Boesermaster Posted January 8, 2023 Share Posted January 8, 2023 (edited) So, in the last few Months, like most uf us know, each Branch had an Update or two, while SCPs didnt had any, meaning, SCPs are still weaker then they are Supposed to. The Base Damage, a Nu7 Operative can Deal, is currently around 2280 Damage when he hits his Target. Which is a lot. Considering, most SCPs have 4000 Hp, which means ONE SINGLE OPERATIVE is already strong enaught to almost Kill most SCPs when he doges there Sweps. General Suggestions -What are you Suggesting:Buff all HP and AP from all SCPs which gets Terminated. Or need Dmg to Recontain. SCP 682 from 7500 to 9000 and Heals 200 HP with every Kill when full, he gets 50 Armor instead SCP 2191 from 600 to 1000 SCP 939 from 3500 to 5000 SCP 076 from 3500 to 6000 SCP 049-2 from 650 to 1000 SCP 1048 from 600 to 950 SCP 098 from 600 AP to 950 AP and from 200 AP to 350 AP SCP 5208-GL from 300 to 600 HP and from 100 AP to 200 AP SCP 354-4 from 4000 to 5500 How would this change better the server? - Would make SCPs a threat again, this Suggestion does not include some other QOL improvements which could be made for Specific SCPs like a Attack Speed Buff for 682 since his Swep is easily evaded and he is easy to hit himself. Are there any disadvantages of making this change to the server? If so, explain. - SCPs might more often cause a Code Nuke. Who would this change mostly benefit? - SCP players, since there Playerbase has been decreasing over the past months. Please link any workshop content, screenshots, or anything that you think may be helpful to those who view this suggestion - None Edited January 13, 2023 by Boesermaster Better title Link to comment Share on other sites More sharing options...
Rito Posted January 8, 2023 Share Posted January 8, 2023 +/- Support Kinda neutral here, some of these changes are reasonable, but for example SCP 2191 is already a pain in the ass with its 600 hp, giving it a 1000 would be insane, he has been nerfed countless times in the past and is still a relatively good SCP considering he has the ability to cloak and kill while cloaked plus regenerates it. Honestly it is a pretty big suggestion and will need way more people than just me to consider it. Current: Nu-7 VCMDR Former: E-11 VCMDR/LT-COL totally didn't get demoted || Event Team Member || CI SFTO 2LT CCs: Snoop Dog Owner || Previous Rho-36 Occult Operative || Used to be Reznov || CI TF2 Heavy || MTF Zeta-0 'Caste Gates' || Tango-12 'Forgiving Hand' French Canadian man || Mbappé fan in the making Link to comment Share on other sites More sharing options...
Ardo Posted January 11, 2023 Share Posted January 11, 2023 (edited) On 1/9/2023 at 6:31 AM, Rito said: +/- Support Kinda neutral here, some of these changes are reasonable, but for example SCP 2191 is already a pain in the ass with its 600 hp, giving it a 1000 would be insane, he has been nerfed countless times in the past and is still a relatively good SCP considering he has the ability to cloak and kill while cloaked plus regenerates it. Honestly it is a pretty big suggestion and will need way more people than just me to consider it. the vampire scp is actually that weak once you got thermals and i only played him for two times and immediately died cause MTFs have thermals 24/7. and he starts off with 400 hp not 600. guns have knockback so you can easily escape the vampire +support on some scps like 682, 939 Note on 682: you are not guaranteed to heal because its janky Note on 939: 939 suffers bad hitbox reg very very bad you cannot kill anyone so I recommend buffing its attack speed. I'm never touching scp 939 ever again because of it. but on some make it 2191 >> 800 hp (trust me he is extremely weak at the start. only gets strong over time) 076 >> 5000 hp 098 >> 800 hp 5208-GL >> 500 HP or 400 hp with better gun (A D-class with honey badger is enough to kill one soldier) 049-2 possibly range buffs. 1000 hp is too much 354-4 already have hp buffed I wanna add additional buff on 1265-A range buff cause you literally have to kiss people to hit them (extremely short range). the speed doesn't compensate in anyway. Here is my opinion why all scps are weak. they are only strong during dead hours. - Guns have knockbacks. strong against melee SCPs - MTFs comes in groups, you will suffer a significant damage - MTFs have Speed, HP and Armor boost they can pay - MTFs have CCs - It doesn't matter if an scp can instakill. the bad hitbox reg will save you - I like how MTFs doesn't even realize how easy they can RCed scps and most people just want CIs vs MTFs and MTFs vs D class rp. - E-11 just lowers your health and then tranqs you and then finishes you off at 4000 hp or 2000 hp with etherial. since you cant kill them anymore once you are tranq. also softlocks your game if you died while tranq - Crouch jump will cheese most scps cause the hitbox reg will not register most of the time - Doors. strong enough to stop most scps. people leave every single door open always. - Scps cannot team anyway so they have to deal with 3 branches of MTFs all at once (4 if Gensecs is in lcz). I swear there's not a single day they would not complain - Etherial one shots most scps so. there was once foundation called a ragnarok but E-11 already RCed them lol so it was a pointless ragnarok - Mass breach event except MTFs speedrun it I just wanna say you can cheese scp 106 by doing cl_showpos 1 on console and going to 177y. please change that. You literally cannot play scp without try harding. its not fun but hey at least you last for another minute before dying Edited January 11, 2023 by Ardo 1 Link to comment Share on other sites More sharing options...
Boesermaster Posted January 11, 2023 Author Share Posted January 11, 2023 1 hour ago, Ardo said: the vampire scp is actually that weak once you got thermals and i only played him for two times and immediately died cause MTFs have thermals 24/7. and he starts off with 400 hp not 600. guns have knockback so you can easily escape the vampire +support on some scps like 682, 939 Note on 682: you are not guaranteed to heal because its janky Note on 939: 939 suffers bad hitbox reg very very bad you cannot kill anyone so I recommend buffing its attack speed. I'm never touching scp 939 ever again because of it. but on some make it 2191 >> 800 hp (trust me he is extremely weak at the start. only gets strong over time) 076 >> 5000 hp 098 >> 800 hp 5208-GL >> 500 HP or 400 hp with better gun (A D-class with honey badger is enough to kill one soldier) 049-2 possibly range buffs. 1000 hp is too much 354-4 already have hp buffed I wanna add additional buff on 1265-A range buff cause you literally have to kiss people to hit them (extremely short range). the speed doesn't compensate in anyway. Here is my opinion why all scps are weak. they are only strong during dead hours. - Guns have knockbacks. strong against melee SCPs - MTFs comes in groups, you will suffer a significant damage - MTFs have Speed, HP and Armor boost they can pay - MTFs have CCs - It doesn't matter if an scp can instakill. the bad hitbox reg will save you - I like how MTFs doesn't even realize how easy they can RCed scps and most people just want CIs vs MTFs and MTFs vs D class rp. - E-11 just lowers your health and then tranqs you and then finishes you off at 4000 hp or 2000 hp with etherial. since you cant kill them anymore once you are tranq. also softlocks your game if you died while tranq - Crouch jump will cheese most scps cause the hitbox reg will not register most of the time - Doors. strong enough to stop most scps. people leave every single door open always. - Scps cannot team anyway so they have to deal with 3 branches of MTFs all at once (4 if Gensecs is in lcz). I swear there's not a single day they would not complain - Etherial one shots most scps so. there was once foundation called a ragnarok but E-11 already RCed them lol so it was a pointless ragnarok - Mass breach event except MTFs speedrun it I just wanna say you can cheese scp 106 by doing cl_showpos 1 on console and going to 177y. please change that. You literally cannot play scp without try harding. its not fun but hey at least you last for another minute before dying I agree with you there, i went with the Bigger Hp Buffs, becuse the Avergage Damage from a MTF is currently 1000 with one Mag, if he hits all of them, which is why i think they need the Bigger Health Pools to compensate for all the Damge they get hit with once they get out of there CCs. And all the exploits MTF have to there Disposal to evade get hit by the SCPs. Link to comment Share on other sites More sharing options...
J0LT Posted January 11, 2023 Share Posted January 11, 2023 + support EXCEPT: 2191. god no 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...
Ayaya Posted January 11, 2023 Share Posted January 11, 2023 Personal opinions here On 1/8/2023 at 3:50 PM, Boesermaster said: SCP 2191 from 600 to 1000 SCP 076 from 3500 to 6000 SCP 049-2 from 650 to 1000 Strongly against, big no no: 2191 is already strong enough with a healing and cloaking mechanic. 076 is fast and speedy, too big of an HP buff in my opinion 049-2 this can quickly get out of hand with a zombie army. On 1/8/2023 at 3:50 PM, Boesermaster said: SCP 682 from 7500 to 9000 and Heals 200 HP with every Kill when full, he gets 50 Armor instead SCP 939 from 3500 to 5000 SCP 098 from 600 AP to 950 AP and from 200 AP to 350 AP SCP 5208-GL from 300 to 600 HP and from 100 AP to 200 AP Plausible but some adjustments might be needed 682: 200 health on kill and 9k hp is a bit much. I like the 50 armour idea I just worry about off hours and them becoming unkillable. Maybe an armour cap. 939: Me likey, but maybe 4.5. Thems quick boys so not too much 098: These little shits are small and fast. you will not like a 1.3k thing being launched at you. Ditch the armour and maybe switch to 950hp. though preferred would be 800-850 5208: Strength in numbers is no joke. Maybe 500-150. On 1/8/2023 at 3:50 PM, Boesermaster said: SCP 354-4 from 4000 to 5500 Me like 354: Insanely big target, one firing line can shred them. Wouldn't mind seeing even more of an HP buff Link to comment Share on other sites More sharing options...
Vuitheirt Posted January 12, 2023 Share Posted January 12, 2023 (edited) Overall I agree with most of these, but I'd say maybe 650 or 700 for 2191, but I think a bit more armor would also be a nice change for him too, since he can't touch D4 or other robots +Support Edited January 12, 2023 by Vuitheirt I keep a stiff upper lip and I shoot, shoot, shoot from the hip I got a stiff upper lip, come on baby. Retired Nu7 Captain/Maintenance OM Link to comment Share on other sites More sharing options...
Boesermaster Posted January 12, 2023 Author Share Posted January 12, 2023 13 hours ago, Ayaya said: Personal opinions here Strongly against, big no no: 2191 is already strong enough with a healing and cloaking mechanic. 076 is fast and speedy, too big of an HP buff in my opinion 049-2 this can quickly get out of hand with a zombie army. Plausible but some adjustments might be needed 682: 200 health on kill and 9k hp is a bit much. I like the 50 armour idea I just worry about off hours and them becoming unkillable. Maybe an armour cap. 939: Me likey, but maybe 4.5. Thems quick boys so not too much 098: These little shits are small and fast. you will not like a 1.3k thing being launched at you. Ditch the armour and maybe switch to 950hp. though preferred would be 800-850 5208: Strength in numbers is no joke. Maybe 500-150. Me like 354: Insanely big target, one firing line can shred them. Wouldn't mind seeing even more of an HP buff 682 isn’t to crazy, considering even if he rubs towards you, and you shoot everything into him, you will have at least dealt around 500 damage into him, that is not considering all the other people shooting him when he is being engaged by a group. Link to comment Share on other sites More sharing options...
Tazza Posted January 12, 2023 Share Posted January 12, 2023 +support lets go SCP branch update!!!! Freedom at last. Former: Assistant Inspector, Head of Longshot, Research Assistant Supervisor & Operations Supervisor, G.O.C. Officer & Head of bulldozers, CI COL, EOI D-2, DJ Former: Scout Captain, Second Lieutenant, Senior Crewman, Storm Commando Captain. Link to comment Share on other sites More sharing options...
Destroyer2 Posted January 12, 2023 Share Posted January 12, 2023 +support on everything except 2191 I hate that goofy ahhhh Link to comment Share on other sites More sharing options...
Trizium Posted January 12, 2023 Share Posted January 12, 2023 21 hours ago, Ayaya said: Personal opinions here Strongly against, big no no: 2191 is already strong enough with a healing and cloaking mechanic. 076 is fast and speedy, too big of an HP buff in my opinion 049-2 this can quickly get out of hand with a zombie army. Plausible but some adjustments might be needed 682: 200 health on kill and 9k hp is a bit much. I like the 50 armour idea I just worry about off hours and them becoming unkillable. Maybe an armour cap. 939: Me likey, but maybe 4.5. Thems quick boys so not too much 098: These little shits are small and fast. you will not like a 1.3k thing being launched at you. Ditch the armour and maybe switch to 950hp. though preferred would be 800-850 5208: Strength in numbers is no joke. Maybe 500-150. Me like 354: Insanely big target, one firing line can shred them. Wouldn't mind seeing even more of an HP buff 100% Agree with Ayaya on this one Link to comment Share on other sites More sharing options...
Boesermaster Posted January 13, 2023 Author Share Posted January 13, 2023 On 1/11/2023 at 8:55 PM, Ayaya said: Personal opinions here Strongly against, big no no: 2191 is already strong enough with a healing and cloaking mechanic. 076 is fast and speedy, too big of an HP buff in my opinion 049-2 this can quickly get out of hand with a zombie army. Plausible but some adjustments might be needed 682: 200 health on kill and 9k hp is a bit much. I like the 50 armour idea I just worry about off hours and them becoming unkillable. Maybe an armour cap. 939: Me likey, but maybe 4.5. Thems quick boys so not too much 098: These little shits are small and fast. you will not like a 1.3k thing being launched at you. Ditch the armour and maybe switch to 950hp. though preferred would be 800-850 5208: Strength in numbers is no joke. Maybe 500-150. Me like 354: Insanely big target, one firing line can shred them. Wouldn't mind seeing even more of an HP buff You should consider: 2191 regeneration isn’t that good anymore. And he starts at 400 if we adjust with 600 hp. Nu7 average weapon, deals over 2000 damage in a single Magazin. With plenty of space to run away from him and cut him of with Doors. These SCPs aren’t adjusted to that, they are still in a time where the average of a gun was around 570 in a single Magazin (if I didn’t do the math wrong ) Link to comment Share on other sites More sharing options...
Chineseman Posted January 13, 2023 Share Posted January 13, 2023 (edited) On 1/11/2023 at 1:52 PM, J0LT said: + support EXCEPT: 2191. god no Same as jolt statement unless they remove the cooldown to get thermals if they do that then they could buff all cloakers job but if they are not gonna do that is always going to be -support to all cloaker job specially for 2191 plus remember to look back on the sugestions to nerf 2191 i highly doubt they are goona buff him again just having months later asking for a nerf 2191 and the history it's just gonna repeat tbh i don't see the point people mention to buff 2191 he is already good in this state Edited January 13, 2023 by Chineseman CURRENT RANKS SCPRP: NoneRetired E-11 COL and EX GENSEC MAJ CHAD WITH GOLDENPAN Link to comment Share on other sites More sharing options...
Boesermaster Posted January 13, 2023 Author Share Posted January 13, 2023 5 hours ago, Chineseman said: Same as jolt statement unless they remove the cooldown to get thermals if they do that then they could buff all cloakers job but if they are not gonna do that is always going to be -support to all cloaker job specially for 2191 plus remember to look back on the sugestions to nerf 2191 i highly doubt they are goona buff him again just having months later asking for a nerf 2191 and the history it's just gonna repeat tbh i don't see the point people mention to buff 2191 he is already good in this state Yeah, but we got better weapons + 0,25 Damage Multiplier, which is a lot, 2191, can be killed quite easily while he eats someone now. Link to comment Share on other sites More sharing options...
Chief_ Posted January 15, 2023 Share Posted January 15, 2023 SMT will be looking over these changes and determining which scp's will be affected. Head Admin SCP-RP || Event Team Overseer || Ethics Committee || Ex Security FTO 1LT || Ex Security Warden || Ex CI R&D Senior Agent || UMC Guest [LVL 0] || Former Research Researcher || Former DORSU || Former DOC || Former LCZ Manager || I aM sPeCiAl || Link to comment Share on other sites More sharing options...
Chief_ Posted January 15, 2023 Share Posted January 15, 2023 In Progress! Head Admin SCP-RP || Event Team Overseer || Ethics Committee || Ex Security FTO 1LT || Ex Security Warden || Ex CI R&D Senior Agent || UMC Guest [LVL 0] || Former Research Researcher || Former DORSU || Former DOC || Former LCZ Manager || I aM sPeCiAl || Link to comment Share on other sites More sharing options...
Chief_ Posted January 23, 2023 Share Posted January 23, 2023 Completed! This suggestion is now in the server Head Admin SCP-RP || Event Team Overseer || Ethics Committee || Ex Security FTO 1LT || Ex Security Warden || Ex CI R&D Senior Agent || UMC Guest [LVL 0] || Former Research Researcher || Former DORSU || Former DOC || Former LCZ Manager || I aM sPeCiAl || Link to comment Share on other sites More sharing options...
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