The title contains the main point but I shall give more detail. Yap session incoming that is definitly biased due to my views. I'll try and get as neutral as possible.
Point 1. Reaching it
EZ: Just getting to Floor 2 itself can be tricky because of The Bulk, The Tesla then the EZ turret. As well as that the Corridors are pretty good choke points, which can work for and agaisnt you.
Floor 2: Lobby Turrets. They quite literally have enough knockback that unless you have a TG using Bullet freeze or 079 Hacking them it is very tricky to keep them disabled.
Garage You have 2 different Bulkheads (One of which is bugged so you need to jump to break it) and can have SOP spawning in garage or getting vehicles. Granted vehicles can be destroyed quickly by any SCP, but it can be irratating to be breaking the Garage door only to suddenly have a LAV firing on you.
In summary. it is excedingly difficult to get out of the facility unless the power is off and SOP are occupied.
However, I can see realistically why Foundation would want to minimise the potential for a breach to leave the facility .
Point 2. Who all can reach it
To be blunt. People that pay for VIP/Reality Bender packages get a unedniable advantage.
Both TGs can just bullet freeze themselves and others past the turrets.
079 can Spam disable them if he hacks quickly enough, or can cause a SIte Blackout. (Granted, 079 is the most understandable as he needs skill to hack them off)
As it stands. Non Paying players either need to rely on the previously mentioned jobs. Or get 035 to disable the turret controls. But that can result in all the SCPs being on Floor 2, then hearing "Power Restored to Subsystem: Turret Control"
However. It could be less fun for Nu7 and DEA to deal with surface breaches due to them having a much longer respawn timer.
In summary. Fuck you if you aint VIP you can't breach to surface.
Point 3. Surface itself
Some SCPs are at an active disatvantage on surface while some can be completly overpowered to deal with.
Not gonna list them all but here goes.
173: BadaBing-Badaboom he can appear from anywhere and snap your neck, before vanishing off to destroy a Ranger who just left Ranger Station.
682: Constantly Brodcasts where he is and can get shot to hell and back in areas he has no hope of reaching people in.
7722: Varies. His Melee can be tricky to use but if he can hit crossbow shots he can delete you from the next continent.
All Reality Benders: Ohohohoho you will have a bad time.
966: Can be powerful in Pinewood itself but struggles with the lack of cover in most other places.
As well as that, Surface is just so empty that unles they get mauled by the GOIs, most SCPs just re enter the vents so they actually have something intresting to do.
While it could provide Rp to both surface GOIs to capture then test on a SCP which breached surface. Following that weaponising or Liquidating them. It rarely happens now because SCPs just don't get an incentive to go there.
The Credits you can recieve by F2ing are nice but you can't do it in the middle of Combat, or after being Beamed and cuffed so it can hardly ever happen.
In Summary. SCPs can struggle on surface to do anything or get mauled, and don't have any real incentive to go to surface.
I want to make it clear that I'm NOT SAYING THAT SURFACE BREACHES SHOULD BE EASY.
But that the server actively discourages them, which therefore makes it more appealing to just camp PW Loop and Medbay. But I can see why, especially on Low Pop where you may only have 3-4 SOP even active and only some GOIs on then the breach could be greatly dragged along.
Potential fixes?
This could be fixed by making it at least somewhat easier to reach surface. For example there could be less turrets and weaker bulkheads. Or 1 time per breach SCPs could automatically recieve a Credit reward for reaching surface, instead of having to F2 and forcibly recontain themselves. Just something should happen to make it so SCPs don't feel that their only course of action is to sit outside medbay.
Point 1. Reaching it
EZ: Just getting to Floor 2 itself can be tricky because of The Bulk, The Tesla then the EZ turret. As well as that the Corridors are pretty good choke points, which can work for and agaisnt you.
Floor 2: Lobby Turrets. They quite literally have enough knockback that unless you have a TG using Bullet freeze or 079 Hacking them it is very tricky to keep them disabled.
Garage You have 2 different Bulkheads (One of which is bugged so you need to jump to break it) and can have SOP spawning in garage or getting vehicles. Granted vehicles can be destroyed quickly by any SCP, but it can be irratating to be breaking the Garage door only to suddenly have a LAV firing on you.
In summary. it is excedingly difficult to get out of the facility unless the power is off and SOP are occupied.
However, I can see realistically why Foundation would want to minimise the potential for a breach to leave the facility .
Point 2. Who all can reach it
To be blunt. People that pay for VIP/Reality Bender packages get a unedniable advantage.
Both TGs can just bullet freeze themselves and others past the turrets.
079 can Spam disable them if he hacks quickly enough, or can cause a SIte Blackout. (Granted, 079 is the most understandable as he needs skill to hack them off)
As it stands. Non Paying players either need to rely on the previously mentioned jobs. Or get 035 to disable the turret controls. But that can result in all the SCPs being on Floor 2, then hearing "Power Restored to Subsystem: Turret Control"
However. It could be less fun for Nu7 and DEA to deal with surface breaches due to them having a much longer respawn timer.
In summary. Fuck you if you aint VIP you can't breach to surface.
Point 3. Surface itself
Some SCPs are at an active disatvantage on surface while some can be completly overpowered to deal with.
Not gonna list them all but here goes.
173: BadaBing-Badaboom he can appear from anywhere and snap your neck, before vanishing off to destroy a Ranger who just left Ranger Station.
682: Constantly Brodcasts where he is and can get shot to hell and back in areas he has no hope of reaching people in.
7722: Varies. His Melee can be tricky to use but if he can hit crossbow shots he can delete you from the next continent.
All Reality Benders: Ohohohoho you will have a bad time.
966: Can be powerful in Pinewood itself but struggles with the lack of cover in most other places.
As well as that, Surface is just so empty that unles they get mauled by the GOIs, most SCPs just re enter the vents so they actually have something intresting to do.
While it could provide Rp to both surface GOIs to capture then test on a SCP which breached surface. Following that weaponising or Liquidating them. It rarely happens now because SCPs just don't get an incentive to go there.
The Credits you can recieve by F2ing are nice but you can't do it in the middle of Combat, or after being Beamed and cuffed so it can hardly ever happen.
In Summary. SCPs can struggle on surface to do anything or get mauled, and don't have any real incentive to go to surface.
I want to make it clear that I'm NOT SAYING THAT SURFACE BREACHES SHOULD BE EASY.
But that the server actively discourages them, which therefore makes it more appealing to just camp PW Loop and Medbay. But I can see why, especially on Low Pop where you may only have 3-4 SOP even active and only some GOIs on then the breach could be greatly dragged along.
Potential fixes?
This could be fixed by making it at least somewhat easier to reach surface. For example there could be less turrets and weaker bulkheads. Or 1 time per breach SCPs could automatically recieve a Credit reward for reaching surface, instead of having to F2 and forcibly recontain themselves. Just something should happen to make it so SCPs don't feel that their only course of action is to sit outside medbay.