A Transformers MOBA...

Discussion in 'Transformers Video Game Discussion' started by MpCollector81, Sep 30, 2015.

  1. MpCollector81

    MpCollector81 Fanstoys ZOMBIE 01

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    Updated with pretty pictures! New profiles added!

    I obviously love the Transformers franchise and would be very interested to see these awesome characters in a successful MOBA top down style game similar to League of Legends or Blizzards new Heroes of The Storm, although heavily G1 influenced (like Transformers Devastation) where Autobots and Decepticons wage war for dominance on exciting battlefields (Earth, Cybertron, Unicron's disembodied head), and they're all set up for awesome the MOBA standard 4 ability action which can be vastly customized. Of course skins could be offered for fans of other incarnations of their favorite robots, including movie skins.

    I'd want a TF game to do it right and be a huge success. They'd be able to tap into the Asian market of gamers with no issues- as these gamers are always thirsty for something new. Every time LOL updated, it seemed to become more restrictive, and slowly changed into some number crunching, farm fest where the slightest mistake cost you the advantage, and team fights and exchanges became an eye blink. I left the game feeling the developers literally transformed the game from something a casual player could pick up and enjoy (with experimentation amongst the characters) to game tailored to irate, addicted, competitive players that want a flash-in-the-pan experience where every game is brutally formulaic.

    The existing characters really have it all for melding with established gaming roles and rules. For example, most characters in MOBA style games have an 'initiating/escape' ability that allows them to quickly enter or exist combat. Virtually every Transformer could have this ability (with varying degrees of effectiveness) to create a unique player experience. Optimus Prime for example could easily fill the 'fighter' role, have a charge attack, utilizing his alt mode to ram his opponents and push them back across the battlefield, where as Smokescreen, small, sleek and dangerous, could have an escape mechanic that leaves a blinding trail of smoke which reduces the defense and movement speed of anyone foolish enough to follow him. The seekers respectively could have various effects with their alt mode 'initiation' abilities, with Skywarp teleporting to advance great distances and engage/escape certain death, or Ramjet simply slamming into little Autobots with his senses shattering nosecone. The variability and possibilities are endless with one familiar mechanic.

    Need a healer?! Bring Ratchet along to repair your team. Nano-bots, arc welders, monkey wrenches, he's got it all. Need a tank? Sludge. They don't build them much bigger, and denser than a robotic Brontosaurus. Sure he's not going to dish out a lot of damage, but he's going to soak it up, and split the ground beneath anyone foolish enough to try to get past him. Good luck squashing the enemy team's Bumblebee when he's got his lumbering Dinobot buddy along.

    Heck, we now have a legitimately threatening use for G1 Megatron's questionable G1 gun-mode! When on the battlefield, activate his ultimate and for 5 seconds Megatron leaps into the hand of his nearest team mate. During this time, his energy is focused, Critical Strike chance is increased by 25%, Damage Bonus is 35%, and Range by 100%, guaranteeing (practically) any Autobot hit by one of his blasts is toast! Oh and what's Starscream's Passive Ability? The traitor gains a 15% Damage Bonus when attacking an enemy from behind. You've now turned the heel-biting Starscream into the team's celebrated sniper. You want Megatron in Starcream's hand. Sick and tired of that loudmouth, and think Soundwave should be the one blasting Autobots to pieces? Well, when you have Trailbreaker, Mirage, and Prowl crippled with the onslaught of minions you just released with your ultimate, its easy to line up those fatal shots for a triple kill... I have created some examples below for how each character would feel/play in a team based MOBA:

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    [​IMG]
    Megatron: Decepticon Commander: Primary Role: Warrior

    Megatron is the founder of the Decepticon uprising, and their most feared leader. The opposite of his mortal enemy Optimus Prime, he feels great contempt for other Transformers who, he feels, betray their proud heritage by demanding peace and cooperation with weaker life forms. It is the destiny of the Decepticons to bring order to the universe through conquest, though in the millions of years since coining this purpose it remains to be seen how much of his mission statement is altruistic- and how much of it is mere words built to fuel warriors to further his desire for personal power.

    UNSTABLE FUSION (Passive): Megatron's attacks adding stacks of Fusion Particles which combust for increased damage. Up to 5 stacks can be added before combustion.

    FUSION PULSE: Megatron unleashes a blast of energy from his signature Fusion Cannon which does energy damage. Each blast adds unstable Fusion Particles which cause additional damage when enemies are struck with Energon Mace!

    ENERGON MACE: Megatron constructs a powerful solid Energon Mace, and swings it in a wide arch, using his immense power to deal physical damage, briefly stunning his target. Combusts Fusion particles for extra damage!

    LAY WASTE: Megatron's leaps into the air, hovering for a moment to unleashed a volley of energy blasts, raining destruction onto the battlefield and adding stacks of Fusion Particles. Scurrying Autobots below can be targeted for certain death.

    ANNIHILATION (Ultimate): Megatron transforms into a powerful pistol weapon joining a team mate to wield his awesome power, focusing his energy attacks. During this time, his energy is focused, Critical Strike chance is increased by 25%, Damage Bonus is 35%, and Range by 100%. Whatever Megatron hits- he destroys!


    Megatron is a warrior class that deals massive long range damage- however he lacks the armor of some of his hearty Autobot rivals such as Optimus Prime or Skyfire. When surrounded by his loyal minions- he is an unstoppable force of destruction capable of eliminating virtually every threat on the battlefield with his impressive single target damage! Megatron's Ultimate ability is exceptionally powerful-but requires a team mate present to cast. If the Decepticon team mate holding Megatron is killed the Ultimate effect is ended- and he leaps from the defeated ally returns to his robot mode. A solo Megatron on the battlefield suffers a slight handicap without a team mates to receive the benefit of the awesome destructive power of his mighty Fusion Cannon ultimate- but a skilled player will maximize his true potential!

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    Optimus Prime: Autobot Leader: Primary Role: Warrior

    Bio Loading...

    BOUNDLESS COURAGE (Passive): Optimus Prime's courage inspires the other Autobots to fight- whenever their beloved leader is near, all Autobots receive a defense buff, as well as health regeneration.

    ROLL-OUT/ION DISPERSION: Optimus charges into battle- if he hits enemies they are knocked out of his path. If no enemies are hit, Optimus can perform a series of shots with his Ion Cannon- increasing the range of his roll out! Ion Dispersion blasts have a small critical strike bonus!

    ENERGON AXE: Optimus unleashes his Energon Axe to deal extra damage on all his basic attacks- allowing each strike to become a sweeping blade which causes an arc of damage that cuts through any Decepticons in his path hitting multiple targets- but this comes at a the cost of draining his energy.

    SOARING HERO!: Optimus utilizes hidden rockets to propel himself over the battlefield performing several devastating perfectly aimed shots with his Ion Cannon. Optimus' skill and precision during this attack bypasses enemy dodge/defenses against critical strikes!

    SELF SACRIFICE (Ultimate): Optimus Prime overloads his circuitry with energy, receiving increased armor and damage output and charges into battle-if he is defeated during this time he will fall in battle- only to be shortly rise from the ashes through the sheer force of will! If he is not defeated the cooldown of this ability is reduced.

    Optimus Prime's perfect balance of offensive and defensive power carries his team to victory- though he excels in solo combat he can carry a team- and when defeat looks imminent he can return from the brink to turn the fight at the last moment. Optimus is without a doubt the most sturdy and balanced character- and can solo any lane, hold checkpoints or push deep into enemy territory. Use Roll-Out to rush into enemy encampments- and finish with Soaring Hero for an explosive combination. When coupled with his team mates Optimus' Ultimate ability is a game changer!

    [​IMG]
    Trailbreaker: Autobot Defensive Strategist: Primary Role: Support

    It's hard not to like Trailbreaker, but it exceptionally hard to kill him. He's a good-humored warrior, always ready with a joke or comment to lighten the mood when things get dark. Trailbreaker's loyalty to the Autobot cause, bravery, and impenetrable force fields and magnawheels are all of great use, and he knows how to make the most out of both his abilities.

    MAGNAWHEELS (Passive): Trailbreakers magnawheels give him traction on all ferrous surfaces, providing him a slight edge in battle, increasing his speed and ability to dodge incoming ranged attacks. When traversing certain terrains on the map, such as Cybertron's metallic environment, Trailbreaker has an advantage!

    INDUCTION FORCE BUBBLE: Trailbreaker creates a personal force bubble that briefly absorbs incoming energy damage. Trailbreaker leeches a small amount of energy from the incoming energy attack.

    TRI-MISSILE BURST: Trailbreaker launches a trio of short range explosive missiles from his hand cannon. The spread of these missiles can be quickly adjusted. This is his most damaging ability! If he gets a killshot, the cooldown of this ability is reduced.

    TRAIL RUSH/SHIELD ALLIES: Trailbreaker transforms and heroically charges into battle, arriving to summon a large defensive shield bubble to aid his enemies. This shield reduces incoming enemy ranged damage by 50%. If only one ally is shielded, the absorption is increased to 75%.

    FORCE FIELD (Ultimate): Trailbreaker projects a life saving expanding force field around his allies which shields them from all damage for 3 seconds. The shield is very powerful and can shrug off enemy Ultimate abilities. While the Force Field blocks all incoming ranged damage, enemies within the Force Field can still perform melee attacks.

    Trailbreaker is a sublime support class that excels at protecting his team members, when combined with a damage dealing warrior and tank- he makes for a sturdy and powerful composition that can press on the enemy team. Shielding a heavy tank like Sludge, or a medic like Ratchet will ensure immense team suitability- even under the heaviest of fire. A Trailbreaker player must exercise caution as he will become the focus of enemy fire if he strays too far from the team mates that he is buffing. If caught solo- a map aware Trailbreaker player can perform some nifty escapes with his Magnawheels passive. Trailbreaker's gameplay is dynamic and offers up much utility for highly organized team combat.


    [​IMG]
    Skywarp: Decepticon Infiltration Officer: Primary Role: Warrior

    Bio Loading....

    BLINK (Passive): Skywarp's a bit of a coward at times, surprise is his weapon, but when the tables are turned, he can use his ability to teleport as a defensive mechanism. Skywarp will automatically 'blink' away from danger after receiving a critical hit. This can only occur once every 2 minutes.

    BOUNCER BOMB: At close range, Skywarp unleashes a fist full of missile! His custom bouncer bomb slams into up to 3 targets, exploding on the last one hit for extra damage over time. The initial impact of the Bouncer Bomb is so powerful it stuns the target for a brief moment. The bomb can even be bounced off walls and obstacles increasing its range!

    STRAFE SHOT: Skywarp rushes diagonally, blasting his enemies with his armaments. Skywarp can activate this ability a second time to strafe in the opposite direction.

    RAIN FIRE: Skywarp transforms and takes to the skies and lays down a line of heavy fire from his blasters, searing everyone on the battlefield. Enemies that are caught in the Rain Fire waves receive a penalty to Armor for a brief period.

    TELEPORT (Ultimate): Skywarps' most effective and terrifying ability, teleport allows Skywarp to blink up to 3 times across the map to escape danger, engage an enemy, or surprise a fleeing Autobot.


    Skywarp is a warrior balanced warrior that combines range and movement- but lacks the armor of some of his Decepticon comrades- however the immense utility of his Ultimate can make up for this when used correctly. Skilled players will make use of his damage output- saving his teleport to escape sticky situations- combined with the cowardly nature of his Passive ability- those who prefer to fight with a little help to bolster his damage output and defense- he will seem virtually uncatchable! A carefully timed Bouncer Bomb can take out a fleeing Autobot at great distance- or surprise a close range target with a nasty stun effect.


    [​IMG]
    Sludge: Dinobot Special Terrain Operative: Primary Role: Tank

    "Sludge dumb" is how Grimlock, the Dinobot commander himself, describes the giant plodding Autobot. The Dinobots have a perhaps undeserved reputation for being dimwitted, but Sludge is the genuine article. He makes the other four look like scholars in comparison. As Sludge can't make much of an impression in the mental department, he likes to make his presence known physically. He'll stomp his dense metallic hide around, felling trees, just so you know he's there. Decepticons who make the mistake of engaging him in battle soon learn of his true strength. Sludge is an effective combatant on land and water where some of his wheeled comrades fail.

    LUMBERING BEHEMOTH (Passive): Sludge's mammoth bulk rumbles the earth and causes enemies standing on the ground to lose accuracy and potentially miss their targets, or even miss critical strikes!

    EARTH SPLITTER: Sludge transforms and stomps the earth, creating a rift in the ground, slowing enemies that try to escape the expanding void
    CLEAR THE ROAD: Sludge transforms sweeps the area with his tail, knocking away smaller Decepticons. Autobots hit by the tail sweep can use its momentum to spring into action, launching themselves from his tail like a rock in a catapult!

    TECTONIC BARRIER: Sludge rears up and performs a massive double stomp! This ground splitting slam unearths a ramp of dirt and stones which acts as a temporary shield- deflecting incoming projectiles. Autobot allies can transform and roll out, using the barrier as a ramp to jump a short distance!

    SEISMIC VORTEX (Ultimate): Sludge transforms and unleashes all his prehistoric rage, slamming the earth repeatedly until he creates a sinkhole, enemies are sucked into his vicinity, and their movement speed is reduced as they are crushed under the mighty Dinobot! Enemies that reach the center of the vortex are stomped under Sludge's massive pile driver like feet and are temporarily stunned!

    Sludge is the perfect tank, and a walking shield against damage- causing disruption to the enemy team in combat with his very presence of the battlefield. His allies take advantage of his powerful passive ability when standing close to him, a when supported by his team members- Sludge is an nearly unstoppable force of prehistoric metallic might that can soak up even the most potent of attacks as he sucks enemies into crushing seismic traps! However as a solo combatant he lacks mobility and damage- without aid from Scouts, Warriors like Optimus Prime, Grimlock or Iron Hide, he is not much of a threat, becoming overwhelmed and taken down by smaller, fast moving Assassinswith ease. Utilizing Space Bridges to traverse the map can make Sludge effective in game changing surprise attacks- stomping enemy teams flat as he splits the ground beneath him.


    [​IMG]

    Soundwave: Decepticon Communications Officer: Primary Role: Support
    Bio Loading...


    SHUFFLE (Passive): Soundwave constantly cycles through his powerful army of minicons. Use Eject! to summon the minicon of your choice

    SONIC WAVES: Soundwave transforms into his cassette player mode, and emits waves of sonic energy in a large radius around him which blankets the battlefield, disrupting enemies systems. The damage is not high, however enemies which remain in the field become slowed. Combine this ability with his ultimate for maximum potential!

    EJECT!: Soundwave ejects a chosen minicons, to fight with him for a limited time! Each minicon possesses a unique talent for destruction.
    Laserbeak blasts enemies and reveals them on the map for a short time.
    Rumble creates seismic fields with his pile-drivers, temporarily stunning enemies in the radius.
    Frenzy engages with pistols blazing!
    Ravage chases down fleeing enemies, launching his dual missiles when they are out of melee range.
    Ratbat peppers enemies with shattering steel screeches.
    Buzzsaw tears at his enemies optics with his beak, blinding them and reducing their vision.

    OPERATION SURVEILLANCE: Soundwave summons Reflector to spy on an area of the map, granting vision for a short time. If they are discovered, they engage the enemy before retreating and going on cooldown.

    OPERATION DESTRUCTION (Ultimate)!: Soundwave unleashes his personal army of Ravage, Lazerbeak, Ratbat, Rumble, and Frenzy which attack his enemies for a short period of time before returning to him! During the duration of the ultimate, Ratbat hovers at Soundwaves position to release a stunning sonic screech at anyone foolish to attack his master! Activate this ability again to return all minions to Soundwave.

    Soundwave is a very balanced warrior class that excels at hold rally points and engaging enemies in combat. He can solo virtually any Autobot- regardless of their classification thanks to his own personal army of Minicons- however his damage output is severely reduced when his ultimate is on cooldown making him vulnerable. While he can combat solo effectively- he benefits best with a tank/assassin combination where he can use his large AOE to rattle the enemy team as the high output damage dealers make quick work of anyone foolish enough to get caught in his sinister sonic waves! Even a powerful solo warrior such as Iron Hide or the mighty Grimlock can be overwhelmed if caught in Soundwaves Ultimate!
     

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    Last edited: Oct 17, 2017 at 3:39 AM
  2. GR1ML0CK

    GR1ML0CK Dinobot Commander

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    Ok i have opinions on transformers games. Just got done devastation and why the hell they dont have vs on that is boyond me. That game would have been 10x better with multiplayer. I really would like to see gijoe vs transformers using the titanfall engine. I mean come on! Not to mention that for me Fall of Cybertron IS G1 reboot so i love the games and need a real part three for the series cause that last aoe game sucks
     
  3. Aernaroth

    Aernaroth <b><font color=blue>I voted for Super_Megatron and Veteran

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    The biggest problem I could see with Universe was that, for its new character designs, ambitious approach to MOBA gaming, and for the good job it did of capturing the "feel" of the brand, it was absolutely atrocious from a technical standpoint, and its development progressed at a crawl through multiple incarnations. If it had come out as a MOBA from the start with a, say, 1-1.5 yr development cycle, and if it had actually been playable for most users (granted, it was still in beta when it died IIRC), I think it would have gotten a lot of people hooked.
     
  4. MpCollector81

    MpCollector81 Fanstoys ZOMBIE 01

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    Sadly I never had a chance to play it- :( 
     
  5. Murasame

    Murasame CHIMICHANGAS

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    I don't care for multiplayer. I rather have a Transformers RPG. THAT would be awesome.
     
  6. Gryph

    Gryph Action Master

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    Yeah, the instant the game was announced as a MOBA, after two years of making people think it was an MMO, pretty much guaranteed it was dead. The fact one guy was able to convince them to do it, still baffles me.
     
  7. Acadia

    Acadia gone

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    I hate how TFU developement team claimed that the character customization they ditched as well as the MMO concept was "too difficult" to do, yet there's games out there with vast character customization, some of it even being user-made.
     
  8. Aernaroth

    Aernaroth <b><font color=blue>I voted for Super_Megatron and Veteran

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    In a moba setting its a lot, lot harder to do that on a unique-by-each-user basis and still have balance.
     
  9. GrimlockPrimal

    GrimlockPrimal Mini-Dino

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    I honestly think a game along the lines of TF2, with Transformers characters and mechanics, would be a really neat experience.

    Like, there's nine "classes" of character to choose from, each having different characters wether you choose Autobot or Decepticon;
    Offensive:
    Scout - The fastest class, can double jump. Has the lowest health and weapons are most effective in close-quarters. Transforms into quick, but easily damaged vehicle mode with some weak weaponry to defend it while quickly getting to an objective.
    Autobot Scout: Bumblebee
    Decepticon Scout: Ravage

    Soldier - A slower class, but has one of the most powerful projectiles in the game and high health. Can use blast jumping to get around slower speeds, and weapons are most effective at medium range. Transforms into slightly slower, but more durable vehicle modes with powerful weapons with a slower firing speed.
    Autobot Soldier: Optimus Prime
    Decepticon Soldier: Megatron

    Pyro - Sort of the middle ground between Scout and Soldier-class characters; faster and weaker than Soldiers, but slower and stronger than Scouts. Works most effectively at close-range, and can reflect enemy projectiles at the cost of some ammo. Transforms into a beast mode which is between Scout and Soldier vehicles in most regards, but can shoot flames.
    Autobot Pyro: Doublecross
    Decepticon Pyro: Sparkstalker

    Defensive:
    Demoman - Specializes in setting traps for enemy players. Very versatile in loadout, and about as strong and slow as a Pyro. Works best at longer range, where explosives won't cause self-damage. Transforms into an armored transport that is able to shoot grenades at enemies.
    Autobot Demoman: Sideswipe
    Decepticon Demoman: Swindle

    Heavy - Highest health in the game, but also the slowest class. Works best close-up, as minigun deals high damage at close range, but suffers falloff at farther ranges. Transform into heavy artillery with high power and slow speeds with minigun as offensive weaponry.
    Autobot Heavy: Grimlock
    Decepticon Heavy: Long Haul

    Engineer - Same health as a Scout-class, but slower and more vulnurable if alone. Can build a variety of buildings to aid in team effort; Teleporters to get allies to the battle lines quickly, Dispensers to keep them alive if a Medic isn't nearby and Sentry Guns to aid in defense of an objective. Transforms into a utility vehicle with a heavy machine gun as weaponry.
    Autobot Engineer: Wheeljack
    Decepticon Engineer: Shockwave

    Support
    Medic - Same health as Scout and Engineer, but has the ability to heal teammates on the field. Able to defend themselves with shock rifles and a saw. Can overcharge a teammate, allowing them to become invincible for a short period of time. Transforms into a emergency vehicle with chainguns for defensive purposes.
    Autobot Medic: Ratchet
    Decepticon Medic: Hook

    Sniper - Same health as Medic, but has the longest range of all classes due to using a sniper rifle. Headshots deal more damage than body shots, and carries a submachine gun and a kukri-like blade for close-ranged defense. Transforms into an VTOL-equipped jet with sniping capabilities.
    Autobot Sniper: Perceptor
    Decepticon Sniper: Starscream

    Spy - Shares the same health as the other support classes, but has the ability to cloak and sneak through enemy lines, as well as disguise as another player. Excels in sabotage and misdirection, and can sap enemy buildings to disable and destroy them. Able to backstab a target for an instant kill, but otherwise is weak in close combat and is easily killed if found out.
    Autobot Spy: Punch
    Decepticon Spy: Counterpunch

    And for the gamemodes, there's these;

    Capture the Flag - Two bases sit adjacent to each other on opposing sides of the map. The primary objective is to get into the enemy base, grab the enemy's intelligence (the "flag") from it's intelligence room and take it back to your own intelligence room. The first team to 5 caps wins. Maps in this mode are generally open outside the base, but are much more narrow inside each base, making it harder to evade detection.

    CTF Maps: ctf_ark, ctf_nemesis, ctf_ampitheatre, ctf_polyhex, ctf_wastes, ctf_metroplex

    Payload - The Decepticons must push a bomb cart into the Autobots' base and into a specific chute. The Autobots must stop the Decepticons from delivering the bomb at all costs. Generally smaller and more linear maps.

    Payload Maps: pl_sthilary, pl_laboratory, pl_arctic, pl_outpostomega, pl_centralcity

    Territory Control - Autobots and Decepticons alike must fight for control over a specific location on the map. Each time a point is captured, that team's clock begins counting down. Whoever has defended the point the longest once the clock runs out is the winner.

    Territory Control Maps: tc_animatron, tc_trypticon, tc_autobotcity, tc_broadside, tc_junk

    Team Deathmatch: Only one goal for this gamemode; kill the enemy team as much as possible. Whichever team has the most kills when the clock runs out wins the match. All the maps from the previous modes are available for play here.

    Team Deathmatch Maps: tdm_metroplex, tdm_trypticon, tdm_ark, tdm_nemesis, tdm_autobotcity, tdm_polyhex, tdm_broadside, tdm_junk, tdm_animatron, tdm_centralcity, tdm_sthilary, tdm_ampitheatre, tdm_outpostomega, tdm_arctic, tdm_laboratory, tdm_wastes

    Survival: Autobots and Decepticons must work together in order to survive against large waves of zombies. These maps are generally large and have a lot of places to go; but not a lot of "zombie-proof" hiding spots.

    Survival Maps: svl_autobotcity, svl_wastes, svl_metroplex, svl_trypticon

    I think that'd be a really neat Transformers game, to be honest. It'd probably do better than Universe did, at the very least, as long as it follows TF2's footsteps and makes itself optimized for a larger amount of computers than the highest-end ones.
     
  10. Acadia

    Acadia gone

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    I meant if it was going to be an MMO, not MOBA. I know that it would be way too difficult to maintain customized MOBA characters.
     
  11. MpCollector81

    MpCollector81 Fanstoys ZOMBIE 01

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    Why would it be too difficult to maintain and balance MOBA characters? MOBAs do it all the time with updates/patches. MOBA would offer the chance to see the entire Transformers roster vs and MMO which might be limited due to the need for more environments and story.

    A TF MOBA could also include great NPCs hinted at in the G1 cartoon- like the robot creatures from Rebirth that Kup mentions when he tells a story about being outnumbers 3/700- or those giant Sentinels on Cybertron.
     
  12. Hate-triot

    Hate-triot Well-Known Member

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    If Hasbro wasn't such a large corporation I could see this getting done but they'd want profit margins so unreasonably high that any attempt at a quality game would be shut down in a years time.

    However if you are interested in a "transformers" MOBA then you're in luck. AirMech features transforming mech with your classic multi-lane MOBA format. The Steam version has been around since 2012 with their exists a console version under the title AirMech Arena which released in 2015. Sure it's only air vehicles but it's a nice diversion and it is free.
     
  13. MpCollector81

    MpCollector81 Fanstoys ZOMBIE 01

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    [​IMG]
    Look familiar?
     
  14. Aernaroth

    Aernaroth <b><font color=blue>I voted for Super_Megatron and Veteran

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    Oh, totally, if they did an MMO-style game without even the level of customization that, say, Warcraft has, It'd be a disaster for a character-driven franchise.

    I don't know about that, look at the obscene amounts of money various successful MMOs like Warcraft have pulled in over the years. Quality and success may be closer tied than you think.
     
  15. MpCollector81

    MpCollector81 Fanstoys ZOMBIE 01

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    MOBAs such have League of Legends have succeeded because of its "micro transactions" model and its massive community support. Most of what constitutes LOL content is fan generated- in some cases it seems to be cult like- artwork, songs, fan fiction, youtube videos, streaming games- people love and live for this game. Even without media behind it (such as movies, comics and cartoons) its absolutely huge.

    The Asian market alone would be enough to keep a TF MOBA going if it was done correctly. Hasbro has 30 years of characters, stories, weapons, skins across various incarnations of TF to pull from- the ground work is already laid. The fact that there isn't already a popular TF MOBA shows Hasbro's short sightedness about the brand potential. They should have been knocking on the doors of game developers 3 years ago.
     
  16. MpCollector81

    MpCollector81 Fanstoys ZOMBIE 01

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    HOUND: Autobot Scouting Specialist: Primary Role: Support

    Hound wishes he were human. The dark, barren metalscapes of Cybertron no longer interest him. Now that Hound has been shipwrecked on Earth, he considers this planet his home. He sees humankind as beautiful and wishes he could interact with their ecosphere the same way they do, to feel what they feel and to see what they see. He treasures his job as an Autobot scout, making good use of his ability to project holograms for added disguise. He uses this opportunity to explore the breathtaking caverns and mountainous expanses that Earth provides. He's a meek, benevolent soul, even compared to his fellow Autobots. He gets along with the more blood-thirsty of their ranks but not the most blood-thirsty of their ranks.

    DETECTION (Passive): Hound is capable of sniffing out enemy recon technology and revealing stealth threats. Enemies coming too close to Hound are quickly discovered-however fellow team mates will not see them.

    FLARE MISSILE: Hound's impressive shoulder mounted Flare Missile can be fired across the battle grounds, revealing hidden traps and targets along the way before exploding in a brilliant flash of fire and shrapnel. A perfect combination of utility and power.

    PHOTON FLASH/TRACKER: Hound rushes past the enemy, blasting them with photon spread. If activated again Hound scatters photos in 360 radius which reveal a small area around and shows all stealth players in the area for his team mates. The photons temporarily blind enemy targets- preventing them from attacking.

    HOLOGRAM CLONE: Hound projects a clone of himself that can be controlled to lead enemies astray. The projection also reveals the map within a limited area wherever the projection has traveled.

    WALL OF ILLUSION (Ultimate): Hound summons a cavalry of Autobot companions, including himself. While they do no damage, these holographic projections are so convincing that it temporarily confuses all enemies forcing their next few attacks to target the holograms instead of Hounds allies-wasting their attack power and allowing for an escape from battle.

    Hound is a highly mobile lightly armored scout and support class that confuses and distracts enemies on the battlefield- he is effective at disrupting enemy movements and defending rally points from attack. Hound's aid in map control can be a game winning choice- but as Hound fans know this pacifist does not excel at solo combat. Hound players would do best avoid engaging a Decepticon warrior such as Skywarp or Blitzwing directly, however he is very adept at revealing assassins that could dispatch his allies making him invaluable in many team compositions. Hound can use his Wall of Illusion ultimate to save himself and his allies from certain death- or stall the Deceptions from taking an overwhelmed encampment until help arrives.

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    Bombshell Insecticon Field Commander: Primary Role: Support

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    FORAGE (Passive): Bombshell has the ability to consume organic matter and quickly regenerate energy. If left stationary and dealt no damage, he is able to feed and regenerate energy.

    SPITFIRE PLASMA: Bombshell blasts a stream of hot plasma, which deals high damage over time and leaves a specialized sticky trail of burning fluid. This unique saliva compound can be detected by other Insections, allowing them to be to traced and finished off by the swarm!

    PLASMA POOL: Bombshell ejects a pool of plasma onto the terrain. This unique saliva compound can be detected by other Insections, revealing the enemy is coats, allowing them to be to traced! The gummy plasma pool also slows enemy movements.

    BURROW: Allows Bombshell to dig into the earth and avoid damage and detection, can be activated again to burst from the earth and deal a surprise strike! When burrowed Bombshell must remain stationary.

    CEREBRO-SHELL (Ulimate): Bombshell's most terrifying ability, attaching a Cerebro-Shell to an enemy, turns any opponent into a willing slave! Once successfully implanted the shell grants Bombshell access to the enemy's last activated ability- turning that power onto the enemy team. If the last ability activated was a "Heal" then the team mate with the lowest health is healed. Your enemy will be your unwilling slave for 5 seconds= after this the Cerebral Shell is overridden and disintegrates.


    Bombshell is a support/controller class that utilizes AOE attacks and his powerful ultimate slow, cripple and overwhelm his enemies. His ultimate can make him effective at soloing as he can continue to do damage to his minion while they are controlled- but he is most effective when paired up with his fellow Insecticons or other Decepticons. Bombshell's abilities compliment Kickback and Shrapnel. Bombshell himself is very small and lightly armored, so players must be careful when his abilities are on cooldown.



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    Shockwave: Decepticon Engineer: Role: Support

    COMPUTATION (Passive): Shockwave is constantly computing data, analyzing enemy effective and battle tactics- his ability to predict the probability and outcome of any given situation gives his team mates a large defense buff.

    SENTRY: Shockwave sets up a sentry drone that reveals an area of the map and targets enemies that stray too close. Sentry blasts do not do much damage, but are hearty and cannot be easily destroyed. Shockwave employs Sentry drones both offensively and defensively. He can summon up to 3 sentry drones at a time.

    REPAIR!: Shockwave can repair a fellow Deception for a portion of health, restoring their superstructure at the cost of their Energon reserves- Shockwave gives nothing without taking something in return.

    ENERGY ARCH: Shockwave blasts his enemies with a powerful succession of short range explosive bursts. This burst lasts for several seconds and locks Shockwave in position until he is finished- which does make him temporarily vulnerable to attack. This ability is best paired with Drone Sentry.

    MAGNETIC INDUCTION BLAST (Ultimate): Shockwave transforms into a massive Magnetic Induction Cannon and blasts a long range expanding wave of energy across the battlefield! Targets hit by this crushing wave and damaged and slowed as they are pushed away from him on a band of energy. Shockwave is fixed during this time. Unlike Galvatron's Ultimate MIB does no damage to structures and towers.


    The lone sentinel, Shockwave is a support style Deception that excels at holding rally points and buffing his team mates. If enemies underestimate the utility of his Sentry Drones- they will find themselves unable to function before they are terminated. While he can be dangerous in 1 vs 1 combat, he can be quickly overwhelmed by damage dealers and tanks- but when coupled with another Decepticon he is effective at holding waypoints. Repair! is an extremely effective instant healing tool- best used in conjunction with Astrotrain's massive Energon stores. MIB blast can even be effective at close range-as the powerful beam of energy can push attackers out of melee range or into cleverly positioned Sentries!



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    Blitzwing: Decepticon Ground & Air Commander: Role: Warrior

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    EXPLOSIVE ARMOR (Passive): Blitzwing's superstructure is made up of highly advanced explosive armor- an idea stolen from Earthling ingenuity. Melee attacks on Blitzwing cause damage to the attacker. As the armor explodes- his defense slowly degrades and must be repaired.

    WAR CRY: Blitzwing temporarily empowers himself and those around him to attack more aggressively and do more damage- however during this reckless frenzy they will take more damage from critical strikes.

    BLITZKRIEG/ELECTRON SCIMITAR: Transforming into tank mode, Blitzwing charges forward, crushing everything in his path. The charge can be ended- returning to his robot mode to perform a spinning scimitar strike!

    TERROR FROM ABOVE: Blitzwing transforms into his jet mode and lays down suppression fire with his chain gun and concussion bombs which stun the enemies they strike! Enemies hit by his chain gun have their movement speed reduced!

    THE LONG BOMB (Ultimate): From a fixed position, Blitzwing fires long range explosive shells which decimate the enemy caught in the small- yet powerful aoe field. He can fire up to 5 shells at once. The further a Long Bomb travels the more damage it does!


    More heavily armored than Starscream, Thundercracker and Skywarp- this terrifying to behold triple-changer dominates the battlefields of Earth and Cybertron- though he greatly surpasses his fellow Decepticon seekers in armor, defense and firepower- he lacks in speed and mobility. Unlike other heavily armored tank-like Transformers such as Sludge, that become more sturdy as the fight progresses- Blitzwing actually loses defensive capabilities when engaged in longer fights- so he is best suited for short skirmishes and quick rally point captures. Skilled players of Blitzwing will dominate smaller opponents with his impressive tank/scimitar combos and pulverizing suppression fire. Blitzwing can go toe-to-toe with most Autobot warriors however knowing when to disengage from a fight and activate his ultimate will ensure the Autobots are decimated- but be warned- Blitzwings slowly degrading armor can leave him vulnerable to attack. Also skilled Autobot infiltrators will capitalize on the frenzy he causes with War Cry and attempt to focus him as his defenses are reduced during this time. Always remember- the only thing more terrifying than a Triple Changer- is an angry Dinobot who just lost his team mate!

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    Thundercracker: Decepticon Ariel Warrior

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    BULLY MENTALITY (Passive): Thundercracker loves to fight, when the odds are in his
    favor, and gains a 1% Damage bonus for every team mate within a small range of him up to 5%. When enemies drop below 50% health, his damage on that target increases!

    DEPLOY DRONE MISSILES: Thundercracker unleashes his deadly Autobot tracking Drone Missiles, which follow the enemy- even around walls and obstacles before they detonate with a fiery shrapnel! Drone Missiles are smart-however they can be blocked by Force Fields and can be fooled by holograms.

    RUMBLING THUNDER/PURE AGGRESSION: Thundercracker's rumbling engine causes fear and panic wherever he flies. His comrades receive a 5% Critical Hit chance when he is nearby. Thundercracker doesn't shy away from combat-active to rev up his engines and reduce the cooldown of his other abilities!

    STORM APPROACHES: Thundercracker gains a movement buff when traveling towards an enemy with less than 50% health. During this time he gains a defense bonus from ranged attacks. He can activate Storm's Approach to cancel the buff and perform a maneuver, circling the enemies on the ground which causes explosive AOE damage.

    THE STORM BRINGER (Ultimate): Thundercracker transforms and takes to the skies and does 3 passes over the enemy, laying down a diagonal spray of heavy fire from his blasters, searing everyone on the battlefield. During this time his air speed and critical strike chance is increased!


    Thundercracker is a highly mobile warrior with high damage- but lacks the defense of other armored flyers such as Astrotrain and Blitzwing. While he can play solo- he performs best within a team to take full advantage of the damage boosting effects of his passive ability. Thundercracker's menacing Drone Missiles can ensure he picks up a kill- even when an enemy thinks they have escaped to safety. When close to his team mates- he take full advantage of his passive- which further boosts his damage output. Combined with his seeking Drone Missiles, team friendly passive, and the utility of his quick to refresh ultimate- Thundercracker has a fear inducing presence on the battlefield and is an essential for virtually any composition. What Thundercracker lacks in flashy abilities- he more than makes up for in pure offense and aggressive players will capitalize on his stengths!
     

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  17. MpCollector81

    MpCollector81 Fanstoys ZOMBIE 01

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    There's no reason a game couldn't have all these elements and be successful.

    But zombies? I'm guessing you mean zombie-like infected with some techno virus Transformers right? Human zombies would be little more than jelly Galvatron scrapes from his boot heel.
     
  18. MpCollector81

    MpCollector81 Fanstoys ZOMBIE 01

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    Starscream: Decepticon Ariel Commander: Role: Warrior

    Bio Loading....

    COWARD AT SPARK (Passive): Starscream receives a movement speed boost when fleeing a fight- and a bonus resistance to movement stuns.

    THE NULL RAY: Starscream blasts the enemy with the power of his Null Ray which nullifies their to access their Energon reserves and prevents abilities form being cast for several moments!

    COYOTE MANEUVER/OPPORTUNITY STRIKES: Starscream is so slippery that cannot be rooted by enemy traps. If caught he simply blasts himself out of danger-even if it means sacrificing a foot! After this effect occurs he gains a bonus to slows and other impairing effects for a few seconds. Opportunity Strikes is a passive that increases the damage Starscream does to any enemy that is rooted or stunned up to 50%!

    AIR BURST MISSILES: Starscream unloads a large payload of small explosive missiles from his chest. These missiles burst in the air and shower the enemy with shrapnel.

    HAILSTORM AIRSTRIKE (Ultimate): Starscream transforms and nimbly moves over the battlefield as he unloads his bombardment- each burst explodes in a small area, and he can pursue targets as he chases them down with his missile fire. This effect can be cancelled at anytime to retreat which doubles his movement speed boost and resistance to slows. The cooldown of this ability is reduced if his targets are killed.


    Starscream is a very balanced warrior, combining damage and aoe. Skilled players will take full advantage if Coyote Maneuver, which will greatly increase their abilities to escape traps and chase down kills. Since Starscream cannot be rooted he can be aggressive when the odds on in his favor, or make a hasty retreat should his enemies try to ambush him. Combining Hailstorm Airstrike with a group of rooted/stunned enemies increases its damage output and can be devastating when timed correctly! When teamed with his fellow seekers Skywarp and Thundercracker, the classic trio are menacing and dish out huge damage, and though they hate one another, Starscream pairs well with Sunstorm as his aura can temporarily stun enemies- setting them up for a nasty Ultimate! Though Starscream is a seeker, he is more capable on the ground than in the air.

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    Inferno: Autobot Emergency Services: Role: Support

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    ENERGY DAMPENER (Passive): Inferno protects his team mates from energy based attacks. Using his Energy Dampening Array, he reduces all incoming energy based attacks by 15%.

    STICKY GRENADE: Timed grenades attach to enemies and detonate after 5 seconds. Multiple grenades can be stacked upon an enemy. These grenades can also be fired into the ground and will adhere to enemies that accidentally walk over them.

    COOL-OFF: When cast on an ally, this powerful coolant stream coats an ally in a foam which neutralizes all effects of fire, acid and damage over time effects, providing a temporary resistance against these effects for a short time . If cast on an enemy the coolant stream blinds them temporarily.

    EMPTY TANKS: Inferno empties his tanks onto a single enemy, blasting them into the ground with powerful pressurized jets of water. Enemies hit by Empty Tanks are slowed as their circuitry is temporarily shorted by the water seeping into their sensitive systems.

    CROWD CONTROL(Ultimate): Inferno transforms and unleashes a pulverizing stream of pressurized water in a large arc. This slows enemy movement as they slip and try to escape the jets. This stream can push targets into walls and pin them. If a target is pinned it will also be stunned until the stream ends. The direction of the arc can be controlled. The pressure is so great that even Inferno himself is pushed back slightly until the effect ends.

    Inferno is a medium armored support that is great at assisting a warrior in solo combat for quick skirmishes, removing them from his allies who are in trouble, or supporting a team for large battles- he quickly zones enemies, allowing them to be set up for a devastating ultimate by Grimlock or Optimus Prime! While Inferno's direct damage is limited in comparison to some of the other brawny Autobots- his sticky grenades pack a wallop which will surprise overly ambitious Decepticons that stay too long in battle. Sticky Grenades can even be used to set up traps on the terrain, potentially alerting fellow team mates if stealthy enemies are sneaking about- or deactivating them entirely with an explosive punch! His energy dampening passive will save team mates from a deadly assault.

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    Doubledealer: Decepticon Mercenary: Role: Warrior

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    POWERMASTER (Passive): Powermasters differ from Headmasters. When a Headmaster transforms-his companion aids him in battle. Powermasters rely on their companions to access their alternate forms- and gain bonus from their respective companion.

    ACTIVATE KNOK/ACTIVATE SKAR: When Knok is activated-Doubledealer gains the Commander Aura, by where all allies gain defense and regeneration as well as access to his primary abilities. When Skar is activated the benefits are replaced by Consume Wreckage- which grants him access to his bird-like alt mode, and allows him to consume the delicious high energy components of defeated enemies for health and energy regeneration!

    SLB-DOUBLE SHOT/PREHISTORIC TERROR: Perform a powerful long range double shot with his Solid Light Blaster cannon or transform into your prehistoric avian form- in this form Doubledealer gains flight and movement bonuses and has access to avian skills. Activate again to return to his robotic form to access his missile carrier abilities.

    LAND MINE/TERROR DIVE: Drop a land mine which will trigger when an enemy steps on it, dealing AOE damage or grasp, carrying them aloft and dropping them from a great height. They can even be dropped onto previously deployed land mines!

    THE EQUALIZER (Ultimate): Doubledealer launches his ultimate weapon-The Equalizer is an ICBM missile which can target anywhere on the map and deliver a nuclear payload in the form of large AOE radius. Enemies caught in the center of the blast radius take more damage- while enemies caught in the outer radius take less damage and are thrown back from the expanding wave shockwave. The Equalizer destroys all sentries, drones, wards wherever it lands.

    Doubledealer is a warrior class that combines medium defense with high AOE damage. Doubledealer can turn a fight with his AOE presence- and defend rally points with ease, however he is not an effective solo character and should avoid going one on one with more sturdy warriors and tanks. Some would consider Doubledealer a support- if he wasn't prone to bailing on his team mates to save himself. Warning- as effective as The Equalizer is at wasting the enemy team when timed correctly- it does do a small amount of damage to friendly targets- because everyone is at risk of losing with playing with a Doubledealer...


    157412_Galvatron_Profile1.jpg
    Galvatron: Decepticon Leader: Role: Warrior

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    MANIA (Passive): Galvatron's madness is infectious and when in battle his fellow Decepticons have increased damage and attack speed- they receive increased vision, allowing them to detect stealthier enemies! His thirst for power knows no limit- and his warriors dare not disappoint him!

    CRUSHING HEEL: Galvatron performs a short charge into battle and slams into his first target, stomping them under his massive metallic heel! The target is stunned for a brief moment! If the target dies during this attack- the cooldown is refreshed! All Hail Galvatron!

    TORMENT/EMPOWER: Galvatron loves to cause suffering- even at the expense of those loyal to him. Galvatron can punish one of his team mates- causing damage to them and knocking them backwards and face down into the dirt. This empowers his next 1 attack do 40% additional damage! If the team mate is below 20% Health Galvatron's strike 0 damage has -50% knock back and he receives only a 25% boost.

    PLASMA VOLLEY/CRUSH: Galvatron launches himself into the sky and bombards the enemy from above with a succession of powerful blasts in a fixed line. If an enemy dies from this assault- the cooldown is reduced. Galvatron can cancel this effect early and perform a crushing stomp onto a target below him.

    TOTAL DOMINATION (Ultimate): Galvatron transforms into his siege cannon and blasts a wave across the battlefield for 7 seconds. During the expulsion of this massive beam of energy, he can pivot to lay waste to any Autobot foolish enough to try and avoid the destruction. If enemy Towers or Rally Defense Points are hit- they take massive damage or are destroyed entirely! Nothing can withstand Galvatron!

    One of the most menacing and powerful Decepticons- a team that brings Galvatron into battle comes with an advantage. Galvatron's Ultimate can be used to start or end a fight. Use it when enemies are stunned or slowed to ensure they do not dodge the devastating power of the energy blast! Though immensely powerful as a solo warrior, Galvatron works best in a team with minions to punish- ahem! Lead to victory. If timed correctly- Galvatron's Torment can actually save a team mate by taking them out of combat. He doesn't mind punishing his team mates, but he still needs them- at least until victory is his and his only! Galvatron's Ultimate is a great counter for Trailbreaker's Force Field as it outlasts the shield timer!

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    Bumblebee: Autobot Infiltration Specialist: Scout

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    COURAGEOUS HEART (Passive): Bumblebee has a spark that doesn't quit- he gains a 100% base Health Regeneration when he reaches below 30%- and all successful kills reduce the cooldowns of his abilities.

    DUEL STINGER: Bumblebee's tiny high powered energy blasters cut through even the toughest of armors, Bumblebee does increased damage with duel pistols blazing and gains a temporary dodge buff!

    FLOAT LIKE A BUMBLEBEE!: Bumblebee increases his defense against all Critical Strikes- and dramatically increases his movement speed for a short time. Combined with Stinger, he becomes a deadly fast moving warrior.

    ROCKET PACK JUMP: Using his trusty Rocket-pack Bumblebee can launch himself over terrain, walls and other obstructions-good luck trapping this bug. Bumblebee will blast the enemy from overhead as he glides to safety.

    PRECISION STRIKE/PEEL-OUT (Ultimate): Precision Strike/Peel Out allows Bumblebee to take a moment to line up a perfect shot- temporarily blinding his enemies as he blasts searing Stinger bolts into their optic relays! While blinded enemies receive reduce vision, and a defense and movement penalty- leaving even the mightiest of Decepticon vulnerable to attack! Bumblebee can activate this ability again to transform and peel out of a dangerous situation!


    Bumblebee's diminutive size hides a high potential damage output- when played aggressively- Bumblebee can wreck havoc on the enemy team. However if alone, he can easily be taken down by much larger, stronger Decepticon warriors- or a vicious Insecticon ambush. A skilled Bumblebee will always be on the move-using the terrain his advantage to harass enemies- chasing them down, or baiting into traps. Sharp-eyed and aggressive players will enjoy his high risk/high reward play style! Good luck trying to squash this bug!
     

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  19. MpCollector81

    MpCollector81 Fanstoys ZOMBIE 01

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    Beachcomber: Autobot Geologist: Role Support

    Beachcomber has a hard time reconciling his love of peace and freedom for all creatures with the need to combat those who threaten it. Furthermore, however just the cause for which it was fought, the gruesome and destructive aftermath of any battle sickens him to the spark. Beachcomber's geology tools include a wide array of sensors (magnetic, seismic, sonic, infrared) and a 'sonic pick' which can cut through rock. Beachcomber can use his magnetic sensors to navigate like a compass, but local magnetic disturbances can cause this to lead him astray. His sonic probes possess only limited range. Beachcomber is neither very fast nor very strong, and his antiwar sentiments gain him little respect from the more martial of the Autobots, yet he is agile and skilled in a fight, and his courage is beyond all reproach.

    EXPLORATION (Passive): As Beachcomber travels across the map, he explores the area, and gains bonuses to vision for his team. Once he has analyzed the area, he can gain a permanent bonus to vision in that area.

    RELUCTANT HERO/CALMING INFLUENCE: Beachcomber is a pacifist- and prefers to avoid fighting. As he engages in combat- he builds stacks of Reluctant Hero. As his stacks increase he gains a large Defense bonus. These stacks can be sacrificed by activating Calming Influence increasing its effects. Calming Influence grants focus to an ally- adding a temporary damage resistance buff and increased Health/Energon regeneration.

    BLASTER SCATTER: Beachcomber performs two 360 degree spins, pelting enemies
    with blaster fire. Each hit adds stacks to Reluctant Hero. He gains increased movement speed during the figure eight maneuver.

    DUNE JUMP: Transforming into his alt mode- Beachcomber can perform a escape maneuver, even over the most difficult of terrain dodging incoming damage and breaking movement impairing effects!

    FALLEN FRIEND (Ultimate): When an ally dies near Beachcomber- it brings out the hero in him passively increasing his attack speed and movement. He can activate this ability and during a short time, if Beachcomber himself is defeated, the bonus is passed onto his allies everywhere on the map- and the effect is doubled for everyone in his team!


    Beachcomber's damage output is low in comparison to other Autobots- but what he lacks in damage he makes up for in his ability to aid others, and to escape combat. His Exploration Passive ability gives needed vision, revealing enemy movement across the map. Using Blaster Scatter and Dune Jump can allow him to dive and out of combat with ease. Beachcomber is a balanced support that if played correctly gives his team many advantages- including a powerful buff that can turn a battle. As his kit relies on movement and support, a solo Beachcomber is an easy target, so its best to bring a warrior or tank along if you plan on attacking a waypoint.



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    Hun-Grrr: Terrorcon: Role Warrior

    TWO-HEADED MONSTER (Passive): Hun-Grr can attack from both heads means he can attack in 2 directions at the same time!

    CONSUME MATERIAL: Hun-Grr consumes metal material to slowly recharge his health. Consuming does take a little time and he must remain in a fixed position to enjoy his meal.

    LOB REFUSE: Hun-Grr's regurgitates long range sphere's of compacted refuse. These spheres hit with considerable force.

    SONIC STUN GUN: Hun-Grr fires a blast from his Sonic Stun gun which overrides enemy sensors and equilibrium, holding them in place for a moment.

    MERGE ABOMINUS (Ultimate): All Terrorcons possess the Merge ability-but the other team members have to agree before Merge activates. The player who activates Merge first receives control of Abominus for the duration In this form the team gains a massive, damage, health and defense bonus, as well as access to Abominus' abilities. Combined modes are extremely powerful and can easily destroy an enemy encampment or team. Since all Terrorcons are required to form Abominus. After the Merge timer finishes all members of the Terrorcons Ultimates will go on Cooldown. While extremely powerful Abominus can be destroyed by a skilled enemy team- so use the ability wisely.


    Monstrous and well armored, Hun-Grr is a fearsome combiner with a great toolkit for solo fighting. His unique passive allows him to blast his enemies in two different directions at the same time, and his stun can set an enemy up for a nasty attack, and his ability to recover health more quickly than others in the battlefield makes him very sturdy, however like all combiners he works best when teamed with his fellow gestalts to utilize his Ultimate!

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    Shrapnel:

    Bio Loading

    FORAGE (Passive): Shrapnel has the ability to consume organic matter and quickly regenerate energy. If left stationary and dealt no damage, he is able to feed and regenerate energy.

    STUNNING PINCER: Shrapnel grasps a single target in his stunning pincers and holds them stationary, shocking them as they struggle to break free. During this time the target is helpless to take action as they try to wrestle out of the powerful punishing pincers!

    SHOCKER: Shrapnel shocks his opponents circuitry with a powerful electrical arc. This arc bounces up to 5 times between targets causing damage as it sizzles. A great way to attack fleeing enemies who are positioned too close together. If the target is already stunned- the stun length is increased.

    TUNNEL/SNAP!: Shrapnel can tunnel in certain terrains- traveling beneath the ground at a reduced movement speed- but gaining a massive armor boost. During this time he can snap at his enemies causing damage and slowing them as he attempts to drag them into the earth. Snap! can occur three times before going on cooldown, but Shrapnel may remain burrowed.

    OVERRIDE SYSTEM (Ultimate): Override System causes a massive short circut, stunning the target and reducing their damage output. Override System can even be used on enemy defensive structures, causing them to shutdown temporarily. While not causing much direct damage- it cripples the target making them extremely vulnerable.

    Despite their small stature- Shrapnel and his Insecticon brethren are surprisingly effective at dealing out damage and disruption- when combined with Kickback's stuns and Bombshells mind control, some of their abilities can sync, allowing the trio to take out even the most powerful adversary or overcome a small group of larger Autobots- effectively retrieving control of a rally point. Shrapnel's mastery of electricity packs a punch! Still Insections are small and work best as a close team unit to benefit from their unique abilities.

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    Astrotrain: Decepticon Military Transport: Role: Warrior

    Bio Loading...
    TRACK DRONES (Passive): Wherever Astrotrain steps on the battlefield, his loyal
    robotic drones build tracks. Tracks can then be traveled upon at high velocity. Use tracks to zip across the map and dominate the enemy team. Tracks can be destroyed by enemies as well.

    LOCOMOTIVE CHARGE: Using his track system, Astrotrain can transform into his locomotive mode and race to his team's aid. If he collides with an Autobot along the track he does damage and causes knock back- car vs train- train wins!

    OFF THE RAILS: Astrotrain can activate this ability to burst from his tracks, diving into battle with his blasters at the ready, and destroying his track system in the process. Tracks are thrown from the ground, impaling anything and everything around him!

    ENERGON CARGO DROP: Astrotrain can unload his Energon stores- allowing his team mates to replenish their energy reserves and a small portion of their health.
    INTERSTELLAR TRANSPORT (Ultimate): Cast on fellow his Decepticon which marks them with a hasty retreat. During the next few moments- should they take lethal damage, Astrotrain transforms into his space carrier mode- and ferries them to safety.

    Unlike puny Autobots such as Ratchet and Trailbreaker, the massive Astrotrain is a medium armored tank-like support class, that deals damage and allows for Decepticons to recharge their depleted energy reserves- as well as escape combat. His Ultimate ability Interstellar Transport can save an entire team from certain defeat. Astrontrain players will always be on the move, laying tracks and supplying their team mates.


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    Cosmos: Autobot Cosmic Explorer

    Bio Loading....

    GALACTIC EXPLORER (Passive): Cosmos sensors are highly attuned his environment. When transformed Cosmos can detect energy blooms on the map, and discover beneficial items for his team such as extra Energon, tech bits, and other supplies which he can harvest for his team mates.

    STAR SKIPPING: Cosmos creates a tiny wormhole and passes through it. This ability can be used to bypass walls and other obstructions on the map. Allies can also pass through it. After passing through the wormhole, allies are given a small speed buff.

    CELESTIAL SHIELD: Cosmos summons an energy shield which absorbs incoming damage. During this time his armor and movement speed are increased. The shield remains until his energy is drained or toggled off.

    LAUNCH SATELLITES: Cosmos launches a slow moving satellite that travels across the battlefield- removing the fog of war to reveal enemies below. The drones are cloaked and cannot be seen by enemies without additional sensor equipment.

    COSMIC TRANSPORT: Cosmos locks onto a target location on the map and wisks through a wormhole to arrive at the chosen location. He can bring up to 2 companions with him on this journey. When he arrives he unleashes a barrage of blasts from his Particle Cannons. This Ultimate can be used to escape an ambush or bring a fight to the enemy team.


    Small but very stout and well built or intergalactic travel, Cosmos is a tank-like support character that can take damage, and reveal enemy players on the map. While he is nowhere near as sturdy as Sludge, he makes up for the lack of armor and bulk with his sheer mobility, making him far more than his small size may suggest. Combined with Star Skipping, his Launch Satellites ability gives him a dominating map presence- making it difficult for the enemy to ambush his allies, or to defend unsecured waypoints. As Cosmos travels the map he picks up important items to return to his team mates- and these bonuses become essential during long games to keep his team mates well supplied. The utility of his Ultimate can win fights by bringing fresh allies across the map to where the team needs it most, and as a solo character he can be played as a hit-and-run raider! Decepticons should not underestimate the potential of this often dizzied looking, adorable green saucer!
     

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    Last edited: Nov 28, 2016
  20. MechanovaKing

    MechanovaKing Well-Known Member

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    Well I'd like to point out the that ____ of cybertron mutliplayeronline games. Were very TF2.



    Back to the O.P.

    Dude a Transformers MOBA is all I think about. I play Dota2, LoL, little bit of Smite, alot of Awesomnauts. And a few failed once...like Transformers Universe...

    I think about it all the and what would be the base step up. But i honestly keep being stumped at one part.
    "What would the point of Transforming be?"
    In the War of cybertron mutliplayeronline. The map was big and Transforming gave you a moving-mode and a fighting-mode (more or less).
    I'm not so sure that'd a MOBA would be the best method. And the interaction of a point and click for a guy turning into a jet. Not sure it'd be the best.
    But for guys like Megatron who could turn into a gun give himself to another play. Increase the next attack. And the pop back to robot mood would work.

    I notice in your long descriptions there isn't much mention for changing form beyond quick attacks. I feel like the Transformation NEEEEDs to play a much more major roll. But i'm at a lost to what.

    Maybe if terrain types slow or speed characters up. Maybe if the map took place in a city. And you could ambush other but waiting as a car.
     

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