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Maximino007

(Part 2) SCP-079's Great Return!

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First Part:

 

 

So if you aren't aware of this, Xy replied on the Best Winter Suggestions saying "079 WIP". The first part was made before Xy confirmed that 079 was WIP.

So that's why I'm making a part 2.

 

A majority players didn't like to be SCP-079 since to them it was boring. And if your the few who actually liked to be SCP-079 well good for you!

I'm going to attempt to make SCP-079 more fun to play and give it more things to do since the original 079 couldn't really do much since all of SCP-079's traps are easily avoidable.

 

New SCP-079 Abilities:

 

1: Controllable Manhack

   Cooldown: 20

   Activation Key: 4

   Camera: All

Using this will spawn a Manhack from the ceiling

that you can control once you spawn it.

Controlling Manhacks is fun to me.

 

By bumping onto buttons, you can open doors so if

people think they can close the door on the drone, 

the drone can just open it.

 

The drone can also see how much health players have

and they can even open/close elevator doors and go through

the elevators successfully.

The manhack can also self-destruct by pressing R.

Example: https://steamcommunity.com/sharedfiles/filedetails/?id=1268129698&searchtext

(You can actually open doors by bumping into the button! I tried it on Site 19 and it worked!)

 

2: Opening LCZ Pistol Armory Door

    Cooldown: 120

     Activation Key: 1

     Camera: Add a Camera that can see the door to the LCZ Armory

Using this will open the LCZ Pistol Armory Door. That's it. Nothing Cool.

Nothing special. That's all.

Seriously though, I see SCPs get locked inside the Pistol Armory so I think this could help any

locked SCPs or open the door for SCPs to kill any hiding survivors in the Pistol Armory.

 

3: Opening EZ Electrical Center Door

    Cooldown: 90

    Activation Key: 1

   Camera: Add a Camera that can see the door to the Electrical Center

Same as the 2nd one but for the Electrical Center.

I also see SCPs getting locked in the Eletrical Center and this can really help.

The only downside I see to this is letting people turn off the remote door controls so they could go in 079's room.

 

4: Lights Out

   Cooldown: 210

   Activation Key: 5

   Camera: All

This ability shuts down all of the lights for 5 seconds, blinding everyone similar to 173.

While the lights are out, SCP-173 can move freely.

(Similar to Secret Lab)

 

5: Replace the Turrent near 079's containment with a Ceiling Turrent

  Cooldown: Same as spawning in a turrent before

  Activation Key: 1

  Camera: SCP-079's room (The one before it's containment chamber)

The turrent was very easy to handle since you could pick up the turrent and you could hide behind the turrent.

If the turrent was replaced with the ceiling turrent then players wouldn't be able to pick up the ceiling turrent

and it would be harder to hide behind.

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