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 :|
 
Sep 10, 2023
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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.
Fuck no, using a beam already puts you at a disadvantage (The audible noise, the limited charge, the fact that it LITERALLY shows the scp exactly where you are, forces you to not be shooting the Scp)

And getting crowded on surface happens because surface SCPs are badly designed
 
+ 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.
"No disadvantage to using the beam"

The disadvantage, which Joris talked about, is the fact you aren't dealing any damage to the SCP, plus it shows where you are and yada yada. The slowdown isn't enough to need a nerf since you already move faster then normal on most SCPs, coupled with the beam's slowdown not being very high. A full health 8854 can catch up to someone who isn't on speed chems while getting beamed just fine. Slowing the person with a beam down means it would never get used until the SCP is at 10 to 20%, which removes the already limited tactics you can use versus SCPs.

I understand it can be frustrating as a melee-only SCP when you can't hit someone chugging speed chems and beaming you, but I think thats a problem with the SCP you're playing and chems, not the beam's slowdown effect.