Partially Accepted ERT and Foundation need a nerf.

Content that has been partially accepted
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Porrin

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Jun 27, 2025
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What does this suggestion change/add/remove:
First I will begin this post by saying that ERT need to have a really good reason to be called. As of lately I started seeing ERT either being called to early or being called for single breaches that can be handled easily by foundation. In my opinion ERT should only be able to be called by SA and with a reason such as SCPs having reached EZ/surface. If this keeps being an issue then some nerfs should be applied to them since calling ERT almost everytime there is a breach just makes them dull and boring since no effort is made whatsoever in the first place. This nerfs can be either in the massive HP and Armor reserves they have or in their immunity to SCPs as a whole. The equipment should stay as it is since they are called ERT for a reason. Foundation also need a nerf. The other day I was 682 in my CC and was not breached. Nevertheless, and E11 wanted me to go into the acid tank and I refused. My reason was because I wanted to see how much time it took for 1 single E11 to lower all of my hp and see how much difference there really was between foundation and SCPs. I am not lying when I say this, in less than 3 minutes, my health had been reduced from 40k to 25 thousand, by ONE SINGLE PERSON even though I was actively trying to dodge (hit box may be too big for the little and small amount of hp and speed it has. This really puts into perspective, how much SCPs are at disadvantage. People usually say that SCPs get RCd fast because they always try to "brute force" their breaches. I find it incredible how as of right now, SCPs have to use more brains than foundation during breaches. The only thing foundation do when dealing with breached SCPs is the following:

1) Keep dying and going back to where SCPs are.

2) Set up barricades of 10-15 people in primary (as secondary is not even an option due to the turret there).


3) Wait for SCPs outside D-Block and go back to where they were killed right after respawning.

These are not even real strategies, it's just abusing the fact death is not really permanent and go head on to shoot the SCPs as eventually they will be low and be RCd. When this happens during high server population it's just not even fun to play as an SCP.
To at least solve some of this issues, I believe 2 things should be changed:

1) Turret in secondary has to either be removed or only be activated by Site Administration's orders, as it forces SCPs to be predictable since they really only have 1 viable path which foundation use to their advantage to put all their forces there.

2) ERT (aside from the things I mentioned above) should only be called if SCPs actually manage to reach surface. Yesterday 049, TG and me (8837) had just breached containment) and 5 minutes after that ERT had already been called. I feel like this is abusing ERT as their name literally means Emergency Response Team. When we reached LCZ we got almost instantly destroyed by foundation and then ERT arrived to finish us off.

3) Blast doors and gates need to be weaker. We loose a lot of time in HCZ trying to brake doors down and MTF use this to weaken SCPs a lot (which is the purpose of blast doors) but I feel like they take a little bit too much time, as by the time SCPs reach LCZ they are already below their base hp.

Has something similar been suggested before? If so, why is your suggestion different?:
I could not find any recent post similar to this one.


Possible Positives of the suggestion (At least 2):
1) SCPs get a major tactical advantage. People keep saying SCPs need to stop brute forcing right? Then give them the option to plan their escape routes instead of forcing them to go through one main route.
2) CI will have more alternatives as well. As of right now they do not stand a chance against foundation. I understand that they are supposed to be a minority and not have equal numbers to foundation by small things like this should be added to help them strategize more by having more options.

Possible Negatives of the suggestion:
The only negative I see is that foundation will have to be more cautious during SCP breaches, but I think that is kind of the point. MTF E11 and other branches that assist them will have less time to respond and will need to act quickly before things escalate and SCPs get to LCZ.

Based on the Positives & Negatives, why should this suggestion be accepted:
The other day I made a post saying SCPs need a buff and thankfully it got accepted. I saw that 076 got a buff so I am glad to see that the buffs are coming along the way. Still my fear is that this buffs will sadly not change the situation that much for SCPs. Foundation still have AA (Which they use for minor SCP breaches) The existence of this weapons make SCPs be weak, as 10 people with Freedoms or Augers really makes the difference. Some of this changes being applied really gives SCPs a chance, even though it is only a bit more. I think the main reason people are so against changes helping SCPs improove is because they only see themselves (Which is ok). What people cannot seem to comprehend is the strength the foundation have as a whole. When foundation all reunite to deal with SCPs it's a guaranteed fast RC, and sometimes it only requires 5 to 10 people to do so, more numbers just mean a shorter breach.
 
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Bro wants all ERT to be able to get instakilled by 173 xD
That is like 1 part of the entire post. I just mentioned how ridiculous it is for ERT to be immune to all SCPs. And I mean yeah, he snaps necks. ERT are not gods who should be immortal. 1 ERT means 173 is RC as of right now. I believe 173 should not be able to snaps several necks quickly though. He should have a cooldown to make it fair for everyone.
 
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it is straight up impossible to kill a single ERT soldier
work together and it's very possible


SCPs stand no chance agaisnt them
that's the point - ert are called when the breach has got to the point of shit hitting the fan and it needs to end


in less than 3 minutes, my health had been reduced from 40k to 25 thousand, by ONE SINGLE PERSON
that'll happen when you stand still and let someone magdump you

by the time ert are called youve had your fun and its time for it to end -support
 
Then only make it so ERT is called when SCPs get to surface or in dire situations. If ERT is called when it gets to a point no other option is viable I would not have a problem but this is not the case. The other day ERT was called because of a solo 912 breach. ERT is not being use the way it is intended.
 
hello, There is a very good reason why ERT are so strong, they are meant to end the breach so RP may be resumed, the weaker ERT are the longer it would take for the breach to end, and if they were made so weak that they die the moment they arrive (Not saying this is what your suggestion was), then they could just be skipped over and insta nuka.

Its important for SCPs to be recontained/Terminated at some point in order for RP to be resumed.


-Support
 
T
if ert is called for a solo 912 breach then props to that 912 for triggering the conditions for ert to be called
Trust me it was not. When ERT were called he was at 15%. I don't even know how or why they were called in the first place.
 
this is a RP server not a combat one
This is the last message I am responding to because I do not want to seem desperate or anxious in any way as this post was made out of my viewpoint on the subject. I do not understand this as combat is part of the RP. This server is based off the SCP universe, and even though it can differ from it on some aspects, it really dissapoints me to see how they are not done justice here. The only reason I made this post and the buff SCPs one is because in here they just feel like they are not exciting at all. When playing as them or against them it feels like monotonous task to be done and that's it. RP can be and it is exciting, but I feel like a lot of potential is lost because there is a fear RP will be lost. If there was a risk RP can be lost in the first place I wouldn't have made the post, let's remember that even though we do not see them anymore, there are nukes that are only used in the worst case scenario. If nukes did not exist then I would absolutely not have made the suggestion to nerf ERT or foundation in the first place.
 
Breaches right now already interrupt RP enough. For ERT to be called ( naturally, without EOC phone ), I believe it’s 30 minutes from start of breach. By then, you’ve had your fun and it is time for RP to resume. People tend to forget this IS NOT a combat server, it is a roleplay server. Non-combatives are also fucked during breaches. ERT is fine and this seems to be a cope post.

-Support
 
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If there was a risk RP can be lost in the first place I wouldn't have made the post
This is why the ERT / nuke is in place
once a code 5 happens most if not RP gets stopped (HCZ becomes inaccessible to non-combatants , ALL testing stops)
This is fine ... for the most part

Once a breach lasts longer than half a hour / SCPs Reach one of the spawn areas (MEDBAY, PW)
Non-combatives are completly fucked , and have nothing better to do than :
1) Keep dying and going back to where SCPs are.
(you can also sit in a corner if you like )

ERT / NUKE Are there to Stop this from getting out of hand , and to let people actually PLAY ON THE SERVER


I get what you want by this change
The SCP Gameplay feels annoying & underwhelming at times and there is a way that you can fix that (Mainly by changing the SCPs itself)
but removing the thing keeping SCPs from being truly game breaking , will be well ... Game breaking
 
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That is like 1 part of the entire post. I just mentioned how ridiculous it is for ERT to be immune to all SCPs. And I mean yeah, he snaps necks. ERT are not gods who should be immortal. 1 ERT means 173 is RC as of right now. I believe 173 should not be able to snaps several necks quickly though. He should have a cooldown to make it fair for everyone.
Yeah and it's a dumb part of the suggestion
 
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