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Komrade Seals

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Everything posted by Komrade Seals

  1. Personally, +Support People are raving on about how OP it is, yet turn a blind eye to an obnoxious hammer that did 150+ damage, needing god knows how many complaints before a nerf. And people complaining about the fact that this weapon actually works in terms of hit-reg while everything else is Fucked Up Beyond All Recognition hit-reg wise. This makes no sense to me. Instead of using badly built weapons to hold the server down, why not take it as inspiration to either fix the damn things or replace them, starting with a crowbar?
  2. It's not an issue with the weapon itself, it's pretty much a global thing related to any SWEP that temporary puts someone in a ragdoll state. It can't be fixed but it's been addressed previously.
  3. Wholeheartedly +Support for option 1. It's simply annoying whenever researchers, or gensec, rush back into their bunks or D-block respectively upon seeing a hostile SCP, or Chaos depending on faction. A little iffy on the second proposal. There's potential for abuse if the rule isn't clarified that an SCP can only kill the person they were initially targetting when they run into d-block, otherwise an SCP could kill everyone and say that they were only following someone in.
  4. "It's not racist if it's directed to white people" Kek'd, but you screwed up big-time and should consider yourself lucky it's only a 2 week ban. I'm certain any other staff member would not have shown such leniency.
  5. +Support The weapon's ridiculous and I do believe a nerf is in order, however I personally think that a heavy nerf would be a bit of a kick in the head for those who had already donated for it. As opposed to a high damage reduction, I think a proper nerf would be a severe decrease in mobility and an increase in hit time.
  6. A problem arises when SCP's happen to be in the same location by mere happenstance, and are unable to attack one another due to other rules in place. If, say, 682 and 096 are attempting to get to the entrance zone, they're funneled into one of two routes, and if they're forced to fight MTF while they're both in the same rough area, that causes people to cry out "Teaming!" when the skips have nowhere else to go.
  7. When enough D-class are on Security can barely control a partial lockdown. The typical armament simply fires too slow and deals too little damage to be of use agaisnt a large mob. If even half of the D-class CC's were used actively then security would be overwhelmed 2/3 times. Security need the heavy firepower of other CC's more then anything.
  8. Ah, bollocks. Just re-read the format and apparently only branch heads may post these types of suggestions. I'm thinking in hindsight I probably should have formatted it as a normal suggestion, but given that it's the trio of MTF donor jobs with no specific 'branch head' and that as a whole regarding job changes it's easier to read, I'm hoping it's not too big a problem.
  9. Firstly, I'd suggest removing the self-damage the swep does. It's simply annoying. Regarding the overall rework, I've got an idea, though I feel this will require a major change, bigger then what's implied, as well as a lot more coding. On a previous community I frequented, 457 was done differently. When 457 would spawn in, it would be a relatively small flame, about half the height of a typical player model. The way 457 increased its lethality was 'feeding' off of props and whatnot, igniting them as he went along. This would increase the size of the flames and with it the range and lethality. I suggest something similar. Have 457 grow in size and range the more props the player uses as fuel. Have fire extinguishers counter this effect and reduce 457's size until it's back to the base 'small' size and use FearRP from there, with the neccessity of 3 fire extinguishers.
  10. I've seen similar suggestions- that is weapon removals or replacements- for jobs use the branch update format, so I simply followed suit.
  11. Given that the E-11 'pulse rifle' has been broken by the lack of a crosshair and lack of a properly working scope, and the weapons overall mediocre statistics, I propose that the weapons be removed from the trio of MTF donor jobs within the MTF job pack, replaced with a roughly equivilent weapon based on the job itself, along with minor changes to go hand-in-hand. Simply put, the weapon is broken and I believe a replacement is needed. Name of Job: MTF Stealth Operative Job Model (Model Paths): Same Job Description: Same Job Weapons (Ex. tfa_csgo_mac10): Remove: tfscpsl_e11 Add: tfa_an94 Remove: tfa_smgp90 Add: tfa_mp5sd Job Salary: Same Job HP: Same Job Armor: Same Extra Info (Ex. Workshop link for models): The inclusion of the AN-94 is simply functioning as a replacement for the E-11 pulse rifle that will be removed. Replacing the P90 with the MP5SD was done so as to fit in more with the role's profile as a 'stealth' operator- as such it'd make more sense to have a silenced weapon at hand. Name of Job: MTF Tau 5 Soldier Job Model (Model Paths): Same Job Description: Same Job Weapons (Ex. tfa_csgo_mac10): Remove: tfscpsl_e11 Remove: tfa_csgo_aug Add: tfa_vikhr Add: tfa_m3 Job Salary: Same Job HP: Same Job Armor: Same Extra Info (Ex. Workshop link for models): Out of the 3, the Tau-5 operator is the role I frequent the most, as such I have thought a bit more about the proposed changes. The vikhr is simply a replacement for the E-11 SR, as well as the AUG, the proposition to remove the latter being the weapon's simple lack of power. For a similar reason I proposed to add in the shotgun- the Beneli M3 in this case- to give the job a bit of extra 'punch.' Considering the lore background of Tau-5, I feel that a shotgun is the least that can be done to make the role distinguished from others. Name of Job: MTF Demolitions Expert Job Model (Model Paths): Same Job Description: Same Job Weapons (Ex. tfa_csgo_mac10): Remove: tfscpsl_e11 Add: tfa_acr Job Salary: Same Job HP: Same Job Armor: Same Extra Info (Ex. Workshop link for models): This would likely be the role that, out of the 3, I have the least experience with. The ACR is a simple replacement for the removal of the pulse rifle. EDIT: Made slight changes to proposed T5 and Stealth loadouts. Second and (hopefully) final edit: Minor changes to some loadouts, along with a brief reasoning/explanation for each.
  12. +Support Simply makes no sense for one job of 'less' value to earn more then a diamond job. Maybe a salary of something like $250?
  13. -Support As has already been brought up, implementing the GOC doesn't bring much to the table, essentially functioning as CI but fighting both the CI and Foundation and killing skips instead of capturing. Even putting that aside however is an issue I haven't seen brought up- and that is balance. In-lore, the GOC has an extreme technological advantage over the Foundation- it's 'basic' strike teams possess suits capable of camoflague, running up to, quote, '60 mph' and capable of withstanding .50 BMG. If the GOC followed the structure of the other branches and had a heavy equivilent, it would be the U-HEC using the 'orange suits' which are essentially tanks- even more powerful and with a built-in rocket launcher for the hell of it. With bringing the GOC into the server, this would be an extremely hard branch to balance while at the same time preserving the base traits.
  14. Komrade Seals

    SCP-173

    SCP as a whole has long been a mess when it comes to copyright, though 173 is the worst of the lot since it's the only one with an actual 'canon' appearance and said model being a sculpture (I think) made by an actual person not related to the SCP foundation in any way. Games like Secret Laboratory or Containment breach only get away with it because they're free, but Gaminglight makes a profit, and if 173's model is a part of that, then that opens up an entire bag of worms with copyright. I'm sure if someone can find a logical model that doesn't fall under copyright, we may yet see a return.
  15. -Support The fact that Able's a Keter SCP alone should warrent the high health, but also the fact that being so resilient to damage is basically Able's whole thing. Making him easier to kill would basically be like changing 682's recontainment method to termination. If you want to RC Able it's a matter of being smart and not shooting on sight. Narrow hallways aside it's a matter of making sure you're not seen with a weapon then letting loose when *you* feel you're ready. From what I know, you can also just RC Able by giving him a challenger and sticking it inside 076-1. Nerfing his HP is unneccessary and detrimental to the whole point of the SCP.
  16. I'd say +Support from me. I'm still a bit on the fence due to the current lack of response from the actual staff member involved, but from the video alone it seems quite obvious that an abuse of power took place, though the report itself is still young and with no other input. If @Cryolast or anyone else involved brings forward sufficient evidence to the contrary, then I'll happily change my opinion, but for now I believe that the abuse is legit. +/-Support- the proof is there that Cryo adverted thermals, though he really should have continued to /advert so long as there was still a breach, which he didn't.
  17. Even if the changes do go through it's looking like it will stay as 2. And yes, the 939 swep does ridiculous damage- hence why in my final suggestion about the amnestic breath/bite, one of the traits of it would be reduced damage.
  18. Ah, bollocks. Well looking at it that way it's understandable to keep it as two, and if there is going to be only two then I see no reason to merge the cells into one, though I hope the other changes suggested are still viable.
  19. NOTE: This suggestion came into my mind when I read Gunther's suggestion for changing the 939 recontainment, so my own proposed changes should in theory go hand in hand with that. What you want to see? - A (near) total overhaul of SCP-939 in the way it is done on the server, to make the SCP more lore friendly with changes such as the following. Adding a third 939 'job' so that the 939's are actually a pack as presented in the lore. If possible, moving all the individual 939's into one containment cell, in keeping with the belief of keeping 'the pack' together. A rule that if the 939's breach, they must stick together and follow the same route. Changing recontainment- Possibly changing the HP (flexible on this) and making the primary method of recontainment termination (like I said, in keeping with @Gunther's suggestion) An alternative recontainment- If a 939 is the lone survivor out of the other two, or is otherwise isolated during a breach, with HP lower then ~1000 (again, flexible with possibilities), then it must be tranquilised as opposed to terminated. Something that may be a little harder to implement yet all the more rewarding- bringing in 939's 'amnestic breath' trait- Reduce the current damage of the 939 bite, and if a player(s) is bitten by a 939 a specified amount of times and live, they pass out with a similar effect to a tranquiliser a moment later. Why should we add it? - In my eyes this will bring more coordination with the 939's in how they work, and again, the simple matter of having it being more lore friendly. 939's are pack predators, and having only two of them with no pack-related mechanics really hurts the way 939 is seen. Adding the third 939 and having the trio cooperate will hopefully reinforce the presentation of the 939's having a distinct characteristic from the other skips. The changes in regards to recontainment should also (in theory) bring more depth to the SCP. Currently recontainment is a simple (if not obnoxiously easy) matter of tranquilising the 939- far too little trouble in regards to dealing with a Keter breach. 939's 'amnestic bite' is the only reasonable, yet at the same time strangely creative way I could think of implementing the amnestic breath characteristic demonstrated in the SCP's wiki article. A justification for the 'passing out' could be the excessive amounts of amnestics taking effect. Adding this is likely to change the way the 939's are played, promoting more 'tactical' thinking and coordination as opposed to an all-out mouse button mash, instead cooperating with the pack and utilising more 'hit and run' attacks in an effort to clear the way to their end goals. What are the advantages of having this? - It will totally change the SCP, and for the better, adding a 3rd 939 and promoting cooperation among them via the rules will make them 'funner' to play as, and making it a 'thinking mans' SCP when it comes to breaches. Who is it mainly for? - 939, and 939 players. Links to any content - N/A
  20. I was pretty much watching the whole thing as Bright. I don't know about the others, but Fleshmonger really started to grate on my nerves after a while. +Support, though no idea on a viable punishment.
  21. +Support, though I'd suggest a change in regards to the HP. As others have said, if the changes go through then 939's will basically be turned to dust, any 1 player with the right weapons (like the Negev, yes) can easily resolve a keter-level breach on their own. (It begs the quesiton why 939 is keter and an SCP like 096 Euclid, but that's for another type of thread.) If the HP was 'buffed' to 1500 or maybe even 2000 (I'm personally not aware of the current HP, so my bad), that'd make it more 'fun.' It has given me food for though though, for a total 939 overhaul, and I'll be making another suggestion to hopefully go hand-in-hand with this.
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