Partially Accepted E-11 N.V.Gs

Content that has been partially accepted
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What does this suggestion change/add/remove:
This suggestion changes one of two things;

1. Allows certain E-11 jobs to spawn with N.V.Gs similar to ERT (Either just Containment Specialist, or both Containment Specialist and Breacher. Other jobs/regiments/factions can have this too, such as C.I and G.O.C.)

2. Changes the NVGs that spawn in bunks to not be linked with AA, and to respawn every 30 - 60 seconds once taken (similar to Scramble gear in 096s cell, but only for the NVGs here).

Has something similar been suggested before? If so, why is your suggestion different?:
Yes, it was denied. This suggestion covers an additional option (Option 2) and reduces the amount of jobs for the first option

Possible Positives of the suggestion (At least 2):
1. Blackouts become more tolerable without needing to waste AA slots

2. E-11 gains an option to combat SCP-966 without needing to wait 5 minutes each death

3. Only 3 - 5 people in the server (if option 1 is accepted) will ever have this at a time, avoiding the risk of abuse or being overpowered against SCP-966

Possible Negatives of the suggestion:
1. SCP-966 will be technically nerfed

2. Those with NVGs will gain a slight advantage over enemy players during blackouts

Based on the Positives & Negatives, why should this suggestion be accepted:
This is such a small suggestion that poses little to no risk to the gameplay balance of the server. It aims to reduce player frustration, especially in E-11, during blackouts and give us a more unique ability dedicated to giving us the tools we need to effectively combat the most overpowered enemies in this game. This suggestion is an indirect nerf to SCP-966 but the amount of players who would get NVGs that would contain 966 are so minimal that it's negligible. Most SCP-966 players just hide in a dark unseen corner anyways for the majority of their breach which halts RP for other players while E-11 struggles to find him and has to wait a cooldown to get NVGs again each time they die. E-11 also die the most out of any other player or faction in the server, and as such, cooldowns are much more important to them. You could easily grab N.V.Gs and die within a minute of leaving bunks to an overpowered enemy then be completely out of options to see other than the flashlight on your gun which can be frustrating to use when you're also trying to use a containment beam.

The N.V.Gs currently in our bunks are nearly useless as well. Nobody is going to trade a weapon to possibly do thousands of damage to an SCP just to bypass a cooldown for night vision. It's only frustrating for the player, and it makes sense for E-11 atleast to get NVGs considering they have to use them on a regular basis.
 
Only -supporting because 966 is already a terrible SCP to play as. I understand the point of wanting it to counter blackouts but it will just make 966 unplayable during breaches.
I agree with this completely.
I hate blackouts so much, but having constant NVG’s on some jobs just kills 966
Second one is more ok, but it’s still a 966 nerf.
Which is cringe.
+/-Neutral
 
I agree with this completely.
I hate blackouts so much, but having constant NVG’s on some jobs just kills 966
Second one is more ok, but it’s still a 966 nerf.
Which is cringe.
+/-Neutral
Only -supporting because 966 is already a terrible SCP to play as. I understand the point of wanting it to counter blackouts but it will just make 966 unplayable during breaches.
petition to rework 966 (please he's terrible to play as and against)
 
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Suggestion Partially Approved

Hi @FrostByte ,Thanks for taking the time to make a server suggestion. The Content Team has chosen to partially accept your suggestion for the following reasons.
We Decided it would be too overpowered to give NVG's on spawn to E-11, Though we decided that your second suggestion of unlinking NVG's from AA will be accepted, Though the separate cooldowns will be discussed further
Your suggestion will now be locked and marked as partially accepted.​
 
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