Jump to content

strawberry crab

Member
  • Posts

    263
  • Joined

  • Last visited

  • SteamID

    76561198189999342

Posts posted by strawberry crab

  1. hopefully this won't be a bust. anyway most smgs have a stability between 78% - 85% the exception to this is the tmp and the ump with a mediocre 73%. the trade off cripples these two guns unlike the galil or p90 with their stats. Boosting their stability to say 80% would make a difference as they won't shoot into orbit as well when you fire out your whole clip. As they are right now these two smgs are just weaker rifles in that rifles have about the same stability as the ump and tmp.

     

    stats of smgs for reference: 

     

    IMI Galil <------- trade off is very high rpm with a slightly extended clip, well balanced

    Damage: 8

    DPM:  288

    DPS: 104

    RPM: 800

    Magazine: 36

    Stability: 85%

     

    mp5 navy <------ well balanced actually good on @Xy_

    Damage: 10

    DPM:  310

    DPS:  100

    RPM:  600

    Magazine: 31

    Stability:  84%

     

    P90 <----- trade off is high capacity and higher damage for a slightly lower rpm

    Damage: 12

    DPM: 612

    DPS: 96

    RPM:  500

    Magazine: 51

    Stability: 78%

     

    TMP** <---- trade off of stability for slight damage increases cripples this gun, just a better ump

    Damage: 11

    DPM: 451

    DPS: 99

    RPM: 540

    Magazine: 41

    Stability:  73%

     

    UMP-45** <---- low cap, trade off cripples this gun,  just a weaker tmp

    Damage: 11

    DPM: 341

    DPS: 99

    RPM: 540

    Magazine: 31

    Stability:  73%

  2. As the title suggests this round would be similar to the special round Pandemic  & malpractice though with some exceptions. 610 and 049 would take up all scp slots.  049 Would act as it always does by curing the disease. Those that are infected by 610 during this round would not turn into a 610-B instance. They'd just spawn as a weaker 610 instance somewhere else on the map. Like they have the chance to do in malpractice. Similar to pandemic and malpractice it will  be complete CHAOS and ANARCHY but most importantly it will be FUN. with D class and TRO  being turned into 610 or 049-2 left and right making a futile attempt to resist the touch of 610 and 049.  The TRO guards would turn from the hunter to the hunted in this round. with D class being easy game hence the epizootic epithet

     

    If 049 alone can do this imagine what 610 and 049 could do together. After all imagination rhymes with devastation.

     

    unnamed.thumb.jpg.c9df8b727c93162c82f46c3034c63956.jpg

  3. with the addition of 2845 a powerful quadruped comes into play were as another one still follies. 939 as it stands has about 1400 hp (excluding the one released by 079) to make up for this medium level hp to not get shot it disguises itself as a scientist to make up for middle-of-the-road hp right? This seems like a cool and well balanced scp.  sadly this is is not entirely the case.  As 939 when undisguised has a very large hitbox making it very susceptible to gunfire as a primary target without any of the tankiness of 610 or 682 or the speed of 457, 096 or 173 this shambling red lizard struggles to bite the freedom that is the gate b exit. With a disguise that apparently wears off when 939 "takes 100 damage". If this holds true 939 is SOLD when mtf find out in EZ about it.

     

    put basically 939 always becomes a primary target due to the large hitbox with me or a teammate usually taking it out at least once every one to two sessions. This can possibly be fixed by possibly raising the damage that needs to be taken by 939 to reveal its disguise or raising 939s hp by around 10%.

     

    As mtf do find it easy it easy to take down 939 w/teams or is this just a coincidence?

     

    939 being taken down multiple times

    https://pasteboard.co/HMV7SPN.jpg

    https://pasteboard.co/HMVhXLQ.jpg

  4. 2 minutes ago, MrNoobyNoob said:

    Sure it is tedious for scps, but it makes it so SCPs stay in the facility more besides focusing on breaking down a gate. The gate hp makes it so SCP must take down people besides rushing to the gate. 

    alright I suppose it being borderline tedious is a some-what necessary if you look at from that sense. Will the hp of the gate ever be any higher cause a 40k - 50k is just asking too much from even the scps that have quick attack patterns.

  5. 20 minutes ago, MrNoobyNoob said:

    I agree with the change they have made. It makes it so SCPs with a quick attack speed breaking gates down really quickly. This is to slow them down on breaking them down and escaping in 3 or 4 minutes. Buffing MTF could make them OP and potentially be a problem. This simple change balances things out nicely than having a certain team be more op than the other. Besides MTF, d class and researchers can open it up with a keycard. This change basically only effects the SCP mostly.

    @MrNoobyNoob I agree with you for the most part this simple change does slow the fast attack scps. the gripe that I have with it is that the 30k hp makes the gate hinderance really more of a unnecessary endurance test for scps that are not 457/2521 rather than it well  a being fair & hard task. Your right, buffing the mtf is not the way to go but just something to even it out is all that's really needed like a small buff to scp gate damage rate or something for 049, 173 etc. because the way it stands right now is just borderline tedious imo.

  6. The New Update makes it so that 1471 is now more stealthy and damage has been buffed for the m249 so why would this balancing update even show the slightest hint of braking some things? Well the thing this update sort of broke is the gates. 

     

     strawberry, the hp of the gates was raised so the scps don't break through them so easily, and you'd be right that is if every scp were as fast as 457 and/or 2521 at breaking down gates. though here's the thing most of the scps are not that fast and will spend a decent four minutes trying to break down that gates. if your 066 or 610-b you're better at just leaving that gate alone and be a bullet sponge for your comrades cause you are not going to breakdown that gate alive.  It was already relatively  balanced at 20k there was no need to give it 50% more hp. If the scps were really breaking down the gate so easily why not just power up the mtf 50% or something like that rather than the gate as it's just an unnecessarily large hinderance to all parties when at 30k hp.  

     

    I don't know maybe I'm wrong. Maybe there's still some way to break it down more easily. Maybe this was the manager's intentions. 

     

    Well if I am wrong I know that at least 6 people are wrong with me I suppose. multiple 049-2 and 682 could not break gate a down.  a screen cap of the most recent session.

    https://steamcommunity.com/sharedfiles/filedetails/?id=1557268908

     

  7. Never thought this be'd my 100th post anyway, 

     

    I believe scp-1730 has a bug in it. When a player gets turned into a 049-2 instance with their flashlight on it will remain on. This can be revealing in such an open map as usually for me when I'm one of these instances i'd like to be a bit stealthy till I can regroup with 049. Im sure this is not a bug with 049-2 and rather the scp-1730 map itself. Why? Because both times I've been turned into a 049-2 instance on this map with my flashlight on it has remained on, this has happened in no other maps for me.

     

    flashlight on bug. It cant be turned off

     

    https://steamcommunity.com/sharedfiles/filedetails/?id=1549879120

  8.  

     

    anyway I've looking through the files for kanade's and xy's content for breach as well as playing some cs:s. While doing that I thought it might be a good idea to add some of the cs:s weapons to breach. I know most of the server is against sniper rifles so I'm suggesting the dual barretta's and the m-249 saw.  With the barrettas firing 2 shots and acting like the glock i suppose and the m249 acting like it does in the TFA cs:s addon though only doing half the damage. I've seen that a few people have approved of ideas similar to this one (including admins) and wanted to see what everyone thought about it. Even though it's likely these guns will never be implemented into breach i'm still curious what everyone thinks of this idea as they would be different from the rest of the breach guns so far.

  9. I checked the updates and bugs topics and saw no one posted this bug otherwise disregard this post, thank you.

     

    scp-2521 can be picked up as an item by any human class when scp-2521 dies. It is a very rare drop but it does happen.  @Xy you might want to fix this if not fixed already.  

     

     

     

     

    Screen Shot 2018-09-25 at 10.25.06 PM.png

  10. 1 hour ago, motorsteak said:

    if you've got steam trading cards you don't want, you should add me on steam and give them to me.

     

    @motorsteak why are you giving away all this free steam stuff first to random people? I mean first the game coupons and now steam trading cards? Do you legit not want them or did you kill someone? btw the pic below isn't meant to be an insult it's meant to convey the point I'm trying to get across.

    Screen Shot 2018-09-24 at 8.37.11 PM.png

  11. 2 hours ago, TheSadBandit said:

    idk about breach, and how many players it pulls, but i know ttt pulls about 30 players, which is 75-80% of the server's max player count

    well, it depends for breach. It's usually 30-45 during the evening EST. with less than 10 even 0 at times during the mid-day for weekdays and 3-5 am EST.

  12. that was this sunday. shoot i just missed it.  I was tidying up. Any chance of this happening again? I'm terrible at singing but would like to hear other peoples voices.

     

    regardless glad other people got to enjoy in my absence, hopefully they had fun.

  13. You're the squeaker that shit-talked everyone and said basically said other people were being toxic so why can't I be toxic? Before being gagged. now you're being nice to try and get ungaged what kind of saps do you think the admins are?

    Screen Shot 2018-09-23 at 8.36.44 AM.png

  14. 15 minutes ago, Duc2000 said:

    I'd say some scps just get fucked by guns while others don't. 049-2 is one that does get raped by them, but they are meant to be expendable anyways... Perhaps an HP boost for any scps that die too fast to guns?

    @Duc2000 It's mainly people just complaining about 1471 and how 096 is "terrible". a hp boost of 25-50% could solve this though it anything complaints seemed to be based on game mechanics of the mentioned scps rather than the scps not having enough hp.

×
×
  • Create New...