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Implemented TBC changes / development updates and suggestions

you mean stuckage by another player getting in the way of others, then that's an IC issue as spacing and position should be important to consider when in combat.
Which is going to happen 70% of the time outside of participants' faults, because this map is all about tight corridors, single doorways and turning corners. TBC is best suited for a wider arena if collisions are going to be on. You should at least be able to move through ONE guy standing in front of you so your turn doesn't get nullified for someone else ending theirs in front of you
 
I think for one the amount of rounds that should be fired by guns per a turn should be reduced by a little, either that or reduced damage. One turn from being left visible around the corner by an elbow could mean death. Realistically man takes cover fully and doesnt leave a bodypart barely hanging out of cover for 2 minutes which means it (shouldnt) gets turned to shreds by the enemy. Or a better damage system, like i've previously suggested.
 
I would be incredibly hesitant about doing is making the TBC system too reliant on your characters in-game stats to dictate everything because that is how you'll end up turning something that is manageable (if not frustrating at times) to outright "pulling teeth"-tier.

The TTK is already poor because you can't balance a stop-and-start experience where your opponents aren't moving at all in your turn the way you can something like S2K where weapons can be lethal but you have to hit those shots.

If you are a fresh rebel (or even cop tbh) who has to rely on a low gun skill, accuracy checks, miss chances etc on top of short turn then it will end up in a shitstorm in record time.
 
I would be incredibly hesitant about doing is making the TBC system too reliant on your characters in-game stats to dictate everything because that is how you'll end up turning something that is manageable (if not frustrating at times) to outright "pulling teeth"-tier.

The TTK is already poor because you can't balance a stop-and-start experience where your opponents aren't moving at all in your turn the way you can something like S2K where weapons can be lethal but you have to hit those shots.

If you are a fresh rebel (or even cop tbh) who has to rely on a low gun skill, accuracy checks, miss chances etc on top of short turn then it will end up in a shitstorm in record time.
This is a good point, as well. Gun skill + speed skill should only attribute to slight advantages in the chance to hit. I'm very heavily against the stat grind on this server. It makes me wanna cry.
 
Imo TBC would be vastily improved with a RNG hit chance system in general, influenced by things like gun skill, weapons, enemy cover Etc. Could even have speed influence a sort of dodge chance (Though this would have to be very small) May give it something spicy aside from just stealing turns at random.
It would make firefights more like firefights, and prevent people from being able to peg someones toe from 50 yards away with near assured success. While also allowing you to modify guns beyond just 'does more damage.' The Time to Kill is incredibly low in TBC, and some guns like snipers literally one shot people (afaik) just because the stats of others are so overtuned thats the only option you have to take. This would give more options.

Also gives those caught out of cover a snowballs chance, at least. Since currently, you likely are dead if even one turn is spent within someones direct line of sight - depending on the weapon of course.

In general, however initiative is handled, it needs to be less inconsistent, less aggressive and more predictable. From my experience in TBC, turns swapped incredibly fast at times for no reason (it seemed) If there was any way to inform players of who may be going next, that would be seriously beneficial too. Would allow you to know if breaching a room is going to end in backup, or a hail of bullets.


How possible is anything I just mentioned? No idea. But, they are ideas all the same.
no... NO it wouldn't Specifically the RNG hit shit. Let me put it this way. There's significant balance issues already with TBC, a rebel hyped up on every boost possible with a max gun skill, max speed. Is still going to have a hard time against a unit. Primarily because of how TBC favors the defensive. If this rebel were to go on the offensive, they'd get their shit kicked in, even with every odd in their favor. At the current state of TBC, its easier to actually fight as a rebel then it is as a unit as rebels are mostly on the defensive now. If you take away this advantage, with the fact units/ota get all the time in the world to practice their guns skills and speed skills. (In the case of OTA where you get all sorts of drugs n shit to boost you as well as the units do. As well as starting stats boosted to god knows what.) You're throwing TBC in major favor of the combine as they have ALL the resources and thensome with minimal to no work needed, to maximize their chance in RNG skill based TBC.

Thats just my thoughts on the matter. TBC as it is could do with some improvement, like maybe avoiding the whole stuck issues n shit. Because of source hitboxes being notoriously trash. Or maybe something like actually having ambush capabilities for rebels. (TBC doesn't allow this) because realistically you'd get fucking obliterated if like 6 rebels with SMG's shot you from multiple sides and surrounded a CP squad. But in TBC its initiative based. There's no bonus for shooting people in the back/head or anything else.
 
There's no bonus for shooting people in the back/head or anything else.

There really can't be, because it would be grossly broken tbh.

In S2K you can have very high damage weapons and free-for-all ambushes because everybody is in constant motion - you need to land those shots, you don't really get any help to do it.

But in TBC you get 4-5 seconds to potentially magdump someone when they can't move, react or get out of the way. If you had damage multipliers for stuff like headshots you could drop anyone in a single turn.
 
There really can't be, because it would be grossly broken tbh.

In S2K you can have very high damage weapons and free-for-all ambushes because everybody is in constant motion - you need to land those shots, you don't really get any help to do it.

But in TBC you get 4-5 seconds to potentially magdump someone when they can't move, react or get out of the way. If you had damage multipliers for stuff like headshots you could drop anyone in a single turn.
Thats specifically why headshots were removed from TBC but overall, TBC is fine as is, nothing about it should be changed outside of, perhaps allowing for a bit more freedom to utilize ambush style tactics. Like sure you can yeet a grenade to engage in TBC and it'll most likely kill several units in a PT or raid team. But it'll still start TBC.
 
suggest preventing people from looking around unless it's their turn and no radioing/talking unless it's your turn.
One of the original 'upsides' I heard for TBC was to allow communication/roleplay during combat. Removing this removes whatever relevance team communication has had to combat so far. If it's none, then that's a shame. But being able to call things out during combat is a very valid tactic, and has been applied in real life to great effect. Not being able to call out you are low on ammunition or about to be flanked is just not a good thing, and would encourage stuff like discords or teamspeaks for voice communication.

The speed stat should probably still have some purpose, albeit reworked if it's in a bad state. If it has any combat purpose removed, it's just increased stamina which doesn't come up nearly as much due to TBC being the go-to.

Critical miss chance is just adding more RNG to an already RNG based system, whatever. At the very least make it only apply at certain ranges, so magdumping people at point blank where it should be realistically impossible to miss doesn't happen.

Rest of it seems to be bug fixes, minus the player stuck vote, which is liable to be abused. Especially with no limit on how far you can move from your original position. So maybe add one such limit.

also something something remove TBC (not skills ((except vortessence)) they are ok) yeah cool bye
 
One of the original 'upsides' I heard for TBC was to allow communication/roleplay during combat. Removing this removes whatever relevance team communication has had to combat so far. If it's none, then that's a shame. But being able to call things out during combat is a very valid tactic, and has been applied in real life to great effect. Not being able to call out you are low on ammunition or about to be flanked is just not a good thing, and would encourage stuff like discords or teamspeaks for voice communication.
Thing is, communicating during TBC when it's not your turn is a big, big advantage to Civil Protection/Overwatch. As soon as combat starts, during warm-up, a unit will radio in "11-99" and their location and ALL of the cops will come down to that location before the first two turns ended and you're fucked from that point onward. Not to mention that those cops will also block off your escape and exit routes if possible. It's frankly retarded makes any ambushes or guerilla stuff useless.

Btw, I didn't want to suggest no communication at all, just radioing because of how simply "broken" it is (mainly for CP/OTA)
The speed stat should probably still have some purpose, albeit reworked if it's in a bad state. If it has any combat purpose removed, it's just increased stamina which doesn't come up nearly as much due to TBC being the go-to.
Speed skill is wacky, even with 50/50 speed on the dev server I lost initiative at random. imo it should just be more movement points and maybe more time per turn, from 6 to like 8 seconds.
Critical miss chance is just adding more RNG to an already RNG based system, whatever. At the very least make it only apply at certain ranges, so magdumping people at point blank where it should be realistically impossible to miss doesn't happen.
Definitely agree. but I also feel like this will get bugged at one point and there will be copium.
 
Thing is, communicating during TBC when it's not your turn is a big, big advantage to Civil Protection/Overwatch. As soon as combat starts, during warm-up, a unit will radio in "11-99" and their location and ALL of the cops will come down to that location before the first two turns ended and you're fucked from that point onward. Not to mention that those cops will also block off your escape and exit routes if possible. It's frankly retarded makes any ambushes or guerilla stuff useless.
This just seems like a core problem with TBC then. Gunshots are loud, and gunshots attract attention. And in TBC, you don't have the liberty of time to escape once you've hit whatever your target is, while cops swarm you. It's a slow system at it's core. Removing the main mechanic of a radio just to get TBC to work for one of the big sides doesn't represent it in a good light. This has been a long time complaint about TBC: it kneecaps rebels main method of combat, guerilla style hit-and-run warfare. Because TBC supports prolonged combat, not shooting someone and running the fuck away.

Naturally, there is an alternative on standby.
 
It's great when someone is trying to flee from Civil Protection and I shoot them with my super duper freeze bullets which makes them freeze in place so me and my boys can run up right behind them and own them lol

No, TBC more like CBT
 
I had this one idea that if you are in TBC. Your bleed-out timer should be turned into a turn timer. A.ka when you are bleeding out instead of you bleed out in 10 mins it will be like. You bleed out in 5 turns.
 
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