What does this suggestion change/add/remove:
This suggestion would add specialisations for each of the Type Greens, one being a 'tank' and the other a damage dealer with unique abilities.
Tank:
+Extra Health - 7.5k -> 15k (Double normal)
+Damage reflection (like bullet shield, but red aura + red shield), which reflects all damage dealt to you back at the firer (like how 073 works currently)
+Shield-wall like effect - Shield wall that allows SCP's to pass, but not humanoids (area denial) to cover for doorbreaking.
+Overshield - ability to give self temporary health or armor for the purposes of rushing down groups
+Reality Slam - Ability to create a large, human-damaging explosion at the cost of a 6 (can be adjusted) second windup where they're vulnerable to damage.
+Weaker Manifest Weapon - Only allows them to manifest non-special weapons and non-OP weapons, no more freedoms/ARX
+Weaker Inversion - Only regain 25% of damage taken as Healing
+Bullet Shield (This is really OP and only 1 of them should have it)
Removals:
-Ignite (This is a really OP ability by itself for how cheap + damaging it is, forcing disengages)
-Manifest Weapon (Replaced by a weaker variation)
-Head Explode/Disintegrate (Ditto for the Ignite)
-Inversion (Would be too OP in current state)
-Escape Card (This has proven to be WAY too problematic in recent breaches/testing. Needs to be removed or nerfed so that it has a SEVERE range limit)
Damage Dealer:
+Enhanced Ignite (Can go up to 6 targets)
+Enhanced Head-Explode (Can go up to 4 targets)
+Enhanced Manifest Weapon (Will no longer give pistols/other weak weapons)
+Weaker Inversion (Heal for 30% Damage taken)
- 50% HP (~4500 instead of 7500)
Removals:
-Bullet Shield (Read above)
-Escape Card(ditto)
-Inversion (replaced)
Possible Positives of the suggestion (At least 2):
Having them be the same is both boring, and its already stated that they were planning to add unique powers, this is just a brief sketch-out of something I believe may be rather interesting and dynamic.
Possible Negatives of the suggestion:
People crying about getting head-exploded more often.
Based on the Positives & Negatives, why should this suggestion be accepted:
Type-Green is either going to get nerfed into the floor, merged back into one, or otherwise severely hampered in some way, making Type A be the damage dealer, and Type B be tanky as shit (not dissimilar to how the 9000's work) would be a step in the right direction for balancing their breaches, as if one breaches, the other is 1000% going to get breached by them.
This suggestion would add specialisations for each of the Type Greens, one being a 'tank' and the other a damage dealer with unique abilities.
Tank:
+Extra Health - 7.5k -> 15k (Double normal)
+Damage reflection (like bullet shield, but red aura + red shield), which reflects all damage dealt to you back at the firer (like how 073 works currently)
+Shield-wall like effect - Shield wall that allows SCP's to pass, but not humanoids (area denial) to cover for doorbreaking.
+Overshield - ability to give self temporary health or armor for the purposes of rushing down groups
+Reality Slam - Ability to create a large, human-damaging explosion at the cost of a 6 (can be adjusted) second windup where they're vulnerable to damage.
+Weaker Manifest Weapon - Only allows them to manifest non-special weapons and non-OP weapons, no more freedoms/ARX
+Weaker Inversion - Only regain 25% of damage taken as Healing
+Bullet Shield (This is really OP and only 1 of them should have it)
Removals:
-Ignite (This is a really OP ability by itself for how cheap + damaging it is, forcing disengages)
-Manifest Weapon (Replaced by a weaker variation)
-Head Explode/Disintegrate (Ditto for the Ignite)
-Inversion (Would be too OP in current state)
-Escape Card (This has proven to be WAY too problematic in recent breaches/testing. Needs to be removed or nerfed so that it has a SEVERE range limit)
Damage Dealer:
+Enhanced Ignite (Can go up to 6 targets)
+Enhanced Head-Explode (Can go up to 4 targets)
+Enhanced Manifest Weapon (Will no longer give pistols/other weak weapons)
+Weaker Inversion (Heal for 30% Damage taken)
- 50% HP (~4500 instead of 7500)
Removals:
-Bullet Shield (Read above)
-Escape Card(ditto)
-Inversion (replaced)
Possible Positives of the suggestion (At least 2):
Having them be the same is both boring, and its already stated that they were planning to add unique powers, this is just a brief sketch-out of something I believe may be rather interesting and dynamic.
Possible Negatives of the suggestion:
People crying about getting head-exploded more often.
Based on the Positives & Negatives, why should this suggestion be accepted:
Type-Green is either going to get nerfed into the floor, merged back into one, or otherwise severely hampered in some way, making Type A be the damage dealer, and Type B be tanky as shit (not dissimilar to how the 9000's work) would be a step in the right direction for balancing their breaches, as if one breaches, the other is 1000% going to get breached by them.