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 :|
 
+/-Neutral
forgot to elaborate on this, but reducing the slow a bit would be fine. Currently 076 can get a bit fucked over by it, same with 7722, 049, or any melee SCP. Issue is that youre jumping from one end to the other, so a middle would prob be better.

maybe 2 different beam slowness levels? one for melee SCP's, the other for ones that can play at distance like TG, 8837, etc. idk im just shooting shots
 
Slowness already nerfs weak scps while against reality benders, it is useless.
They get slowed down a little bit and take a lot less damage, you support this with no reasonings just another buff to scps and nerf to E-11. As a past E-11 CO yourself, I think you understand how annoying breaches are. There are only 3 reality benders and some other SCPs have ranged attacks, the slowness isn't even really affecting them until they get down to a low body % which is fair, They get to be fast for a while killing a bunch of people and when we finally die a thousand times to get a scp down down to a low enough body mass then we can slow them down.
 
Dec 25, 2023
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My guy had one bad game on SCP-7722 and decided to post a whole buff SCP suggestion in under two hours.

-Support

I think it's best to avoid judging every SCP based on your individual performance.

Bro ain't even wrong :skull:

I genuinely did have 1 out of 5 breaches where this happened and it made it the worse breach experience of the day, however my "individual performance" here wasnt based on my terrible skill (no matter how true that is) but based on the fact a person ran up with a beam to slow me down to a speed making it impossible for 7722 to chase anyone within melee.
 
Dec 25, 2023
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maybe 2 different beam slowness levels? one for melee SCP's, the other for ones that can play at distance like TG, 8837, etc. idk im just shooting shots

This is probably more reasonable than my over arching suggestion to be honest, for some SCPs the slowness is a major difficulty whilst for others it is a skill based inconvenience.
 
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Tay

Advanced Expert Civil Gamer
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Feb 4, 2023
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Bro ain't even wrong :skull:

I genuinely did have 1 out of 5 breaches where this happened and it made it the worse breach experience of the day, however my "individual performance" here wasnt based on my terrible skill (no matter how true that is) but based on the fact a person ran up with a beam to slow me down to a speed making it impossible for 7722 to chase anyone within melee.
I gotta hand it to you that at least you're honest.

On a real note, SCP-7722 is one of my favourite SCPs, but if you're not hitting his crossbow bolts and playing in tight hallways, you're throwing. That sword is getting ZERO kills every time
 
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Snake

Senior Administrator
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Dec 20, 2023
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Bro ain't even wrong :skull:

I genuinely did have 1 out of 5 breaches where this happened and it made it the worse breach experience of the day, however my "individual performance" here wasnt based on my terrible skill (no matter how true that is) but based on the fact a person ran up with a beam to slow me down to a speed making it impossible for 7722 to chase anyone within melee.
The crossbow in question

everyone-in-hl2s-promotional-art-is-the-lightskin-stare-v0-4ibrgqf762ea1-ezgif.com-webp-to-jpg...jpg
 
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-Support
That's like... the whole point of beaming an SCP above 20%?
Breaches aren't fun for anyone but the SCP. If someone runs up and beams them to slow them down and get support other people (teamwork!!!) who are dealing damage, then that's perfectly acceptable.

I've seen SCPs complain about combative personnel not working together enough to contain an SCP, so what are they supposed to do without this slow down? Stand there and hope the SCP targets someone else?

SCPs do NOT need buffs in any sense, including melee focused or exclusive SCPs, the only SCP I see this effecting positively is 8854, since someone can take speed chems and beam him to prevent him from catching up. But that's 1 SCP out of however many are on the server.

I really do not see the SCPs with 10 to 20 thousand HP and a 1 to 2 shot weapon needing to be buffed or have counter-play reduced against them.
 
Apr 5, 2024
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They get slowed down a little bit and take a lot less damage, you support this with no reasonings just another buff to scps and nerf to E-11. As a past E-11 CO yourself, I think you understand how annoying breaches are. There are only 3 reality benders and some other SCPs have ranged attacks, the slowness isn't even really affecting them until they get down to a low body % which is fair, They get to be fast for a while killing a bunch of people and when we finally die a thousand times to get a scp down down to a low enough body mass then we can slow them down.
Personally i never really had problems with breaches during my time as E-11 unless they were reality benders. a few scp like 682,8854,082 which are already pretty weak are even weaker when slowed and they can’t do anything and the whole breach just becomes a meat grinder simulator which is really frustrating for the scp and removes any skill involved in it.
Breaches are also not that strong just distrupting A1/O1 killed tg 2 days ago 1 minute after it breach and it wasnt an average tg. Maybe an alternative could be slowing strenght based on number of players wherre during low pop slowing would apply just like now but during high enough pop the slowness would be removed.
 
Personally i never really had problems with breaches during my time as E-11 unless they were reality benders. a few scp like 682,8854,082 which are already pretty weak are even weaker when slowed and they can’t do anything and the whole breach just becomes a meat grinder simulator which is really frustrating for the scp and removes any skill involved in it.
Breaches are also not that strong just distrupting A1/O1 killed tg 2 days ago 1 minute after it breach and it wasnt an average tg. Maybe an alternative could be slowing strenght based on number of players wherre during low pop slowing would apply just like now but during high enough pop the slowness would be removed.
Something something, teamwork that everyone complains is the counter to SCPs when a nerf is suggested, but when people actually work together the SCPs are too weak and need a buff? Just kill the person beaming you. If you can't, then you're playing a bad SCP or your bad at playing the SCP.
 
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Solus_16

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Jan 12, 2025
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+ Support

Whenever i surface breach (mainly 8854) it's impossible to get anyone since there's always 4 UNGOC on me at all times with a beam, and since there is no disadvantage or nerf for using the beam, its easy for them to just backpedal and beam you, there's nothing you can do about it. Simply unfair for a majority of scps. I think this could be changed to only affect scps on surface (or even nerf the beam itself like a movement penalty). It's stupidly overpowered for the 8854 and 323 chemical farmers to just beam and takes the fun out of (surface) breaches.