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Map Doors and SCP buffs

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Gate A and Gate B have health and become unoperable once they run out, which is great. I think all other doors on the map should be breakable as well, at least for 106, 682, and 096. SCPs are supposed to be dangerous and sometimes unstoppable, but I'm hardly afraid of 096 flexing his T-Power on me when there's a door between us. Closing it will stall him just long enough to give me time to run to another door, repeating the process until 096 is vulnerable. This makes 682 a hit-and-run SCP as well, which is not what 682 is famous for. 106 is super weak and hardly a threat to experienced players.

 

Giving doors health will be a huge buff to SCPs if any of the three are present. 682 and 096 may not actually need the buff, but 682 can be solo'd with uninterrupted kiting. A probable balance to this would be that the doors are only breakable when closed, and/or all other SCPs can break them but do much less damage. I don't know how difficult it'll be to add this, especially in a way that doesn't affect how SCPs break the exit gates, but I hope it's possible and not too much of a hassle. What do you think?

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How much health do you think (regular) doors should have?

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Yeah, and I was wondering why one of the most strongest SCPs in the game, 682, could be stopped by a single meagle door being shut in his path. Since SCP-682 does 1000 damage, beter, doors should probably have around that much health. Give the lizard some rep.

 

Also, 106 should have its ability to phase through doors, but I don't think that's possible to implement anyways.

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I think 500-1000 Health is good, but 096 should do like 10x damage or so to them because A) In the lore he ripped through doors like paper B) It's annoying to finally get spotted and run at someone, then get stuck behind a door and no longer be mad. 

Also make 096 do way more damage to gates as well. 

Edited by Duc2000

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Achievements

I know this would make it lore friendly but wouldn't that make 173 and 682 op? Running through doors and destroying them in one hit seems a bit too good for it to be balanced, unless...

 

Maybe a speed debuff when you break it? That would stop 682 just breaking a door and using his special ability.

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this is a bit touchy, 1. It's annoying to be trapped, or try to get into a player but 2. you will no longer be able to hide in a room from a scp, if they just break every room open, and keep in mind some SCPs TEAR APART DOORS LIKE THEY'RE MADE OF PAPER [SCP-173, 049, 682, 966, ECT]

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The idea of breakable doors is a good and dangerous one, the problem with this idea is the balance, as it stands most of the SCP's are somewhat balanced and capable of killing large groups of people, though each SCP has it's respective weakness and downfall, some more than others. If the addition of breakable doors were to be added there would need to be a large change in Meta, which the players can do themselves. My one big concern is the health of the doors, and which ones will be breakable, my suggestion is to give doors different HP based on type and area, as in the doors located in Heavy Containment being the hardest to break, and the doors in the Entrance Zone being easiest. The idea behind my reasoning is the current MTF Strategy is to go solo and run&gun all your troubles away after rushing the armory. This change would effectively allow SCP's to destroy the one safeguard of this playstyle, Doors. As the SCP's and MTF fight it out the SCP's could break doors along the way, which depending on situation could be a downfall or a saving grace, considering some SCP's use doors to deter rushing.

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43 minutes ago, Mythrl said:

as in the doors located in Heavy Containment being the hardest to break, and the doors in the Entrance Zone being easiest

Quote

and the doors in the Entrance Zone being easiest

LAUGHS IN 682

Edited by Mr Z
Changes 173 to 682 due to 682 being the most dangerous and being close
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Mythryl's idea is pretty cool. It'd make a lot of sense. The strat I go for as MTF is to stand guard at the EZ where it's safer. You can flee to the gate if things get crazy, heal, and block the exits. If the doors are weaker than the HCZ, I'd probably venture out there where I can defend easier. SCPs will have to play it smart about which doors they keep around and which ones they destroy, because if they get spotted at a distance, they'll have to back off, lurk elsewhere, and wait for the right opportunity.

 

The doors should still be obstacles, but not permanent lifelines. Mr Z is right about how this mechanic might make hiding difficult, because an SCP might take the time to smash every door on the map. On the other hand, most of the SCPs are slower than humans. 682, 096, 173, 076, and 334(with enough kills) have the power to chase people down. 096 gives you time to run(he might also not know where you are), 173 can't blind you at a certain range, 076 can knock you back on hit, and 334 can be slowed down by shooting. Personally, I think 682 and 096 should have idle sounds to warn people that they're nearby, but we'll see how strong they'll be if my suggestion is added.

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2 minutes ago, beter said:

most of the SCPs are slower than humans

If you're hiding in a room, and 173 smashes it open, good luck running, scratch that, any SCP will destroy you.

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I'm cool with that. It's never a good idea to trap yourself, anyway. Locked or not. Either they camp outside and wait or you hide in there for like 5 minutes, which is boring.

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13 minutes ago, beter said:

I'm cool with that. It's never a good idea to trap yourself, anyway. Locked or not. Either they camp outside and wait or you hide in there for like 5 minutes, which is boring.

Sometimes you don't have a choice.

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The real issue with breakable doors is 096 and 682, both scps where the only reason they're not overpowered is the ability to slam shut doors on them. If doors are made breakable both of these scps will need health nerfs.

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Giving them looping idle sounds, like 096's constant crying or 682's heavy breathing, will warn people that those two are nearby, and give them time to get some distance. Taking away their element of surprise is better than turning them into glass cannons. You'll get the chance to hide or take position before they see you.

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H o w    a b o u t   w e    j u s t   d o n ' t   c h a n g e   t h e    d o o r s 

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