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Thread: Thing CM should implement from TGMC

  1. #11
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    I think the code is much better in TG, there are several optimizations in place, the light system is beautiful and the combat experience, in a game that is based 75% in combat and 25% in logistics, makes it hard to keep an straight face to try and say CM is better.

    But it shows how much art style, and having years on the belt helps, I think CM should learn a lot from what the TG guys had done, and capitalize on their current strenghts, good points had been made why the playing experience is better, and the RP bit I would place it on dispute, since it happens organicaly in TG and some people like me preffer that to the forced briefing, to give an example.

    From what it looks from outside, I believe that TG aesthetics arent unified, and that gives you that look, plus there is this dissonance if you played CM a lot and then went to TG, since a lot of things you are used to are a really really bad idea (like using a barrel charger or thinking you could use a shotgun with one hand).

    That said, there are several things that are dissonant on CM that has been taken quite... agressivly when mentioned, like mentioning anything of the Hero paradigmn where only a few people matter on each team, the reasoning behind auto shooting crumbles when you see 30 marines on tg literally going BRRRT, the endurance skill, and so on and on...

    In any case they ended up being two completly different games, TGMC is more fast paced, combat is more oiled, engine is way more robust, quite more. CM is slower, its harder to die, and if you roll lucky, you get to be Rambo, or the Big Bad Monster, so there is that, is discussing vainilla and chocolate, and saying which is better...

  2. #12
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    Quote Originally Posted by carlarc View Post
    Guns:
    TGMC has a shit-ton of guns but nearly all of those guns are almost identical. How many differences are there actually between the T-12 carbine and T-18 assault rifle? Are there enough to justify what is almost a carbon copy? What about the GMPG MG and the T-42 LMG? They're both LMGs that spit out lead with the only difference being the former has a lesser ROF and its larger ammo boxes don't fit anywhere. What the hell is the TX-11? The DMR and battle rifle? List goes on.

    Of course they aren't *all* identical. Like your post showed, they have auto-shotguns and whatnot. But here's the thing: In CM, we are somewhat restrained by our inspiration. There's no auto-shotguns in Aliens. This isn't just because there aren't *literal* auto-shotguns, otherwise the L42 wouldn't exist and neither would the Defender or Warrior castes, but what unique items we add need to fit the *theme* of Aliens. Marines having easy access to a full-auto shotgun that fires flechette at 600 RPM is not a very Aliens thematic thing. In TGMC, it's a TG-based server. They don't give that much of a shit about the theme and throw whatever comes close to fitting. This isn't bad, they have a LOT of content, but it's not what CM is going for. Every gun in CM fits the theme and has an unique niche. In TGMC, they loosely fit their theme and seemingly don't need anything other than a sprite.

    Explosives:
    I mean PFCs can get RPGs in TGMC but... there's only like one or two + req purchases. It's basically the same as regular CM with specialist limits?
    In addition, in TGMC, RPGs, and grenades, don't stun at all. Xenos just walk away after being indirectly hit and they're fine from my experience. This makes explosives significantly more give-able to the masses as stuns are the most powerful thing in any SS13 server. Meanwhile in CM if you get a direct AT hit you're dead, not due to damage, but due to the stun. A indirect HE hit, same thing, stun kills you. You can also be stunlocked by a grenade launcher. In addition, TGMC RPG ammo is even more limited than CM.

    Also it seems that the PFCs in TGMC.. don't hand-throw grenades? I'd love to import them here because holy shit the amount of people hand-throwing grenades here is unbelievable. If we had M40 nades for everyone they would just spend their time denying area for marines to push by randomly throwing hand grenades that do nothing except break 2 weeds. Like the private flamer kit, when the PVTs flamed the push and everyone had to wait for the flame to clear because they weren't smart enough to turn on the HME-12.

    Same thing with claymores.



    Sentries..? I don't know how to respond to this. All I've seen sentries be used for is defending the FOB/Tadpole. They already do that in CM, it's just one per engineer. Also there's like, 3 engineers tops in TGMC. They're going to need a surplus of supplies because nobody ever goes engineer.



    You've been getting more kills than in CM because in TGMC xenomorphs are more reckless as they have easy, almost infinite respawns due to the recent spawn pool update that is intended to incentivize marine pushes. Have you never been in the situation in recent CM where, after hijack, a Defender or Runner (Though these do it all the time) just brainlessly rushes towards you and dies, perhaps after breaking someone's bone first? That's because they don't care too much about their own life as the xenos are getting new pooled larvae every minute to half-minute.

    Aside from that, combat is very exciting in TGMC. Xenos die easily, and so do marines. But this comes at a big drawback. Due to the Xenos' quick death in close and medium range due to the fullauto weapons, they need a *TON* of crowd control, AKA stun, abilities, to close the gap. This is why you see boiler gas being massive and spreading quickly, why defilers run in to shroud the area in neuro-smoke. Why praetorians have that ridiculous acid spray that spreads to half the screen. They need that stuff or they're going to be zerged by marines due to their extreme damage potential. As such, it's less that you're trading blows with xenos and more you're just waiting to well, be able to fight again, because if you overextend just a tad you're going to be severely punished for it with the abilities they get. If you're a little too overzealous it is very easy for a Shrike to blast you to the xenos, for a Crusher to fling you, and if that happens you're permanently dead.

    You might say well, Warriors in CM do that too, but the difference is they need setup to do that. They need to lunge, then fling, and during that period can be stunned by slugs or buckshot or magdumped with primaries which is effective if you chase. Queens can screech and drag back, but they're very slow. Runners can solo-capture you right now, but it can only happen if you're alone.

    Effectively, in TGMC, you're mostly waiting for the other side to make a mistake. This, from my experience, has resulted in a meta of permanent FOB siege, as the brave marines get a little too brave and die after a psychic fling and the only marines left are cowards who inmediately retreat, because for some reason cades are ungodly strong. Every time I've played TGMC it ends in marines staying behind cades plinking at xenomorphs that sometimes die out of boredom. It is a massive, systemic problem that thoroughly harms what is otherwise an amazing server. EORG matches are amazing except for having to turn the damn fullauto on every respawn.



    Because someone was willing to step up to the plate and sprite the damage state of *every single caste, several times*. This is a TON of work. In CM, nobody up until now has wanted to do that. Right now a contributor is looking at it and we might get damage sprites soon.

    No offense to the spriter, but I also believe the damage sprites in TGMC look a bit.. off. I often confuse dead xenos for crit xenos, and crit xenos for dead xenos. The non-crit damage states look bizarre and don't fit too well. You won't notice this in the heat of combat though.



    This has all happened because of TGMC's open source codebase (And people from TG's OS coming by). We've been significantly out of date because while CS had its benefits it also closed LOTS of doors, such as updated backend like lightning or ambience. Since we've gone OS too, anyone can come in and bring what they want into the game, including you!



    Bro
    Wow most of these points are from the viewpoint of someone who actually played TGMC more than 1 round.

    Besides the fact that xenos are "limitless" and thats why its so easy to get kills (this isn't true since larvae only pickup in respawn rate at around 13:00 to 13:30 time), and the fact that xenos need no setup in TGMC to CC (this isn't true either, warriors are the same as CM warriors, they still need to lunge to setup good plays, shrike needs xeno help to capitalize on force / psychic flings due to the tankiness of TGMC marines, prae AOE stun is only like 1 second and is a setup for other xenos to do damage, etc), you got most of this right.

  3. #13
    Senior Member Pigeon's Avatar
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    So if you want TGCM ripping apart aliens 1v1 you need infinite aliens? Bruh might as well look at Corp merc also then.

    As said the issue is aliens don’t have the population or endless respawn to deal with attrition of almost 1:1. Fix that and you can go from there. Or play more whisky outpost

  4. #14
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    Quote Originally Posted by Fix it again Tony View Post
    In CM I simply refuse to fight. Unless it's a runner, I simply won't shoot at xenos as I can't possibly kill it or do any damage with a regular gun so what's the point. I rather go no armor and just run away. Why risk dieing or treating mysel when they can just heal up in 5 second that little damage I done risking my life? That's why I stopped carrying a gun and armor and just play anything else than PFC.


    bruh figure out how to get kills before you bitch about the balance come on lol
    Felicity Bringh

  5. #15
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    Actually, this is a problem I had myself too as a high ping user, it's really hard to kill xenos in general as a pfc in those conditions, unless you abuse PB, or get to read the code and discover things like how better the m88 pistol to the m4a1 rifle, and go with that and light armor so you dont slow down and can actually survive, do your job (either as engie or medic), and if needed at least do some damage, hell, you an grab a smart pistol if you want to do less damage but at least dont kill friendlies.

    If you want ot do the same on TG you can grab a t18 or t12, depends on how quick you want to move, use aim mode, burst and pray.

    I sat down and analysed the guns of both codebases and I can confidently say they are all quite unique.

  6. #16
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    Things I like from TGMC: -
    -Ammo counters (though they only make sense for M41A, SG, and maybe L42?)
    -Full auto
    -Aiming
    -Stamina system
    -No specialist role for marines (I really hope this gets ported over to here one day)
    -Damage sprites
    -Xeno bump attacks (only because they solve the really annoying problem of pushing people when you're trying to slash them)

    Haven't played it that much honestly, so i can't comment on things like balance. I will say that for all the variety in weapons there's very little actual depth from what I can see. And that's not me trying to shit talk it, variety is fun but when you have so many guns that can be indistinguishable it just gets confusing. For a first time player I think they do adress this by having the same recommended options highlighted as in CM.

  7. #17
    Senior Member Critilius's Avatar
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    I tried TGMC for the first time 2 days ago and from start, I got hooked not because I liked TGMC more I do not but... The fight between marines and exenos actually feel like a fight and shit is going down all over the place, weapons are very satisfying in TGMC and I think we need similar weapons. I am not saying give PFCs rockets but CM needs to overhaul its weapon system or at least make Pulse Rifle shoot actual bullets and feel more impactful.
    Aden Cooper


  8. #18
    Whitelisted Synthetic Unknownity's Avatar
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    AI and Hivemind caste when
    Samuel 'Prophet' Logue
    BRAVO n CHARLIE Forever
    "Getting too old for this shit."
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    Yautja Shi'rei Mei'ka
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    POW
    Burrower main

  9. #19
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    The Aim system (which is only for some weapons, mind), I think, its one of the most important features you could port.

    It solves the age old problem of SS13, friendly fire. Mind, there is still is since not all weapons have it, it slows you down, you need more time to weild the weapon, reduces damage for each friendly you 'miss', but it still lets you shoot over the shoulder of your fellows, is practical and reduces the whole shenanigans and frustration you can have in CM without having to resort to heavy armor.

    They also have auto clicker protection, server side, which should be implement honestly, I am tired of seeing on CM m4a3 users who can magically magdump like they exclusively used their right index to masturbate....

  10. #20
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    Quote Originally Posted by ObsidianCrow View Post
    bruh figure out how to get kills before you bitch about the balance come on lol
    You...joking right? I was literally meta-gaming and getting warnings not to kill certain ways. I got kills. I got PLENTY of kills.

    But I got most of those kills not because I clicked good, but because I discovered an intentional/unintentional bug or mechanic that later got updated in the patch notes or was told never do it as I will get banned. I'm talking about from macro-abuse to overriding maxcaps in OT with non-OT chems. I'm sure I'm ahead in this than you if you have to say this comment.

    And that's why I stopped playing these roles as I DON'T want to abuse the game. I want to play it as intended. And in that regards CM is forcing you to get really efficient in killing xenos as you have to understand how they play and when and how they can be killed. That's why when I went to TGMC, after trying out the toys, I had a normal run, trying to get as much finishing kills as I could and it went amazing, BECAUSE I was forced to get good at it in CM.

    So thanks, I know how to kill, no need to lecture me on it.

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