Accepted CM and Intel Operative Spawn Room Equipment Change

This suggestion has been accepted for future development.
Status
Not open for further replies.

Nate Mercer / 'Tactician'

Civil Gamers Expert
May 10, 2022
214
35
71
Tiananmen Square, China
en.wikipedia.org
What does this suggestion change/add/remove:
Remove NVG and Scramble spawns in Combat Medic and Intelligence Agent/Operative Spawn

Possible Positives of the suggestion (At least 2):
- Turning off LCZ lights off will be effected.
- D-Class can take advantage of power outages without CM having NVGs immediately.
- SCP-096 Breaches won't be countered so easily.
- Power Outages caused by SCP breaches will become more of a threat.

Possible Negatives of the suggestion:
- Its a longer process for CM and other non-combative to get NVGs or Scrambles.

Based on the Positives & Negatives, why should this suggestion be accepted:
- If this application was to be accepted and then implemented on the server it would definitely increase enjoyability for other players such as D-Class, CI, SCPs, Foundation Staff. For a D-Class it is very hard to escape through LCZ when the power goes out without being killed on site by a CM with NVGs immediately after leaving D-Block so with this change it could give D-Class that opportunity to their advantage. For CI if it ever integrated in their raid plans to turn off LCZ lights it could be significantly more effective as less armed personnel would be readily equipped with NVGs to combat them immediately. For an SCP having less personnel equipped with NVGs and Scrambles would make those initial start to a raid a lot more rewarding and enjoyable. The reduction of Scrambles means that SCP-096 breaches will be more of a threat as sometimes they can be countered extremely fast. For Foundation Staff it would more of a threat when the lights go of as they have to scramble through the dark while their is a possible threat in it. Having this newly implemented feature with electricity is effectively pointless if NVGs are so common available.
 

Tobi Sallow

Active member
Sep 20, 2022
47
11
21
- Support

CM's already spawn so far away from any armory, its very difficult for them to get NVGs or Scrambles. And, as I've said before, as they should be the primary targets for most combat, killing them first and then making it harder for them to get the equipment they need is just being unnecessarily cruel.

Its also against the rules to grab scrambles outside of an 096 breach anyway, so removing them is literally pointless. 096 is bucketed by E-11 long before anyone else gets to him.

Additionally, the only time D-Class ever turn out the lights is during low pop when they're the only one with a cl4 to turn the lights off and on. Meaning D-Class already have a huge advantage regardless of where people get the NVG's from. As for the SCP power outages, the lights going out during those should be the least of anyone's worries. As the larger issue is always the keycard scanners and teslas anyway. Making the lights an even bigger issue is kind of pointless in that situation.

In regards to CI, CI never go for lights anyway, despite the fact that they regularly combat Nu-7 or E-11, meaning removing it from CM and Intel is a moot point.

And this ultimately does not affect non-combative staff either way. So it only hurts combative staff, and does not benefit non-combative staff in the least. This is only for CI and D-Class mains. And I already pointed out why its irrelevant to CI mains.

D-Class and SCP's should be focusing on escaping, not toying with the light switches like a child who just discovered what electricity is.
 
Last edited:

Darren

Well-known Member
Jul 14, 2022
1,277
188
41
- Support

CM's already spawn so far away from any armory, its very difficult for them to get NVGs or Scrambles. And, as I've said before, as they should be the primary targets for most combat, killing them first and then making it harder for them to get the equipment they need is just being unnecessarily cruel.

Its also against the rules to grab scrambles outside of an 096 breach anyway, so removing them is literally pointless. 096 is bucketed by E-11 long before anyone else gets to him.

Additionally, the only time D-Class ever turn out the lights is during low pop when they're the only one with a cl4 to turn the lights off and on. Meaning D-Class already have a huge advantage regardless of where people get the NVG's from. As for the SCP power outages, the lights going out during those should be the least of anyone's worries. As the larger issue is always the keycard scanners and teslas anyway. Making the lights an even bigger issue is kind of pointless in that situation.

D-Class and SCP's should be focusing on escaping, not toying with the light switches like a child who just discovered what electricity is.
This is false we arent talking about dclass turning off the lights we are talking about when the lights power failure or ci turn it off they get merked by combat medics

its not cruel combat medics are strong enough spawning closer to dblock spawning with a better gun spawning with 100 armor etc they are strong enough and this is a small nerf
 

Jack Frost

Active member
Aug 25, 2022
63
6
21
This is false we arent talking about dclass turning off the lights we are talking about when the lights power failure or ci turn it off they get merked by combat medics

its not cruel combat medics are strong enough spawning closer to dblock spawning with a better gun spawning with 100 armor etc they are strong enough and this is a small nerf
The NVG's in CM bunks can only be used once every 30 minutes. If you turn off lights and die to combat medics thats on you
 

Darren

Well-known Member
Jul 14, 2022
1,277
188
41
The NVG's in CM bunks can only be used once every 30 minutes. If you turn off lights and die to combat medics thats on you
yea cause they spawn with nvgs and have superior guns and spawn in the middle of LCZ :skull:
 

Tobi Sallow

Active member
Sep 20, 2022
47
11
21
yea cause they spawn with nvgs and have superior guns and spawn in the middle of LCZ :skull:
Its supposed to be difficult for D-class to escape. I know its not as fun for d-class to not get to go on mrdm'ing spree, but D-class should be testing more and rioting less. If fewer code-2's happened, more tests could happen and more passive rp could happen.

We do not need to make it easier for combative rp to happen. It already happens way too much.
 

Jack Frost

Active member
Aug 25, 2022
63
6
21
yea cause they spawn with nvgs and have superior guns and spawn in the middle of LCZ :skull:
Like i said the NVG's they have in spawn can only be used once then its on a 30 minute cooldown if ur showing up to a CI raid and the Combat Medic default gun is better than yours thats a you problem :/ Nothing short of a skill issue
 

Darren

Well-known Member
Jul 14, 2022
1,277
188
41
Like i said the NVG's they have in spawn can only be used once then its on a 30 minute cooldown if ur showing up to a CI raid and the Combat Medic default gun is better than yours thats a you problem :/ Nothing short of a skill issue
wym the legit spawn with superior guns
 

Dinklesprinkle

Civil Gamers Expert
May 11, 2022
342
61
71
+support for intel's removal as their literally right next to SS due to their spawn in PW (plus CoS lost his nvg/scrambles spawns because of how close he is to SS so why do intel get to keep theres when they are literally the same distance)

CM's only have NVG spawns in their bunks because they cant always get into SS to get them during a blackout and the fact they dont spawn near or on the way to SS like intel does. couldnt justify scrambles in the CM bunks when i redecorated so
 
Last edited:

Dinklesprinkle

Civil Gamers Expert
May 11, 2022
342
61
71
This is false we arent talking about dclass turning off the lights we are talking about when the lights power failure or ci turn it off they get merked by combat medics

its not cruel combat medics are strong enough spawning closer to dblock spawning with a better gun spawning with 100 armor etc they are strong enough and this is a small nerf
with "they spawn close to x area" being your argument shouldn't ci be nerfed because they spawn next to the entrance meaning you cant avoid NLR during a raid against ci? a main issue with raiding ci is purely because of how your base is designed and lets be honest the fact you spawn almost at your entrance immediately is 10x worse than where combat medics spawn
 

Darren

Well-known Member
Jul 14, 2022
1,277
188
41
with "they spawn close to x area" being your argument shouldn't ci be nerfed because they spawn next to the entrance meaning you cant avoid NLR during a raid against ci? a main issue with raiding ci is purely because of how your base is designed and lets be honest the fact you spawn almost at your entrance immediately is 10x worse than where combat medics spawn
Cis entire purpose is to raid the foundations goal isnt also ci have rules we cant run out of our bunks immediatly also ci base is quite easy to raid once you use your head

we have to wait 1 minute to go out of our bunks after dying yes cis base is you giant corridor but remember cis strength is keep you behind that hallway if you sneak up into ci base and arent detected and you enter garage while ci arent aware the raid has been won Combat medics have no rules against speeding out of bunks right back into combat our entrance is easy to defend but there is only 1

Remember i was in every mtf except o1 and a1 i have raided ci base so many times if you can sneak up to ci base and not be caught and enter that hallway before ci set up defences that raid is a easy win its not like that for Combat medics they can rush right back into combat as much as they please and have virtually no weaknesses
 

Grayman

Well-known Member
Jun 9, 2022
110
9
41
24
Ireland
Suggestion Approved


Hi Tactician
Thanks for taking the time to make a server suggestion. Your suggestion will now be locked and marked as accepted.​
 
Status
Not open for further replies.