strawberry crab 57 / 2,941 Report Post Posted February 16, 2019 Edited February 16, 2019 by strawberry crab SCP-1111 The White Dog art by Dr Sammy SCP-1111 Concept SCP-1111-1 stats Health: 600 (+ or - 300 base hp) LMB: inflicts (35, 45 or 55 damage if instakill is to OP) RMB: "teleports" please read notes. Spacebar: Jumps high possible passive ability: + 1 hp/per second possibly neutral towards d-class. RMB notes: Apparently 1111-1 has the ability to reform next to 1111-2 or any near target if it gets to far away from 1111-2s site. Teleport would either have 5 to 10 second cool down or be similar to 2845 in that where 1111 will go to is easily visible with 1111 going to the desired place after a few seconds delay. trying to be creative with pre-devloped sweps player model 1: https://steamcommunity.com/sharedfiles/filedetails/?id=1418525979 player model 2: https://steamcommunity.com/sharedfiles/filedetails/?id=1368927958 both can be made white unable to find a high-quality white dog PM ______________________________________________________________________________________________ why this scp? This idea came about as most scps are slow moving tanks with some having short speed bursts when a particular criterion is met. MTF and would-be campers would frequently approach these tanky scps and often unload on them with little effort due to their low mobility. With scps often having 1k+ health left only to fall at the behest of a horde at the gates. 1111-1 would need to be unloaded upon frequently in order for it to fall. SCP-1111 would be the inverse of a tank with mobility being its highest aspect and with its health being low. Other SCPs do have mobility on their side though it's to the point were they end up either having to fall behind the tanks or be taken out quickly by MTF. For a fairer comparison if SCPs are supposed to be TF2-like classes in concept, 1111 would be probably be closest to a sniper if it's RMB is implemented. As it could jump and go to a target if well timed. Would function as both an offense and support scp. ______________________________________________________________________________________________ Summary & Log 1111-B summaries SCP-1111-1 is a dog-like SCP that exhibits unusually superior strength for aa canine when near scp-1111-2 (A hanged man). It is able to run at very high speeds, jump several feet and even bite throw metal plating. All attempts to neutralize scp-1111 have failed either due to it either being translucent and/or its apparent regenerative ability. scp-1111-B states that a D class was able to come within 50 meters within of scp-1111-2 "welcoming" the d class apparently. Outside source states d class was successful in making contact with 1111-2 with 1111-1 showing friendliness though was torn apart by 1111-1 after 1111-1 was shot by the foundation. ---------------------------------- the initial idea was that 1111-2 would be playable using 457s player model and be able to pull a 1111-1 out of spectators making the two a duo was scrapped as 1111-2 would not be as fun to play as. ANY FEEDBACK IS APPRECIATED Edited February 16, 2019 by strawberry crab Share this post Link to post Share on other sites More sharing options...
KaitoKiriyama 36 / 1,746 Report Post Posted February 16, 2019 Fixes and critiques: I’d say a teleporting dog is cool and all, but here’s how to make it a tad balanced. -Teleporting and a one hit kill is not balanced. Make the damage 45. -if it is sided with d-class, it should be on the dclass team. -Teleportation should have a very minor drawback. Such as a charge time and a little indication where he is going. Or a long charge time but instant use. Even like (even though I hate overwatch) Blinking place to place with reduced damage. -health should be high 1600 if he has a teleport that takes a long time to charge, or low health if he can blink a lot, such as 800-1200. otherwise good idea to have someone who can help defeat surface camping. Share this post Link to post Share on other sites More sharing options...
Hunting4r2d2 64 / 2,093 Report Post Posted February 16, 2019 +1, but I feel as though it should be a Class-D SCP (like SCP-035) and that the changes suggested by KatioKiriyama be implemented. The concept of Class-D sided SCPs is filled with untapped potential, and additions like SCP-1111 would make the team a lot more interesting to both play as, and fight against. Share this post Link to post Share on other sites More sharing options...
strawberry crab 57 / 2,941 Report Post Posted February 16, 2019 Edited February 16, 2019 by strawberry crab @KaitoKiriyama yes that's why I had said 45,55 damage leaving it open to interpretation. I left as possibly neutral to d class as 1111-1 is hostile towards all people (including d class) only becoming calm once give a directive from 1111-2. @Hunting4r2d2 I agree with that it's filled with untapped potential though this scp would be much closer to tearing apart d class rather than tagging along with them it was just calm to one specific one in a specific instance and could though it could be reflected in its game play. Edited February 16, 2019 by strawberry crab Share this post Link to post Share on other sites More sharing options...
Male_08 403 / 0 Report Post Posted February 16, 2019 +1 I like the idea of him being neutral towards d class and him being a fast scp. Share this post Link to post Share on other sites More sharing options...