Denied Type Green Nerf

This suggestion has been denied and will not receive development.
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alden

Well-known Member
Mar 11, 2023
11
0
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What does this suggestion change/add/remove:
Nerfs the ability of Type Green SCPs, makes them more balanced.

Having 2 Type Greens has shown to cause massive chaos in the foundation, I think having only 1 Type Green or having 2 Type Greens with only 1 breach tool would be good enough, since 2 TGs have been added every breach is just 2 TGs breach 035 and 7722 and then it's just full on chaos.

Also I suggest that their abilities should have a smaller range, it is not "balanced" to have a TG sitting at non specialised crossroads, while we are stationed at E-11 barracks and then he just swaps, it's too far away, also speaking about swapping, I think there should be some sign of him actually swapping with people, for example the person he is swapping with would get outlined for like a second or half a second, and then the actual swapping will happen.

Now everyone is gonna say "get cornered with no energy and that's it", a chance that this will happen is very low, because there's so many abilities that act like a get out of jail free card that even a baby could figure out how to play it and destroy the whole foundation.

Possible
Positives of the suggestion (At least 2):
+ Making the SCP more balanced
+ More enjoyable breaches
+ No need for code black and ERT every breach
+ Players will actually have to think about their next move


Possible Negatives of the suggestion:
- Less players willing to buy the SCP
- Type Green won't be as fun as it is currently for some people


Based on the Positives & Negatives, why should this suggestion be accepted:
I think that the majority of the community is going to agree, every breach starts with a TG and ends in a code black with half of the SCPs breached, and no you simply cannot blame E-11 for this, we try our best to make sure it doesn't happen, everyone who can assists us and yet it still ends up being the same, it just makes breaches not as fun anymore, knowing it is going to take like 45 minutes to deal with a breach, which just results in one breach ending and the next one starting immediately.
 

Darren

Well-known Member
Jul 14, 2022
1,276
187
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-support obviously why just get containment specs e-11 should get better they have the best guns and can melt a type greens hp in seconds
 
Jun 28, 2022
38
2
41
23
Weiden, Bavaria, Germany
Neutral

Type-Greens are broken, but not because of their powers. Yes it does get annoying when a head pop happens every 10-20 seconds, but I see them as an issue due to their current location. The Type-Greens are located in HCZ Non-Spec. That causes a problem due to the Type-Greens always breaching 7722. Causing inevitably a horrible breach scenario, where you have 7722 rushing anybody who attempts to try and rush the Type-Greens. So overall they do not need to be nerfed, they need to be moved.


E-11 Captain
HOLDING
UNGOC SGT
HOLDING
CI-A
HELD
 
I mean it’s more the range on the head popping that I have an issue as it seems like it’s unlimited which can be annoying when you turn a corner and the TG that is on the other side of HCZ kills you
It does have infinite range the thing is is usually when they’re breached people try to 1v1 or 1v2 them thinking they can do to them what they can to other scps and get a few shots in before dying so overtime they’ll whittle down the scp. When you try to push a sight line that has a type green you need to realize you WILL NOT be able to if you don’t have enough people or aren’t smart enough to coordinate reality anchors and movement.
It’s strong but there is so much counter play that I can’t help but call it a skill issue.
 
It does have infinite range the thing is is usually when they’re breached people try to 1v1 or 1v2 them thinking they can do to them what they can to other scps and get a few shots in before dying so overtime they’ll whittle down the scp. When you try to push a sight line that has a type green you need to realize you WILL NOT be able to if you don’t have enough people or aren’t smart enough to coordinate reality anchors and movement.
It’s strong but there is so much counter play that I can’t help but call it a
However it is very strong on surface if the type green is on surface as the type green can pop heads across surface I personally think that there should be some range on that specific ability as it doesn’t really make sense for the reality benders to bend reality at an infinite distance.
 
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