Denied Surface Regiment AA Additions

This suggestion has been denied and will not receive development.
Status
Not open for further replies.
What does this suggestion change/add/remove:
This would introduce 3 new weapons into the armoury for Nu7, CI and the GOC to be used on people.

Nu-7:
Nu7 would receive the Flamethrower, this item would allow Nu7 to flush out any raiders currently holding a position and inflict heavy and persisting damage to those they come in contact with. To balance the Flamethrower, the range would be very short requiring an operative to expose themselves to flush out or cut off an area.

Chaos Insurgency:
CI would receive the Grenade Launcher, this item would allow CI to quickly break through defences set up by SOP in a raid making raids quicker and more effective. To balance the Grenade Launcher, the ammo should be heavily restricted so that it cannot be repeatedly fired into one spot.

UNGOC:
The UNGOC would receive the Railgun, this item would deal heavy damage to one target, which would allow them to better take out anomalous entities on the open surface. To balance the Railgun, it would require a 3 second charge before firing the projectile and would have a long cooldown in between shots.

To make sure this items aren't abused they will all have a 1800 cooldown between pickups and will not be droppable by using /drop.

Has something similar been suggested before? If so, why is your suggestion different?:
No.

Possible Positives of the suggestion (At least 2):
+ More opportunity for strategic combat
+ More combat diversity


Possible Negatives of the suggestion:
- Can be abused
- Requires dev time


Based on the Positives & Negatives, why should this suggestion be accepted:
Combat as of recent has gotten stale in terms of effective weapon variety and strategies. By introducing powerful yet restricted weaponry to all factions it encourages certain playstyles and brings the opportunity to make every combat scenario unique.
 

Yoyo

Well-known Member
Mar 20, 2024
44
2
41
we are not giving goc a railgun and ci does not need a grenade launcher
 

Tay

Advanced Expert Civil Gamer
Senior Moderator
SCP-RP Staff
Content Team
Donator
Feb 4, 2023
140
67
111
Yes, because what surface combat needs is a better Freedom SR on an 1800-second cooldown.

Also, flamethrower fire will just create more lag during already laggy surface combat, and a grenade launcher will either be completely useless or stupidly overpowered.

Of all the things surface needs, more ways to kill people isn't one of them.
 
Nu-7:
Nu7 would receive the Flamethrower, this item would allow Nu7 to flush out any raiders currently holding a position and inflict heavy and persisting damage to those they come in contact with. To balance the Flamethrower, the range would be very short requiring an operative to expose themselves to flush out or cut off an area.
With how quick the TTK can be against non-jugg or Reality benders can be a tik damage based weapon for a group with a standard 100 hp 100 armor would be kinda worthless, especially with the added nerf of low range you specified. Unless you mean longer than I'd think of as short, that being from the 4 elevator wall to wall longways.

Chaos Insurgency:
CI would receive the Grenade Launcher, this item would allow CI to quickly break through defences set up by SOP in a raid making raids quicker and more effective. To balance the Grenade Launcher, the ammo should be heavily restricted so that it cannot be repeatedly fired into one spot.
This sounds either insanely bad or OP. CI doesn't need ANOTHER way to "raid quickly and more effectively" they already have a easy time breaching 008 by just going through vents and running into secondary HCZ, and before anyone screams "Security issue!" NL already said we can't tell E‐11 or any group/MTF they have to stay in areas to guard them. So if CI gets 914 vents it's a chase to stop them of we didn't know they were there already. Adding this will just make it worse.

UNGOC:
The UNGOC would receive the Railgun, this item would deal heavy damage to one target, which would allow them to better take out anomalous entities on the open surface. To balance the Railgun, it would require a 3 second charge before firing the projectile and would have a long cooldown in between shots.

Why is it the best suggestion for fighting SCPs (mostly the foundation's job) and the most effective one in this suggestion for fighting high hp/armor things is given to GOC- [Current: UNGOC LT Held: UNGOC GEN] Ooooh, ight yeah that adds up.

Based on the Positives & Negatives, why should this suggestion be accepted:
Combat as of recent has gotten stale in terms of effective weapon variety and strategies. By introducing powerful yet restricted weaponry to all factions it encourages certain playstyles and brings the opportunity to make every combat scenario unique.

I agree, absolutely that the combat has gotten stale, and most of it feels repetitive, I also agree it could use a change. I agree new weapons with high dmg would be intresting, but I feel like you focused too heavily on faction v faction combat, when the most boring parts of combat isn't faction v faction, it's faction v SCP, or faction v reality benders. There is nothing fun about getting 1 tap killed by something you have to grab a specific item and place at the exact time you see them to slightly counter it, and it has ruined most of the combat on the server and made it stale.

The most intresting update we've gotten was Auburn giving the community new guns to play with, so I think you're onto something, but a little off course.
 
Status
Not open for further replies.