TGMC Pulse Check

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Helios
Joined: Mon May 05, 2014 5:07 pm
Byond Username: Shodansbreak

TGMC Pulse Check

Post by Helios » #752547

What do people like and dislike?
What is the current state of TGMC? How are the player counts?
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Texicos
TGMC Administrator
Joined: Mon Nov 04, 2019 1:56 am
Byond Username: Texicos

Re: TGMC Pulse Check

Post by Texicos » #752595

Big balance upheaval after a lot of xeno buffs and then nerfs, averaging 50 player rounds most weekdays.
regie
Joined: Sat Sep 23, 2023 4:06 pm
Byond Username: Regie

Re: TGMC Pulse Check

Post by regie » #765553

It got ruined by Xoders…BIG bonerkill
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Stabbystab
Joined: Mon Sep 25, 2023 2:36 pm
Byond Username: StabbyStab
Location: SERBIA! SERBIA!

Re: TGMC Pulse Check

Post by Stabbystab » #766918

I haven’t seen a marine win in about 20+ rounds I’ve played on medium to high pop. (Blown up statistic but point still stands seems balance is very xeno sided)
regie
Joined: Sat Sep 23, 2023 4:06 pm
Byond Username: Regie

Re: TGMC Pulse Check

Post by regie » #767068

Stabbystab wrote: Wed Dec 18, 2024 8:00 pm I haven’t seen a marine win in about 20+ rounds I’ve played on medium to high pop. (Blown up statistic but point still stands seems balance is very xeno sided)
In my own limited opinion there have been a number of changes over the last 8-9 months that are adding up to a broken camel back, such as focus on Tank gameplay (which tends to lead to a LOT of attrition battle that doesn’t really go anywhere, and where the RO finds themselves in a boring yet VERY important position- the latter isn’t going to attract new players to learning how to play RO) changing how barricades work (making it WAY too easy for Xenos to get inside the Tadpole at any moment it’s on the ground) aimmode changes which incentivize Xenos to bait Marines in a back and forth way that again, leads to boring attrition dynamics, and on top of this all, coders who seem generally belligerent and unreceptive to the general server population
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