red Bumblebee. :) Now, the only character I would still want in the game is Prowl... Hopefully he is in FoC even somehow.

Also, all those weapons look very cool. I'm happy they didn't just put same weapons to FoC that were in WFC. Those weapons really gave me the "Ratchet and Clank" -feeling, which is just good, because I love those games. :KREMZEEK:

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

PostPosted: Thu Oct 13, 2011 6:11 am
by Wigglez
I hope the emp shotgun comes back personally. that was a really good gun.