Mr Z 194 / 6,177 Report Post Posted March 4, 2018 Edited March 4, 2018 by Mr Z - Edit Reason: Added some colors to "spice" it up. SCP-127 SCP-127 is a MP5K submachine gun. [Same type as gun the commander spawns with.] SCP-127 Cannot reload, Instead over time it will gain ammo back in its mag. Amount of Ammo - 60 My thoughts on the time of regen. Every 30 [or 15] Seconds it gains 10 Ammo back. [Idc if you change this] [First time making a suggestion] SCP-127 Edited March 4, 2018 by Mr Z Added some colors to "spice" it up. Share this post Link to post Share on other sites More sharing options...
Cassie 1,226 / 23,060 Report Post Posted March 4, 2018 +1 but where would it spawn? “I was so good at being a kid, and so terrible at being whatever I was now.” ― John Green, Turtles All the Way Down Share this post Link to post Share on other sites More sharing options... Achievements
Mr Z 194 / 6,177 Report Post Posted March 4, 2018 Quote but where would it spawn? Good question. Probally an Armory. or one of the offices since they have barely anything spawning in them. Share this post Link to post Share on other sites More sharing options...
Kcim 17 / 0 Report Post Posted March 5, 2018 Edited March 5, 2018 by Kcim - Edit Reason: clarifcation that may confuse any in the future How about it spawn in scp 012 as it gives class D and resarcher a chance to gain the gun as it makes being a class D and others a reason to go down there. But the gun need some type of debuff for having no need for ammo how about it takes 5-10 hp (from user) for each clip? Edited March 5, 2018 by Kcim clarifcation that may confuse any in the future Share this post Link to post Share on other sites More sharing options...
Mr Z 194 / 6,177 Report Post Posted March 5, 2018 Quote How about it spawn in scp 012 Then the 012 room would have to be a Level 3/4 Quote 5-10 hp for each clip? Seems a little too low Share this post Link to post Share on other sites More sharing options...
Kcim 17 / 0 Report Post Posted March 5, 2018 5 hours ago, Mr Z said: Then the 012 room would have to be a Level 3/4 Seems a little too low 5-10 does seem low on its own but added the amount of damage you will take from mtf scps and crossfire would really turn that gun into a double edge sword also for 012 room i say lvl 3 should be decent enough Share this post Link to post Share on other sites More sharing options...
Mr Z 194 / 6,177 Report Post Posted March 5, 2018 Quote 5-10 does seem low on its own but added the amount of damage you will take from mtf scps and crossfire would really turn that gun into a double edge sword What if your in a 1v1 situation. Quote also for 012 room i say lvl 3 should be decent enough Not to far from 012's room is a Level 3 door [173's cell control room] spawns a random SMG with ammo. i think a level 4 or maybe a 5 since its SCP. Share this post Link to post Share on other sites More sharing options...
Cassie 1,226 / 23,060 Report Post Posted March 5, 2018 37 minutes ago, Mr Z said: Not to far from 012's room is a Level 3 door [173's cell control room] spawns a random SMG with ammo. i think a level 4 or maybe a 5 since its SCP. LOL theres only 1 level 5 door, the rifle armory. I don't think this would be worth a level 5. I would say probably a level 3; it could be level 4 though. “I was so good at being a kid, and so terrible at being whatever I was now.” ― John Green, Turtles All the Way Down Share this post Link to post Share on other sites More sharing options... Achievements
Mr Z 194 / 6,177 Report Post Posted March 5, 2018 Quote probably a level 3; it could be level 4 though. I Think a 3 is too low. mainly the gun in 173's control room is guarded by a 3. Share this post Link to post Share on other sites More sharing options...
Surreal 23 / 1,617 Report Post Posted March 5, 2018 On 3/4/2018 at 10:38 AM, Duc2000 said: +1 but where would it spawn? Rather than being kept under wraps in SCP 012, I'd rather counter with it being kept in Room 13's cell, as it's far enough from the major armory's in game start, and gives more incentive for people to congregate at 1162 for the opportunity to get a crowbar, adding another layer of requirements to get such an illustrious item. So thus it gives more value to risk being with Researcher and D-Class alike, and prevents someone from merely rushing 372, and getting a Level 3 keycard, a pistol, and a Frankenstein rifle all in under 40 seconds. Share this post Link to post Share on other sites More sharing options...
Mr Z 194 / 6,177 Report Post Posted March 5, 2018 Quote kept in Room 13's cell Where? i searched everywhere i cant find Room 13. Share this post Link to post Share on other sites More sharing options...
Cassie 1,226 / 23,060 Report Post Posted March 5, 2018 1 hour ago, Mr Z said: Where? i searched everywhere i cant find Room 13. In the hallway where you turn right to get to 1162, there's a door that is room 13 (on site 19) Remember, if we want it on the other 3 maps it needs a place to spawn on them. “I was so good at being a kid, and so terrible at being whatever I was now.” ― John Green, Turtles All the Way Down Share this post Link to post Share on other sites More sharing options... Achievements
miike475 44 / 2,015 Report Post Posted March 6, 2018 Edited March 6, 2018 by miike475 +1 Personally I think the health steal should either be nonexistent or -1 for each 10 bullets, because I feel the gun should be hard to obtain, and you shouldn't have to deal with a lifesteal after going through all the trouble to get it. I think a level 4 keycard should be required to get into the room it spawns in. Edited March 6, 2018 by miike475 Share this post Link to post Share on other sites More sharing options...
Mr Z 194 / 6,177 Report Post Posted March 6, 2018 Quote Personally I think the health steal should either be nonexistent Who said anything about Health Steal? Quote I think a level 4 keycard should be required to get into the room it spawns in. Agreed Quote n the hallway where you turn right to get to 1162, there's a door that is room 13 (on site 19) I Checked the halls there is only 1 door [1162] Quote if we want it on the other 3 maps it needs a place to spawn on them. True Share this post Link to post Share on other sites More sharing options...
Kcim 17 / 0 Report Post Posted March 6, 2018 Edited March 6, 2018 by Kcim - Edit Reason: Pls no more essay 4 hours ago, Surreal said: Rather than being kept under wraps in SCP 012, I'd rather counter with it being kept in Room 13's cell, I understand this but with it being right next to the scp 1162 resarchers can easily gain a level 3 and accquire the gun added even without the hole there is a few lvl 3s in that area 24 minutes ago, miike475 said: +1 Personally I think the health steal should either be nonexistent or -1 for each 10 bullets, because I feel the gun should be hard to obtain, and you shouldn't have to deal with a lifesteal after going through all the trouble to get it. I think a level 4 keycard should be required to get into the room it spawns in. i still belevie that this weapon should be easy to obtain (a level 3 card) with regaining a full clip should take to at least a solid 20-30 secs and the added idea that it does not take smg ammo and 5-10hp as it does limit you on not running either to the class D and gunning them all down or doing the same to resarchers so it both limits you and forces you to use the gun only in situation where you need it not mindlessly gunning everything down and with only taking away 1 hp there is basically no consquence for using said weapon 6 hours ago, Mr Z said: What if your in a 1v1 situation. Not to far from 012's room is a Level 3 door [173's cell control room] spawns a random SMG with ammo. i think a level 4 or maybe a 5 since its SCP. In a 1v1 situation it is should be in a sense of trade off so you can fight head on but forcing you not to be to reckless such as spraying the bulletes at the enemy (above i had said that if possible that we not try to make it use smg ammo Edited March 6, 2018 by Kcim Pls no more essay Share this post Link to post Share on other sites More sharing options...
Kcim 17 / 0 Report Post Posted March 6, 2018 8 minutes ago, Mr Z said: I Checked the halls there is only 1 door [1162] Should be one to the left when leaving 1162 probably does not show any tag on it Share this post Link to post Share on other sites More sharing options...
Mr Z 194 / 6,177 Report Post Posted March 6, 2018 Quote (above i had said that if possible that we not try to make it use smg ammo It will use the same ammo as the MP5K submachine gun, since it is one. Share this post Link to post Share on other sites More sharing options...
Mr Z 194 / 6,177 Report Post Posted March 6, 2018 Quote Should be one to the left when leaving 1162 probably does not show any tag on it Oh it probally doesent. is it the one where in SCP:CB you run into 173? Share this post Link to post Share on other sites More sharing options...
Mr Z 194 / 6,177 Report Post Posted March 6, 2018 Update - Found Room 13 Share this post Link to post Share on other sites More sharing options...
Mr Z 194 / 6,177 Report Post Posted March 6, 2018 Room 13 seems like a good place to put it. Make it a Level 4 tho. Share this post Link to post Share on other sites More sharing options...