TGMC:Frequently Asked Questions
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TGMC is a project based on the CM-SS13 codebase. |
Questions
How does the philosophy differ between this server, /tg/ and CM?
We share the host, physical server, repository organisation and forums with /tg/, that's where most of the similarities end. We're open-source and we aim to create a relaxed and player-friendly experience while still being MRP. We will have our own and unique lore instead of following the AvP one. Our balance philosophy also couldn't be more different - we're aiming towards a fair and balanced 50/50 winrate. This is a community ran server for the most part, with frequent votes on our #democracy channel that influence the future of the server. Our priorities are fun > balance > realism instead of the opposite.
What are the main changes so far?
Hard restrictions turned into soft ones - if you don't have the appropriate skill you will now fumble instead of not being able to do that action at all, aim/wield delay turned into an aiming time, you can shoot while wielding but your accuracy will be worse
Xeno reworks - almost every single xeno caste has been reworked with unique abilities and mechanics, no lazy stat changes
Specialist reworks - every single specialist has been rework to be more in line with their specific class, B18 is a true juggernaut, sniper has a targeting laser and his tarp back, pyro now has a water cannon built into his flamer plus fire is much more deadly to everyone now, all rockets have been rebalanced, scout can now use shotguns (including a special one) as well as his battle rifle.
Lasguns - an entirely new weapon type, a long-range focused laser weaponry that is very fun to use
Attachments and weapons rebalance - every weapon and ammo type is now viable (yes, even the SMG and flechettes), you can now use more attachments with guns (QF on M41A), all of them were rebalanced to give them the niche they needed, no single attachment is useless now
General radio channel - everyone now has access to the Theseus(Almayer) radio channel, but do mind that it is Z-level specific, people on the ship won't hear people on the planet
Reworked marine vendors - every marine can now pick between 5 unique types of armor for each situation, 2 attachments from the 3 choices in each attach point, they have a choice between a vest, a webbing and a holster, plus they can use their points on meaningful things like a tools pouch, also a first-aid pouch now contains a splint
Heavily modified Prison, Ice and Theseus(Almayer) maps - Ice is no longer the ladder camp it once used to be, plus Prison's yard is finally open
An obscene amount of QoL changes - there is way too many to possibly list here, but a lot of the QoL changes players have been asking for over the last 2 years on CM's GitLab have been implemented here
What are the upcoming big changes?
An entirely new alien species to fight, the Cimex, adding HvH modes to spice it up, more maps, a squad rework.
How often is the server up?
Usually during weekend evenings. More staff and code changes are necessary for a 24/7 uptime. If you'd like to read the full roadmap, you can find it here
Can I murder/rampage after the round has ended?
Yes and no. There's an option in character preferences, End of Round Deathmatch, to be teleported to an arena for a little combat at the end of the round in where you can shoot and kill at will. Those who decide to stay behind are protected from grief as if the round was still ongoing.
How can I contribute?
Our code is open and both our GitHub and Discord are very active. Come over and give us a hand, we can use people who can code, sprite, map, mentor, admin, do wiki work, or simply help out with game balance, vote on changes or play. Your opinion is important!