What does this suggestion change/add/remove:
This suggestion aims to make Type-Green more about its abilities and less about being a Materialise/Headpop/Bullet Freeze merchant. In this suggestion I will attempt to balance each ability. If you disagree with something, please do tell.
JUST TO BE CLEAR: THIS IS A CHANGE TO THE TYPE GREEN JOB AND SWEP. TYPE-BLUE WOULD NOT BE AFFECTED.
Nerfs and Buffs:
Has something similar been suggested before?
Yes, I made a suggestion to add the telekinesis ability once before a few years ago. This time around I included some Type-Green reworks along with a thought-out ability.
Positives of the suggestion
Would make Type-Green more ability-focused
Would make countering Type-Green more about strategy and SRA's rather than purely overwhelming them
Would give underused abilities more attention, highlighting Type-Green's unique ability system
New inexpensive, spammable but slightly weak ability would promote variability in playstyles
Negatives of the suggestion
Materialise nerf would break the hearts of Type-Green players
Dev time (even though I've done my best to make most of these changes simple code changes)
Would need some time to see if the changes are balanced, especially with the new ability
Why should this suggestion be accepted?
This suggestion should be accepted because it makes Type-Green, which is THE reality bending SCP, more focused on its abilities. In its current state, Type-Green is very disappointing. There is simply no way to play it effectively while using its abilities. It is far more effective for kills to get guns and shoot people. With this change, you can still get guns and shoot people, but other abilities also have the chance to see the spotlight.
This suggestion also aims to spark discussion. If you disagree with something I have stated here, please do tell.
This suggestion aims to make Type-Green more about its abilities and less about being a Materialise/Headpop/Bullet Freeze merchant. In this suggestion I will attempt to balance each ability. If you disagree with something, please do tell.
JUST TO BE CLEAR: THIS IS A CHANGE TO THE TYPE GREEN JOB AND SWEP. TYPE-BLUE WOULD NOT BE AFFECTED.
Nerfs and Buffs:
Type-Green as a whole
Decrease energy count to 250
While this is quite a radical change, decreasing the energy count is the basis for the following buffs and nerfs. Please read the following point:
Add 25 max energy for every 10 kills a Type-Green gets
Goes hand in hand with the rest of the list. A Type-Green which is using its abilities in combat is practicing using them. It feels logical that a Type-Green would get stronger the more they have used their abilities and the more they have honed their control over reality.
Decrease energy count to 250
While this is quite a radical change, decreasing the energy count is the basis for the following buffs and nerfs. Please read the following point:
Add 25 max energy for every 10 kills a Type-Green gets
Goes hand in hand with the rest of the list. A Type-Green which is using its abilities in combat is practicing using them. It feels logical that a Type-Green would get stronger the more they have used their abilities and the more they have honed their control over reality.
Explode Head
Increase cooldown to 60/90s
Set max target limit to one
Increase energy cost
This would encourage Type-Greens to only use this ability when they're undiscovered or have the chance to kill someone important, like someone holding a SRA.
Increase cooldown to 60/90s
Set max target limit to one
Increase energy cost
This would encourage Type-Greens to only use this ability when they're undiscovered or have the chance to kill someone important, like someone holding a SRA.
Ignite
Ignite duration upped to 60 seconds
Max target count: 2 -> 5
Ignite damage increased to 15/s
Energy cost 25 -> 20
Ignite is the least used ability on Type-Green and for a very good reason: it does very little damage and has a low target count which leads to Type-Greens preferring to gun people down instead of using this ability in order to avoid taking damage. Increasing several stats would make it more versatile and more preferrable. Also, this would make Water a counter to pyromaniac Type-Greens, along with changing the counter for Type-Green from overwhelming them to using SRA's and being strategic.
Ignite duration upped to 60 seconds
Max target count: 2 -> 5
Ignite damage increased to 15/s
Energy cost 25 -> 20
Ignite is the least used ability on Type-Green and for a very good reason: it does very little damage and has a low target count which leads to Type-Greens preferring to gun people down instead of using this ability in order to avoid taking damage. Increasing several stats would make it more versatile and more preferrable. Also, this would make Water a counter to pyromaniac Type-Greens, along with changing the counter for Type-Green from overwhelming them to using SRA's and being strategic.
Materialise
Increase weapon pool to include sniper rifles, shotguns and AA like Matadors, M202's and Nerve Gas
Remove pistols, Freedoms and Sanctums from the weapon tool
Energy cost: 25 -> 40
Weapon duration: 120 seconds -> 90 seconds
Yes, yes, I know, a direct nerf to your favourite ability. I see it as a necessary measure, however, because this is BY FAR a Type-Greens most powerful ability. Having essentially an upgraded 912 (which, mind you, can solo several ERT members if you have a competent 912) with a very upgraded armament is unfair to play against. A direct nerf to Materialise would force Type-Greens to use other abilities. Additionally, the 30 seconds in which a Type-Green can't have a weapon due to the shortened duration would cause even more usage of other abilities.
Increase weapon pool to include sniper rifles, shotguns and AA like Matadors, M202's and Nerve Gas
Remove pistols, Freedoms and Sanctums from the weapon tool
Energy cost: 25 -> 40
Weapon duration: 120 seconds -> 90 seconds
Yes, yes, I know, a direct nerf to your favourite ability. I see it as a necessary measure, however, because this is BY FAR a Type-Greens most powerful ability. Having essentially an upgraded 912 (which, mind you, can solo several ERT members if you have a competent 912) with a very upgraded armament is unfair to play against. A direct nerf to Materialise would force Type-Greens to use other abilities. Additionally, the 30 seconds in which a Type-Green can't have a weapon due to the shortened duration would cause even more usage of other abilities.
Bullet Freeze
Initiation cost: 15 -> 10
Upkeep cost: 15 per 5 seconds -> 5 per second
Stopping time lowered to 1 second
Cooldown: 0 seconds -> 10 seconds
This would make Bullet Freeze have to be used more strategically. Having energy go down per second instead of every 5 seconds would make quick bursts of Bullet Freeze to go through ERT-held zones and chokepoints less punishing than it is now, but would make constant upkeep of the ability very punishing.
Initiation cost: 15 -> 10
Upkeep cost: 15 per 5 seconds -> 5 per second
Stopping time lowered to 1 second
Cooldown: 0 seconds -> 10 seconds
This would make Bullet Freeze have to be used more strategically. Having energy go down per second instead of every 5 seconds would make quick bursts of Bullet Freeze to go through ERT-held zones and chokepoints less punishing than it is now, but would make constant upkeep of the ability very punishing.
Inversion
Initiation cost: 25 -> 30
Upkeep cost: 25 per 5 seconds -> 5 per second
Cooldown: 0 seconds -> 30 seconds
Stopping time lowered to 1 second
Movement speed while active: 0 -> walking speed*0.5, sprint disabled
Change it so Inversion can persist after switching off of the Reality Bending SWEP
Inversion is probably the most interesting ability that Type-Green has. It is currently used in a very boring way, where a Type-Green enters a room, double clicks inversion and clears a whole room in the 5 seconds that they have. This is unfun to play against even if you SRA the Type-Green, since the inversion persists even after being suppressed. Making a Type-Green able to walk during inversion, albeit very slowly while being able to keep it active without having the SWEP out would make them very, VERY scary, though counterable with strategy and clever use of SRA's.
Initiation cost: 25 -> 30
Upkeep cost: 25 per 5 seconds -> 5 per second
Cooldown: 0 seconds -> 30 seconds
Stopping time lowered to 1 second
Movement speed while active: 0 -> walking speed*0.5, sprint disabled
Change it so Inversion can persist after switching off of the Reality Bending SWEP
Inversion is probably the most interesting ability that Type-Green has. It is currently used in a very boring way, where a Type-Green enters a room, double clicks inversion and clears a whole room in the 5 seconds that they have. This is unfun to play against even if you SRA the Type-Green, since the inversion persists even after being suppressed. Making a Type-Green able to walk during inversion, albeit very slowly while being able to keep it active without having the SWEP out would make them very, VERY scary, though counterable with strategy and clever use of SRA's.
Detain
Energy cost: 15 -> 25
Cooldown: 25 -> 15
Max target count: 1 -> 2
Not much to say about Detain except that it's not used that often. A few small changes to make it more "spammable" and therefore preferrable to use by Type-Greens falls in line with this suggestion's goal.
Energy cost: 15 -> 25
Cooldown: 25 -> 15
Max target count: 1 -> 2
Not much to say about Detain except that it's not used that often. A few small changes to make it more "spammable" and therefore preferrable to use by Type-Greens falls in line with this suggestion's goal.
Dissolve
N/A
Not much to say about Dissolve, it's balanced in my opinion.
Escape Card
N/A
Not much to say about Escape Card, it's balanced in my opinion.
Destabilize
N/A
Not much to say about Destabilize, it's balanced in my opinion.
N/A
Not much to say about Dissolve, it's balanced in my opinion.
Escape Card
N/A
Not much to say about Escape Card, it's balanced in my opinion.
Destabilize
N/A
Not much to say about Destabilize, it's balanced in my opinion.
New Ability: Telekinesis
This ability would let Type-Greens select a target. Once the Type-Green then executes the ability, the target will be held wherever the Type-Green is looking at the distance at which the Type-Green selected them. It will work somewhat like Staff Members picking players up.
A Type-Green would then be able to fling a player and break the connection by pressing mouse1 again. Once a player has been grabbed by this ability, the player will receive a condition in the code that transforms their velocity to damage. If the target then loses more than 50% of their speed in half a second (to simulate collision with walls), their velocity will be dealt to them as damage. What the exact exchange rate might be is up to Content to decide.
Ability specifics:
Initiation cost: 15
Upkeep cost: 10 per second
Cooldown: 3 seconds
Max target count: 1
This ability would let Type-Greens select a target. Once the Type-Green then executes the ability, the target will be held wherever the Type-Green is looking at the distance at which the Type-Green selected them. It will work somewhat like Staff Members picking players up.
A Type-Green would then be able to fling a player and break the connection by pressing mouse1 again. Once a player has been grabbed by this ability, the player will receive a condition in the code that transforms their velocity to damage. If the target then loses more than 50% of their speed in half a second (to simulate collision with walls), their velocity will be dealt to them as damage. What the exact exchange rate might be is up to Content to decide.
Ability specifics:
Initiation cost: 15
Upkeep cost: 10 per second
Cooldown: 3 seconds
Max target count: 1
Yes, I made a suggestion to add the telekinesis ability once before a few years ago. This time around I included some Type-Green reworks along with a thought-out ability.
Positives of the suggestion
Would make Type-Green more ability-focused
Would make countering Type-Green more about strategy and SRA's rather than purely overwhelming them
Would give underused abilities more attention, highlighting Type-Green's unique ability system
New inexpensive, spammable but slightly weak ability would promote variability in playstyles
Negatives of the suggestion
Materialise nerf would break the hearts of Type-Green players
Dev time (even though I've done my best to make most of these changes simple code changes)
Would need some time to see if the changes are balanced, especially with the new ability
Why should this suggestion be accepted?
This suggestion should be accepted because it makes Type-Green, which is THE reality bending SCP, more focused on its abilities. In its current state, Type-Green is very disappointing. There is simply no way to play it effectively while using its abilities. It is far more effective for kills to get guns and shoot people. With this change, you can still get guns and shoot people, but other abilities also have the chance to see the spotlight.
This suggestion also aims to spark discussion. If you disagree with something I have stated here, please do tell.
Game Master
Donator