Content Suggestion E-11 Nerve/Tear Immunity Changes

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Aug 11, 2023
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What does this suggestion change/add/remove:
Makes the following jobs immune to nerve gas without requiring a gas mask to be worn:
E-11 Operative
E-11 Breacher
E-11 Commander
Makes the following jobs immune to tear gas without requiring a gas mask to be worn:
E-11 Operative
E-11 Breacher
E-11 Commander
E-11 Officer

Has something similar been suggested before? If so, why is your suggestion different?:
Not that I believe.

Possible Positives of the suggestion (At least 2):
-E-11 Can worry less about killing the entire regiment when gassing SCPs during breaches. This is countered sometimes by us wearing gas masks but there's a cooldown that prevents this.
-More availability for coordination between E-11 during breaches.
-Encourages coordination and interactions between GSD-E-11 during sweeps (Mainly when using tear gas during D-Block sweeps).
-Realistic to the player model.

Possible Negatives of the suggestion:
-Might draw away people from the containment specialist whitelist, but considering it already has a stacked load out and might be getting a infection scanner soon. Also including the factor of the biohazard whitelist having two slots, and the operative whitelist having basically nothing on it. I don't think the activity on containment specialist would be hurt much.
-SCPs could be contained faster because of this, which some people might not like.

Based on the Positives & Negatives, why should this suggestion be accepted:
This would be a great and cool addition to have for E-11. Mainly due to the fact that most of E-11 already wears gas masks shown on their player model and it would help with the execution of containment strategies, especially ones that use nerve gas. The reason containment specialist doesn't get immunity to any is because he just wears a ski mask and goggles. Also, after discussing with some people on the server, I decided that the officer whitelist should only really receive immunity to tear gas, since the mask he wears doesn't exactly look like a full on gas mask, but does look like it has some sort of air filtration system. While this could also apply to other MTF there wouldn't really be a reason to add this to them since they usually are throwing nerve gas in LCZ, which is around others that can be affected by it. For now, I think adding this for just E-11 would be fine.
 

Sule Goodman

Well-known Member
Mar 6, 2025
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-Support

I get where your going since the model has a mask, but that would imply tech experts getting immunity as they have masks.
 
Feb 25, 2024
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+support
E11 could benefit the most from having immunity to a nerve gas due them using AA more often then rest of the site.
How ever I don't think E11 need tear gas immunity. But if you add one without other people will complain about it not being consistent
 
Aug 11, 2023
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if we are going to do this make every model with a gas mask immune to nerve gas/tear gas

-support
-Support

I get where your going since the model has a mask, but that would imply tech experts getting immunity as they have masks.
by this logic make ci officers immune to nerve and tear lol
what about contenment speclists? do they get none or they got it already?
I understand where all of y'all are coming from, but the reason I only kept it to E-11 is because they are usually the only people that are throwing nerve gas around large groups of each other. That's the main reason I didn't add them, because there's really no point and it probably wouldn't effect game-play except for when a SCU or combat medic joins E-11 when they are making a big push on primary with nerve gas, or into D-Block bathroom with tear gas during a sweep. Which in that case, they can just put on a gas mask since they are most likely going to die to the SCP or the sweep will end before they lose their gas mask. Also tech experts getting immunity to anything sounds scary to me.

As for CI receiving nerve/tear gas immunity I have no idea what y'all do in base, but have I not seen you guys use tear gas in raids. And from what I have heard and seen in my experience, tear gas isn't being used to deter you while raiding.

But if content team does want to include these jobs with the suggestion then I wouldn't exactly be against it.
 
Aug 4, 2023
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I understand where all of y'all are coming from, but the reason I only kept it to E-11 is because they are usually the only people that are throwing nerve gas around large groups of each other. That's the main reason I didn't add them, because there's really no point and it probably wouldn't effect game-play except for when a SCU or combat medic joins E-11 when they are making a big push on primary with nerve gas, or into D-Block bathroom with tear gas during a sweep. Which in that case, they can just put on a gas mask since they are most likely going to die to the SCP or the sweep will end before they lose their gas mask. Also tech experts getting immunity to anything sounds scary to me.

As for CI receiving nerve/tear gas immunity I have no idea what y'all do in base, but have I not seen you guys use tear gas in raids. And from what I have heard and seen in my experience, tear gas isn't being used to deter you while raiding.

But if content team does want to include these jobs with the suggestion then I wouldn't exactly be against it.
btw for "contenment spelists" i meant the E-11 ones, not SCU
 

Dobbz

Well-known Member
Feb 8, 2025
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The biohazard job is already immune to nerve and tear gas and the rest of e-11 shouldn’t be immune cause that would make then overpowered.
 
Aug 11, 2023
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The biohazard job is already immune to nerve and tear gas and the rest of e-11 shouldn’t be immune cause that would make then overpowered.
This isn't all of E-11, these are the ones with gas masks on their models. It would make sense for them to have immunity not only because of their player model, but because of their role in breaches and common usage AA like nerve gas on this server.