What does this suggestion change/add/remove:
A) Give Containment specs innate biohazard resistance as they are in a full suit and are meant to deal with 008 stuff (while we're at it up the cap to 5 because HCZ big now)
B) Make SCP-008 degrade when picked up/taken out of its CC so CI cant sit on it and then use it hours later
C) Cap the number of SCP-008 respawn nodes so they don't eat up the entire respawn menu
D) ERT foam guns
E) Foam guns spawn completely filled instead of 150/500 (CS just put foam outside their spawn to refill on spawn anyways, this removes a step of holding E for 30 seconds every time you respawn)
F) Foam guns do more damage, and slow 008 more. As it stands, not effective as crowd-control at all since it does so little damage.
G) Since D-Block will be a major target for 008 infections, make the doors breakable by them or remove the ability for respawn nodes to appear there (to prevent newly respawned SCP-008 from getting stuck in D-Block)
H) Hazmat suit buffs: Let hazmat suits keep armor/decrease or negate damage from 008. As it stands, it removes your armor and you die in 2-3 hits. This gives you protection from at most one SCP-008 hit before you getting downed/die. But hey, not infected right?
I) Decrease hazmat suit cooldown to 5 minutes, since getting spawncamped by SCP-008 is common
J) Prevent SCP-008 respawn nodes from appearing inside of respawn areas such as medbay, security sector, and research hall to prevent spawncamping
hot take:
make scp-008 not respawn, but people get infected by being near the nodes and turn gradually instead of an unending wave of -2 instances
Possible Positives of the suggestion (At least 2):
SCP-008 easier to handle
SCP-008 more fun to fight
Possible Negatives of the suggestion:
idk you have to code
Based on the Positives & Negatives, why should this suggestion be accepted:
Because SCP-008 sucks and is common to breach now (at least once a day at this rate)
A) Give Containment specs innate biohazard resistance as they are in a full suit and are meant to deal with 008 stuff (while we're at it up the cap to 5 because HCZ big now)
B) Make SCP-008 degrade when picked up/taken out of its CC so CI cant sit on it and then use it hours later
C) Cap the number of SCP-008 respawn nodes so they don't eat up the entire respawn menu
D) ERT foam guns
E) Foam guns spawn completely filled instead of 150/500 (CS just put foam outside their spawn to refill on spawn anyways, this removes a step of holding E for 30 seconds every time you respawn)
F) Foam guns do more damage, and slow 008 more. As it stands, not effective as crowd-control at all since it does so little damage.
G) Since D-Block will be a major target for 008 infections, make the doors breakable by them or remove the ability for respawn nodes to appear there (to prevent newly respawned SCP-008 from getting stuck in D-Block)
H) Hazmat suit buffs: Let hazmat suits keep armor/decrease or negate damage from 008. As it stands, it removes your armor and you die in 2-3 hits. This gives you protection from at most one SCP-008 hit before you getting downed/die. But hey, not infected right?
I) Decrease hazmat suit cooldown to 5 minutes, since getting spawncamped by SCP-008 is common
J) Prevent SCP-008 respawn nodes from appearing inside of respawn areas such as medbay, security sector, and research hall to prevent spawncamping
hot take:
make scp-008 not respawn, but people get infected by being near the nodes and turn gradually instead of an unending wave of -2 instances
Possible Positives of the suggestion (At least 2):
SCP-008 easier to handle
SCP-008 more fun to fight
Possible Negatives of the suggestion:
idk you have to code
Based on the Positives & Negatives, why should this suggestion be accepted:
Because SCP-008 sucks and is common to breach now (at least once a day at this rate)