1stSavagerY Posted August 6, 2022 Share Posted August 6, 2022 (edited) What are you suggesting? - Raise TTK from .75 to either 1.0 or 1.25 (on top of the gun balancing) [This is a TTK suggestion not a gun balancing one, but it would require gun balancing if implemented] How would this change better the server? - Engagements would have to be thought out more, requiring more coordination between branches and combatants to work towards their goal. PvP has been stagnant for a while and engagements are super long and drawn out, making PVP boring, uninteresting, and annoying more than anything else as it realistically tags over a mag of an AR to kill someone when it should take a significantly shorter amount of time. Improving the TTK would allow for more teamwork and would allow both the individual to make a difference in a fight as well as good coordination between a group of individuals. It would also allow for more RP for branches like Util/Research/RND as head-on engagements would be shorter. D class pushes would be more dangerous but on the contrary pushes back from gensec/mtf would be equally dangerous. Would make gunplay also significantly better - shotguns would be viable against all sorts of classes, AR's would feel like ARs and do great at medium range, snipers would destroy most classes at far ranges, DMR's would finally be leathal at medium/long range, and pistols would actually be usefull. Melee weapons would have to be raised as well to match this as well as the HP of some SCP's Are there any disadvantages of making this change to the server? If so, explain. - No Who would this change mostly benefit? - Everyone Please link any workshop content, screenshots, or anything that you think may be helpful to those who view this suggestion - N/A Edited August 6, 2022 by 1stSavagerY 3 Nu-7 COL / SFTO / FE / TRT / BHM / RG / Head SCP-7101 / C0 FM HTF / SF Overseer / Iota-10 ("Damn Feds") / AFK / Solid Snake / SCP-RP Senior Moderator Link to comment Share on other sites More sharing options...
Grеg Posted August 6, 2022 Share Posted August 6, 2022 -Support combat feels fine! Ranks: Security SM Greg | RRH Guardian Whiskey 11 Security Logo Designer | Premiere Club | #FreeMe Link to comment Share on other sites More sharing options...
Ein Posted August 6, 2022 Share Posted August 6, 2022 +Support Combat, while it's alright and does its job, definitely feels longer than necessary. This would further reward quick strategy and tactics (I.E. Ambushes), and would most likely also help non-combatant branches because inevitably this means raids end quicker and SCPs are contained faster. RETIRED Security Colonel / Warden Legate / Juggernaut Enforcer / Research Administrator / M.A.D. Site Operations Chief / RRA Professor / MTF Delta-5 'Front Runners' Captain / Veteran Raptor Operative / Internal Affairs Agency Assistant Director / MTF Nu-7 'Hammer Down' Captain / Covert Agent / Deputy Head Field Training Officer / UN Global Occult Coalition Corporal / Combat Medic Tactical Paramedic / R&D Scientist / Marksman Recon Specialist / MTF Alpha-1 'Red Right Hand' Major / Enforcer Squadron Lead "We are the first line of defense. We are the first responders tasked to save those in danger. We have the responsibility to ensure the safety and well-being of all staff members. Because of that, you are the bravest men I have ever had the honor to serve with.” Link to comment Share on other sites More sharing options...
FeaR x Green Pikachu Posted August 6, 2022 Share Posted August 6, 2022 +Support I love coming out of my bunks as any non combatant and instantly dying to a hk45c 2 Link to comment Share on other sites More sharing options...
Pills Posted August 6, 2022 Share Posted August 6, 2022 -Support I kind of like the current combat, it doesn't take too long to kill if you hit your shots. If any guns need to be changed just go to #gun-balances in discord. I feel like this will require LOTS of gun balances and hp/ap changes for SCPs so maybe add a suggestion to what those would look like as well? 1 Former: 𝐒𝐢𝐭𝐞 𝐃𝐢𝐫𝐞𝐜𝐭𝐨𝐫 - 𝐒𝐢𝐭𝐞 𝐀𝐝𝐦𝐢𝐧𝐢𝐬𝐭𝐫𝐚𝐭𝐢𝐨𝐧 Link to comment Share on other sites More sharing options...
1stSavagerY Posted August 6, 2022 Author Share Posted August 6, 2022 (edited) 9 minutes ago, Pills said: -Support I kind of like the current combat, it doesn't take too long to kill if you hit your shots. If any guns need to be changed just go to #gun-balances in discord. I feel like this will require LOTS of gun balances and hp/ap changes for SCPs so maybe add a suggestion to what those would look like as well? i do suspect that it would require lots of rebalancing, and i planned on making a document soon that would include what changes to what guns would have to be made to balance them out again because the ar's, shotguns, and dmrs especially would need a lot of rebalancing , and the big boy scps like 939, 682, and 354 would definitely hp/armor buffs to match a change like this. I made this with the hitreg in mind since i know most shots that are supposed to hit where blood will show on the wall and where you get a hitmarker dont actually register, something im not sure is taken into consideration but really should be when it comes to the TTK on the server Edited August 6, 2022 by 1stSavagerY Nu-7 COL / SFTO / FE / TRT / BHM / RG / Head SCP-7101 / C0 FM HTF / SF Overseer / Iota-10 ("Damn Feds") / AFK / Solid Snake / SCP-RP Senior Moderator Link to comment Share on other sites More sharing options...
ravergang Posted August 6, 2022 Share Posted August 6, 2022 17 minutes ago, Ein said: +Support Combat, while it's alright and does its job, definitely feels longer than necessary. This would further reward quick strategy and tactics (I.E. Ambushes), and would most likely also help non-combatant branches because inevitably this means raids end quicker and SCPs are contained faster. Link to comment Share on other sites More sharing options...
Trizium Posted August 6, 2022 Share Posted August 6, 2022 16 minutes ago, FeaR x Green Pikachu said: +Support I love coming out of my bunks as any non combatant and instantly dying to a hk45c Link to comment Share on other sites More sharing options...
TAlila | Tay Keith! Posted August 6, 2022 Share Posted August 6, 2022 +Support 𝐒𝐂𝐏𝐑𝐏 𝐇𝐢𝐠𝐡 𝐂𝐨𝐦𝐦𝐚𝐧𝐝 | 𝐆𝐚𝐦𝐦𝐚 𝐂𝐨𝐦𝐦𝐚𝐧𝐝 - 𝐂𝐡𝐚𝐨𝐬 𝐋𝐭. 𝐂𝐨𝐦𝐦𝐚𝐧𝐝𝐞𝐫𝐈𝐦𝐩𝐞𝐫𝐢𝐚𝐥𝐑𝐏 𝐇𝐢𝐠𝐡 𝐂𝐨𝐦𝐦𝐚𝐧𝐝 | 𝐂𝐨𝐦𝐦𝐚𝐧𝐝 𝐑𝐞𝐩𝐫𝐞𝐬𝐞𝐧𝐭𝐚𝐭𝐢𝐯𝐞 ₋ 𝐆𝐫𝐚𝐧𝐝 𝐆𝐞𝐧𝐞𝐫𝐚𝐥 Link to comment Share on other sites More sharing options...
Eyelander Posted August 6, 2022 Share Posted August 6, 2022 +support guns should do damage 1 |retired dhor/meritorious service award recipient||former CI 1lt/sm and E4 C2||Rho 36 Shaman| "For the day I die, imma touch the sky" Link to comment Share on other sites More sharing options...
J0LT Posted August 6, 2022 Share Posted August 6, 2022 +/- Ttk is a tad slow, i think going up to .85 or .9 would suffice Nothing major Retired Nu7 CMDR & CI LTCOL/MAJ Senior Admin/Forums dip/Support Supervisor | former the following: HTF/E4 Head | Only Anubis award winner | Former Nu7 HFTO and CI OFTO | Sec MSGT+Pertinax Owns: Omi-9 'Last Remnants' | Farmer Tucker | Farmer Darius XII | Reznov Klushie | Foxx On: Alpha-8 | S.T.A.R.S | Iota-13 'Luxxy's Soldiers' Link to comment Share on other sites More sharing options...
Yeppes Posted August 6, 2022 Share Posted August 6, 2022 +Support, except make the modifier about 1.5 or 1.75, let the combat and everything be way more dynamic. Retired MTF Nu7 Commander (Lars) / HSU General (Majestic) Retired MTF E11 CPT | SFTO | SCE | SMS | SNM (Lars) / D4 Vanguard (Hypnos) Retired Medical Supervisor | HFW | SFTO | ACM | O5 Logistics | RRH Engineer (Lars/Otter) Retired Maintenace OS | SCS | SFTO - (Lars/Otter) Former Gensec MSGT (Lars) Former CI SM | Hotshot | Longshot | Sawbones (Dan) Link to comment Share on other sites More sharing options...
ItzGray Posted August 6, 2022 Share Posted August 6, 2022 4 hours ago, Ein said: +Support Combat, while it's alright and does its job, definitely feels longer than necessary. This would further reward quick strategy and tactics (I.E. Ambushes), and would most likely also help non-combatant branches because inevitably this means raids end quicker and SCPs are contained faster. Current: Former: | RRH Sierra 47 | | E11 LCPL | | MJ | | AR | | Gensec SM | | CI SFC | | CI IA | | M | | Nu7 DHFE Lieutenant Colonel | | HTF A4 Z Viper A4 | | AH1Z Viper | SCP-RP: | Former staff: 6/18/21 -> 11/18/21| | Staff 2x 2/26/22 -> 10/28/22 | | Joined: Apr, 2021~ | Link to comment Share on other sites More sharing options...
wXc GameHunter Posted August 7, 2022 Share Posted August 7, 2022 2 hours ago, J0LT said: +/- Ttk is a tad slow, i think going up to .85 or .9 would suffice Nothing major Former Ranks: Medical AHOMS, SEC Major AJG WL Lucilla, D5 Vice Commander, CI R&D Archivist DHBI, CI Lieutenant Colonel Link to comment Share on other sites More sharing options...
Coltable Posted August 7, 2022 Share Posted August 7, 2022 +support Link to comment Share on other sites More sharing options...
Jummy Posted August 7, 2022 Share Posted August 7, 2022 (edited) -support I get killed faster +support everyone i don't like gets killed faster (also buffs shotguns making them actually fucking usable and dangerous to be close to, LIKE THEY ARE SUPPOSED TO BE) Edited August 7, 2022 by Jummy wanted to add to my point 1 Research Administrator | R.A.U. Commissioner | External Agent 3 "Oyasumi" Link to comment Share on other sites More sharing options...
ShadowPL Posted August 7, 2022 Share Posted August 7, 2022 +support SCP-RP | Maintenance Expert | HLPR Bot bT5 | Senior Researcher | Senior Event Team Member Custom Classes | Umbrella Corporation Operative "Pathos" Link to comment Share on other sites More sharing options...
BadAim Posted August 7, 2022 Share Posted August 7, 2022 19 hours ago, J0LT said: +/- Ttk is a tad slow, i think going up to .85 or .9 would suffice Nothing major Retired Imperial RP Super Admin and Grand General Link to comment Share on other sites More sharing options...
Demon Dice Posted August 7, 2022 Share Posted August 7, 2022 20 hours ago, Eyelander said: +support guns should do damage YESSS PLZ I'm tied of mag dumping someone's head with a AR and needed 27 bullets to kill them +SUPPORT Demonically Inspired ..Nu7 CMDR Link to comment Share on other sites More sharing options...
Cuz L0g1c Posted August 7, 2022 Share Posted August 7, 2022 On 8/6/2022 at 3:27 PM, Ein said: +Support Combat, while it's alright and does its job, definitely feels longer than necessary. This would further reward quick strategy and tactics (I.E. Ambushes), and would most likely also help non-combatant branches because inevitably this means raids end quicker and SCPs are contained faster. W̵̠̽O̶̤̐̎͠R̷̨̯͇̘̓̓̐̚Ķ̶̨͙̌͗͋̐ ̷͎̻͈͘H̵̦̝̅́͝Ä̶̱̽R̷̔͊̀͜͠D̷̲̠̱͛͘ ̵̹̞͖͍̽͂Í̶̛̠́̎ͅÑ̶̟͈ ̸̭̖̋̀S̸̞̯͔̈́̍̈̽͜I̵̞̹̓͌̈́Ḹ̴͕̤̠̃Ë̶̘́͑Ṋ̵̰̞̀̏̄́C̸̼̱̏̑Ě̸͕̕͝ ̸͚͊͐͘Á̵̩̂̃N̶̩̦̈́Ḑ̷̲̣͐͐ ̷̨̣͇̄L̴̢̳̰̀̃E̸̙͗̏̕T̵̜́͛̿ ̴̝̯̠̐̇́S̸̠̣͋̆U̶̳̖̹̐C̶͙̩̽C̶̩̻̍̕E̷͈͖̓̈S̴͖͎̆͒͆͜S̸̥̞̗̠̀͌ ̶̫̩̬͂͛͝M̵͇̗͙͗͝͝A̶̛̬̦̾̿K̴̨̙̍ͅͅE̴̠͇̮͐͗́ ̵̳̲̅͑͝T̴͙͙̀̈́ͅH̶̢̎͛̈́̿E̴͈͖̹̔̂͝ ̴̹̯͓̂̈́N̶̦͌͒̔̎Ȍ̸̘͝I̴̭̠̅ͅS̸̭̼͋̕Ë̵́ A̵̙̥̭̠̓̅̎͘͝ͅ1̵̢̙̲̰̦̞͆͊ ̴̝̏́͑͂͝N̴̨͊̍o̸̖̦̬̅̑̇̍͠m̶̖̃a̸͉̤̜̪̘͑͌͝ḑ̶̘̣̬͇̈́ ̵͈̤̪͇̉͋̓̾Ỉ̴͓͔͍̻͖͕́͆͂̕͝ / Ş̵̧̛͙̙̼̌́͑̐͠T̶̢͔̫̿̓̿̅F̷̟̗̅̄̚ͅ ̷̝̈́̏̀̾̔̑D̸̰̓̾͌͝͝4̵̠̼̓̅̆͝͠ ̷̭̺͎̇H̸͚͖͇̃̀̋͘a̷̛͎͉̦̦̐̽́̑d̷̨͖͋e̵͍͒͆ś̵͈̪͓̞ ̸̣͉̄Ḍ̸̓I̶̩͖̖̟̯͒3̵̨̡̩͇̏̏ Link to comment Share on other sites More sharing options...
PabloProo123 Posted August 7, 2022 Share Posted August 7, 2022 On 8/6/2022 at 9:27 PM, Ein said: +Support Combat, while it's alright and does its job, definitely feels longer than necessary. This would further reward quick strategy and tactics (I.E. Ambushes), and would most likely also help non-combatant branches because inevitably this means raids end quicker and SCPs are contained faster. Current: |{Clan} U.I.U Junor Agent| |Lead Researcher| Former/Retired: Research Assistant Manager-SCP-RP: Senior Moderator Link to comment Share on other sites More sharing options...
bop Posted August 8, 2022 Share Posted August 8, 2022 TTK has been temporarily increased to .85 for testing 3 Link to comment Share on other sites More sharing options...
1stSavagerY Posted August 8, 2022 Author Share Posted August 8, 2022 5 hours ago, bop said: TTK has been temporarily increased to .85 for testing thank you sir boppington. also would it be possible if we mess around with the number every now and then to see how it plays out? like for a day try out 1.5 and if its too high bring it back down so that we could find an equilibrium? 1 Nu-7 COL / SFTO / FE / TRT / BHM / RG / Head SCP-7101 / C0 FM HTF / SF Overseer / Iota-10 ("Damn Feds") / AFK / Solid Snake / SCP-RP Senior Moderator Link to comment Share on other sites More sharing options...
bop Posted August 8, 2022 Share Posted August 8, 2022 16 hours ago, 1stSavagerY said: thank you sir boppington. also would it be possible if we mess around with the number every now and then to see how it plays out? like for a day try out 1.5 and if its too high bring it back down so that we could find an equilibrium? 1.5 would be too high, if you want to do the math yourself when it comes to gun damage, multiply the damage of your gun by the ttk But yes, we can move the values around for testing 1 Link to comment Share on other sites More sharing options...
1stSavagerY Posted August 8, 2022 Author Share Posted August 8, 2022 24 minutes ago, bop said: 1.5 would be too high, if you want to do the math yourself when it comes to gun damage, multiply the damage of your gun by the ttk But yes, we can move the values around for testing I just checked the values with a 1.5 modifier and I agree, guns would be too powerful. Would a limb damage modifier of .5 and a default ttk of .9 be a possible workaround? Nu-7 COL / SFTO / FE / TRT / BHM / RG / Head SCP-7101 / C0 FM HTF / SF Overseer / Iota-10 ("Damn Feds") / AFK / Solid Snake / SCP-RP Senior Moderator Link to comment Share on other sites More sharing options...
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