What does this suggestion change/add/remove:
Massive 682 overhaul
New CC
- With 682 buffed. his CC harder to escape (Multiple bulk doors before he could even get out his CC / into LHCZ)
- An actual “Acid room” in which 682 resides in, full of acid, wait catwalks for D class to go on and an elevator for them to go down on (similarly in 939s CC), room would have observable glass so 682 won't just be awkwardly sitting in front of the foundation personnel
- Acid maybe actually damages things / people who ARENT 682
- 682 buffed mechanics
- Stronger hit on bulk doors / doors in general
- Roar takes longer, but is an increased range + has the ability to destroy electrical boxes temporarily
- Turrets won’t push 682 back as they currently do
- A “Regen” state where 682 can heal up after a certain amount of kills
- Speed boost
- Health boost
- Balancing
- 682 could ONLY solo breach / be a level 6 hack out (Upon his breach, the "Triple breach" alert would play, but instead of stating triple breach, would simple state that 682 is attempting to breach from his Chamber)
- Cannot breach below a certain pop (below 80)
- 682 breach guarantees 3 teams of ERT without any additional breaches
- Unable to be breached by other SCPs.
- Health / Regen / Speed either decays after a set time, or just is capped at a certain amount.
Has something similar been suggested before? If so, why is your suggestion different?:
There has been a “Rework 682” on the devtracker that's been under revision for around 2+ years - unsure if there's any plans on it though the original link to its OG suggestion is currently unavailable as it used the old website.
Possible Positives of the suggestion (At least 2):
Possible Negatives of the suggestion:
Based on the Positives & Negatives, why should this suggestion be accepted:
Starting out with the CC changes - I think 682 deserves more than a simple pit underground. I think the location of his CC is fine, just the CC itself would need to be modified + “buffed” to at least give response teams a chance to prepare for his breach ( Genuinely meaning it should take 2-3 bulk doors + a blast door to his acid pit to even get him out of his CC). A room that's full of acid instead of a pit that he sits in and waits for an elevator to lift him up would seem more fitting. In this room, a door could access a catwalk that is above him (familiarly with 939s) to allow D class to go down an elevator like system to sample him and then get back up without comprising the safety of the observation room.
The buffs are just needed, once more. All he does is roar, and get shot at. While he is a good tank - you can sip some potent, run down around him with an LMG / HMG , and easily shred him. He's more "annoying" than an actual threat. The buffs I listed would have the intent to genuinely make him a much more powerful opponent. Making him more interesting to fight, and giving him a MUCH better chance to fight.
The balancing would just be needed to ensure the buffs aren't too OP - as otherwise you’d probably need a guaranteed warhead on his breach. The ERT deployment of 3 teams even just for him would just be generous as ERT takes 10 minutes to call upon the start of a breach anyways, and he'd likely already be making his way into LCZ by then. (Hopefully damaged decently). And no other SCP breaching him (even though it'd take bulk doors to get to him) wouldn't be Fun / good for server health if you have to deal with a double breach + 682 in this extremely buffed state.
I know this suggestion likely wont get far, but I do wish to see 682, the SCP that we all know and love in many SCP universes to genuinely be a much stronger threat.
Massive 682 overhaul
New CC
- With 682 buffed. his CC harder to escape (Multiple bulk doors before he could even get out his CC / into LHCZ)
- An actual “Acid room” in which 682 resides in, full of acid, wait catwalks for D class to go on and an elevator for them to go down on (similarly in 939s CC), room would have observable glass so 682 won't just be awkwardly sitting in front of the foundation personnel
- Acid maybe actually damages things / people who ARENT 682
- 682 buffed mechanics
- Stronger hit on bulk doors / doors in general
- Roar takes longer, but is an increased range + has the ability to destroy electrical boxes temporarily
- Turrets won’t push 682 back as they currently do
- A “Regen” state where 682 can heal up after a certain amount of kills
- Speed boost
- Health boost
- Balancing
- 682 could ONLY solo breach / be a level 6 hack out (Upon his breach, the "Triple breach" alert would play, but instead of stating triple breach, would simple state that 682 is attempting to breach from his Chamber)
- Cannot breach below a certain pop (below 80)
- 682 breach guarantees 3 teams of ERT without any additional breaches
- Unable to be breached by other SCPs.
- Health / Regen / Speed either decays after a set time, or just is capped at a certain amount.
Has something similar been suggested before? If so, why is your suggestion different?:
There has been a “Rework 682” on the devtracker that's been under revision for around 2+ years - unsure if there's any plans on it though the original link to its OG suggestion is currently unavailable as it used the old website.
Possible Positives of the suggestion (At least 2):
- XK class has a fun SCP that is fun to play
- 682 is more “Lore” friendly as he would realistically be the most powerful SCP in site
- It would be fun to see a breach that every scrambles into action for, that isnt something like 008 or a triple breach
Possible Negatives of the suggestion:
- Time to work on it
- It would take some time to find the proper balance most likely , as it shouldn't be a daily occurrence.
Based on the Positives & Negatives, why should this suggestion be accepted:
Starting out with the CC changes - I think 682 deserves more than a simple pit underground. I think the location of his CC is fine, just the CC itself would need to be modified + “buffed” to at least give response teams a chance to prepare for his breach ( Genuinely meaning it should take 2-3 bulk doors + a blast door to his acid pit to even get him out of his CC). A room that's full of acid instead of a pit that he sits in and waits for an elevator to lift him up would seem more fitting. In this room, a door could access a catwalk that is above him (familiarly with 939s) to allow D class to go down an elevator like system to sample him and then get back up without comprising the safety of the observation room.
The buffs are just needed, once more. All he does is roar, and get shot at. While he is a good tank - you can sip some potent, run down around him with an LMG / HMG , and easily shred him. He's more "annoying" than an actual threat. The buffs I listed would have the intent to genuinely make him a much more powerful opponent. Making him more interesting to fight, and giving him a MUCH better chance to fight.
The balancing would just be needed to ensure the buffs aren't too OP - as otherwise you’d probably need a guaranteed warhead on his breach. The ERT deployment of 3 teams even just for him would just be generous as ERT takes 10 minutes to call upon the start of a breach anyways, and he'd likely already be making his way into LCZ by then. (Hopefully damaged decently). And no other SCP breaching him (even though it'd take bulk doors to get to him) wouldn't be Fun / good for server health if you have to deal with a double breach + 682 in this extremely buffed state.
I know this suggestion likely wont get far, but I do wish to see 682, the SCP that we all know and love in many SCP universes to genuinely be a much stronger threat.