Rule Suggestion E-11 HCZ Respawn Cooldown

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Nickel

Well-known Member
Feb 3, 2026
8
3
41
What does this suggestion change/add/remove:
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.


Has something similar been suggested before? If so, why is your suggestion different?:
Dont think so


Possible Positives of the suggestion (At least 2):
1. Hostile forces have the chance to actually get into HCZ when there is a lot of E-11 online. (15 today)
2. E-11 actually try to stay alive instead of suicide rushing into SCP chambers, making combat more engaging and not a pain by E-11 rushing.

Possible Negatives of the suggestion:
1. Can make it easier for hostiles to breach SCPs by having less resistance.
2. Makes it easier to rush into HCZ in the first place.

Based on the Positives & Negatives, why should this suggestion be accepted:
While it makes it easier for (mainly) CI to breach SCPs, the suicide rushing that (possibly) happens is prevented before it happens by letting them wait 60 seconds. Getting constantly firing lined also shouldn't happen in the first place, even if firing lines obviously work. If the first line fails, there shouldn't immediately be a second and after that a third, or even a second that constantly gets new E11 who just respawned. I'm guessing this is also the reason AO got the cooldown and SOP to avoid having them rush into F3/ECO and the Warfund server, so why shouldn't E11 have to do the same? I understand that it may be used by (mainly) CI to rush into SCP chambers easier and faster, but it also enables responding combatants to be of worth and not be useless as E11 guns are pretty strong anyway (mainly KBAR and Mauler).
I think this is a rule suggestion, but may not be.
 
+/- Neutral
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.

I could understand this for specific cases like HCZ non-spec and maybe 939 or nearby areas, but anywhere else in HCZ, no. It's not comparable.

Also good luck enforcing this lmao
 
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If it was old HCZ and we spawned there sure I guess, but current HCZ is WAY too big for this and it'll be too messy to try enforce with specific areas like HCZ Non-Spec.

-support
 
-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.
 
-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.
Yeah if you guys can get in HCZ then the respawn cooldown makes no sense
 
So I can see this is probaly never gonna get accepted, but oh well. You can probaly tell I have never been in E-11 myself, and will probaly not be in the near future.


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.
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.


We can't hold a point forever but we can have a lot of people holding it.
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.


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.
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.

When CI are breaching SCP's this would take them out of their main gameplay loop of protecting HCZ.
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.
 
-support
this will cause e-11 not to play. If I have to wait 60 secs during a situation in HCZ, I would just flag off. CI has a TB, Jugg, medics, and grenadiers. E-11 has a scranton and a class with a shield. GOC has a yellow suit and TB's. E-11 has to already play smart to take out the GOI's by themselves. If you cannot hold a spot as a GOI, that is on you.
 
Massive -Support

Clearly, You don't own an airfryer.
To the actual point, Clearly you have never done the E-11 gameplay loop. The amount of one hit KO's or near one hit KO's we have against us are absurd. Most of them can happen in the blink of an eye with little time to react or run, Making so a typically E-11 life looks like this during a Code 5.

Spawn
Get told Breach loc
Run to loc
Die a horrible death
Repeat.
This all happens in the span of 2-3 Minutes, So a 60 second respawn timer would make the role unplayable. The amount of times the entirety of E-11 get wiped and we all have to run back is crazy. Waiting 60 seconds every 3 minutes would be CANCER.
 
Bro in 60 seconds if I died before a 682 breach 682 could be half way up prim that is absurd. E-11 do not have the active constant numbers to combat that. Yes we have activity spurts but I know sometimes where I'm the only one on at 6pm because its a wednesday. also before a E-11 meeting (was about 2-3 hours before meeting) there was 5 PEOPLE ON. 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? E-11 is boring compared to CI you can go on surface and kill people. E-11 sit at secondary and do tests. You want the people who never get action and only get it for 4 hours a day to get less action? lmfao.
 
Shouldn't this be marked as a content suggestion since it's adding something instead of a rule suggestion?

-Support

It would be super annoying to wait a whole 60 seconds for E-11 to spawn in HCZ. Even then, HCZ is a labyrinth so the attackers that were in there are no where near E-11 bunks half of the time. 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 (idk about sop warfunds server so I won't count that)
 
Just responding to some more criticism towards the suggestion to add to the original suggestion. I get its not liked but might aswell.

Clearly you have never done the E-11 gameplay loop.
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.")


Shouldn't this be marked as a content suggestion since it's adding something instead of a rule suggestion?
No idea, I think the respawn cooldowns are listed in the rules, but I'm not sure if it would be content or rule.

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 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.

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?
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.
Bro in 60 seconds if I died before a 682 breach 682 could be half way up prim that is absurd.
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.