SCP breaches are so ungodly annoying!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

i dont like breaches currently either thats why i dont really breach them ever

like yall said the problem is that breaches are un-RP-able. the only solution to breaches is shoot, die, respawn and repeat. this not fun... server leadership need to fix this problem instead of balancing ell and scp stats since the problem will still exist even if numbers are balanced, this is scprp not breachrp
it would be super helpful if you could drop some ideas on how to "fix this problem" ngl
 
Apr 5, 2024
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There are multiple ways to combat scps (yes even reality benders tho they are much harder to deal with if the individual is skilled) working together allows you to deal massive amount of damages to scps. There are many tricks/ways to maximise damage it doesn’t have to be a constant stream of dying.
 
There are multiple ways to combat scps (yes even reality benders tho they are much harder to deal with if the individual is skilled) working together allows you to deal massive amount of damages to scps. There are many tricks/ways to maximise damage it doesn’t have to be a constant stream of dying.
Me when 8837 presses 2 buttons and killed 15 people (black hole my beloved)
 
it would be super helpful if you could drop some ideas on how to "fix this problem" ngl
Drop SCP HP down to 5k max, maybe 10k for 682, way less dying, breaches go by faster, you can only tank 1 tesla. Easy fix. Or alternatively add RP-based objectives for every SCP's breach that they have to complete, like 076-2 could get 3 to 4 selected targets and have to chase them down and kill them, 7722 could have an infil-like system as a sudo-crusade, etc etc.

But that would mean SCPs get RC'd easier, and SL doesnt like that idea for some reason.
 
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Alex/John Dingle

Civil Gamers Expert
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Sep 7, 2022
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Ngl why not just make all of the E-11 TB's, Like sure breaches are annoying but removing them would litterly kill e-11. Also coping about only getting 2 shots off is a issue on your side, how often i play an SCP and see people solo rushing me acting like they the main character, PUSH IN GROUPS like even if you get 1 shot your teammates will be able to atleast dump 1 or 2 mags
 
Just gonna put my two cents in here. I agree with the fact that breaches are annoying as it feels like they go on way to long and shut down the site. I personally think part of the reason is the HCZ rework that happened means there is more spaces for SCPs to go and the old tactic of mass firing lines don’t work. They won’t go back with HCZ now but that is part of it. Another thing I can think of that could help is instead of having two blast doors at primary move to having two at secondary as then it offers a trade off to SCPs,
Go through primary and loose a chunk of hp but be out faster or take longer and go through secondary. I think certain aspects of reality benders need reworking too but that’s another issue.

What I did like when I read it was the idea for different goals for breaches that can give varying rewards such as xp money and have three options for them could work an easy medium or hard. Would help with breaches.
 
Ngl why not just make all of the E-11 TB's, Like sure breaches are annoying but removing them would litterly kill e-11. Also coping about only getting 2 shots off is a issue on your side, how often i play an SCP and see people solo rushing me acting like they the main character, PUSH IN GROUPS like even if you get 1 shot your teammates will be able to atleast dump 1 or 2 mags
The idea of 'push in groups' doesnt work well, since everyone has a respawn timer and dies at different times, meaning players would have to intentionally wait and not assist in the C5 to form a group, meaning the C5 lasts longer anyways, or push the SCP and die, either way, theres no winning and breaches become the main focus of everyone on the server, and can shut down GOC or CI raids / DCs, the only positive is that since everyone is mostly focused on the C5, D-Class have a decent chance to get out of D-Block.

This just seems like its written exclusively from the perspective of an SCP main that doesnt understand what happens during a C5 aside from running around and killing people. I do somewhat agree, an individual pushing an SCP by themselves is bound to die, but what about low pop? or high pop but most players arent on combative roles? This is and RP server after all and theres dozens and dozens of non-combative roles, and even lots of combative roles that dont specifically fight breaches or have other priorities, such as Nu-7 or DEA.

Like I said, giving every SCP a specific set of objectives to fill out before being recontained would work wonders for the server's health. 076-2 could have like 5k HP, but until his objectives are done he has a %50 damage resistance or something. The encouragement for players to do their objectives wouldnt be money but RP, since its required for them to roleplay their SCP, and giving them specific objectives would allow that.

Maybe 966 could have an objective of stalking one specific person, chosen at random, and depending on if that person is a CI, or an O5, they would go different places, making them less predictable and having them shmove around the site more.

The argument that current SCPs are balanced is nonsense and honestly just very one-sided, because they very obviously are NOT and have been very power-creepy within the past few updates (think TG and 8837).
 
Dec 25, 2024
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Just gonna put my two cents in here. I agree with the fact that breaches are annoying as it feels like they go on way to long and shut down the site. I personally think part of the reason is the HCZ rework that happened means there is more spaces for SCPs to go and the old tactic of mass firing lines don’t work. They won’t go back with HCZ now but that is part of it. Another thing I can think of that could help is instead of having two blast doors at primary move to having two at secondary as then it offers a trade off to SCPs,
Go through primary and loose a chunk of hp but be out faster or take longer and go through secondary. I think certain aspects of reality benders need reworking too but that’s another issue.

What I did like when I read it was the idea for different goals for breaches that can give varying rewards such as xp money and have three options for them could work an easy medium or hard. Would help with breaches.
I like the idea.

Just from a roleplay perspective.

Foundation Site 65 is a facility that is trying to contain powerful supernatural entities.
It makes no sense whatsoever to make these entities killable with one or two magazines from a security force weapon.

But as it is right now, SPCs upon breach have little to no guidance on what to do. So players go on mindless killing sprees.
That also damages RP for people who actually want to RP in their SCP roles.
If you are 049 and you are breached and everyone just blasts you on site even though you wave at them and say you wish to discuss something.
That is not fun for the SCP players either. That way people who want to roleplay in their SCP roles are discouraged from play.
Same goes for 966. What's the point in being a creepy shadow person, if within one minute you get metagame called out?
You will stop trying to stalk someone like a site director. You will just breach and try to kill indiscriminately as quickly as possible because that is the only option you are left with.



I would strongly second the idea of giving SPCs specific goals for their breach and rewarding those.
 
Drop SCP HP down to 5k max, maybe 10k for 682, way less dying, breaches go by faster, you can only tank 1 tesla. Easy fix. Or alternatively add RP-based objectives for every SCP's breach that they have to complete, like 076-2 could get 3 to 4 selected targets and have to chase them down and kill them, 7722 could have an infil-like system as a sudo-crusade, etc etc.

But that would mean SCPs get RC'd easier, and SL doesnt like that idea for some reason.
this might be the worst thing ever uttered out of anyones mouth