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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 NatsumeRyu » Fri Nov 04, 2011 7:30 pm

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For Q21, I'm certain the sixth component Tieg couldn't remember was "wheels," which he mentioned in the roundtable.

I'm quite happy that in the roundtable Tieg brought up there is no autobot/decepticon in multiplayer, chassis wise. Colors differentiate, which is much better IMO. I remember Varia brought up that the optics and energon lines etc. could be the differentiating components, but I think I can live with the color restrictions.

One thing I am disappointed with is that the chosen parts for mp affect stats. I do not like that because I'm going to be fighting with myself for aesthetics versus stats. Uncharted 3 does fine without stats for character/parts choices, but again, my opinion. I'm sure it will help open up more differences between everyone in MP, and for that, I may be grateful.

Also very happy to hear the number of characters so far for chassis, and that aforementioned parts are unlockable versus all immediately available. Hope the level cap is higher as well. It gives some people reason to keep playing, as long as there's another level to reach. I wouldn't mind if they kept Prime mode as well. I thought that was a great idea on their part.

On AI: happy to hear all they said about that. Sounds like they're going in the right direction; hope they pull it off. :) Also very happy with what we saw for cutscenes, and level/character transitions. Very, very, exciting to me, and helps justify the lack of SP co-op. B: ALSO, VERY happy to hear more gameplay types integrated in more. I'm one of those people who prefer combining gameplay types versus sticking to one for sake of simplicity, and/or learning curve. Now let's wait and see if/how it affects MP. Likely not, but excited if it does.

And I totally can't remember whatever my last thing was going to be. Guess I'll edit if I remember it. :P
edit: ah, maybe this was it?:
It sound like vehicle modes do not change regardless of body parts chosen. A little disappointing if true, but I don't think they said this outright. The easiest way to make body parts affect vehicle mode is to actually make the transformations to some degree, so that parts can be reflected in alt mode - like fenders, spoiler, etc. same as was done with wheels. Very similar concept to the wheels. Hardest part, as always (it's not like they don't already need to deal with this in robot mode), is making it look good regardless of parts combination chosen. Lines don't have to exactly match up, strategic gaps can be made, and parts don't always have to correlate to the same part for a chassis. For instance, say we put some sort of fun curved, spikey shoulders on our character (ala deluxe DoTM Crankcase, sort of). Say this normally correlates to the front fenders of the vehicle, but these particular shoulders jut out from under the front of the vehicle instead. In transformation, the default front fenders ensure there's no weird lack of parts there, but you also get a cool spear sort of deal coming out of the front.
What if multiple parts have similar arrangements? Create a hierarchy of which part takes precedence in the transformation. It's not any more complicated than what it sounds like is already being done. It will only take more time/effort that we can only hope they have set aside before hand. Otherwise, we can always hope for a third installment. :S
A simpler way to appease me might just be some way to alter vehicle mode somewhat, like adding a spoiler or antenna (don't ask), spikes, etc. Just something to keep the costumization going outside of robot mode.

Oh yes, and I like that it sounds like you can switch shoulders (firing arm camera is hovering over) now!
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Re: War for Cybertron 2: The Fall of Cybertron Revealed

Postby Wigglez » Tue Nov 08, 2011 5:46 pm

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I want to be able to customize my character completely. Meaning how the body looks and how the vehicle looks based on the body parts you have. And how the character transformers too. Because of this, I can make my vehicles looks super unique and that I can place where the wheels go on my character in robot mode, what the legs transform into etc. etc. In order to make a character truely mine, it has to be how I make him/her.
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Re: War for Cybertron 2: The Fall of Cybertron Revealed

Postby Baneblade » Wed Nov 09, 2011 4:11 am

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wigglez323 wrote:I want to be able to customize my character completely. Meaning how the body looks and how the vehicle looks based on the body parts you have. And how the character transformers too. Because of this, I can make my vehicles looks super unique and that I can place where the wheels go on my character in robot mode, what the legs transform into etc. etc. In order to make a character truely mine, it has to be how I make him/her.


That's a bit of a far stretch. While I applaud your enthusiasm on the level of customization might be far streched for just a single disc copy. They would have to bundle a second disc with the game, and allow for a hella lot of programming.

I'm not knocking your ideas Wiggles, but it is a large task considering how much would have to be put into it.

Mind you, they managed to do it with the wwe games, but they don't have transforming. I don't think its going to be that difficult a challenge. I think it would be difficult is the custom build to transformation to vehicle and back.

It's too early for advanced thought lol
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Re: War for Cybertron 2: The Fall of Cybertron Revealed

Postby Sabrblade » Wed Nov 09, 2011 8:13 am

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Baneblade wrote:
wigglez323 wrote:I want to be able to customize my character completely. Meaning how the body looks and how the vehicle looks based on the body parts you have. And how the character transformers too. Because of this, I can make my vehicles looks super unique and that I can place where the wheels go on my character in robot mode, what the legs transform into etc. etc. In order to make a character truely mine, it has to be how I make him/her.


That's a bit of a far stretch. While I applaud your enthusiasm on the level of customization might be far streched for just a single disc copy. They would have to bundle a second disc with the game, and allow for a hella lot of programming.

I'm not knocking your ideas Wiggles, but it is a large task considering how much would have to be put into it.

Mind you, they managed to do it with the wwe games, but they don't have transforming. I don't think its going to be that difficult a challenge. I think it would be difficult is the custom build to transformation to vehicle and back.

It's too early for advanced thought lol
you will get to customize the torso, head, upper arms, lower arms, shoulders, legs, wheels, etc. in this game. In all the times Tieger spoke of it, he described how everyone who tried out the customization spent an outrageous amount of hours just looking through the choices trying to pick out what they liked. It's that thorough and advanced a system this time around.
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Re: War for Cybertron 2: The Fall of Cybertron Revealed

Postby MINDVVIPE » Wed Nov 09, 2011 10:17 am

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Sabrblade wrote:
Baneblade wrote:
wigglez323 wrote:I want to be able to customize my character completely. Meaning how the body looks and how the vehicle looks based on the body parts you have. And how the character transformers too. Because of this, I can make my vehicles looks super unique and that I can place where the wheels go on my character in robot mode, what the legs transform into etc. etc. In order to make a character truely mine, it has to be how I make him/her.


That's a bit of a far stretch. While I applaud your enthusiasm on the level of customization might be far streched for just a single disc copy. They would have to bundle a second disc with the game, and allow for a hella lot of programming.

I'm not knocking your ideas Wiggles, but it is a large task considering how much would have to be put into it.

Mind you, they managed to do it with the wwe games, but they don't have transforming. I don't think its going to be that difficult a challenge. I think it would be difficult is the custom build to transformation to vehicle and back.

It's too early for advanced thought lol
you will get to customize the torso, head, upper arms, lower arms, shoulders, legs, wheels, etc. in this game. In all the times Tieger spoke of it, he described how everyone who tried out the customization spent an outrageous amount of hours just looking through the choices trying to pick out what they liked. It's that thorough and advanced a system this time around.


I think the main thing being discussed here is the fact that the changes to the robot form doesn't affect the appearance of the vehicle form in any huge way. And I agree with Baneblade, it would be a difficult task, and would severely limit the options until a really complex system was coded that, I honestly think, wouldn't be worth the time for developers. But hey, maybe Jagex's game will have this, and it will prove me wrong here.
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Re: War for Cybertron 2: The Fall of Cybertron Revealed

Postby Wigglez » Wed Nov 09, 2011 6:50 pm

Motto: "*cough*"
Weapon: Dual Bladed Sword
MINDVVIPE wrote:
Sabrblade wrote:
Baneblade wrote:
wigglez323 wrote:I want to be able to customize my character completely. Meaning how the body looks and how the vehicle looks based on the body parts you have. And how the character transformers too. Because of this, I can make my vehicles looks super unique and that I can place where the wheels go on my character in robot mode, what the legs transform into etc. etc. In order to make a character truely mine, it has to be how I make him/her.


That's a bit of a far stretch. While I applaud your enthusiasm on the level of customization might be far streched for just a single disc copy. They would have to bundle a second disc with the game, and allow for a hella lot of programming.

I'm not knocking your ideas Wiggles, but it is a large task considering how much would have to be put into it.

Mind you, they managed to do it with the wwe games, but they don't have transforming. I don't think its going to be that difficult a challenge. I think it would be difficult is the custom build to transformation to vehicle and back.

It's too early for advanced thought lol
you will get to customize the torso, head, upper arms, lower arms, shoulders, legs, wheels, etc. in this game. In all the times Tieger spoke of it, he described how everyone who tried out the customization spent an outrageous amount of hours just looking through the choices trying to pick out what they liked. It's that thorough and advanced a system this time around.


I think the main thing being discussed here is the fact that the changes to the robot form doesn't affect the appearance of the vehicle form in any huge way. And I agree with Baneblade, it would be a difficult task, and would severely limit the options until a really complex system was coded that, I honestly think, wouldn't be worth the time for developers. But hey, maybe Jagex's game will have this, and it will prove me wrong here.

I agree with you guys. My idea is too advanced for this date, but I'm saying maybe in the next gen system era. I'm thinking like RPG style customization where this is just pick your body parts. But even my idea is a bit advanced for RPG style. But I would like to see my idea come to life eventually to where your character is completely yours. Like say they give you the program in the game to design your character completely like we saw in the video of the lead disgner showing off how Jazz was built. If they put a program like that IN the game, then yeah. I guess I'd spend more time building characters than actually playing with them in maps. I like how HMS did gameplay in multiplayer for WFC. What if they said scratch campaign mode and made the game just all multiplayer. Or like how Baneblade said, first disk juust campaign and the second disk would be straight multiplayer. I don't really know how Sony would do that putting it on bluray disks. maybe all on one disk or even two. Anyhow, you'd think that would happen then?
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Re: War for Cybertron 2: The Fall of Cybertron Revealed

Postby MINDVVIPE » Wed Nov 09, 2011 6:57 pm

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Weapon: Black Magic
wigglez323 wrote:I agree with you guys. My idea is too advanced for this date, but I'm saying maybe in the next gen system era. I'm thinking like RPG style customization where this is just pick your body parts. But even my idea is a bit advanced for RPG style. But I would like to see my idea come to life eventually to where your character is completely yours. Like say they give you the program in the game to design your character completely like we saw in the video of the lead disgner showing off how Jazz was built. If they put a program like that IN the game, then yeah. I guess I'd spend more time building characters than actually playing with them in maps.


Theres a program like that, its called Maya :P Yea, I too hope to see that level of customization some day.
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Re: War for Cybertron 2: The Fall of Cybertron Revealed

Postby Baneblade » Wed Nov 09, 2011 7:42 pm

Motto: "Scream....it only make it more fun"
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MINDVVIPE wrote:
wigglez323 wrote:I agree with you guys. My idea is too advanced for this date, but I'm saying maybe in the next gen system era. I'm thinking like RPG style customization where this is just pick your body parts. But even my idea is a bit advanced for RPG style. But I would like to see my idea come to life eventually to where your character is completely yours. Like say they give you the program in the game to design your character completely like we saw in the video of the lead disgner showing off how Jazz was built. If they put a program like that IN the game, then yeah. I guess I'd spend more time building characters than actually playing with them in maps.


Theres a program like that, its called Maya :P Yea, I too hope to see that level of customization some day.


bops MindVVipe upside his batty head* heheh

the level of customisation is already there - i kinda posted at stupid o'clock in the morning and my coffee hadn't kicked in. But yes the deep customisation is there - just look at World of Warcraft and the recent WWE games. The transformation customisation is the only part that will be the clincher.

I say give it a year and we will have it in the next Transformers game - or it could be in an update for the game in a few months time.

Technology moves at such a rapid pace these days (hence why i got out of the it/webdesign game after a year - i couldn't keep up), so do not be surprised that they release a patch update that allows for the customisations to run deep into the alternate modes for our custom robots.
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Re: War for Cybertron 2: The Fall of Cybertron Revealed

Postby Wigglez » Fri Nov 11, 2011 8:42 pm

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Speaking of complete customization, I say it'd be cool to make our own weapons also. Like choose from which barrel and other parts of a gun I don't know the names of to use to your own crosshairs.
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Re: War for Cybertron 2: The Fall of Cybertron Revealed

Postby Shadowman » Sat Nov 12, 2011 1:30 am

Motto: "May God have mercy on my enemies, because I sure as hell won't."
wigglez323 wrote:Speaking of complete customization, I say it'd be cool to make our own weapons also. Like choose from which barrel and other parts of a gun I don't know the names of to use to your own crosshairs.


The problem with that is threat assessment. The trick to designing multiplayer, as I've stated before, is creating an even playing field. Part of that is being able to identify other players--team, class, and load-out. It's why everything has to remain distinct and identifiable, otherwise combat boils down to a coin-toss for whether or not you rushed an enemy much stronger than you.
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Re: War for Cybertron 2: The Fall of Cybertron Revealed

Postby MINDVVIPE » Sat Nov 12, 2011 2:00 am

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Shadowman wrote:
wigglez323 wrote:Speaking of complete customization, I say it'd be cool to make our own weapons also. Like choose from which barrel and other parts of a gun I don't know the names of to use to your own crosshairs.


The problem with that is threat assessment. The trick to designing multiplayer, as I've stated before, is creating an even playing field. Part of that is being able to identify other players--team, class, and load-out. It's why everything has to remain distinct and identifiable, otherwise combat boils down to a coin-toss for whether or not you rushed an enemy much stronger than you.


Uhm, knowing the type of gun they have is barely as important visually than it is in effect. You don't tell he's a sniper by seeing the barrel, you see him standing still with occasional bullet trails... Changing gun appearance doesn't matter for threat assessment. If someone has a huge ion cannon though, its obviously a fair assesment they're packing heat.

I think gun customization is a great idea, visually or physically; Grenade laucher that can fire long distances as explosive sticky darts as ammo... works for me.
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Re: War for Cybertron 2: The Fall of Cybertron Revealed

Postby Shadowman » Sat Nov 12, 2011 2:35 am

Motto: "May God have mercy on my enemies, because I sure as hell won't."
MINDVVIPE wrote:
Shadowman wrote:
wigglez323 wrote:Speaking of complete customization, I say it'd be cool to make our own weapons also. Like choose from which barrel and other parts of a gun I don't know the names of to use to your own crosshairs.


The problem with that is threat assessment. The trick to designing multiplayer, as I've stated before, is creating an even playing field. Part of that is being able to identify other players--team, class, and load-out. It's why everything has to remain distinct and identifiable, otherwise combat boils down to a coin-toss for whether or not you rushed an enemy much stronger than you.


Uhm, knowing the type of gun they have is barely as important visually than it is in effect. You don't tell he's a sniper by seeing the barrel, you see him standing still with occasional bullet trails... Changing gun appearance doesn't matter for threat assessment. If someone has a huge ion cannon though, its obviously a fair assesment they're packing heat.

I think gun customization is a great idea, visually or physically; Grenade laucher that can fire long distances as explosive sticky darts as ammo... works for me.


If you're standing there waiting to tell what weapon a guy is using by watching him use it you have already made a huge tactical error. "What gun is he using? Ah, judging by my lack of a torso, it appears he's using a fusion cannon."

If you can't tell what your opponent is using until he's shot you, that's a design flaw.
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Re: War for Cybertron 2: The Fall of Cybertron Revealed

Postby MINDVVIPE » Sat Nov 12, 2011 2:44 am

Motto: "One look from me and you've lost"
Weapon: Black Magic
Shadowman wrote:If you're standing there waiting to tell what weapon a guy is using by watching him use it you have already made a huge tactical error. "What gun is he using? Ah, judging by my lack of a torso, it appears he's using a fusion cannon."

If you can't tell what your opponent is using until he's shot you, that's a design flaw.


Hahaha. I don't give a **** what my enemy is using; I see an enemy that I can prey on, I go for it. If he opens fire with a grenade launcher, I begin to keep my distance... if I JUST killed a bunch of enemies, and I know they're probably spawning, AND I see a stationary target at a window, I assume he's a sniper and try to kill him before he does any damage to me or my team. Seeing the weapon fire is ongoing additional data you collect to make decisions. Identifying the gun in a game like WFC is DEFINITELY not a high priority with how fast the game is (and only factors in during the start-mid combat, such as the exchange of fire, letting you know what guns your up against), and how far away targets can be seen. Not to mention, the gun he has makes no difference in regards to allegiance, so what does it matter what it looks like, its a gun. Be ready to adapt. Weapon customization shall never be hindered by the factors you mentioned.

And, if you are a useful sniper, you are standing still somewhere (atleast momentarily) and it should be your top priority to take out other snipers, lest they achieve a ton of frags thanks to your own vanity in going for easy sniper kills.

I feel like I shouldn't have to explain this...
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Re: War for Cybertron 2: The Fall of Cybertron Revealed

Postby Wigglez » Sat Nov 12, 2011 4:37 pm

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Shadowman, you're thinking way off. Of coarse it's going to be even between the teams. I'm not saying I should be able to build a gun that blows the other team away with just one shot. I'm just saying we should build our own guns inside out on how it shoots, what it looks like, and so on. And wasting your time just trying to figure out what gun someone has is suicide. You figure it out while dodging bullets and go build a tactic on how to take him out.
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Re: War for Cybertron 2: The Fall of Cybertron Revealed

Postby Shadowman » Sat Nov 12, 2011 5:54 pm

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wigglez323 wrote:Shadowman, you're thinking way off. Of coarse it's going to be even between the teams. I'm not saying I should be able to build a gun that blows the other team away with just one shot. I'm just saying we should build our own guns inside out on how it shoots, what it looks like, and so on.


I'm not sure why you're bringing this up, since I never said any of that.

wigglez323 wrote:And wasting your time just trying to figure out what gun someone has is suicide. You figure it out while dodging bullets and go build a tactic on how to take him out.


And rushing an enemy using a weapon you don't recognize, or waiting for them to shoot you is also suicide.

I know Valve agrees with me, at least. They specifically design everything to be easily and instantly recognizable, Team Fortress 2 in particular. I guess that's what I'm using as an example. They made everything so distinct that you can easily see an enemy's team, class, and weapon at a glance. I can predict my chances against an opponent before anyone fires a shot, then act accordingly based on my class and load out.
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Re: War for Cybertron 2: The Fall of Cybertron Revealed

Postby MINDVVIPE » Sat Nov 12, 2011 6:48 pm

Motto: "One look from me and you've lost"
Weapon: Black Magic
Shadowman wrote:And rushing an enemy using a weapon you don't recognize, or waiting for them to shoot you is also suicide.


Suicide if you can't adapt. So what do you do about vehicle mode bots? just never pursue them because you don't know what gun they're going to have when they transform? What about the fact that any player on a killstreak can out of nowhere summon the POKE, or the saved up fusion nucleon shock cannon. Adapting is the name of the game.
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Re: War for Cybertron 2: The Fall of Cybertron Revealed

Postby Shadowman » Sat Nov 12, 2011 6:58 pm

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MINDVVIPE wrote:
Shadowman wrote:And rushing an enemy using a weapon you don't recognize, or waiting for them to shoot you is also suicide.


Suicide if you can't adapt. So what do you do about vehicle mode bots? just never pursue them because you don't know what gun they're going to have when they transform? What about the fact that any player on a killstreak can out of nowhere summon the POKE, or the saved up fusion cannon. Adapting is the name of the game.


Vehicle modes will use one of two weapons, both of which are highly predictable, so when an enemy transforms I make a plan around assuming they'll use the more powerful of the two. POKE has a distinct appearance, so I can see what it is and make a plan (IE Run like hell) before they have a chance to use it which is, by the way, my entire point this whole time, thanks for giving me ammo there.

Adapting is the name of a game. My game is perception; figuring out an enemy's skills and weapons before they've had a chance to use them. Try it some time, it'll serve you much better than rushing in blindly.
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Re: War for Cybertron 2: The Fall of Cybertron Revealed

Postby MINDVVIPE » Sat Nov 12, 2011 9:10 pm

Motto: "One look from me and you've lost"
Weapon: Black Magic
Shadowman wrote:Vehicle modes will use one of two weapons, both of which are highly predictable, so when an enemy transforms I make a plan around assuming they'll use the more powerful of the two. POKE has a distinct appearance, so I can see what it is and make a plan (IE Run like hell) before they have a chance to use it which is, by the way, my entire point this whole time, thanks for giving me ammo there.

Adapting is the name of a game. My game is perception; figuring out an enemy's skills and weapons before they've had a chance to use them. Try it some time, it'll serve you much better than rushing in blindly.


The more powerful of the 2? I have seen fusion cannon users (earlier, when I mentioned fusion cannon, I really meant the huge gun that makes you move slowly) suck, and I've taken them down with a few shots with the battle pistol, so you obviously can't sum up the danger of the gun unless you've had some time in combat with the enemy to asses their skill.
POKE is distinctive, but when the player has an assault rifle which you deem weak, you go in close. BOOM, he executes poke, it's too late, and your dead, since you're poor at adapting.
Adapting is obviously part of the entire scheme, including using all of your appropriate senses, but it is the key factor that can turn a defeat into victory... The battlefield changes constantly; assuming what you know from far away will hold true to the end will lead to death. Stop assuming (in-game, and on forums regarding the expertise of other gamers), it'll serve you better in life.
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Re: War for Cybertron 2: The Fall of Cybertron Revealed

Postby Shadowman » Sat Nov 12, 2011 10:51 pm

Motto: "May God have mercy on my enemies, because I sure as hell won't."
MINDVVIPE wrote:
Shadowman wrote:Vehicle modes will use one of two weapons, both of which are highly predictable, so when an enemy transforms I make a plan around assuming they'll use the more powerful of the two. POKE has a distinct appearance, so I can see what it is and make a plan (IE Run like hell) before they have a chance to use it which is, by the way, my entire point this whole time, thanks for giving me ammo there.

Adapting is the name of a game. My game is perception; figuring out an enemy's skills and weapons before they've had a chance to use them. Try it some time, it'll serve you much better than rushing in blindly.


The more powerful of the 2? I have seen fusion cannon users (earlier, when I mentioned fusion cannon, I really meant the huge gun that makes you move slowly) suck, and I've taken them down with a few shots with the battle pistol, so you obviously can't sum up the danger of the gun unless you've had some time in combat with the enemy to asses their skill.


Okay, fun fact: Vehicle modes have at most, two weapons. In fact, only jets have two weapons, every other vehicle has one. The more powerful of the two is the missiles with lock-on, which can kill a scientist in two good shots, and requires no aiming ability at all. Even firing without lock-on, it still comes with splash damage. As opposed to the spray-and-pray machine guns.

That said, assumptions are the best way to form a strategy. Yes, that Nucleon Shock Cannon user may have sucked, but what if he didn't? You don't plan around the idea that your opponent might suck, or that you have to get killed a few times to realize he doesn't. You go in thinking your opponent is God Himself and you need to give it your all and then some to win.

MINDVVIPE wrote:POKE is distinctive, but when the player has an assault rifle which you deem weak, you go in close. BOOM, he executes poke, it's too late, and your dead, since you're poor at adapting.


You're making an awful lot of assumptions here. Like, you're assuming I deemed the assault rifle weak. I didn't. I've never cared for it, though. I prefer the EMP shotgun, which can two-shot most opponents, or the Ion Cannon which is basically a slightly larger Assault Rifle.

Second, you're assuming I'm poor at adapting, which is weird because I don't recall ever playing alongside you. At anything. Ever.

Finally, POKE takes a moment to activate, and it's announced quite loudly. So I'd launch a desperation move (IE, empty my weapon into him, backpedaling if possible) in a hope to take him down before he could take me down. Transforming to escape is useless at that point; it's takes too long and POKE allows the enemy to move faster, so there would be no point.

MINDVVIPE wrote:Adapting is obviously part of the entire scheme, including using all of your appropriate senses, but it is the key factor that can turn a defeat into victory... The battlefield changes constantly; assuming what you know from far away will hold true to the end will lead to death.


Thank you for telling me what I already know. But you skipped a part, the other part of the entire scheme: Knowing what you're getting into a fight with. And unless you have the reflexes of Spider-Man, trying to adapt while a bullet is coming at you is damn near impossible.

MINDVVIPE wrote:Stop assuming (in-game, and on forums regarding the expertise of other gamers), it'll serve you better in life.


The irony of it all is that your post is littered with assumptions about me. Which I find hilarious.

Back on topic: I really don't like the idea of customizable weapons. Unless it's something minor, like attachments or some such thing. Keep the basic appearance in tact, but with added or slightly altered bits, but the weapons are still clearly identifiable. Because a guy comes at you with a heal ray, you drop your guard, thinking it's just a heal ray and you can--oh, wait, it's just a disguised Fusion Cannon and he wrecks you with it.
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Re: War for Cybertron 2: The Fall of Cybertron Revealed

Postby MINDVVIPE » Sat Nov 12, 2011 11:24 pm

Motto: "One look from me and you've lost"
Weapon: Black Magic
So much misunderstanding here. I wasn't saying you don't adapt, I was speaking generally. I also didn't assume anything about you, I was stating the fact that no one really knows anything about their enemy until they engage and see how they move and their accuracy. OBVIOUSLY you give it your all each time. I didn't mean YOU assumed the assault rifle is weak, I was using examples.You also just told me you might drop your guard if you saw someone with a heal ray... so much for assuming each enemy is god. I don't make any assumptions about the enemy, coz even with a health ray, add a shockwave ability, add a drain ability, and suddenly the health ray is enough. You don't need to die a few times, but you atleast need to begin exchanging fire and observing how your enemy reacts to your own behaviour (you can play weakly and defensively only to let their confidence rise, and then take advantage of that). You plan strategies on what you know for sure (tank class, already damaged, whatever ability is being used), the rest you asses as you go.
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Re: War for Cybertron 2: The Fall of Cybertron Revealed

Postby Angelsky » Tue Nov 15, 2011 11:25 am

Motto: "When all else fails, hug a Cybertronian!"
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YAYYYYY!!!! I'VE WAITED A LONG TIME FOR THIS!!! I'M GETTING THAT GAME THE DAY IT COMES TO STORES!!! YAHOO!!! and from what I've heard/read in the internet, it's supposed to be REALLY good!!!

Bumblebee imitation ROTF: I'm so excited! *snaps fingers along* :grin:
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Re: War for Cybertron 2: The Fall of Cybertron Revealed

Postby Wigglez » Fri Dec 02, 2011 7:12 am

Motto: "*cough*"
Weapon: Dual Bladed Sword
Any word on multiplayer details yet?
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Re: War for Cybertron 2: The Fall of Cybertron Revealed

Postby Sabrblade » Fri Dec 02, 2011 11:22 pm

Motto: "Can't do a job halfway. What's worth doing is worth doing well, I say."
Weapon: Saber Blade
wigglez323 wrote:Any word on multiplayer details yet?
I'm sure Game Informer covered something during their month-long coverage.
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Re: War for Cybertron 2: The Fall of Cybertron Revealed

Postby Sparkstalker » Tue Dec 06, 2011 3:21 am

So judging from the poster art on page one pre G1 Transformers have already seen dinosaurs centuries before they ever came to earth?
Its one thing to make up a separate universe but if your going to masquarade as being part of G1 how about not crapping all over the original plot points and storylines.

High Moon are clearly not genuine original fans. Anyone can buy a couple of "off the shelf" Transformers to decorate their studio to fool fanboys into thinking they are legit.

Tell you what, just take what was written on the tech specs in the 80"S and use that as your universe. Back then things actually had to make sense before they stole off with your money.

The hard work was all done back then before everything turned "throw away society", so why can't we tapp into that to enrich the current experience?

PS. High Moon stop re writing characters backstories that already exist.

I'm not touching this game if it has the same lack of "host migration" support.
Who am I kidding? You couldn't force me to buy another High Moon game.

I know its easy for everyone to get excited about a new game, we all want each new game to be the best that it can be but there is little use everyone blindly singing their praises when a few months down the track the same people have abandoned the game because of lack of depth.

Still plenty of people on ROTF, I think some have realised that TF2 was the peak in the franchise's history both the movies and games and things will never be as excessive or excellent again.
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Re: War for Cybertron 2: The Fall of Cybertron Revealed

Postby Shadowman » Tue Dec 06, 2011 4:00 am

Motto: "May God have mercy on my enemies, because I sure as hell won't."
Sparkstalker wrote:So judging from the poster art on page one pre G1 Transformers have already seen dinosaurs centuries before they ever came to earth?


1. They aren't pre-G1 Transformers. You'd think the Dinobots would have made that clear by now. Hell, I thought Air Raid and Silverbolt would have made it clear.

2. In G1 continuity, the Autobots had been on Earth for far more than a few centuries. The Ark is shown sitting in it's volcano while humans were still in ape-form.

3. They also saw trucks and jets and tanks before coming to Earth. And Spiders, and Bumblebees, and Dinosaurs, if Trypticon is anything to go by.

Sparkstalker wrote:Its one thing to make up a separate universe but if your going to masquarade as being part of G1 how about not crapping all over the original plot points and storylines.


It's not G1, we figured this one pretty quickly. The Dinobots are basically the final piece of evidence. Even if they said it was in G1, they haven't said anything since.

Also, G1 had a tendency to crap all over the original plot points and storylines. Compare Cartoon G1 to comics G1. Any comics G1, really, there's tons to choose from.

Sparkstalker wrote:Tell you what, just take what was written on the tech specs in the 80"S and use that as your universe. Back then things actually had to make sense before they stole off with your money.


Why should they do that when no one else did? Tech Spec Bios were abridged versions of bios written by Marvel and Budiansky, and most of them were quickly ignored. (Shockwave is a notable example, his bio pegs him as a logic-fueled Starscream but in the cartoon he's anything but)

Sparkstalker wrote:The hard work was all done back then before everything turned "throw away society", so why can't we tapp into that to enrich the current experience?


I actually don't know what this means.

Sparkstalker wrote:PS. High Moon stop re writing characters backstories that already exist.


Yeah, don't be like every other writer in the history of Transformers and create your own continuity and characterization, High Moon, just rehash the stuff we've seen a million times before!

Sparkstalker wrote:I know its easy for everyone to get excited about a new game, we all want each new game to be the best that it can be but there is little use everyone blindly singing their praises when a few months down the track the same people have abandoned the game because of lack of depth.


No idea what this has to do with anything. WfC ended up being abandoned, sure, but unless you have a crystal ball or a time machine you can't really be certain the same will happen to FoC.

Sparkstalker wrote:Still plenty of people on ROTF, I think some have realised that TF2 was the peak in the franchise's history both the movies and games and things will never be as excessive or excellent again.


Ah, you should avoid calling it TF2. There's already a much more successful game with that name.
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