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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    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.

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    Scourge: Decepticon Tracker: Role: Warrior

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    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.

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    Ratchet: Autobot Medic: Role: Support

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    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.

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    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.


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    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.

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    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.
     

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    Last edited: Sep 1, 2017
  2. Majestic Senzu

    Majestic Senzu Cautiously Optimistic.

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    Yeah, I thought the browser game approach was weird. I played the beta once...it took forever to download. It was ok though, just not really engaging.

    Both would be awesome. Turn-based I assume, like say...old school FF or Earthbound?


    Well, MOBAs are popular to a point. Case in point: DC's Infinite Crisis. It was fantastic, and had a plethora of DC's finest in the game. Despite the characters and the gameplay, it never hit its stride and was cancelled a few months after the official Steam release (technically, a week or so after the Steam release they announced the future cancellation). It goes to show that just because there are 30 years worth of material (for DC, like 75+ years), that does not automatically mean it is perfect for the MOBA genre. Most of the community didn't show, didn't care or didn't know. Plus, the Asian market isn't a guarantee for developing a game. Most of the Transformers market is (generally speaking, I don't know the exact statistics) in the US, not Asian. A single market in a foreign country that may or may not care is not a basis for developing a game that must be maintained and constantly refined for years.
     
  3. MpCollector81

    MpCollector81 Fanstoys ZOMBIE 01

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    Yeah the failure of DC's MOBA is unfortunate. I messed around with it in beta and it seemed fun as it some extra interactive elements. Maybe the MOBA market is just too saturated at the moment. My statement as to Transformers seamless meld into a MOBA genre had more to do with the vast roster of characters and less about the number of years under its belt. Any game has the potential to succeed or fail regardless as to the material behind it, and while its true that nothing is for certain- League of Legends has grown into a franchise and global culture from nothing.

    When I started this thread, I felt that the MOBA format would be the best way to incorporate such a large roster of characters, and encourage awesome team battles. After playing Airmech- I much prefer how that game feels to say League of Legends or some of the others MOBAs I've tried. I'm certainly open to other suggestions? What are yours?

    One more question for you- If having a large untapped gaming market in several countries around the world currently whose fans are currently enjoying several kinds of media (a billion dollar movie franchise, cartoons, an app game) countless forms of merchandise (toys, posters, mugs, bobbleheads) and expensive Masterpiece toys isn't a basis for developing a potentially successful game, then what is?

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    Sunstreaker: Autobot Warrior: Primary Role: Warrior

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    Despite his size, Sunstreakers dense polymer shell makes him light, nimble and incredibly durable. While he does not possess a vast arsenal of minicons like Soundwave, the sheer size and strength of Grimlock or the immense firepower of Megatron, his movement and tactics make him a very powerful fighter. He is a jack-of-all-trades style combatant that relies on working with team mates to overwhelm his enemies as he takes down crucial targets using movement and skill. His passive slowly rewards skilled players with increasing damage output, making the end game dramatically different.

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    Octane: Decepticon Fuel Transport

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    Octane is a relatively balanced triple changer, with less physical damage output than Blitzwing, and less armor than Astrotrain, though he compensates for these shortcomings with high single target burst and a team friendly buff. Players will love bringing Octane to a fight as he will ensure all his battle ready allies have virtually unlimited power! This may make him the target of enemy team focus- however even if defeated in battle, Octane may still have his revenge in the form of a powerful Explosive Fate! Octane is a challenging character to master, but when paired with his Triple Changing brothers, he can be very rewarding in combat!

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    Broadside: Air & Sea Assault Specialist: Primary Role: Warrior

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    Broadside is a very unique character. While he can be played on any map, several of his abilities requires a body of liquid to activate. Players that choose him on a map without any water in their environment will have a slight handicap. Fortunately most maps have at least one body of water. As a Triple Changer, Broadside can give some air support to his fellow Autobots, however he is not as powerful as a fast moving seeker. Broadside's upgrades can be customized to increase his defense, offense or Ultimate ability efficacy! Crushing Wave can be used to push an enemy team away from him, and into a well designed ambush. When not in his jet mode, Broadside is slower moving than most supports over land and terrain that does not have water.

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    Perceptor: Autobot Scientist Role: Support

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    Perceptor is a perfect support for virtually any team composition. His buffs and upgrades benefit all team members, and the vision he grants can reveal enemy movements and ambushes. While he does not do much direct damage, he offers a huge team buff when his team mates are within range. A skilled team will ensure that he is protected and accompanying them in every team fight. Managing self and team buffs can make Perceptor a sustained presence on the battlefield, allowing him to pick up kills. Perceptor can also bolster the defenses of way points, but due to his lack of mobility and damage- he should not be left alone for too long without any assistance.



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    Swoop: Dinobot: Ariel Combatant Role: Warrior

    Contrary to the other Dinobots- Swoop is surprisingly good natured and kind. Few of his comrades realize this however, as his team's reputation and his unusual alt-form, considered horrifying by some, makes others wary of getting close enough to learn about the bot himself. Swoop is an excellent aerial combatant and bombardier, and has become skilled at using the fear his alt mode creates in battle. He considers it his greatest weapon. Like all the Dinobots, Swoop tends to be arrogant, disobedient, and generally disagree with Optimus Prime's leadership style. He's also a bit of a show-off.



    Swoop is a great addition to any team composition- combining mobility and good aoe damage. He can dish out damage and assault a rally point with relative safety. Though Swoop is a Dinobot- he is the smallest of his prehistoric brethren and Swoop players should be careful if engaging a powerful Decepticon warriors as he lacks the armor of Grimlock, Slag, Snarl and Sludge.
     
    Last edited: Oct 18, 2017 at 3:32 AM
  4. MpCollector81

    MpCollector81 Fanstoys ZOMBIE 01

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    78716_Grapple_Profile.jpg
    Grapple: Autobot Architect: Class Support
    Biol Loading...

    Grapple is a soft support, that excels at holding waypoints and bunkers. While he can be effective away from a bunker, his short range, limited offensive power and the loss of his passive bonus which is reliant on him occupying a bunker will reduce his usefulness. Players who enjoy resource management and holding crucial waypoints will love to play as Grapple, as they will spend the majority of their time out of combat.

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    Squeezeplay: Decepticon Saboteur Role: Warrior

    A raving, relentless one-robot wrecking crew with needle sharp armor piecing claws- capable of crushing with immense pressure. Binary-Bonded to Nebulon Loko- a crafty smuggler and criminal- the dim-witted, animalistic Deception is now a balance of brains and brawn. Armed with an Overrider Rifle which fries electrical circuitry- Squeezeplay packs a punch. Particularly adept at underwater sabotage- while he may not be powerful enough to take down the immense Dinobot like Sludge, or Grimlock- he is certainly stupid/brazen enough to make the attempt!

    With all Headmasters, Squeezeplay benefits from the extra abilities of his companion Loko- and when engaged in battle his damage output can be greatly underestimated. Squeezeplay was built for underwater operations and gains bonuses when submerged. On maps that provide a watery environment- use this benefit access enemy encampments and wrestle control of rally points. Crush! is very effective at decimating an unwary Scout- or holding a Warrior class at bey while your team takes the victory. While he is a warrior class- combining The Overrider and Crush can make for effective hit and run play style. Squeezeplay can be played aggressively with terrifying effectiveness- but due to his slow land speed, he can be overwhelmed if the player becomes too confident. Like Squeezeplay/Lokos relationship the secret is knowing when strike and when to retreat.

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    Grimlock: Dinobot Leader Role: Warrior

    Grimlock is a seemingly perfectly balanced warrior, combining both high offensive and defensive capabilities, as well as both high physical and energy based damage. When teamed with his fellow Dinobots, his might is extended through them, making entire Dinobot compositions very desirable- however Dinobots are not without their short comings. Grimlock, like the other Dinobots do not possess the ability to heal/repair themselves without assistance from other Autobots. Due to their massive size and awesome power, they deplete their energy reserves more quickly and traverse the map at a slower pace than their wheeled allies, making even Dinobots susceptible to properly laid traps.

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    Wheeljack is a low damage, high utility support that works best in a team, or off the frontlines of battle. His kit is designed to aid the team in all manner of attack and defense, from detecting stealthed assassins, to disrupting enemy bases. He can even turn the enemy team's weapons systems against them! Though his Magnetic Inducer can shut down even the most powerful Decepticon with a single shot, Wheeljack is not a solo combatant- keep an ally close. Though small in stature, Bumblebee and Wheeljack make a surprisingly effective combo.
     

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    Last edited: Oct 18, 2017 at 3:33 AM
  5. Cryptwire

    Cryptwire Cybertronian Engineer/Sniper

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    i'm really really still waiting for a decent Transformers MMORPG with a fully customizable create your own character feature, a Transformers MMORPG equivalent of Warcraft. if that planned MMORPG a couple of years ago went through, i already committed myself to subscribing to it. But the creators changed from MMORPG into MOBA and it kind of turned me off. i still don't get why they deviated from their plans of a MMORPG into a limited MOBA. i want a Transformers game where it's open space, you could do whatever you want, meet other players from all over the place, interact, battle others, be able to choose a match type (team deathmatch, deathmatch, capture the flag, etc.), you have the ability to choose a faction, be able to create alliances, or stay neutral, etc. I want a MMORPG Transformers game where, given a 5-team membership, you eventually could get to a point where you earn the ability to combine. that would be the ultimate Transformers game. and i want that game to be playable on smart phones.

    the best Transformers games for me so far still are War for Cybertron and Fall of Cybertron and I still play FoC when i can. But a good MMORPG Transformers game would be a dream/wish come true.
     
  6. MpCollector81

    MpCollector81 Fanstoys ZOMBIE 01

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    WOC and FOC are probably the closest you're going to get to a MMORPG as far as TFs are concerned. Enjoy my profiles!
     
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  7. MpCollector81

    MpCollector81 Fanstoys ZOMBIE 01

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    83412_Thrust_Profile.jpg
    Thrust: Deception Ariel Warrior: Class Support


    Thrust is one of the most nimble Decepticon seekers, possessing maneuverability which grants him defense from incoming projectiles. While he lacks the damage output of his cone-headed brethren, he compliments them perfectly. His Cloud Vortex ability is very effective at shrugging off incoming enemy attacks, and his concussion bombs pepper the battlefield with a powerful stun effect that can set up enemies for a nasty assault. In robot mode, Trust is a medium armored warrior that can take a little punishment, but the bulk of his abilities are focused on air combat. He can easily be over taken by an enemy when on land. Correctly timing his Concussion Bombs can set attackers up for a nasty surprise!


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    Dirge: Deception Ariel Warrior: Class Warrior

    Dirge possesses more damage output than Thrust, and lacks the risk of Ramjet. His passive ability reduces the effectiveness of enemies both in the air and on the ground. His high velocity impact missiles have a stun effect before the explosion, ensuring that every hit counts! Players that position themselves correctly will take full advantage of his unusual passive ability. While Falcon Dive is powerful, it does place Dirge in melee range, and he is not as mighty as most Autobot warriors.

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    Ramjet: Deception Ariel Warrior: Class Warrior

    Ramjet is probably the most unusual sky based warrior, as he is designed to crash! He offers great air superiority, enough that even Swoop should be cautious when engaging him- and he extends that power to the ground with a crushing Kamikaze Dive! Ramjet players will love this aggressive, mobile player, with his high risk/high reward style of play. A critical strike on a successful Ultimate ability could spell death for Ramjet! Pair Ramjet up with supports that can shield, heal and sustain his unusual play kit. His passive ability makes him a good counter for Autobots such as the electromagnetically powered Windcharger.


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    Kickback: Insection Ariel Warrior

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    FORAGE (Passive): Kickback 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.

    HOP!: Kickback uses his powerful legs to leap onto an enemy, performing a bite attack, then leaping to safety. If cast on an ally, Kickback does no damage and hops twice!

    STINGER GUN: Sprays a rapid succession of 'stinging' plasma bolts in an arch. Each hit of Stinger applies a mark which Swarm bots will focus on. Marks decay over time.

    Power Kick: Utilizing specialized piston, Kickback a massively powerful kick that knocks the enemy into the air! If the enemy is unable to be knocked up, Swarm's Cooldown is reduced.

    Swarm: Kickback doesn't like to fight alone. The swarm ability calls in an overwhelming battalion of Insecticon minions! For every Player Kill secured during this ultimate, Kickback is healed slightly as the swarm bots returns to him with food! Targets marked with Bombshells Plasma Spit take extra damage from the swarm's assault.


    Kickback is a nimble assassin that utilizes evasion to perform deadly surprise attacks. Skilled players will rely on evasive tactics to hit and run- saving his Ultimate for the right moment to bring down high amounts damage. While Kickback is the most frail of all the Insecticons he can be very deadly when accompanied by his brethren. Players will find him fun and challenging. Kickback's Ultimate ability is a valuable asset against stubborn Dinobots- if he doesn't get squashed first.

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    Fangry: Decepticon Warrior Role: Scout

    One of of the most bizarre Headmasters- Fangry is notoriously violent towards his
    Decepticon comrades- and no Decepticon leader wants Fangry under his command. The rebellious, foul-mouthed Fangry explodes violently against any being who dares give him an order. He has attacked almost as many unfortunate Decepticons as he has their actual enemies A Decepticon with a healthy sense of self-preservation will give Fangry orders in the form of mild suggestions or reverse psychology. He is unwilling to listen to advice, and his tactics are notoriously flawed. Furthermore, he's likely to abandon an ally on the battlefield when in trouble.

    HEADMASTER (Passive): Whenever Fangry transforms, his Headmaster Brisko charges into battle, prioritizing the closest enemy! If Fangry is not under attack,
    Brisko waits for an attacker before striking!

    HEIGHTENED TRACKING/SCENT OF DEATH: Fangry gains an attack bonus on any target lower than 40% Health. Also reveals stealthed players within range.

    HOWLING CALL: A team boost that increases damage against all enemies and sends Brisko into a frenzy, increasing his attack damage against a target.

    GLIDE/CAPTURE PREY: Fangry uses his usual wings to glide across the battlefield, avoiding certain traps and rooting affects. He can activate this ability again to pounce on an enemy facing away from him.

    SLASH & REND: Fangry locks down his target, furiously slashing and rending their armor, reducing their defenses.


    Fangry is a night stalker, hungry for Autobot sparks! Accompanied by his Headmaster Brisko, he is more than a match for Autobots in his classification, and his Passive Ability allows him to take down weakened prey, even if they are much larger and more armored than himself. He can sniff out hidden assassins and stalk other scouts around the map. Though he is a terror for smaller Autobots, and unwary warriors, he has to exercise caution when engaging high damage targets as he does not possess much defense.

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    Mixmaster: Construction Chemist: Role Support

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    Mixmaster is a powerful support class that has many tricks up his sleeve, from slows which reduce enemy movement, ensuring their death at the hands of a Deception ally or a fellow Construction, to walls that block off escape routes! No one really knows what he has sloshing around in his giant spinning drum- sometimes Mixmaster himself isn't sure! As with all Combiners his Merge! ability is needed to form Devastator! While he is effective as a support in any team composition, he works best when paired with the other Constructicons to take full advantage of his kit.
     
    Last edited: Oct 18, 2017 at 3:37 AM
  8. MpCollector81

    MpCollector81 Fanstoys ZOMBIE 01

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    147514_Sandstorm_Profile.jpg
    Sandstorm: Reconnaissance: Role Support

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    Standstorm is a 'soft' support- while he does not do direct damage he ensures the survival of his team by disrupting the enemy team. His abilities are geared towards slowing enemies, and rescuing allies. Unlike the Decepticons terrifying Triple Changers, Sandstorm is not a walking arsenal, or a heavily armored train. He relies on speed, stealth and employs a little risk taking to get the job done. His Silicate Particles may not seem impressive when compared to the merciless damage of other triple changers, but their ability to hamper enemy transformation sequences makes them extremely effective at crippling enemies, preventing their charges and escapes, as well as reducing their damage output. Due to his smaller size and light armored frame, he works best with his fellow Autobots- a solo Sandstorm can get cut down by much more powerful Deception warriors.


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    Hook: Decepticon Surgical Engineer Role: Support
    Bio Loading....



    Hook is a well armored support class, while he does not possess healing abilities like Ratchet, he does increase the armor of his allies- and imparts a bonus damage buff onto them when within range. Unlike other supports, Hook must remain in tandem with his chosen ally to provide the welds to buff the armor- so positioning him is important. Hook's Crane Snare ability has a surprising range and can catch an Autobot off guard, setting them up for a nasty ambush. Hook's damage output is low in comparison to the other Constructions, but he is well armored and can take a beating.


    41211_Rodimus_Profile.jpg


    Rodimus is a different kind of leader. Unlike Prime, who can charge into battle and cut down the likes of Blitzwing and Sixshot- Rodimus is a little more tactical. Though a powerful solo player due to his natural speed and skill- Rodimus' skill kit offers team supportive abilities. He is highly mobile in battle and can evade enemy attacks, or engage with the great utility of Hot Rod Special. Rodimus' ultimate ability can be used to push hard into an enemy base, or turn the tide of a team fight. The temporary buff can give an edge against teams with high energy damage dealers, such as Galvatron and Megatron.

    3590626f733aec834afb1b64a6190fdb.jpg
    TOUGH MUDDER (Passive): Gears is stout and relentless. His energon does not drain in vehicle mode. He is also resistance to certain holds and traps.

    SCRAPPER: Gears pummels his enemies with a succession of punches. If the target is killed by this attack, the cooldown is reduced.

    AIR BURST JUMP: Gears can leap over a wall with a quick air burst from his compressed air boosters. The energy cost is increased each time he uses this up to a max of 3 times before going on cool down.

    BRAWLER/WORKING TERRAIN: Gears focuses the energon in his system to boost the melee damage of his punches. Gears can toggle on this ability to work the ground as he rolls out in vehicle mode. The worked ground temporarily slows enemies that walk over it. He loses his buff while working terrain.

    SUNDAY SPECIAL UPPERCUT (Ultimate): Gears empties his compressed air boosters and launches upwards connecting with a powerful uppercut. Enemies hit by this punch are launched straight up- and land with Gears on top of them. If they land in worked ground they are briefly trapped and Gears can activate this ability again to pummel his target.


    Gears is a tough, stubborn and anti-social Autobot. He is also a tough, battle-hardened warriror. Gears is too stubborn to use a ranged blaster. He thinks they're a waste of time- he'd rather get his hands dirty. When paired with a support, Gears can be brutal in combat. While powerful in one on one skirmishes against Scouts, and Assassins, players should exercise caution when dealing with Deceptions that possess high damage ranged attacks- they could cut Gears down to size before he is able to reach them.
     
    Last edited: Oct 18, 2017 at 3:42 AM
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  9. MpCollector81

    MpCollector81 Fanstoys ZOMBIE 01

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    [​IMG]
    Sunstorm: Deception Ariel Warrior: Class Warrior


    Sunstorm is a powerful Decepticon warrior which is capable of dishing out more single target damage than some of his brethren. To be near Sunstorm is dangerous enough as he constantly leaks dangerous radiation. Though he is a capable flier, and designed for air based combat like the other seekers- his ego compels him to remain in robot mode, fighting Autobots on land as he channels his unusual powers through his hands rather than his ranged weapons systems. Sunstorm has the ability to temporarily resurrect a fallen ally as a mindless minion which can attack before it returns to oblivion! Players will have to find a balance to capitalize on his unusual passive. When teamed up with a powerful warrior or tank, Sunstorm's ever present radiation and messiah like powers can quickly turn a fight to his favor.

    20d223e6ee747cac09a709222e94994d.jpg

    Smokescreen: Primary Role Support

    As his Passive ability suggests, Smokescreen is a cloak and dagger expert that operates in shadow, by creating his own environment. When attacking from the choking clouds of smoke that he creates, his damage output is increased. Attempting to lock onto him is a futile effort. He is a great choice if the enemy Decepticon team is full of seekers as he carries anti-air artillery. The cooldowns of his abilities are longer than most of his Autobot allies. Players who love to be on the move, covering the map, and sabotaging the enemy will love Smokescreen. While he cannot go toe to toe with heavily armored, more powerful Decepticon warriors, he is a masterful support class which uses his smoke emissions to confound enemies. The utility he brings to a team can be a game changer!

    44809_Huffer_Profile.jpg
    Huffer: Autobot Espionage: Role Support

    ENGINEERING MASTER: Huffer slowly improves base structures as he interacts with them. These bonuses do not reset.

    CHARGE/TOSS: Huffer transforms and performs a short distance charge. If he collides with an enemy he can perform a grab his opponent and perform a surprise toss. He can choose the direction of the toss.

    GROUND & POUND: Huffer leaps onto an enemy, taking them down and delivers a series of powerful strikes. Enemies defeated by this ability yield an extra Salvage Junk bonus!

    SALVAGE JUNK: Huffer constantly salvages junk at bases and waypoints, increasing income bonuses.

    UPGRADE DEFENSES: Huffer upgrades a single tower/turret/defensive structure to increase its damage output temporarily. Each time an enemy is defeated by the turret that was upgraded, the duration of the upgrade is increased


    Though originally classed as an Autobot spy, Huffer found his niche as an engineer and tinkerer rather than directly engaging in combat. He is more dense and armored than other support class Autobots such as Wheeljack and Ratchet. If timed correctly, his Ground & Pound ability can deliver large amounts of damage to an unsuspecting Deception that gets in range of one his upgraded structures. Huffer is like a territorial bear whose den you do not enter. Huffer players will have to make the crucial choice of when to engage the enemy, and when remaining to defend waypoints and bases. His lack of escape abilities makes him a target of nasty snipers and warriors with stun abilities in team fights so choose your placement wisely, or stay in the base where Huffer prefers to be.



    [​IMG]
    ChromeDome: Autobot Computer Programmer: Role: Support

    Bio Loading...
    HEADMASTER (Passive): Whenever ChromeDome transforms, his Headmaster Stylor charges into battle, prioritizing the closest enemy! If ChromeDome is not under attack, Stylor waits for an attacker before striking. Stylor possesses a grapple ability which can periodically root a much larger in place for a brief moment.

    MAD DASH/PLASMA SCATTER: ChromeDome transforms and peels out. At the end of his speed burst, he can activate the ability again to launch an arch of fire power from his dual blasters.

    INFRARED RANGE FINDER/RANGE BOOST: When ChromeDome is near a defensive structure, his sensors boost the range of the turrets offensive abilities by 25%, and grant temporary sight against stealth targets. When he is out of combat ChromeDome can increase the range of a fellow team mates ranged attacks by 50%, but loses the buff when he enters combat or takes damage. Stylor will attempt to grab enemies that enter into the range of his extended vision.

    DATA DOWNLOAD/HARDWARE UPGRADE: ChromeDome uses his knowledge of computer programming to boost the effectiveness of bases, and defensive structures. As he levels he gains the ability to increase the efficiency of both offensive, and defensive benefits- and decrease the build time of Cybertronian Space Bridges!

    FIGHTING WITH STYLE: ChromeDome and Stylor gain a temporary movement and defense buff. Stylor's grabs become 50% more effective. If ChromeDome lands a shot on a target that Stylor is currently grappling- the critical strike chance of his bolt is increased by 15%. The cooldown of Hardware Upgrade is reduce for every successful assisted kill from this ability.


    Like all Headmasters, ChromeDome benefits from the extra damage of his companion Stylor- and when engaged in battle his damage output can be underestimated. ChromeDome is a support class and best avoids solo combat as he is not a towering soldier like Ultra Magnus, or a skilled warrior like Springer. He is far more than just a harmless data clerk. He excels at reinforcing bases, and waypoints, improving all manner of Energon usage and materials management. When played properly he can substantially reinforce a team's defenses.
     

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    Last edited: Oct 15, 2017 at 10:14 PM
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  10. MpCollector81

    MpCollector81 Fanstoys ZOMBIE 01

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    146341_Stunticons_Motormaster_DreamwaveProfile.jpg MOTORMASTER: Stunticon Leader: Role Warrior


    Motormaster is a well balanced warrior, capable of dishing out a lot of damage. Motormaster's Road Posse ability naturally increases his damage when in the company of his fellow Stunticons. Motormaster is a powerful Decepticon, can be played in any team composition, however he only reaches his fullest potential when paired with other Stunticons. At first glance, Motormaster's passive ability may not seem like much, but this added movement speed can give him a huge advantage when chasing down his prey- choose maps with more roads to take full advantage of his dominance.



    bc8c34b34ac9504165d528ef9ba82bb5.jpg
    DEAD END: Stunticon: Role Support

    RADAR SYSTEM (Passive) : As Dead End traverses the map his advanced radar system temporarily reveals the area and uncovers wards/traps for a few seconds.

    DOUBLE BARRELED AIR RIFLE: Dead End unleashes a 40'000PSI burst from his specialized weapon. Smaller Autobots are popped up into the air. Larger Autobots receive minimal damage but are pushed back slightly.

    ANTI GRAVITY SHIELD: Dead End can activate a temporary shield which reduces incoming projectile damage. This shield can remain active, slowly draining his energy supply.

    SICK MOVES/MAGNETIC CALTROPS: As a passive ability Dead End receives a speed boost and increase dodge rating against incoming projectiles. Can activate ability to unleash scatterings of metallic shards which slow enemies that walk over them and do minimal damage. Enemies that remain in caltrops too long are briefly rooted.

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

    Dead End requires finesse to be played effectively as he does not dish out as much damage as other warrior class Deceptions, but he is more armored than a Scout. Dead End players will use their skills to lead enemies into traps and cripple them with his Caltrops- setting them up for doom at the hands of his team mates. Dead End is a good counter to Scout class Autobots.


    7bcbc90201d19715b2affb9a4f06a962.jpg

    BREAKDOWN: Stunticon: Role Scout

    BAD VIBRATIONS (Passive): Breakdown emits a field around himself that causes enemies to literally malfunction. Within a 5 unit radius, every 8.5 seconds an enemy will be forced to transform into their alt mode.

    CONCUSSION CANNON: A medium range burst from his Concussion Cannon. This is an aimed shot and increases in damage the longer it is aimed.

    PARANOID AT SPARK: Breakdown's paranoia heightens his awareness of potential hazards in a small radius around him. His sensors uncover hidden traps and wards and his Bad Vibrations aura disables them until he leaves the area or they are destroyed.

    FAST ESCAPE: Breakdown gains a movement speed boost for each damage source on him. 5% for the first, 10% for the second, and 15% for the third. If a 4th source of damage is applied he gains an additional 3% and a temporary defense against Critical Strike.

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

    Breakdown is a very unusual Scout class. Unlike other Scouts that try their best to go undetected, its no secret when Breakdown is around- things just go wrong for the enemy. When positioned correctly, he can severely cripple an enemy teams defense of a waypoint. Players will need to learn proper timing to take advantage of his hit and run playstyle, taking risky shots with his Concussion Cannon before peeling out to safety. Dead End's Caltrops can help in his escape, and the duo are great at sniffing out and disabling wards, drones and turrets. Fast and lightly armored, he will be the focus of the enemy team's damage- but that's how he likes it!


    146349_Stunticons_Wildrider_DreamwaveProfile.jpg
    WILD RIDER: Stunticon: Role: Warrior

    BURNING RUBBER:
    SCATTERSHOT LASER:
    DEADLY EIGHTS:
    LEAD FOOT:

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


    146347_Stunticons_Dragstrip_DreamwaveProfile.jpg


    DRAGSTRIP: Stunticon: Role Warrior


    NITRO BOOST: Every 10 seconds of travel time Dragstrip will add a boost of nitrogen to his system and increase his speed by 40%. This effect decays after few seconds.

    HOT PLASMA BURST: Dragstrip fires a bolt of Hot Plasma which explodes on impact in a small AOE radius.

    GRAVITY MINE: Dragstrip can deploy a Gravity Mine which temporarily roots his target before exploding in a small AOE. He can deploy up to 3 mines at any given time.

    ANTI GRAVITY SHIELD: Dragstrip can activate a temporary shield which reduces incoming projectile damage. The shield remains active, slowly draining his energy until deactivated.

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


    Dragstrip is a fast moving Stunticon that boasts the same shielding as Dead End, but an even more powerful anti personnel mine weapon. His Hot Plasma Burst can do a decent amount of damage to closely grouped enemy teams, and his Nitro Boost can get him into a fight quickly, or escape from danger.


     
    Last edited: Oct 15, 2017 at 10:27 PM
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  11. MpCollector81

    MpCollector81 Fanstoys ZOMBIE 01

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    0054de53b594d57f27ed93da7ada9727.jpg VORTEX: Combaticon Interrogation: Role Support

    NIMBLE AIRCRAFT (Passive): Vortex gains a bonus to his defense against land based attacks. Incoming anti air projectiles have a -25% to hit accuracy

    UNLOAD MISSILES: Vortex transforms and unloads a full bay of missiles unto the enemy below.

    GLUE GUN: Vortex fires a sticky fluid from his unusual glue gun. The first shot slows. Multiple attacks from this gun stack up until the subject is briefly rooted.

    VORTEX FUNNEL: Vortex summons a funnel which can lift a single target into the air and hold them temporarily. Targets do not take damage from the funnel, but are unable to attack or use abilities.

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

    Vortex is a support class character that excels in disruption of enemies on the battlefield. While he does not posses heals, his buffs are very effective. While his damage output is low- he brings a lot of utility to his fellow Combaticons.


    d72597b93080a964742cb580353c9f61.jpg


    ONSLAUGHT: Combaticon Leader: Role Warrior

    COMBATICON LEADER (Passive): Onslaught is an aggressive, strategic leader. All other Combaticons gain a slight damage and defense bonus when following his commands.

    SONIC BLASTER: Onslaught fires a medium range series of waves from his superstucture rattling cannon. Each shot lowers the targets defense.

    DOMINATING CHARGE: Onslaught transforms and performs a long range dominating charge. Another Combaticon can come along for the ride and take advantage of the speed boost.


    LRM MISSILE: Onslaught launches two long range missiles that pummel the ground in a large AOE. These missiles have a small knock back effect within the central blast radius.

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

    Onslaught is a fairly balanced warrior that brings a good level of damage into the battle, but he is not as armored or as powerful as some of the mighty Autobot leaders Optimus Prime, Ultra Magnus- but he would like to think that he is. Onslaught can be played in any team composition, but works best with his fellow Combaticons.

    61_DW_-_TF_MTMtE_vol-1_Blastoff_Combaticons.jpg


    BLAST OFF: Combaticon Air Transport: Role Warrior

    SUB ORBITAL FLIGHT (Passive): Blast Off always flies sub orbital. He cannot be targeted by other air based combatants. He soars above them!

    X-RAY LASER: During sub orbital flight Blast-Off can activate his X-Ray Laser which can target almost anywhere on the map.

    TRI-CANNON: Blast Off unleashes his full arsenal. This tree-barrelled medium range blast does a large amount of damage.

    TRANSPORT ALLY: Blast Off can transport an ally along with him as he travels sub orbital.

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


    Onslaught is a fairly balanced warrior that brings a good level of damage into the battle, but he is not as armored or as powerful as some of the mighty Autobot leaders Optimus Prime, Ultra Magnus- but he would like to think that he is. Onslaught can be played in any team composition, but works best with his fellow Combaticons.



    28_DW_-_TF_MTMtE_vol-6_Snapdragon_Headmasters.jpg
    SNAPDRAGON: Decepticon Triple Changer: Role Warrior


    Bio Loading....

    HEADMASTER KRUNK (Passive): : Whenever Snapdragon transforms, his Headmaster Krunk charges into battle, prioritizing the closest enemy! If Snapdragon is not under attack, Krunk waits for an attacker before striking. Krunk possessed a powerful single-target tackle maneuver.

    GYRO-BLAST: Activates medium range Gyro-Gun bolt which will temporarily increase enemy's movement speed by 15% and force target to stumble in the opposite direction they wish to move. After three consecutive hits the Gyro-Gun disables movement for a few seconds.

    LUMBERING REPTILE: Snapdragon can transform into a slower moving, armored dinosaur like mode. During this mode, all his basic attacks are replaced with a medium range acid-like spit attack.

    JET RUSH/STOMP: Snapdragon transforms into his Jet mode and slams forward. When he arrives at his target location he can transform again into his bizarre reptilian mode and stomp his target.

    SATIATE HUNGER (Ultimate) : Activate upon remains of an enemy to transform into his cannibalistic reptilian form. Temporarily increases Snapdragon's defensive rating, maximum HP and damage. Once satiated, Snapdragon receives a large boost of and health. While the defense rating and damage boost falls off a few seconds after Satiate Hunger, the health boost is permanent. Stacks up to 5 times.

    Snapdragon is as much balanced a warrior, as he is a bizarre Deception to behold in battle. His kit is designed as a armored melee focused combatant with some disruptive abilities. His Gyro-Gun is a confusing attack that can force an enemy into certain doom. Use his ultimate to increase his effectiveness in battle, cannibalizing each enemy as they fall. At 5 stacks, Snapdragon is an effective tank but use caution when activating his ultimate at low health- it is design to bolster his effective and not save him from a well timed critical strike. Krunk can tackle smaller Assassin Class Autobots and supports, making Snapdragon an effective counter to players such as Bumblebee, Ratchet and Beachcomber-however is ineffective against much larger, more powerful Autobots.

    If you're interested in seeing how your favorite TFs would play in a MOBA style game you can check out the profiles I created by clicking Transformers MOBA
     
    Last edited: Aug 10, 2017
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  12. MachiniPrimus

    MachiniPrimus A.K.A Machinimus

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    I love MOBAs. so a Transformer MOBA would be something I could see myself playing for a long time! Personally, the two sides would obviously be Autobot/Decepticon, but perhaps have characters be reskinned with their Shattered Glass counterparts if they start on the opposite side to their canon allegiance (i.e. Optimus starting on the Decepticon side would be in his Shattered Glass deco), though this wouldn't happen if the player was using another skin (e.g. movie Optimus) or playing as a neutral character, such as Lockdown. With that being said, I would like to address a few points:

    1. Perspective: I feel that a 3rd person MOBA (a la SMITE/Paragon) would suit Transformers more than the 'traditional' top-down MOBA (a la LOL/DOTA2). This is because not only would it allow a broader range of people to play (console portability), which would be what Hasbro would want, a 3rd person perspective fits more naturally for controlling alt-modes.

    2. Transformation: For a Transformers MOBA to work, transformation and utilisation of alt-modes has to be a core gameplay aspect. Again, a 3rd person MOBA would be perfect for Transformers, as vehicle modes could possibly work in a similar way to Paragon's (removed) Travel Mode system, and controlling a vehicle with directional input is more intuitive than using a mouse to move whilst simultaneously having to constantly readjust the camera. I do like the idea of terrain playing a part in the effectiveness of alt-modes, though.

    3. Combiners: MOBA characters are meant to possess unique abilities. With that being said, having 30+ characters all share the same ultimate of 'Merge X' does not lend itself to unique gameplay. Moreover, whilst the idea that every member of a team has to agree to the combination works within the established lore of team-infighting whilst combined, what happens if one or more members of a combiner group are not on your team? Are you not able to combine at all?

    P.S. I love the ability descriptions being given for each character!
     
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  13. MpCollector81

    MpCollector81 Fanstoys ZOMBIE 01

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    29511_Cyclonus_Dreamwave_Profile.jpg

    Cyclonus is a balanced and brutal warrior that excels at melee combat. His powerful Oxidizing Laser reduces the effectiveness of his target, and the remaining abilities in his kit cut down even the mightiest of opponents. As Galvatron's herald, he can cover the map quickly and deliver high single target damage to scouts and warrior class Autobots. Only more powerful, heavily armored tanks and Autobot leaders such as Ultra Magnus, Optimus Prime and Grimlock can hold their own against him. To engage Cyclonus in battle is to risk certain doom! When paired with Scourge, the duo are extremely deadly. Galvatron's passive ability Mania further increases the effectiveness of their already terrifying damage.

    QkV9U89.jpg

    Blurr: Autobot Data Transfer: Role: Scout

    Bio Loading...



    Blurr's play style is all about map presence and movement, racing to allied waypoints to defend them, or arriving just at the right time to pressure an rival position. Enemy players will feel like he is every fight, everywhere on the map- and fleeing targets may find themselves gunned down. Using Kapow! at max stacks when combined with his other abilities can dish out a high amount of energy based damage. While Blurr receives a defense bonus from enemy traps during the use of his ultimate ability- he is not completely immune to snares. If he is not careful, he can still be the victim of a cleverly executed ambush. He would be best to avoid attempting to take down a powerful Decepticon warrior in one on one combat.


    51049_Seacons_Tentakil_Profile.jpg
    Tentakill is a powerful support class, and a component to the awesome fear inspiring Piranacon- though his individual abilities are quite menacing. Tentakill can deploy proximity Depth Charges that remain until tripped by an enemy. He is a master at underwater combat, and can disappear into an Ink Cloud, gaining massive defense bonuses. Tentacle Crush can hold even a powerful warrior such as Iron Hide or Optimus Prime with ease! Tentacle Crush and Greasy Ink Cloud are a deadly ability combination! Designed for underwater operations, all Seacons do not suffer a penalty in water. While a fairly sturdy Deception, he is best paired with his fellow Seacons.

    e2173326541ae3a34a80ac815b2f2e61.jpg
    Nightbeat: Autobot Headmaster Role: Scout


    Nightbeat is a powerful Scout with a unique ability amongst his fellow Headmasters. Instead of being binary bonded with a little brute, or a gunslinger, he is paired with Muzzle, a more specialized companion. Muzzle deals no direct damage. Instead he seeks out deployed enemy utilities and converts them to a friendly unit. This ability gives Nightbeat a particular advantage on large maps, or against enemy teams that have chosen Shockwave, or a Decepticon that relies heavily on deployed units. In his robot mode, Nightbeat is a nimble and capable fighter, however due to his smaller size and limited armor, he would be wise to avoid engaging a powerful Decepticon warrior without help. While he does not possess the powerful long range ult of a sniper such as Bumblebee or the invisibility of Mirage, his ability to move freely across the map, virtually immune to all traps makes him an excellent scout. His ultimate ability is all about timing. When executed properly it can waste an enemies defenses and allow your team to crush the enemy players in the safety of their own bases. Fans of this cool blue Autobot will love disrupting even the most well organized enemy team.
     
    Last edited: Oct 15, 2017 at 8:19 PM
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  14. TFwheeljack223

    TFwheeljack223 Autobot Medic/ Member Of Overwatch

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    I'm going into video game design as a career. Give me some years, a couple millions of dollars, and a contract with Hasbro I'll see this come to fruition. :p 

    Seriously tho, I would love a Transformers game that functions like a MOBA but with more shooter elements and DEEP character customization (I'm talking adding different facial designs like a broke optic, the decision of kibble placement, and even tons of different transformations from G1 style to Movie-verse Style). Hell, Make triple changing a character ability! I would prefer it to be based on G1. I also think they should support the game by holding Seasonal Events and continuous DLC with micro transactions since it just seems to work so well.

    I could go on for hours....
     
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  15. MpCollector81

    MpCollector81 Fanstoys ZOMBIE 01

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    I'd love to hear more from you.
     
  16. MpCollector81

    MpCollector81 Fanstoys ZOMBIE 01

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    Thank you very much!
     
  17. MpCollector81

    MpCollector81 Fanstoys ZOMBIE 01

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    8da7fc53670a60c11b407a2c0339d2d7--transformers-g-transformers-characters.jpg
    Arcee: Autobot Special Forces: Role Scout


    Arcee is a powerful scout class Autobot. She lacks the attack range of scouts like Bumblebee, however she makes up for that lack of range with explosive melee combos that when used correctly can dish out a surprising amount of damage. Though small and nimble, she is not without an impressive amount of utility and damage. Speed Run grants her defense during combat, and Ion Rush allows her to escape dangerous areas of the map. If played correctly, she could probably go toe to toe with a larger, more powerful Decepticon warrior, however to be fully utilized, she is best played within the range of her allies whom she cares for dearly- and would lay down her own life for- but not if she can avoid it.

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    Windcharger: Autobot Warrior: Role: Scout
    Windcharger is small scout class Autobot with some very unusual powers. He has the ability to generate and manipulate magnetism- a very effective tool in a world full of metallic allies and enemies alike. Even with this great power, he the strength, armor, and firepower of his much larger warrior class allies- so he functions best as a support style character. The utility of his abilities is game changing. He can push enemies warriors off of his team mates, giving much needed time to regroup, or send them flying into the range of a defensive structure. He can alter the flight path of many types of projectiles, turning the enemy firepower back onto them! He can even utilize this unique ability to latch onto faster, heavy on the horsepower speedsters to boost his speed and range- or latch onto a fleeing Decepticon. His passive ability is also quite effective, however is a massive drain on his energy reserves. Windcharger is the monkey that the enemy can't get off their backs! For all these amazing combat tactics, he's still on the same scale as Bumblebee, Cliffjumper and Beachcomber- so don't get too cocky...


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    Blaster: Autobot Communications Officer: Primary Role: Support
    Bio Loading...

    MIX IT UP (Passive): Blaster constantly cycles through his powerful army of minicons. Use Eject! to summon the minicon of your choice! Each minicon has a different ability and attack style.

    EJECT!:

    Steeljaw:
    Ramhorn:
    Rewind:
    Eject:
    Nightstalker:

    ELECTROSCRAMBLER: A short range blast that temporarily stuns a target.

    TUNE TRANSMISSIONS: Blaster transforms and tunes into enemy transmissions and reveals the map around himself. Also reveals stealth players.

    ROCK & ROLL!: Blaster summons his army of minicons to attack a target. The minicons will attack the closest target. Activate ability again to recall them back to Blaster. Heroic minicons depise enemy minicons, and vice versa. They will prioritize other minicons over Decepticon targets.
     
    Last edited: Oct 17, 2017 at 3:48 AM
  18. MpCollector81

    MpCollector81 Fanstoys ZOMBIE 01

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    58611_Sixshot_Profile1.jpg
    Sixshot: Decepticon Warrior: Role Warrior


    Sixshot is the Decepticon's secret weapon, the ace up Galvatron's sleeve. This unique Hexachanger has double the options of a Triple Changer to deal death, and is a jack o all trades, able to adapt to almost any map situation, able to fill multiple roles on the map as needed by the team.
    The trade off for all this abilities, and complex moving parts, is that he is not as heavily armored as some dedicated tanks, lacks the pure air dominance of the seekers, and has less of the raw energy output of some other more nortious Decepticon gunners- properly timing his mode shifts is extremely important. Calculating players will be terrifying, utilizing every alt mode to deal damage, transport team members, strike poorly guarded waypoints, and make hasty retreats-while less experienced players will find themselves at a disadvantage not knowing when to disengage.

    Blaster: Autobot Communications Officer: Primary Role: Support
    Bio Loading...
    SHUFFLE (Passive): Blaster constantly cycles through his powerful army of minicons. Use Eject! to summon the minicon of your choice!
    ELECTROSCRAMBLER:
    EJECT!:
    TUNE TRANSMISSIONS:
    ROCK & ROLL!: Blaster summons his army of minicons to attack a target.
     
    Last edited: Oct 17, 2017 at 3:32 AM

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