Denied Provide all, if not the majority, of E-11 jobs with SCP Cuffs/Beam in Loadout OR provide an alternative spawnpoint for them.

This suggestion has been denied and will not receive development.
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What does this suggestion change/add/remove:
This suggestion offers two possible solutions to the complaints that E-11 have given in feedback to myself and other members of the server regarding the difficulty in finishing off and recontaining SCP breaches;

1) Allow more E-11 jobs to just outright spawn with Beam/Cuffs as is, to prevent situations where the Site quite literally CANNOT recontain an SCP for a fixed period
2) Somewhere, maybe E-11's bunks, provide a generative entity that when pressed gives the person who used it the cuffs and beam to bypass dispensers. If you want to balance this, then maybe make it so that only E-11 can use this entity.

Has something similar been suggested before? If so, why is your suggestion different?:
I saw a suggestion about a month and a half ago suggest giving E-11 a secondary loadout that may contain cuffs/beams instead of what I am suggesting. Both of these are technically buffs, but offer the method of buff in a different way.

Possible Positives of the suggestion (At least 2):
Provides a greater sense of independence and power to E-11, as less SCPs have the chance to just sprint out of HCZ on low BM and disrupt the Site and actually make their loadouts the threat they SHOULD be to SCPs
Overall positive impact on the gameplay and roleplay loop of the server; UK has experienced MAJOR issues as of late with recurring 1-2+ hour loops of SCPs breaching into CI raiding into breaching, to the point where SC literally immediately called ERT to a breach out of desperation.


Possible Negatives of the suggestion:
Increased overall difficulty of a "successful" breach from SCPs
Might reduce the value/worth of beams and cuffs that come from the dispensers, making a bit of a redundancy issue, though it can be addressed.


Based on the Positives & Negatives, why should this suggestion be accepted:
Look, E-11's core job on this server is one thing only and that is to be centre-front to all breaches and actively combatting them and containing them. The fact they don't all spawn with the equipment NECESSARY to perform this action is genuinely baffling to me. If people are so concerned about balance due to SCPs maybe getting caught earlier, there are now SEVERAL SCPs that don't need to be scared of a beam because they have AoE or instakill via click abilities that mean they can get out of it anyway.

Even today, an 8837 ran all the way down 087 and without even guessing when we were near, spammed black holes to just keep killing with no counterplay. The worst part is, he was STUCK at 1% BM for over 25 minutes just because we couldn't get any more out of dispensers since he used this black hole tactic to wipe people.

You could even maybe lower the beamable threshold for some SCPs if you're really wanting to ensure balance, but I want E-11 to succeed and to do that their gameplay loop needs to be satisfying. Jumping on to die to an instakill when you had a beam only to then literally be useless for 10-15 minutes is torturous and I hope this gets changed so they actually get to be more independent instead of relying on other MTFs to spam beams until someone finally gets it.
 
this has been denied several times in the past

USA E-11 bunks pre-HCZ rework used to have a respawnable beam pickup thing at some point
I mean I'm open to the idea being implemented in several different ways, even in the name I say that it doesn't have to be ALL of E-11 getting the beams. I'd love the addition of that beam pickup on both servers as it's kinda like my second suggestion, but the fact of the matter is that whilst it's been denied in the past, SCPs have evolved a lot over time with the additions they've had and E-11 kinda gets left in the dust a lot of the time for it
 
+Support.

SCPs are already unfun to fight against, and breach so frequently, it doesn't matter. Only people that would care are CI and SCP mains, and their opinions essentially boil down to calling everything a skill issue except what they do.

E-11 are supposed to fight breaches, and if the power goes out, most of their roles just *cant* contain anything. Stupid right now, needs a change, give all E-11 Containment Beams aside from Operative.
 

Bananolas

Head Moderator
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SCP-RP Staff
Event Team
Jan 16, 2024
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-/+ Neutral If they would nerf beams i would be fine with this as if you get enought people with beams around an scp it will slow him down tons making it impossible for the scps like 7722 to do anything for exemple.
 
+Support.

SCPs are already unfun to fight against, and breach so frequently, it doesn't matter. Only people that would care are CI and SCP mains, and their opinions essentially boil down to calling everything a skill issue except what they do.

E-11 are supposed to fight breaches, and if the power goes out, most of their roles just *cant* contain anything. Stupid right now, needs a change, give all E-11 Containment Beams aside from Operative.
 
-support
you can already get the whole of site + 3 jobs with beams on spawn, why need any more??
honestly sounds like E-11 need to get better at the game and idk, group up? maybe find out whats effective against what scp? I just saw like maybe 8- 10 people absolutely decimate TG and 8837 at secondary because they worked together
Then that TG and 8837 are dog shit and should get better, playing the most OP SCPs on the server together and getting bodied? Skill issue, not an E-11 issue.
 
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