Denied Make Type-Green Specialised

This suggestion has been denied and will not receive development.
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Vizoplez

Well-known Member
Dec 10, 2022
57
2
41
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.
 

"Aki"

Well-known Member
Jan 21, 2023
139
32
41
-Support
Type-green is overpowered, this is more like a buff than a nerf for a SCP who isn't even underpowered
 

Helios

Well-known Member
May 15, 2022
58
5
41
+support

Some stuff defo needs to be adjusted however this seems like a good starting point
 

Cloak

Civil Gamers Expert
Jan 14, 2021
700
2
399
71
We have plans to add a unique ability to TYPE-GREEN-A and a unique ability to TYPE-GREEN-B already, it's unlikely we would go as far as your idea though.
 

Simon "Kitton" A.

Active member
Apr 16, 2022
266
47
21
Suggestion Denied



Hi Vizoplez,

Thanks for taking the time to make a server suggestion.
The Content Team has chosen to deny your suggestion due to the following reasons.

As Cloak mentioned before something similar is in the works.
At the same time, the suggestions for specialization do not sound appropriate for the current state of Type Greens.
However, we will look into alternative specializations.

Your suggestion will now be locked and marked as denied.​
 
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