What does this suggestion change/add/remove:
This suggestion wishes to add/remove certain things for SCPs in general and/or certain things about specific SCPs.
SCPs in general:
So there is a big issue with SCPs which a lot of people have discussed and its been suggested a million times, but timers need to be reduced at least a little bit. For SCPs to breach, you need to wait valuable hours of your life which not everybody have. Lets say you hoped on CN SCPRP server and you want to play SCP, but you only got 1 hour to play. What is most likely to happen (if other SCPs are already on) is that you will have to wait from 3 to 5 hours which automatically makes it so you cannot breach unless done by another player. Now lets say If, by chance, you get a timer of 1 hour and wait patiently, you will most likely play for less than 5 mins, or 10 mins max if alone. Now I already know this will probably get denied again, what I also suggest, as an alternative, is to change breach votes reduced time from 0.5 to 1 min, since 0.5 mins does not help that much. Most of the time players save their breach time for when they want to play SCP so not a lot of people donate theirs. Changing it to 1 min helps the few used breach votes to actually amount to something.
Another thing is the amount of time it takes all SCPs to brake through bulks. I understand that the purpose of them is to slow down the SCPs. But it reaches a point where its annoying to try to get through them while dealing with E11 or other fonudation members. Bulks should be brakable a bit faster to make it more fair for the SCPs, at least a 5% faster.
Specific SCPs :
Appart from the general SCP suggestions, I also suggest as an alternative or an extra addition, that certain SCPs get to be buffed. Most SCPs right now feel weak and not powerfull against the foundation as I have mentioned down below, and need to feel like the long wait was worth it. The following are the specific buffs I believe SCPs need the most:
(Not all of them need to be included, I am proposing different possible buffs which can be added)
SCP-682:
Buffs
-More HP: from 20k to 40k (if player count low)/from 40k to 80k (if player count high)
Notes: I believe 682 does need more HP. His name is literally the indestructable lizard, but he can barely last more than 10 mins when breached since he always gets gunned down easily due to his big hit box and powerfull weapons used against him.
-Regeneration/more dmg (taken from a github post)
Option 1 "Kill Stages"
Notes:
Stage 1: Breached - SCP-682 will have capped 20,000 Health, +6hp /s and a 50 damage swep (cannot roar)
Stage 2: Rampage (30 kills) - SCP-682 will have capped 30,000 Health, +7hp /s and a 80 damage swep (can roar)
Stage 3: Monstrous (70 kills)- SCP-682 will have capped 45,000 Health, +10hp /s and a 120 damage swep (can roar, reduced cd compared to stage 2)
Option 2 "Pocket Regeneration"
Notes:
SCP-682 Regeneration Pocket has 5,000 hp. This regeneration pocket that determines its ability to heal. Any damage dealt to SCP-682 is first applied to the Regeneration Pocket. While the regeneration pocket contains hp, SCP-682 can regenerate lost health.
Regeneration Stages
The rate at which SCP-682 regenerates HP from the Regeneration Pocket depends on its current stage:
Stage 1: Regenerates 3% max HP per interval from the pocket
Stage 2: Regenerates 5% max HP per interval from the pocket
Stage 3: Regenerates 8% max HP per interval from the pocket
Stage 1: Breached - SCP-682 will have capped 20,000 Health
Stage 2: Rampage (30 kills) - SCP-682 will have capped 30,000 Health
Stage 3: Monstrous (70 kills)- SCP-682 will have capped 45,000 Health
-Give 682 armor
Notes: Aside from his health, give 682 armor to be able to resist the initial shots done to him. He should get from 10-20k to 20-40k armor aside from the initial 20k or 40k hp depending on server population. This makes it so he is able to tank the initial shots done to him but eventually it gets to a point where he cannot resist as much as the beggining of the breach since he will eventually run out of armor.
-Increase movement speed by 5-10 %
Notes: as 682 you can barely catch up to people, and that regular people without speed boost. If you are chasing someone and they have speed bost then there is no way you are catching up to them. 682 needs to be a little bit faster to catch up to people when chasing them through long halls. The map design of HCZ hinders 682 a lot.
-Ability to jump
Notes: Are you seriously telling me that the immortal lizard, supposed son of the Scarlet King, cannot jump? I think we can agree that this should be the default and should not even be asked why. People abuse certain sections of the map to shoot and avoid 682 by jumping off stars/ledges, making him run in circles.
-Insta kill
Notes: 682 is supposed to bit people in half, and instead he munches on clothes and takes his sweet time killing them as if he was Gordon Ramsey tasting a top class meal. 682 needs to be able to insta kill most of normal players, since it takes way too much time 1 single person in a large group of foundation. By the time you finish up killing half of a large group, you already loose half of your hp. The only people who I believe that should be killed in 2-3 hits are juggs since they are slow and are built to resist heavy dmg.
-Less attack cooldown
Notes: I believe this one to be an aleternative to the more dmg buff, and it should not be added with it. I prefer more dmg since the attack cooldown seems just fine to me. The only reason I am putting it is if some people complain about getting insta killed and want a chance to fight back.
Nerfs
-Health regeneration stops (Option 1)
Notes: Healing factors should stop when health bar reaches a certain point (1,000hp).When 682 is out of combat for more than 10 seconds healing stops to prevent 682 from hiding and reaching a full health bar.
This would be capped at player count;
Stage 1: any player count
Stage 2: 60 player count
Stage 3: 90 player count
-Health Pocket Depletion (Option 2)
Notes: Once the Regeneration Pocket is fully depleted, any further damage becomes final and cannot be regenerated.
This would all be capped at player count;
Stage 1: any player count
Stage 2: 60 player count
Stage 3: 90 player count
SCP -106:
Buffs
-RC cooldown
Notes: I believe due to 106s nature and playability he needs to have a "ignorant/focused" state during his first 5 to 10 mins of breach where he will ignore femur breaker. This is to ensure he gets to actually play after breaching and not get instantly RCd.
-Controlled teleporting
Notes: 106 should have the ability to tp anywhere he wants without the use of a player. Let 106 place tp nodes he can return to them in the future as well as make more use out of his dimension ability, since currently 106 has no real use for it. When creating teleporting nodes you choose a name for node right before creating it.
Nerfs
-Persecuting agressors
Notes: 106 should always focus on active aggressors who are shooting at him and wait 5 seconds of not active shooting to get distracted from the target. I believe this needs to be added only if RC cooldown gets added. This is to ensure that if he somehow manages to escape the facility he can be lured back down. If this already a thing please ignore this.
-Limit on the teleporting nodes
Notes: There should be a max of 5 teleporting nodes, adding new ones results in the deletion the oldest created node in the process.
SCP-096:
Buffs
-More cognito hazards upon breach
Notes: 3-5 targets should see 096's face upon him breaching to ensure he does not get RCd automatically after getting said target. 096 usually only gets to kill 1 target and becomes passive inmediatly as E11 almost always put a bucket on him before reaching LCZ.
-Easier to brake bucket:
Notes: The bucket is almost as hard to brake as a bulk, which makes it so its almost impossible to brake it before getting to his CC. I believe that 096's bucket should brake as fast as it takes 682 to brake a gate, so it is not eaither at a fast or slow rate.
SCP-8837/Type Green-A/B:
Buffs
-Decreaced Reality anchor range
Notes: The reality anchors have way more range than they should have. Have in mind 8837 and Type Green A/B rely mostly on reality bending, and using a reality anchor makes them almost useless. I think that the range should be as the one projected by the in-game model bubble it generates when placed, since most of the time several anchors are placed in the same room and make it impossible to use abilities even when outside the room. I am not sure if the range is as it should be or if it is actually more, but to me it makes sense that the reality anchor should only affect these SCPs when inside the bubble generated by it and not outside of it.
Nerfs
-Increased time on suppresed state
Notes: In order to avoid reality benders feeling too op by decreasing the anchor range, the suppresed state should increase to 5 whole seconds. This would make it so MTF and foundation members do not spam their reality anchors across the room which the SCPs are located in and would instead make it so instead they need to actually get near the SCPs and place it on them to supress them. Right now all they do is place it randomly since they do not really need to evaluate where to place it, as the range of the anchor is enormous in proportion to the anchor bubble model.
SCP-079
Buffs
-Make technician experts/IT technicians need to check 079 before hacking him
Notes: 079 is one of the most metagamed SCPs in the entire server. Most of the time they will breach and "conveniently" E11 or other A1 will check it and call out it has breached. I believe this buff will make it so this does not happen any longer, as I do not believe E11 or any other MTF should be able to know if it is breached by just checking (they are trained to RC SCPs, they should not have IT knowledge). One time I was 079 farming levels to be able to breach SCPs and an E11 saw a door closing (which I did not close) and called out "079 breach" and got RCd. Even though it is rare, electrical systems do have brakedowns or errors, so they should make sure to check if it was really 079 who broke down the systems instead of immediately call out it was him. If they suspect that 079 has indeed breached, sending technician experts/IT technicians to check gives 079 more time to be breached and also gives the Site Staff a more important role.
-Hacking generators before hacking 079
Notes: Place 4-6 of generators inside of HCZ at different locations which need to be hacked before hacking 079. This makes it so 079 has more breach time before getting RCd without the use of a tech expert/it technician to check on him instead. This generators are of course way easier to hack than 079, I would say either level 3 door open hack level or level 3 brake door hack level (I do not remember the difficultiesof said hacks).
Nerfs
-Only apply the buff when +50-60 people are on
Notes: To avoid 079 not being able to be RCd because nobody is on technician expert or IT technician, the first buff would only apply when the server numbers are high
SCP-076:
Buffs
-Increase speed movement
Notes: I understand that the initial defuff was a an emergency action as from what I was told 076 was really fast, making it impossible to shoot him without crossfiring. But as of right now he is in a state where he is not playable at all. 076 is known for his great speed, and depriving him of it is basically making him useless. He needs to be faster than he is as of right now but not as fast as he used to be.
-Gradual speed increase
Notes: Give 076 a build up like 8852. With each kill increases his speed until a cap.
Nerfs
-Give him sliding
Notes: To make sure constant crossfiring does not happen that much, make it so he slides in proportion to his speed in order to make sure he does not run around enemies too easily and actually makes him have to maneuver his great speed.
-Timer on speed increase
Notes: After a while of not killing anybody, 076's speed gradually starts lowering until reaching base speed.
Reason for suggestion in the first place:
During my time playing on the server I came to this conclusion that some SCPs are in a dire need to get some buffs in order. I believe that SCPs are no longer the main focus of the server, even though it is called "SCPRP". For some reason, SCPs do not feel as the menace they are supposed to represent and feel more like an extra to deal with from time to time. Compared to the lore, SCPs on the server feel like a joke. Take 682 for example, I already made a thread explaining its weaknesses and how its not the force to be reckoned with its supposed to be. To anyone interested in reading it and the feedback on it I will leave the link to it below.
Click here to see post
Another reason I believe SCPs feel weak as well is due to E11s overwhelming strength, which is fine for them to be as they are dealing with literal anomalous entities that are supposed to, in lore, be capable of destroying the world. Sadly, this SCPs we got in the server are not those world destroying entities, and instead feel like a branch ready to be broken in half. More than once has it happened to me that I breached and there are a couple of E11 on-site and when I kill them they keep coming back to RC me. I have to admit that it is kind of annoying having to kill the same people over 6 times while I try to break a door open just for them to lower my hp almost to half of it when I have not even arrived to LCZ to face the rest of the foundation (that is if they have not yet gone to go face me by that point).
Has something similar been suggested before? If so, why is your suggestion different?:
I am not aware if similar suggestions have been made, but probably they were due to this being a major problem. In case it has been suggested before I will give my personal opinion on why this may be different than the rest of suggestions regarding this topic. I have played as almost every SCP in the server and I have assisted in a lot of SCP RCs. What I could gather from both perspectives is this. As an SCP, most of the time this will happen: You will breach, and depending on what SCP you are and your position on the queue you will most of the time breach alone or with only 1 other SCP with you. Almost everysingle time MTF will find you and go and start shooting, doing mayor dmg in HCZ. If you play your cards right, you can evade them or kill them and loose them and get to eaither primary or secondary. Now here is the dilemma, if you do not have 079 with you or 8837, you will most likely not be able to reach LCZ. In primary there are tesla gates, which you can only get though if you get 8837 to warp to the other side or if 079 turns them off, and secondary is worse, since the turret there prevents you from opening the bulk and everyone takes that path to get to HCZ, so people constantly keep appearing and draining your hp with you not being able to go through. Now, if you by some miracle have reached LCZ, you will most likely not get past that point. People from all over the site are waiting for you there and keep coming back from their spawn after you kill them. No matter what you do, you will not get past unless 079 helps you get past the tesla at the entry of EZ (sadly by the time you reach LCZ 079 is almost always RCd by that point). Only today I got to breach twice thanks to timer and an SCP braking me out, and both times the same happened. We got to HCZ (thanks to 079 in the first breach and 8837 in the second one) We got to LCZ and I can assure you, all the site was waiting there and even GOC. We not only had to deal with that, but also Nu7 jugg who kept dying and coming back, and let me tell you, that guy takes his sweet time dying everytime. Both of this examples are the best case scenario by the way, as This only happens when you get lucky and get good SCP partners that complement each other. In the case you solo breach you will not even get to LCZ unless server has low numbers, as E11 and other MTF breanches (and sometimes even GSD) will not stop coming down to RC you.
As for my foundation POV, I will speak briefly about my E11 and SCU experience in the US. First of all, no offense to any E11 when saying this, but I find it unfair how much they eaither metagame or ignore NLR. As E11, I got to see first hand how during SCP breaches (when the site announcement is called) they go check the only SCPs online. I understand that it is annoying to go check SCPs that are not even on, but going straight to the CCs of the SCPs that are on is unfair for them, as they need time to move and breach other SCPs if possible or to brake down gates. Same happens when you ask an SCP to flag on in OOC. When an SCP asks for another one to flag on (to breach them) E11 go and appear to said CC, which makes it obvious what is going on. In regards to NLR, this is not exclusive to E11 but foundation in general. Whenever an SCP kills all people in an area, even when it is not called in comms, all those who respawned (at least from what I saw as SCU) head to where the SCP killed them. Sadly, both of things are not fixable in any way as there are loopholes to this and it is very difficult to verify any of the 2, even with video footage since most of the time people will say that they heard the information from comms even when not true. The only reason I mentioned this was to make it clear that SCPs are at a clear disadvantage.
Possible Positives of the suggestion (At least 2):
-Adding some of the buffs mentioned above makes it to people feel more incentive to play. Right now SCPs feel secondary to the server instead of being the main focus. By receiving some buffs they will feel like an actual force to be reckoned with instead of another task thats needs to be done in the routine.
-E11 and other MTF will get more of a challenge, it usually takes them too little time to RC SCPs. This will give the a proper challenge and more stuff to do instead of patrolling/stationing on checkpoints.
Possible Negatives of the suggestion:
The only major negative that I see in adding this changes is that as an individual you will feel powerless to deal with SCPs, which to be fair is kind of the point of SCPs. But as a group, the foundation will still be able to deal with SCPs.
Based on the Positives & Negatives, why should this suggestion be accepted:
It is time SCPs get the buffs they deserve. In the case this suggestion gets accepted, it will be more fun for SCPs to play and it will make it more challenging for the foundation to deal with this forces, making the RC of the SCPs more satisfying but still not too hard to feel frustrating. At the end of the day, foundation will almost always will against SCPs since they have a lot of resources to do so such as AA, huge numbers, RC beam and in the worst case scenario, ERT if a mass breach has ocurred.
This suggestion wishes to add/remove certain things for SCPs in general and/or certain things about specific SCPs.
SCPs in general:
So there is a big issue with SCPs which a lot of people have discussed and its been suggested a million times, but timers need to be reduced at least a little bit. For SCPs to breach, you need to wait valuable hours of your life which not everybody have. Lets say you hoped on CN SCPRP server and you want to play SCP, but you only got 1 hour to play. What is most likely to happen (if other SCPs are already on) is that you will have to wait from 3 to 5 hours which automatically makes it so you cannot breach unless done by another player. Now lets say If, by chance, you get a timer of 1 hour and wait patiently, you will most likely play for less than 5 mins, or 10 mins max if alone. Now I already know this will probably get denied again, what I also suggest, as an alternative, is to change breach votes reduced time from 0.5 to 1 min, since 0.5 mins does not help that much. Most of the time players save their breach time for when they want to play SCP so not a lot of people donate theirs. Changing it to 1 min helps the few used breach votes to actually amount to something.
Another thing is the amount of time it takes all SCPs to brake through bulks. I understand that the purpose of them is to slow down the SCPs. But it reaches a point where its annoying to try to get through them while dealing with E11 or other fonudation members. Bulks should be brakable a bit faster to make it more fair for the SCPs, at least a 5% faster.
Specific SCPs :
Appart from the general SCP suggestions, I also suggest as an alternative or an extra addition, that certain SCPs get to be buffed. Most SCPs right now feel weak and not powerfull against the foundation as I have mentioned down below, and need to feel like the long wait was worth it. The following are the specific buffs I believe SCPs need the most:
(Not all of them need to be included, I am proposing different possible buffs which can be added)
SCP-682:
Buffs
-More HP: from 20k to 40k (if player count low)/from 40k to 80k (if player count high)
Notes: I believe 682 does need more HP. His name is literally the indestructable lizard, but he can barely last more than 10 mins when breached since he always gets gunned down easily due to his big hit box and powerfull weapons used against him.
-Regeneration/more dmg (taken from a github post)
Option 1 "Kill Stages"
Notes:
Stage 1: Breached - SCP-682 will have capped 20,000 Health, +6hp /s and a 50 damage swep (cannot roar)
Stage 2: Rampage (30 kills) - SCP-682 will have capped 30,000 Health, +7hp /s and a 80 damage swep (can roar)
Stage 3: Monstrous (70 kills)- SCP-682 will have capped 45,000 Health, +10hp /s and a 120 damage swep (can roar, reduced cd compared to stage 2)
Option 2 "Pocket Regeneration"
Notes:
SCP-682 Regeneration Pocket has 5,000 hp. This regeneration pocket that determines its ability to heal. Any damage dealt to SCP-682 is first applied to the Regeneration Pocket. While the regeneration pocket contains hp, SCP-682 can regenerate lost health.
Regeneration Stages
The rate at which SCP-682 regenerates HP from the Regeneration Pocket depends on its current stage:
Stage 1: Regenerates 3% max HP per interval from the pocket
Stage 2: Regenerates 5% max HP per interval from the pocket
Stage 3: Regenerates 8% max HP per interval from the pocket
Stage 1: Breached - SCP-682 will have capped 20,000 Health
Stage 2: Rampage (30 kills) - SCP-682 will have capped 30,000 Health
Stage 3: Monstrous (70 kills)- SCP-682 will have capped 45,000 Health
-Give 682 armor
Notes: Aside from his health, give 682 armor to be able to resist the initial shots done to him. He should get from 10-20k to 20-40k armor aside from the initial 20k or 40k hp depending on server population. This makes it so he is able to tank the initial shots done to him but eventually it gets to a point where he cannot resist as much as the beggining of the breach since he will eventually run out of armor.
-Increase movement speed by 5-10 %
Notes: as 682 you can barely catch up to people, and that regular people without speed boost. If you are chasing someone and they have speed bost then there is no way you are catching up to them. 682 needs to be a little bit faster to catch up to people when chasing them through long halls. The map design of HCZ hinders 682 a lot.
-Ability to jump
Notes: Are you seriously telling me that the immortal lizard, supposed son of the Scarlet King, cannot jump? I think we can agree that this should be the default and should not even be asked why. People abuse certain sections of the map to shoot and avoid 682 by jumping off stars/ledges, making him run in circles.
-Insta kill
Notes: 682 is supposed to bit people in half, and instead he munches on clothes and takes his sweet time killing them as if he was Gordon Ramsey tasting a top class meal. 682 needs to be able to insta kill most of normal players, since it takes way too much time 1 single person in a large group of foundation. By the time you finish up killing half of a large group, you already loose half of your hp. The only people who I believe that should be killed in 2-3 hits are juggs since they are slow and are built to resist heavy dmg.
-Less attack cooldown
Notes: I believe this one to be an aleternative to the more dmg buff, and it should not be added with it. I prefer more dmg since the attack cooldown seems just fine to me. The only reason I am putting it is if some people complain about getting insta killed and want a chance to fight back.
Nerfs
-Health regeneration stops (Option 1)
Notes: Healing factors should stop when health bar reaches a certain point (1,000hp).When 682 is out of combat for more than 10 seconds healing stops to prevent 682 from hiding and reaching a full health bar.
This would be capped at player count;
Stage 1: any player count
Stage 2: 60 player count
Stage 3: 90 player count
-Health Pocket Depletion (Option 2)
Notes: Once the Regeneration Pocket is fully depleted, any further damage becomes final and cannot be regenerated.
This would all be capped at player count;
Stage 1: any player count
Stage 2: 60 player count
Stage 3: 90 player count
SCP -106:
Buffs
-RC cooldown
Notes: I believe due to 106s nature and playability he needs to have a "ignorant/focused" state during his first 5 to 10 mins of breach where he will ignore femur breaker. This is to ensure he gets to actually play after breaching and not get instantly RCd.
-Controlled teleporting
Notes: 106 should have the ability to tp anywhere he wants without the use of a player. Let 106 place tp nodes he can return to them in the future as well as make more use out of his dimension ability, since currently 106 has no real use for it. When creating teleporting nodes you choose a name for node right before creating it.
Nerfs
-Persecuting agressors
Notes: 106 should always focus on active aggressors who are shooting at him and wait 5 seconds of not active shooting to get distracted from the target. I believe this needs to be added only if RC cooldown gets added. This is to ensure that if he somehow manages to escape the facility he can be lured back down. If this already a thing please ignore this.
-Limit on the teleporting nodes
Notes: There should be a max of 5 teleporting nodes, adding new ones results in the deletion the oldest created node in the process.
SCP-096:
Buffs
-More cognito hazards upon breach
Notes: 3-5 targets should see 096's face upon him breaching to ensure he does not get RCd automatically after getting said target. 096 usually only gets to kill 1 target and becomes passive inmediatly as E11 almost always put a bucket on him before reaching LCZ.
-Easier to brake bucket:
Notes: The bucket is almost as hard to brake as a bulk, which makes it so its almost impossible to brake it before getting to his CC. I believe that 096's bucket should brake as fast as it takes 682 to brake a gate, so it is not eaither at a fast or slow rate.
SCP-8837/Type Green-A/B:
Buffs
-Decreaced Reality anchor range
Notes: The reality anchors have way more range than they should have. Have in mind 8837 and Type Green A/B rely mostly on reality bending, and using a reality anchor makes them almost useless. I think that the range should be as the one projected by the in-game model bubble it generates when placed, since most of the time several anchors are placed in the same room and make it impossible to use abilities even when outside the room. I am not sure if the range is as it should be or if it is actually more, but to me it makes sense that the reality anchor should only affect these SCPs when inside the bubble generated by it and not outside of it.
Nerfs
-Increased time on suppresed state
Notes: In order to avoid reality benders feeling too op by decreasing the anchor range, the suppresed state should increase to 5 whole seconds. This would make it so MTF and foundation members do not spam their reality anchors across the room which the SCPs are located in and would instead make it so instead they need to actually get near the SCPs and place it on them to supress them. Right now all they do is place it randomly since they do not really need to evaluate where to place it, as the range of the anchor is enormous in proportion to the anchor bubble model.
SCP-079
Buffs
-Make technician experts/IT technicians need to check 079 before hacking him
Notes: 079 is one of the most metagamed SCPs in the entire server. Most of the time they will breach and "conveniently" E11 or other A1 will check it and call out it has breached. I believe this buff will make it so this does not happen any longer, as I do not believe E11 or any other MTF should be able to know if it is breached by just checking (they are trained to RC SCPs, they should not have IT knowledge). One time I was 079 farming levels to be able to breach SCPs and an E11 saw a door closing (which I did not close) and called out "079 breach" and got RCd. Even though it is rare, electrical systems do have brakedowns or errors, so they should make sure to check if it was really 079 who broke down the systems instead of immediately call out it was him. If they suspect that 079 has indeed breached, sending technician experts/IT technicians to check gives 079 more time to be breached and also gives the Site Staff a more important role.
-Hacking generators before hacking 079
Notes: Place 4-6 of generators inside of HCZ at different locations which need to be hacked before hacking 079. This makes it so 079 has more breach time before getting RCd without the use of a tech expert/it technician to check on him instead. This generators are of course way easier to hack than 079, I would say either level 3 door open hack level or level 3 brake door hack level (I do not remember the difficultiesof said hacks).
Nerfs
-Only apply the buff when +50-60 people are on
Notes: To avoid 079 not being able to be RCd because nobody is on technician expert or IT technician, the first buff would only apply when the server numbers are high
SCP-076:
Buffs
-Increase speed movement
Notes: I understand that the initial defuff was a an emergency action as from what I was told 076 was really fast, making it impossible to shoot him without crossfiring. But as of right now he is in a state where he is not playable at all. 076 is known for his great speed, and depriving him of it is basically making him useless. He needs to be faster than he is as of right now but not as fast as he used to be.
-Gradual speed increase
Notes: Give 076 a build up like 8852. With each kill increases his speed until a cap.
Nerfs
-Give him sliding
Notes: To make sure constant crossfiring does not happen that much, make it so he slides in proportion to his speed in order to make sure he does not run around enemies too easily and actually makes him have to maneuver his great speed.
-Timer on speed increase
Notes: After a while of not killing anybody, 076's speed gradually starts lowering until reaching base speed.
Reason for suggestion in the first place:
During my time playing on the server I came to this conclusion that some SCPs are in a dire need to get some buffs in order. I believe that SCPs are no longer the main focus of the server, even though it is called "SCPRP". For some reason, SCPs do not feel as the menace they are supposed to represent and feel more like an extra to deal with from time to time. Compared to the lore, SCPs on the server feel like a joke. Take 682 for example, I already made a thread explaining its weaknesses and how its not the force to be reckoned with its supposed to be. To anyone interested in reading it and the feedback on it I will leave the link to it below.
Click here to see post
Another reason I believe SCPs feel weak as well is due to E11s overwhelming strength, which is fine for them to be as they are dealing with literal anomalous entities that are supposed to, in lore, be capable of destroying the world. Sadly, this SCPs we got in the server are not those world destroying entities, and instead feel like a branch ready to be broken in half. More than once has it happened to me that I breached and there are a couple of E11 on-site and when I kill them they keep coming back to RC me. I have to admit that it is kind of annoying having to kill the same people over 6 times while I try to break a door open just for them to lower my hp almost to half of it when I have not even arrived to LCZ to face the rest of the foundation (that is if they have not yet gone to go face me by that point).
Has something similar been suggested before? If so, why is your suggestion different?:
I am not aware if similar suggestions have been made, but probably they were due to this being a major problem. In case it has been suggested before I will give my personal opinion on why this may be different than the rest of suggestions regarding this topic. I have played as almost every SCP in the server and I have assisted in a lot of SCP RCs. What I could gather from both perspectives is this. As an SCP, most of the time this will happen: You will breach, and depending on what SCP you are and your position on the queue you will most of the time breach alone or with only 1 other SCP with you. Almost everysingle time MTF will find you and go and start shooting, doing mayor dmg in HCZ. If you play your cards right, you can evade them or kill them and loose them and get to eaither primary or secondary. Now here is the dilemma, if you do not have 079 with you or 8837, you will most likely not be able to reach LCZ. In primary there are tesla gates, which you can only get though if you get 8837 to warp to the other side or if 079 turns them off, and secondary is worse, since the turret there prevents you from opening the bulk and everyone takes that path to get to HCZ, so people constantly keep appearing and draining your hp with you not being able to go through. Now, if you by some miracle have reached LCZ, you will most likely not get past that point. People from all over the site are waiting for you there and keep coming back from their spawn after you kill them. No matter what you do, you will not get past unless 079 helps you get past the tesla at the entry of EZ (sadly by the time you reach LCZ 079 is almost always RCd by that point). Only today I got to breach twice thanks to timer and an SCP braking me out, and both times the same happened. We got to HCZ (thanks to 079 in the first breach and 8837 in the second one) We got to LCZ and I can assure you, all the site was waiting there and even GOC. We not only had to deal with that, but also Nu7 jugg who kept dying and coming back, and let me tell you, that guy takes his sweet time dying everytime. Both of this examples are the best case scenario by the way, as This only happens when you get lucky and get good SCP partners that complement each other. In the case you solo breach you will not even get to LCZ unless server has low numbers, as E11 and other MTF breanches (and sometimes even GSD) will not stop coming down to RC you.
As for my foundation POV, I will speak briefly about my E11 and SCU experience in the US. First of all, no offense to any E11 when saying this, but I find it unfair how much they eaither metagame or ignore NLR. As E11, I got to see first hand how during SCP breaches (when the site announcement is called) they go check the only SCPs online. I understand that it is annoying to go check SCPs that are not even on, but going straight to the CCs of the SCPs that are on is unfair for them, as they need time to move and breach other SCPs if possible or to brake down gates. Same happens when you ask an SCP to flag on in OOC. When an SCP asks for another one to flag on (to breach them) E11 go and appear to said CC, which makes it obvious what is going on. In regards to NLR, this is not exclusive to E11 but foundation in general. Whenever an SCP kills all people in an area, even when it is not called in comms, all those who respawned (at least from what I saw as SCU) head to where the SCP killed them. Sadly, both of things are not fixable in any way as there are loopholes to this and it is very difficult to verify any of the 2, even with video footage since most of the time people will say that they heard the information from comms even when not true. The only reason I mentioned this was to make it clear that SCPs are at a clear disadvantage.
Possible Positives of the suggestion (At least 2):
-Adding some of the buffs mentioned above makes it to people feel more incentive to play. Right now SCPs feel secondary to the server instead of being the main focus. By receiving some buffs they will feel like an actual force to be reckoned with instead of another task thats needs to be done in the routine.
-E11 and other MTF will get more of a challenge, it usually takes them too little time to RC SCPs. This will give the a proper challenge and more stuff to do instead of patrolling/stationing on checkpoints.
Possible Negatives of the suggestion:
The only major negative that I see in adding this changes is that as an individual you will feel powerless to deal with SCPs, which to be fair is kind of the point of SCPs. But as a group, the foundation will still be able to deal with SCPs.
Based on the Positives & Negatives, why should this suggestion be accepted:
It is time SCPs get the buffs they deserve. In the case this suggestion gets accepted, it will be more fun for SCPs to play and it will make it more challenging for the foundation to deal with this forces, making the RC of the SCPs more satisfying but still not too hard to feel frustrating. At the end of the day, foundation will almost always will against SCPs since they have a lot of resources to do so such as AA, huge numbers, RC beam and in the worst case scenario, ERT if a mass breach has ocurred.
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