Well after playing Airmech, yes I can see how the transformations/alt modes would be essential. The idea of the game being a MOBA doesn't limit that opportunity. If a TF game played like a blend of a MOBA and Airmech (whatever kind of game that's considered) that could be near perfection. Since Transformers are so diverse, covering land, sea, and air, their transformations would mean having to select balanced teams. A team comprised only of 5 Dinobots would be impressive and terrifying- but there would be no dedicated healer- so a properly balanced enemy team could defeat them. Since Decepticons seem to have an air superiority over the land based heroes, the trade off could be that while Decepticons traverse the map faster than most Autobots and avoid obstacles such as cliffs, canyons and walls- perhaps they also take increased damage from ariel counterattacks. Autobots could also receive a slightly defense/dodge bonus when in their vehicle modes to make up for their lack of mobility. Of course the map could have all kinds of interactive elements, obstacles and destructibility. Scourge: Decepticon Tracker: Role: Warrior Bio Loading... TARGETMASTER (Passive): When out melee range Fracas remains in gun mode- granting a ranged firepower bonus to all of Scourges attacks-but in melee range he transforms, leaving Scourge's hand and assaults enemies! Fracas attacks with a ranged blaster. HUNTSMAN/TRACKED TARGET: Scourge is adept at tracking his enemies- activate huntsman to reveal stealth enemies hiding on the map and rally Decepticons to you. Targets discovered by Scourge receive a penalty that prevents them from applying stealth tactics for a few seconds. Tracked Target is effective at stopping assassins from taking out your valuable team mates. OPPORTUNISTIC HUNTER: Scourge excels at finishing off weakened opponents and enjoys it just as much- using his hardened claws- he rips their superstructure wide open. If the target is facing away from Scourge, the damage of sinister swoop is increased and a slowing effect is applied and Opportunistic Strike does double damage! SINISTER SWOOP: Scourge becomes cloaked for a brief moment- and can swoop onto an unsuspecting enemy from above- blasting the target as he strafes past them to safety. If the target dies he can activate this ability to strafe back to his original position. BEHOLD THE ARMADA (Ultimate): Scourge transforms and joins The Sweeps, increasing his movement speed and raining down destruction on his enemies. The Armada Strike blasts several waves of damage using his powerful Disintegration Cannons. During this time it is almost impossible to distinguish Scourge from his fellow Sweeps- making targeting him in the air to cancel the ultimate very difficult. Leader of Galvatron's Sweeps, the deadly Scourge is the shadowy figure of death lurking behind his enemies. Scourge is a very effective assassin who can dish out damage quickly before disappearing into the confusion he creates. Scourge is one of few assassins who can even reveal other stealthy players- turning would be hunters into prey! The Armada is a great counter to Swoop's air supremacy and grants Scourge a unique advantage over other ariel Decepticons who are vulnerable to the mighty Dinobot when in the air! Skilled players will use Scourge to counter. It is wise to fear the might of Scourge- as the power of Unicron courses through his circuitry! Scourge benefits from Critical Strike and Speed technology upgrades. Ratchet: Autobot Medic: Role: Support Bio Loading: MOBILE REPAIR BAY (Passive): Ratchet constructs Mobile Repair Bays which can be deployed. Ratchet can carry 1 repair bay at a time and each time one is placed another generates. MRBs slowly replenish Health. HEALING NANITES: A single target heal that quickly restores health to a fellow Autobot. Healing Nanites work harder as the level of damage increases. EMERGENCY RUSH/ENERGON CARRIER: Can be activated to gain a speed boost when moving towards fellow Autobots. This effect is shared with his team mates within a small radius. Ratchet gains bonus Energon Shards when assisting on a kill-sharing them with his ally- transporting the life saving items with him as he goes. ARC WELDER: Ratchet is the only Autobot that repair damaged Towers and Rally Points. HELP MEDIC! (Ultimate): Ratchet super charges his MRB to unleash a massive energizing/healing wave that rejuvenates his allies. Once the MRB expends its energy reserve it shuts down. If it is not destroyed in battle- the MRB will slowly regenerate and become operational again. Ratchet's ability to repair his allies in the thick of battle makes him essential to virtually any team composition- however this does put him at risk for being focused. When playing Ratchet it is best to pair him with a fellow Autobot who can boost his defense and taunt attackers off of him. Ratchet pairs well with the Dinobots-of whom he helped to create! A 5 player team of Ratchet with the classic trio of Grimlock, Slag, and Sludge, and the shielding abilities of Trailbreaker would make for an unstoppable strike force! Ratchet players will not be dazzling their team mates and taking down solo Decepticon warriors- but will be rewarded in simply knowing the victory was all in their capable hands. Scourge benefits from Critical Strike and Speed technology upgrades. Ratchet benefits from Healing and Energon Boost technology upgrades. Mindwipe: Ariel Warrior No one knows the dead quite as well as the Decepticon hypnotist, Mindwipe. Mindwipe is a formidable opponent, able to hypnotize and control both organic and mechanical lifeforms just by making eye contact, and with an eerie and potent precognitive "sixth sense." Possessed of senses beyond that of most Cybertronians, Mindwipe operates in darkness, experimenting with the essences of Autobot corpses void of spark energy- hoping to finally bridge the gap between the realm of the living and the realm of the dead. He is binary-bonded to the Nebulan Vorath. HEADMASTER (Passive): Whenever Mindwipe transforms, his Headmaster Vorath charges into battle, prioritizing the closest enemy! If Mindwipe is not under attack, Vorath waits for an attacker before striking. NIGHTSTALKER/BITE: Activate to transform into a menacing bat-like creature, cloaked in shadows, Mindwipe moves quickly with his Headmaster following him. Activating this skill again causes Mindwipe to bite his target, sapping their Energon and steal away a chunk of health. SONIC SCREAM: Mindwipe blasts the enemy in front of him with a shrill focused sonic attack. VAMPIRISM: Using an unknown method, Mindwipe slowly siphons energy from his target. Literally sucking the lifeforce right out of them while replenishing his own! HYNOSIS: Mindwipe temporarily takes control of the mind of his target, causing them to walk in a zombie like state for 3 seconds backwards- leaving them vulnerable to attacks from Vorath or his fellow Decepticons. Mindwipe is a support/controller class than can turn a battle with his powerful Ultimate. Mindwipe is best played as an assassin, staying on the side lines to trap unwary Autobots or surprise more powerful warriors that have disengaged in battle. Even if discovered- aggressive players should be cautious not to step into the shadows where he lurks- or they may suffer defeat. The Headmaster passive ability can ensure a kill or a successful escape as enemies will often not pursue Mindwipe while under attack from Vorath. The ultimate can also be used to force mighty Autobots to walk helplessly into turrets, and ambushes. Mindwipe benefits from Spark Drain and Override technology upgrades. Snarl: Dinobot Bio Loading SOLAR PLATING (Passive): Snarl slowly builds solar energy as he moves, charging his attack power. When fully charged, he can release the stored solar power to add damage and an extra effect to all his energy based attacks! When in Stegosaurus alt mode Solar Plates deflect enemy missiles. TAILSPIKE TAKEDOWN/SOLAR BURST: Snarl performs a swift take down with his spiked tail, knocking enemies into the ground. If tailspike takedown misses, Snarl can activate it again release a burst of solar energy from his back plates and temporarily stun any enemies facing him within range. PRIMAL CHARGE/SOLAR SPIKES: Using all of his metallic might, Snarl launches towards an enemy causing knockback. If Solar Plates are fully charges, Snarl can spin at the end of his roll, and unleash a flurry of searing solar spikes. SOLAR FLARES: Snarl drains his stored solar energy to radiation photons in an aura around him, causing light damage and temporarily blinding enemies that get within range and stay too long in the luminous aura. SUN STORM/SUPERNOVA (Ultimate): Snarl unleashes all of is stored solar energy in a brilliant explosion of photons and searing solar heat energy. Enemies caught in the wave are blinded and blasted into pieces. If fully charged the Solar Flares become a Supernova, increasing in range and intensity so much that they reveal hidden enemies and disables wards on the map! Snarl is a truly balanced warrior class, capable of dishing out and soaking up damage! Easily one of the most powerful of the Dinobots- far more heavily armored than other Autobot warrior classes. Snarl players will dominate the battlefield with his powerful AOE Ultimate, and his high damage energy based attacks. However since the majority of Snarl's damage is energy based- skilled enemy teams will find a way to neutralize his output. A solo Snarl can get into trouble if his damage is countered with the right build. Snarl benefits from Energy Damage and Armor technology upgrades. Slag: Dinobot Flamethrower: Role: Warrior Slag is the Dinobot most likely to live up to the team's bad reputation. Slag is surly, mean-spirited, nasty, and disturbingly violent, to the point where it really is a wonder he's not a Decepticon. Slag will fight anyone, over anything, at the drop of a microchip, and fight dirty. Slag enjoys nothing more than reducing his enemies (and he's more than willing to include annoying Autobots on that list) to pools of molten metal with his fire-breath. He'd swim in the pools to celebrate if he could. Unpredictably violent, Slag strikes fear into the core of even the mightiest foe, and prefers to transform into his dino mode and crush his enemies. RAGE (Passive): The more damage Slag takes, the higher his operating temperature becomes and the more his flame attacks increase in damage. After rage fades the damage returns to normal while Slag cools off. Slag's fire based attacks apply a short damage over time effect. TRI-LASER: Slag transforms releases a short range burst of photons from his three horns which disrupt enemies and cause high damage. HEAT WAVE: Slag transforms and throws himself into a fit of anger, violently thrashing his head as he spews flame in a deadly arc, the intense flames linger and slowly burn away at enemies. SCORCHING STAMPEDE: Slag transforms and performs a short charge forward, slamming into the first target he meets. If he collides with a wall or barrier, he pins them momentarily! INFERNO (Ultimate): Slag transforms into his Triceratops form and unleashes all his prehistoric rage, burning his enemies down with a powerful stream of intense flame. Enemies caught in the inferno have their circuitry fried and structure melted, slowing their movement as they try to escape. If an enemy stays too long in the flame they will literally be melted into place! Slag is a warrior class that combines high damage over time attacks with solid defense-enemies will over estimate his damage output if played correctly. He is a great solo Autobot- with a deadly slow and stun combo. As long as he doesn't get too deep into battle- he can single-handedly bust up an encampment or go toe-to-toe with almost any Decepticon, even the mighty Megatron himself! He can be countered by fast moving flying enemies as as he is slow moving and has limited range. Players that time the damage bonus of his Rage Passive will take full advantage of his destructive power. Slag benefits from Energy Damage and Armor technology upgrades.