What does this suggestion change/add/remove:
This suggestion alters SCP-966 in multiple ways. It:
>Adds 2 or 3 966s, similar to how 939 functions.
>Reduces 966s HP to anywhere from 1500-2500 (I'll give you 5k in game money if you can tell me his current HP)
>Decrease 966s damage partially, as it currently sits around 60~ (Varies, however as of current 966 will always 4 shot someone with max health/armour)
>Make the ambiance/screech noises of 966 quieter, or occur at a less frequent rate.
>Remove 966s breach tool.
Has something similar been suggested before? If so, why is your suggestion different?
Probably have been suggestions to alter 966 in the past, however I don't believe one's have been made with these specific changes (Correct me if I'm wrong).
Possible Positives of the suggestion (At least 2):
Makes sense in lore or something idk.
Makes 966 stand out more. 966 isn't really played due to how generally weak is, however allowing more 966 slots could mean more people play him (As if 1 is to breach, all 3 would).
More well thought out coordination, as the extreme frailty of 966 would mean they have to play in a pack, and/or pick off people silently.
Potential for more RP, as a more silent 966 would mean more chances for jumpscares!
Possible Negatives of the suggestion:
Dev Time (Unsure how much it would take up, doesn't seem like the longest thing ever but I could be wrong)
A double/triple breach could be filled with purely 966s.
Having 3 966's to handle could be quite chaotic due to their sneakiness, however the lowered HP would help to mitigate this.
Based on the Positives & Negatives, why should this suggestion be accepted:
I was playing as 939, doing a fun RP breach and was thinking about other SCP's which could also do breaches, that although not passive, could supply some fear, and lore accuracy to them. Thought about 966, however the noise he emits make it extremely hard to act hidden, and then I just decided to go wild with an entire update to the guy. There's also a stalking mechanic planned for 966, so this could compliment it in some way.
Anywho, I think 966 is quite lame. He's very weak, and he can just be extremely unfun to play due to his low speed, and lack of an ability to do anything major, rather than picking off individuals, and just running. Making there be more 966s would mean more aggressiveness if they decide to stick as a pack, and more potential for jumpscares.
t
This suggestion alters SCP-966 in multiple ways. It:
>Adds 2 or 3 966s, similar to how 939 functions.
>Reduces 966s HP to anywhere from 1500-2500 (I'll give you 5k in game money if you can tell me his current HP)
>Decrease 966s damage partially, as it currently sits around 60~ (Varies, however as of current 966 will always 4 shot someone with max health/armour)
>Make the ambiance/screech noises of 966 quieter, or occur at a less frequent rate.
>Remove 966s breach tool.
Has something similar been suggested before? If so, why is your suggestion different?
Probably have been suggestions to alter 966 in the past, however I don't believe one's have been made with these specific changes (Correct me if I'm wrong).
Possible Positives of the suggestion (At least 2):
Makes sense in lore or something idk.
Makes 966 stand out more. 966 isn't really played due to how generally weak is, however allowing more 966 slots could mean more people play him (As if 1 is to breach, all 3 would).
More well thought out coordination, as the extreme frailty of 966 would mean they have to play in a pack, and/or pick off people silently.
Potential for more RP, as a more silent 966 would mean more chances for jumpscares!
Possible Negatives of the suggestion:
Dev Time (Unsure how much it would take up, doesn't seem like the longest thing ever but I could be wrong)
A double/triple breach could be filled with purely 966s.
Having 3 966's to handle could be quite chaotic due to their sneakiness, however the lowered HP would help to mitigate this.
Based on the Positives & Negatives, why should this suggestion be accepted:
I was playing as 939, doing a fun RP breach and was thinking about other SCP's which could also do breaches, that although not passive, could supply some fear, and lore accuracy to them. Thought about 966, however the noise he emits make it extremely hard to act hidden, and then I just decided to go wild with an entire update to the guy. There's also a stalking mechanic planned for 966, so this could compliment it in some way.
Anywho, I think 966 is quite lame. He's very weak, and he can just be extremely unfun to play due to his low speed, and lack of an ability to do anything major, rather than picking off individuals, and just running. Making there be more 966s would mean more aggressiveness if they decide to stick as a pack, and more potential for jumpscares.
t