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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 MINDVVIPE » Mon Oct 10, 2011 5:51 pm

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KnightStrike wrote:Aye, would be awesome if it would work. Since money talks, I'd like to see them throw up a pre-order for the PC version based on requiring a set amount of pre-orders to be received by a set date for the version to be released on PC, even if the PC release would be later than the console version because of delayed production start.


I'd pre-order a PC version if it gets it made for PC :lol: . I wish it worked that way.

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

Postby NatsumeRyu » Mon Oct 10, 2011 6:02 pm

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Shadowman wrote:
Autobot032 wrote:I would like to preface this post with this: I realize this is all beta and this is by no means the finished product of Optimus, I do sincerely get that. With that said, on with the post.

I see the direction they're going in, I get the "fist with wheels" image they had in the conceptualization, but as it stands currently, I'm not impressed. I realize there's more work to be done, I just hope that work's for the better.

I much prefer WFC Optimus who was streamlined (as they said in the video).

This one's a bit too boxy, too big. I liked that the first one had enough bulk, but still thin and streamlined enough to be capable.

I realize they're striving for a G1-esque design and that's cool, I have no problem with it. However, I'm used to the Masterpiece and the Bayverse Primes and I much prefer something that looks humanoid, yet robotic. This guy looks like a walking box with a bad attitude.

More tweaks are needed for him to be a winner in my book. If that's the design they're going for, so be it. I can like everything around him.


My thoughts exactly.I know this isn't the final product, and I'm hoping the final design is something better. I like the new modelling techniques they're using, but I think they could have just applied them to the WfC designs.

I'm also not a big fan of the redesign, but I can live with it. It just keeps reminding me of Armada/Cybertron/etc. Prime with the big limbs. :P

I wouldn't say they're using different modelling techniques...I mean, regardless of technique, the end model is usually the same, what I gathered was that these are higher quality in-game models due to engine upgrades (ie higher poly and better / more textures and effects. For example, I was surprised to find out that they only used two diffuse maps for Warpath's body in DoTM, and one was the treads while everything else is in the other map; the third map, if you're curious, is an alpha for the optic glow).
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Re: War for Cybertron 2: The Fall of Cybertron Revealed

Postby prowl123 » Mon Oct 10, 2011 6:29 pm

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

Postby SKYWARPED_128 » Mon Oct 10, 2011 7:10 pm

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Glad I'm not the only one who prefers WFC OP's more streamlined design.
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Re: War for Cybertron 2: The Fall of Cybertron Revealed

Postby DJLazer » Mon Oct 10, 2011 7:16 pm

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

Postby Zequem » Mon Oct 10, 2011 11:49 pm

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I'm not sure which design I like better. WFC Optimus was cool, but I never liked that he looked kind of small. FoC Optimus however looks impressive, something I want him to look as he is the leader of the Autobots, but the chest bugs me.

It's still year to go for the release, so no panicking here. They have plenty of time to change stuff if they're going to.

Also, if those are anywhere near the maps that are going to be in the game... I'm in love! 8-}
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Re: War for Cybertron 2: The Fall of Cybertron Revealed

Postby battlecollective » Tue Oct 11, 2011 12:57 am

I saw the video. Optimus Prime's robot mode is fine, but the alt mode is a mess, looks more like a folded up robot than a vehicle. The War For Cybertron alt mode is way better.
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Re: War for Cybertron 2: The Fall of Cybertron Revealed

Postby Sodan-1 » Tue Oct 11, 2011 3:34 am

Motto: "Motive is a universal weakness."
That in-game model looks crap: massive lower legs and a rather boring looking, blocky upper body. Smaller shoulders pads than in the concept art as well. Wish they'd just left Optimus' design how it was (although that of course means Hasbro wouldn't sell as many of the tie-in figures.)
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Re: War for Cybertron 2: The Fall of Cybertron Revealed

Postby Michael Alex Kawa » Tue Oct 11, 2011 3:47 am

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All i can say ,is this is so COOL :grin: :grin: :grin: :grin: :grin: .I have WFC on the DS so i hope they release this one on the DS ,if not ,i need to look into buying an other system :ic$: :-$ :KREMZEEK:
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Re: War for Cybertron 2: The Fall of Cybertron Revealed

Postby Sodan-1 » Tue Oct 11, 2011 6:28 am

Motto: "Motive is a universal weakness."
If I may wade in on the combiner discussion; letting each player control a single limb strikes me as being faithful. Historically speaking, weren't the combiners an absolute bugger to develop as they struggled to eliminate the interference of multiple minds in one body? Maybe that's what will balance gameplay out. You'll have access to an insanely powerful Cybertronian so long as you're able to control him. :lol:

Realistically though I can't see High Moon expecting players to work in quite so much unison.
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Re: War for Cybertron 2: The Fall of Cybertron Revealed

Postby starwarrior1227 » Tue Oct 11, 2011 8:35 am

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michael alex kawa wrote:All i can say ,is this is so COOL :grin: :grin: :grin: :grin: :grin: .I have WFC on the DS so i hope they release this one on the DS ,if not ,i need to look into buying an other system :ic$: :-$ :KREMZEEK:


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

Postby Shadowman » Tue Oct 11, 2011 12:05 pm

Motto: "May God have mercy on my enemies, because I sure as hell won't."
Sodan-1 wrote:If I may wade in on the combiner discussion; letting each player control a single limb strikes me as being faithful. Historically speaking, weren't the combiners an absolute bugger to develop as they struggled to eliminate the interference of multiple minds in one body? Maybe that's what will balance gameplay out. You'll have access to an insanely powerful Cybertronian so long as you're able to control him. :lol:

Realistically though I can't see High Moon expecting players to work in quite so much unison.


That last line is what I say every time someone brings it up. Not only is it nearly impossible to get that much teamwork out of players, but it requires them to give up a ton of control for minimal control of something else.
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Re: War for Cybertron 2: The Fall of Cybertron Revealed

Postby Hierophant » Tue Oct 11, 2011 12:23 pm

Motto: "What does not kill me, makes me stronger."
After a long hiatus from TF, seems this like a good time to plunge in back to one's childhood...

Seriously guys, this'll be a great game; WfC Pointed out as to how High Moon managed to make a game that's good enough for someone like me to buy the game purely for the storyline (the mechanics are meh tbh). If they're going to crank out the game better than the predecessor and released at 2012, there's gonna need alot of revisions on the game's mechanics! Hence I shall list out some aspects worth revamping for WoC:

(leave the storyline and backsetting out, it'll be awesome no matter what)

- Melee. WfC was one-clicky move. They could learn abit more from other games (Space Marine? Best implementation of 3PS brawling up to date)

- The feel of the character. Guys that plays space marine (again, get the game for those of you who never played) should know what the feel is like when the marines are running (momentum ftw!). If they gonna add from someone as small as 'Bee to the heavy Grimlock especially with his dino-mode, the heftiness should be there. It'll be nice in multiplayer (small bots' get to run around in circles compared to the heavy bots' with heavy weapons)

- Game Settings: Porting the game between many systems is fine, but at the last moment, those who use PC are pretty much have limited settings to choose from. They should look into that more, it's a common problem with ported games nowadays (looking at you, fable 3!). I for one, would like the game to stretch from left to right through my linked monitors. Let the PC doods have their fun! it's not like they're getting cheats or buffs in multiplayer, they just get prettier graphics...

- and Of course, the bugs / multiplayer: Do I need to stress on this? many of us KNOW what was the problem (especially the multiplayer, it was terrible as it had NO dedicated server and there were few players playing) if they want moar people to be praising and worshipping this game, they ought to focus on the bugs AND multiplayer aspect of the game. Storyline is nice, but no replay value? I'll pass. Throw in some Unreal tournament game modes: Insta-gib? Onslaught? One of those recreation missions based on the past histories? (disable the bomb, escort the city-bot, etc etc)

Of course, I had to stress out that I played it on PC, so different consoles may have different views, eh?

As for the storyline, I liked WfC alot and I hoped that WoC will be expanded and more detailed than the previous game. make megatron even cooler! Effeciency at all costs!


PS: Saw some of you pitched in on the bruticus idea on multiplayer. Chances are slim if they gonna implement it, but it can be done. And come on, players control limbs with one top dog controlling on the body? They can do better:


-one dude demands to combine in game, as the opposing group is severely stacked;
-those who are willing and have appropriate parts for gestalt comes near him, acknowledging the need by pressing a specific button (action button?)
-5 secs combine animation, with the dude who requested gets the control even though he's not the one formed the body (look at vangelus' reviews on crossfire-02, how he'd sketched the part where explorer assumed the control of colossus. That CAN BE DONE in game 8-} )

That'd be all.... and sorry for the long post. :BANG_HEAD:
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Re: War for Cybertron 2: The Fall of Cybertron Revealed

Postby Shadowman » Tue Oct 11, 2011 1:41 pm

Motto: "May God have mercy on my enemies, because I sure as hell won't."
Hierophant wrote:-one dude demands to combine in game, as the opposing group is severely stacked;
-those who are willing and have appropriate parts for gestalt comes near him, acknowledging the need by pressing a specific button (action button?)
-5 secs combine animation, with the dude who requested gets the control even though he's not the one formed the body (look at vangelus' reviews on crossfire-02, how he'd sketched the part where explorer assumed the control of colossus. That CAN BE DONE in game 8-} )

That'd be all.... and sorry for the long post. :BANG_HEAD:


That's actually worse than the "everyone gets one limb" idea. I really don't want to sit around and watch someone else control my character, while I don't get to do anything.

That's what no combiner idea has been able to properly reconcile, no one wants to lose control of their character. Think about it, do you really want to only play PART of a character? Or none at all?
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Re: War for Cybertron 2: The Fall of Cybertron Revealed

Postby prowl123 » Tue Oct 11, 2011 1:59 pm

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michael alex kawa wrote:All i can say ,is this is so COOL :grin: :grin: :grin: :grin: :grin: .I have WFC on the DS so i hope they release this one on the DS ,if not ,i need to look into buying an other system :ic$: :-$ :KREMZEEK:


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

Postby SirSoundwaveIV » Tue Oct 11, 2011 1:59 pm

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Maybe in co-op there could be three bruticuses-

*xbox melts*

...or not >_>

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

Postby Blackstreak » Tue Oct 11, 2011 3:30 pm

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Yuck. War for Cybertron/Fall of Cybertron shouldn't be tied in w/ Transformers: Prime. They should make the games their own storyline separate from others.
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Re: War for Cybertron 2: The Fall of Cybertron Revealed

Postby Sabrblade » Tue Oct 11, 2011 3:36 pm

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Blackstreak wrote:Yuck. War for Cybertron/Fall of Cybertron shouldn't be tied in w/ Transformers: Prime. They should make the games their own storyline separate from others.
Too late. Episode 26 of Prime cements the connection without a doubt. ;)
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Re: War for Cybertron 2: The Fall of Cybertron Revealed

Postby Hierophant » Wed Oct 12, 2011 12:37 am

Motto: "What does not kill me, makes me stronger."
Shadowman wrote:
Hierophant wrote:-one dude demands to combine in game, as the opposing group is severely stacked;
-those who are willing and have appropriate parts for gestalt comes near him, acknowledging the need by pressing a specific button (action button?)
-5 secs combine animation, with the dude who requested gets the control even though he's not the one formed the body (look at vangelus' reviews on crossfire-02, how he'd sketched the part where explorer assumed the control of colossus. That CAN BE DONE in game 8-} )

That'd be all.... and sorry for the long post. :BANG_HEAD:


That's actually worse than the "everyone gets one limb" idea. I really don't want to sit around and watch someone else control my character, while I don't get to do anything.

That's what no combiner idea has been able to properly reconcile, no one wants to lose control of their character. Think about it, do you really want to only play PART of a character? Or none at all?

Sorry, perhaps my post weren't that clear in a way. What I meant was the idea that the each character controls the limb is still there, except that all of them (in the gestalt's group) had the chance to control the main body as to whoever is calling the shots to combine while they (the ones who agree to give him the control) function as the limbs/turrets of the gestalts. prolly something like:

-blast off requested the combination, group members agree, and blast off's request granted, giving him the control of the full body. Onslaught, despite being the main body, agreed with others to gave blast off the reins, so he switched places with blast off in controlling the limb/turret? That's the gist of the idea; onslaught's player gives control to those who asked and replaces the character's position, or he can control as usual if he's the one requested the control.

-Note that limb control here isn't really literally limb control; may be something like charging up attack powers (eg. swindle and brawl charges up Energy reserves for the stomping power for blast off who's in command atm to use) and despite being turrets or so, they have more chance on shooting the enemies accurately than the guy who's controlling the giant, right? Think of Battlefield series, the helicopter gunship: The pilot vs. the gunner position.

- when things go ugly (ie about to die) then the traditional method is there; ditch it! Limbs can just pop off and save their skins, leaving bruticus woefully hand-less and low health. And to justify the balance of the game, scramble city at it's pure homage; swindle and brawl can be the hands too.

Question is whether or not the members/players will cooperate is a different matter, the fact that the mechanics itself in game is enough for the players to have an option. Imagine a particular circle of friends perfected the rule of combination and enough to cooperate with each other... the opposing group hardly have a chance I say if they don't cooperate at all :KREMZEEK:

that said, it's up to high moon on how they wish to put the gestalts into practice. And I'll be waiting in anticipation until the day comes :APPLAUSE:
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Re: War for Cybertron 2: The Fall of Cybertron Revealed

Postby Shadowman » Wed Oct 12, 2011 1:24 am

Motto: "May God have mercy on my enemies, because I sure as hell won't."
The problem is, no one would agree to that. "Press X to give this guy immense power while you get to do nothing." Think about yourself in this situation, would you really want someone else to have all the control while you get to do very little, if anything?

Also, you have to think of how you can counter-act it. That's the key to proper game balance, not destructive power but the ability to defend against it.
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Re: War for Cybertron 2: The Fall of Cybertron Revealed

Postby Wigglez » Wed Oct 12, 2011 5:50 am

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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 7:50 am

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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 7:59 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 9:19 am

Motto: "One look from me and you've lost"
Weapon: Black Magic
Fall of Cybertron was featured on Electric Playground last night. Talk about early buzz, daayum.
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THE POWERS OF DARKNESS ARE A MORE POWERFUL WEAPON THAN ALL THE TOYS YOUR SCIENCE CAN MUSTER

Die, Autobots!
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Re: War for Cybertron 2: The Fall of Cybertron Revealed

Postby Hierophant » Wed Oct 12, 2011 10:36 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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