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TGMC Pulse Check

Posted: Wed Oct 02, 2024 3:45 am
by Helios
What do people like and dislike?
What is the current state of TGMC? How are the player counts?

Re: TGMC Pulse Check

Posted: Wed Oct 02, 2024 3:38 pm
by Texicos
Big balance upheaval after a lot of xeno buffs and then nerfs, averaging 50 player rounds most weekdays.

Re: TGMC Pulse Check

Posted: Wed Dec 11, 2024 2:03 pm
by regie
It got ruined by Xoders…BIG bonerkill

Re: TGMC Pulse Check

Posted: Wed Dec 18, 2024 8:00 pm
by Stabbystab
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)

Re: TGMC Pulse Check

Posted: Thu Dec 19, 2024 7:02 pm
by regie
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