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The1337Gh0st

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Posts posted by The1337Gh0st

  1. Untouchable is where you're invulnerable for a brief period of time (around maybe 1 second), then you're vulnerable. Enough so that you could dodge something like a 682 attack, but still be hit by something like automatic weapons. It could be nerfed though to where the first hit will count so that it doesn't make something like SCP-011 useless.

  2. Undying could probably have a duration nerf or not have healing / have its healing reduced, yeah. I envisioned it as being an "all or nothing" kind of ability. I also didn't add specifics to what I wanted the duration of the abilities to be since it's ultimately up to the server mangers though to balance it to their liking.

  3. Class E in of itself sounds like a pretty neat idea: a personnel who has been exposed to an anomaly of some sort, and now must be contained because of it.
    However, I do not believe it was implemented the best possible way into Breach.
    It had three unique characteristics: it passively set itself on fire every few seconds, it spawned with a unique item / weapon, and that it was hostile to everything else.

    This sounds good in concept, however I do believe it was not strong enough to make up for its problems.
    Much like Class D, it was easy to kill, started with little to defend itself with, and it would die easily to the SCPs that spawned around it.

    Here is my suggestion on how it could be done better overall:

     

    THE REWORK

    YOU ARE A CLASS E

    You were once regular personnel, but you have been exposed to an unknown anomaly.

    Because of this, you have gained new powers to use, but it also seems to have caused some negative effects on you.

    Since the breach happened, you are able to get out of your containment.

    Escape the facility as quickly as possible, but it seems everyone else may want to terminate you on sight...

     

    Class E starts with 150 HP, normal walk-speed, but it cannot use vests nor gate commands.

    Class E spawns in whatever SCP spawn point is not being used in the current round (except for SCP-079), independent of SCP spawn chance.

    Class E starts with three things: a positive passive ability, a negative passive ability, and an active ability.

    Whenever a Class E spawns, it is randomly given 1 out of the possible choices for these three things, and it would be displayed in chat what they received.

    Here are some ideas I have that could be added in: (passive abilities in green, active abilities in blue, and negative abilities in red)

    Decay Aura: Players near you take 2% of their max HP as damage.

    Undying: Whenever you take fatal damage, get healed back to full health and become invulnerable for a short duration. Long cooldown, can only be activated 3 times per round.

    Untouchable: Upon taking damage of any kind, ignore the damage taken and become invulnerable briefly. Short cooldown.

    Enhanced Senses: Players near you will be highlighted in a red aura. (Kind of like what the Tactical Grenade / 2521 ability does, but passively.)

    Reincarnation: Upon dying, respawn at your spawn-point with whatever items you had when you died. Can only happen once per round.

    Enhanced Strength: Start with 250 HP, and you regenerate 2 HP every second.

    Adrenaline Surge: Upon killing someone, heal 50% of your max health and receive a speed boost for a short duration.
    Charisma: Similar to SCP-020's effect, you have a passive aura that will infect nearby players and make them into a Class E after a while. Infected players will not receive Class E abilities. Can be cured with SCP-500. Credit to @Maximino007 for the idea.

    Disguise: Take on the appearance of a class of your choice, along with being disguised as a player on that team (if applicable). Taking damage will not remove the disguise. (Works similar to how the Spy's Disguise Kit from TF2 works.)

    Cloak: Become invisible for a few seconds, Un-equipping the tool will remove the invisibility, but damage will not remove the cloak. Passive abilities will still activate while cloaking.

    Body Swap: Click on a target to switch places with them. Both you and the target will become invulnerable for 1 second to accommodate this.

    Blink: Move forward a short distance. Can be used to move through doors & gates.

    Portable Upgrader: Click on a keycard on the ground to upgrade it to the next tier, or click on a weapon / ammo pack to swap it between a different weapon in this order: Pistol > SMG > Rifle > Pistol

    Kill Clock: You must kill at least 1 person every 3 minutes, or else you will begin to bleed out until you die. Killing someone will reset the timer back to 3 minutes.

    Diseased: Receive a random negative, non-fatal disease from SCP-1025 at the start of the round.

    Caustic Flesh: Upon receiving damage, you are burned for 2-10 seconds, depending on how much damage you received. While burning, you take 2 damage every second. Does not stack.

    Crippled: You do not receive a passive ability or active ability for this round.

     

    While there could be more added, I do at least hope this makes the class more interesting and adds a bunch of flexibility in what could be added or changed, but this would also require a lot of scripting to do just for one class.

     

     

     

     

     

     

     

  4. Opposite Day is a pretty fun round. By switching all the TRO that spawn at the beginning of the round to CI, it basically swaps the roles of researchers and D class.

    However, I feel like there are a few additions and changes that need to be made here and there to make it truly feel like an "opposite day".

    Here are some changes that I believe must be made:

     

    Add a Chaos Insurgency Commander. Probably one of the bad things about the round is that since most of the CI spawns with only level 3 keycards, they have to run around first for a level 4 keycard if they want to help any of the D class to escape.

     

    Add some of the special TRO roles to the CI team. This includes the TRO Medic and the Pyro. This wouldn't be as urgent or game-changing per se, but it would be nice to have to keep consistency.

     

    Replace Dr. Maynard with a "MTF Insurgent" for the Researchers. This would basically function as Dr. Maynard, but would spawn with the D class and side with the MTF team. I believe this would suit the special round since researchers tend to "get the short end of the stick" because one of them could actually be a CI waiting to kill them.

     

    Swap the NTF roles during the round. This would mean that special roles such as Nu-7 or Tau-5 would now be on the CI team. The chances for NTF and CI spawning would be also be reversed, making the CI much more common than MTF. This would make the regular NTF serve as more of the "spy" role. Omega-9 and Serpent's Hand would be unaffected by this.

     

    While I would have suggested other things such as a MTF Spy that spawns with the CI, or a version of SCP-999 that teams with SCPs instead of humans, some of these ideas have already been added to the Trello, so there was no need to suggest them already.

    I may have also suggested some of these here on the Discord, but I do believe it still should be mentioned here for consistency.

     

  5. 8 minutes ago, Kaitsedd said:

    What would be the delay after hitting? Because if it is as fast as the crowbar and it deals 75 dmg on humans, it would be really OP.

    I would say have it be slightly slower than the stun-stick, but not painfully slow. Enough so that you could get in a swing, but still be easily punished if you miss.

  6. Link to article: http://www.scp-wiki.net/scp-2398

     

    SCP-2398 is a baseball bat that has the effect of upon hitting something, it causes an explosion. The size of the explosion varies upon what is being hit, e.g. hitting a cow caused a larger explosion than hitting a chicken. The explosion can also lead to the operator being damaged unintentionally, so testing of SCP-2398 has discontinued.

     

    I suggest 2 ways it could be implemented:

     

    1.): The simpler implementation. Upon hitting someone, it deals 75 explosive damage and causes a explosion. The explosion does not have an AOE and is only visual. It would also fling the target far away, so it can be used to get someone away from you.

     

    2.): The more complex implementation. Similar to variation #1, it deals explosive damage and causes a explosion. The explosion also does not have an AOE and is only visual. The amount of explosive damage is dealt to the target and the user scales on how much max health the target has. The target gets flung far away, but the distance does not scale on the target's health. Here's a list of suggested values for it:

    • ≤100 HP: 75 damage is dealt. 0 self-damage.
    • 101-499 HP: 100 damage is dealt. 10 self-damage.
    • 500-999 HP: 150 damage is dealt. 15 self-damage.
    • 1000-1999 HP: 200 damage is dealt. 20 self-damage.
    • ≥2000 HP: 250 damage is dealt. 25 self-damage.

     

    SCP-2398 takes the slot of the Stun-Stick / Crowbar, and is intended to be used as a melee weapon. To make up for its strong damage and flinging capabilities, it would have a slow attack rate.

    SCP-2398 spawns anywhere SCP-268 and SCP-512 can.

     

    For the model, I suggest that the Baseball Bat from L4D2 be used as the base. A port of it to GMOD can be found here: https://steamcommunity.com/sharedfiles/filedetails/?id=883508806

    Please do give me critiques / comments on this if there's something you disagree with / want to change about this.

  7. Here's my opinion on these:

     

    SCP-354 sounds cool, but some of the SCPs spawned by it aren't interesting as the others. Some of them also share a special attribute of some sort with the current SCPs. The concept of this SCP is cool, but maybe only as a special round of sorts.

     

    SCP-397 is just SCP-076-2 but it teams with humans and can use healing items. Not very interesting. Also, wasn't this rejected in Haxray's monthly suggestion feedback?

     

    SCP-314 is decent, but it could lead to teamkill.

     

    SCP-353 isn't really too interesting. Why would you potentially give someone you're trying to kill a benefit over you just by trying to attack them?

     

    A bit difficult to read in some areas as well (namely SCP-354) and the suggestions themselves are varying in quality, but I do give you credit for trying to give out some ideas for SCPs.

     

     

     

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