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The1337Gh0st

A List of Suggestions for Balancing NTF Squads and Other Additions

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Currently, I feel like as if some of the NTF squads are a bit too unbalanced, whether that be a powerful type of unbalance or a weak type of unbalance. Some NTF squads do have the potential to be effective, but there is something about them that limits them. If these suggestions were implemented, it would make some of them generally more enjoyable to play and more effective in their goal.

 

Red text means a nerf.

Green text means a buff.

Blue text means a change.

Orange text is for notes and explanations.

Purple text is for titles.

 

Epsilon-9: "Fire Eaters"

Now spawns with a Desert Eagle with 7 + 58 ammo, much like the TRO Pyro.

This would help Epsilon-9 to deal with targets that aren't in the range of the flamethrower.

Vest is now a unique vest that is like the fireproof vest, but with enhanced features.

The vest grants immunity to afterburn from the flamethrowers and allows 4 seconds of complete immunity to 334 and 457's AOE.

After 3 seconds, it has the same effect as the fireproof vest.

Immunity has a cooldown of 5 seconds after use.

Retains the speed reduction.

 

Omega-7: "Pandora's Box"

The NTF from this now spawn with rifles instead of SMGs, and would also spawn with NVG.

076-2's sword now also functions like a level 4 keycard, much like the 2639-A weapons.

076-2 can now utilize gate commands as a result.

076-2 now gains 50 health on kill.

076-2 can now see 966 passively.

076-2 can no longer pick up vests.

076-2 is now considered a researcher, so it can no longer escort and use the suit zoom menu.

Teams with the same teams as it originally did, so it isn't neutral towards class D and is instead hostile towards them.

 

Omega-9: "The Scrubs"

Ammo regen is now dependent on the weapon.

Can passively see 966.

Regens 2 health per second.

Upon killing a SCP, it would either gain a full heal, 2x damage for 10 seconds, unlimited ammo for 5 seconds, or invulnerability for 5 seconds.

Machine Gun now has 40 ammo capacity, regens 5 ammo every 2 seconds, increased accuracy, and deals 10 damage per shot.

Chain Gun now has 80 ammo capacity and regenerates 10 ammo every 3 seconds.

Grenade launcher ammo capacity reduced to 5, regens 1 ammo every second, and has its base damage reduced to 50.

A new weapon that it can spawn with: Rocket Launcher.

Operates much like the rocket launcher from Quake, but it cannot be used to rocket jump.

Base damage is 150, small-medium AOE, and the damage of the AOE reduces the farther away the target is from the rocket.

Ammo capacity is 4 and it regenerates 1 ammo every 2.5 seconds.

 

Serpent's Hand

Return of the ability to pick up any kind of ammo, much like a human would.

This would greatly increase the effectiveness of SH since they cannot pick up ammo of any kind and can only use the SMG ammo they spawn with,

limiting them to be stuck with only using SMGs (if they wish to not risk running out of spare ammo).

 

Tau-5: "Samsara"

Tau-5 armor no longer has a speed reduction.

Damage reduction (10%) is retained.

Super Shotgun is now in the shotgun slot.

The super shotgun can now be customized with 2 abilities:

Customize it to have the ability to choke to change the spread from 14° to 10° by using right click.

Customize it to only fire 1 barrel at a time to conserve ammo.

The ability to bash with the shotgun itself would still be retained even with using the choke, as using suit zoom can also be used to bash.

The weapon this is based off of comes with these customizations, so new content wouldn't have to be programmed then added.

2 new weapons Tau-5 can spawn with:

Tracer Pistols (https://steamcommunity.com/sharedfiles/filedetails/?id=838527414)

Tracer Pistols would be similar to SCP-127 in that it regens ammo, but ammo cannot be picked up for it.

Clip size is 60, spread is 3°, regens 5 ammo every second, firerate would be 700 RPM, and deals 5 damage per shot.

Occupies the pistol slot.

Right click or suit zoom can be used to bash to deal 25 damage.

Widow's Kiss (https://steamcommunity.com/sharedfiles/filedetails/?id=836552308)

Has 2 modes: SMG and Sniper. Right click would be used to switch modes.

Uses Sniper ammo, and spawns with 10 + 120 ammo.

Long-ranged, much like the Sniper the TRO Sniper spawns with.

Spread is 2° during SMG mode, and 0° during Sniper mode.

Base damage is 20, and RPM is 500 during SMG mode.

Sniper mode must be charged first to do maximum damage.

On a full charge, it would multiply the damage by 2.5 to deal 50 damage.

Occupies the primary slot.

1 bullet is consumed per shot for SMG mode and Sniper mode.

Suit zoom can be used to bash the gun to deal 40 damage.

 

Lambda-2: "Dr. Clef's Bisexual Stripper Assassin Squad"

Lambda-2 now spawns with rifles instead of SMGs and also have NVG.

Dr. Clef now spawns with SCP-500 and NVG.

The shotgun now uses the models and animations of the M3 Super 90 from CS:S.

The shotgun now uses the TFA weapon system.

Spread is 8° and cannot aim down sights.

Still occupies the shotgun slot.

The shotgun only reloads only 1 shell at a time.

The shotgun's damage is boosted to 6x12.5 (75).

 

Chaos Insurgency:

Can now spawn with SMGs in addition to rifles.

Spawns with 5 slams instead of 3.

 

Alpha-1: "Red Right Hand"

Spawns with medkits, an S-NAV Ultimate, and rifles with increased ammo.

 

Epsilon-11: "Nine-Tailed Fox"

Can now spawn with rifles in addition to SMGs.

 

 

 

 

 

 

 

 

 

 

 

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A lot of the buffs seem way overboard, tbh.

 

Omega-9 Especially. The machinegun and minigun both kinda sucked(I would rather the machinegun be replaced with a crazier quake weapon like the lighting gun or something), but you overbuffed them. Same for letting them see 966.

 

Omega-7 is also rather overbuffed i would say, but i could be wrong.

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