Actually I sample to drink the samples, but yeswhen its mostly people sampling for money.
Yeah if you guys can get in HCZ then the respawn cooldown makes no sense-Support
I will agree that when you wipe E-11 secondary most times they are just waiting for you at the next corner since they respawn right next to it, but this would apply too widely to HCZ. When CI are breaching SCP's this would take them out of their main gameplay loop of protecting HCZ.
I want an E-11 Kraber job as well!how about we make it worse, and make random hallways and rooms move around like its hogwarts (simply for the love of the game)
As an A1 myself, it is often impossible to defend CI entering F3, just like GOC entering F3. There are mostly a max. of 5 A1 on F3 (UK) and not all of them are fully there (basically half-afk). When they are on F3 and killed the A1 who are there (and most of them have QBZs/CQ300 Lynx, not the Enforcement Kit with an M249, Saiga-12 and Deployable Shield), which they are always able to do with a Juggernaut and TB, then they have a lot of time as responding combatants have to get to EZ, call the Elevator, wait for the Elevator and enter it, go up the elevator, go through a CL3 and CL4 door. We then have to wait an entire minute to actually start engaging them, which is hard aswell without being put on fire, killed by the Jugg, or killed with an energy rifle (if they have one). Being able to immediately start engaging again (just like secondary), makes defending the supposedly most secure, secretive area (alongside ECO), impossible.A big part of the entire reason that 60s cooldown for leaving spawn after respawning from a raid is because the response time would be ridiculous otherwise - Like FL3, SOPW, CI bunks, basically where they spawn is no response time at all.
A lot of people hold it, when one dies they immediately run back, potent or not, and are back in the fight. You can hold a line for a LONG time.We can't hold a point forever but we can have a lot of people holding it.
This isn't really relevant to this, but thats a seperate issue that should be taken care off, however I think this can already be done IC.E-11 is already boring enough as we don't have any RP except escorting which isn't fun when its mostly people sampling for money.
Of course they are supposed to keep HCZ secure, but so are AO with F3/ECO. It is impossible to keep the most secretive areas of the site secure when you have to wait an entire minute just to get back in the fight. CI also have enough time to set up in Nuke Room and hold it for quite a bit.When CI are breaching SCP's this would take them out of their main gameplay loop of protecting HCZ.
No I have not, which I clearly stated in the reply before this one. I also added to the original suggestion that for balancing it could be ignored during a breach ("Add the 60s respawn cooldown AO/SOP get (A1 F3, O1 ECO, SOP Warfunds Server) to E11 while hostiles are within HCZ, could add a underpoint that if a SCP is breached, the cooldown can be ignored, but thats something you gotta decide.")Clearly you have never done the E-11 gameplay loop.
No idea, I think the respawn cooldowns are listed in the rules, but I'm not sure if it would be content or rule.Shouldn't this be marked as a content suggestion since it's adding something instead of a rule suggestion?
I get what you are talking about, but F3 and ECO house CL5 Staff (Foundation Command, not only Site Administration), and should be hard to get into in the first place. And no, CI on F3 isn't very much manageable considering they can blow up any doors in there (Except for the blastdoor, -1 Office and MAYBE -2, -3, -4 Office which are only hackable.) and 2 Grenadiers could hold that for ages if they use their M32A1 in a clever way. CI having a Jugg and a TB which has bullet wall, ignite, overheal and heal aura (2 Support abilities for all CI, 2 Support abilities for the jugg alone) makes it impossible to kill the Jugg unless the TB energy runs out, if its a CI player who knows how to play TB obviously. I dont want to make F3 too much of an example, but I have the most experience with it. A long corridor is generally easier to hold than HCZ, considering CI can be rushed from a lot of sides and angles in HCZ.The reason those jobs get those long respawn timers is because CI on floor 3 is much more manageable as floor 3 isn't a huge maze, same for ECW
I'd say it takes the same amount of time to run from SOPW to HCZ as waiting a minute, you also spawn in the middle of HCZ and dont have to go through blastdoors only CL4, E11 (CL3 Override) or AO (CL3 Override) can open.It's to inconsistent to be put in place and makes E-11 not fun at all cause you're telling me SOP at least get to run down to HCZ while I sit in a menu for 1 MINUTE?
As said before, could be that during a breach it can be ignored to respond. Any other personnel have to run to HCZ too, but obviously E11 is the Task Force supposed to respond to breaches, which is why I added that during a breach it can be ignored as a way to balance it.Bro in 60 seconds if I died before a 682 breach 682 could be half way up prim that is absurd.
I have been in both O1 and E11 and there is a huge different on this.No I have not, which I clearly stated in the reply before this one. I also added to the original suggestion that for balancing it could be ignored during a breach ("Add the 60s respawn cooldown AO/SOP get (A1 F3, O1 ECO, SOP Warfunds Server) to E11 while hostiles are within HCZ, could add a underpoint that if a SCP is breached, the cooldown can be ignored, but thats something you gotta decide.")
A) We do not spawn in the middle of hcz we spawn in a side room of the middle of upper hcz. Wich sounds good for uhcz but the issue is lower hcz.I'd say it takes the same amount of time to run from SOPW to HCZ as waiting a minute, you also spawn in the middle of HCZ and dont have to go through blastdoors only CL4, E11 (CL3 Override) or AO (CL3 Override) can open.
Yee thank you so we can atlest fix it after its broken, issue is we dont want a breach every 60 min when ci decides to raid hcz.As said before, could be that during a breach it can be ignored to respond. Any other personnel have to run to HCZ too, but obviously E11 is the Task Force supposed to respond to breaches, which is why I added that during a breach it can be ignored as a way to balance it.