Removing the slow-down affect of beaming SCPs above 20%

Dec 25, 2023
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What does this suggestion change/add/remove:
Removes the slow-down affect that beams have on SCPs when the SCP is about 20% total HP.

Has something similar been suggested before? If so, why is your suggestion different?:
Perhaps. Although I am unaware if so.

Possible Positives of the suggestion (At least 2):
- The slower melee SCPs can no longer be absolutely crippled by a person beaming them.
- Makes breaches mildly more fun from a combat perspective (running up and beaming an 80% HP SCP isn't fun, nor is being the SCP).

Possible Negatives of the suggestion:
- Some SCPs become stronger for their breaches
- Common Dev Time Negative

Based on the Positives & Negatives, why should this suggestion be accepted:
Overall, I think this would be a good change and the 20% could always be reduced or increased, at Content Teams move. Simply put this strategy feels absolutely horrific to play against as some SCPs and does not feel very enjoyable from a players POV (at least in my opinion, against surface SCPs I feel mildly neutral about it). Although there is a negative that some SCPs would become stronger, due to the limited use of this strategy I don't think it would have a large overall affect on the majority of breaches.

Biggest Bonus: I will no longer feel sad about being beamed when I'm at like 80% HP :|
 

Kayla

Administrator
Administrator
SCP-RP Staff
Resources Team
Oct 20, 2023
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- support

Breaches can already go on for over an hour if there are no staff to intervene, and are way too common. taking a way a feature that makes it EASIER to handle because you had one bad breach on an SCP would just make it worse. We already need a reslove for the breaech issue, not to create more :(
 
Jul 21, 2022
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+support (players wait hours to breach just to be rc by there slow speed and be caught this possibly can boost SCP playing)
Example is 8854 20% and getting beamed u barely can move and do stuff which i find unfair since hes agaisnt 3 factions!