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Found 4 results

  1. This is the part where I ramble on to make this suggestion seem long. Don't really need to though. This is also the part where I introduce that this is just a collection of tweaks that could potentially be added to affect gameplay as and against SCPs. having one of these suggestions alone will probably be an understatement, but there aren't that many to include so don't worry, this isn't like my novelties suggestions where you'll be reading off lists. Anyways, here some of the tweaked SCPs. SCP-372 No longer passively uncloaks. When disguised, jumping repeatingly will uncloak SCP-372. (Each jump has a 10 second cooldown while disguised) (When not disguised, feel free to spam all you like.) Slight health buff. (just 100 more health, not that much) Note, SCP-372's "name" is still visible with the crosshair. You can still see this whether he's cloaked or not! I'm pretty sure we all had times when we were inconvienced by 372's uncloak passive at one point or another. It's unfair that RNG basically decides when you uncloak. This allows 372 users to be more stealthy, but also makes sure cloaked 372s can't just jump all the way to the exit, especially on the surface, making so its actually challenging for 372 to escape, allowing players an actual chance to stop a breaching 372. Keep in mind, the fact that one may catch "glimpses" of 372 is still present, in the way that his name can be seen with the crosshair. Unlike passive redisguise, he doesn't stick out like a sore thumb when he uncloaks in the most awkward area. Glimpses of 372's name are a lot more common than you would expect, especially inside the facility, still giving players an edge of 372's presence. SCP-610 Model change: uses a poison zombie playermodel. Slight speed upgrade for all every 610-related class. (not as fast as a running player, but faster than walking players) Screen gets a red vignette effect that progressively get darks as time continues. This change may seem pointless, but it makes 610 stand out more from the crowd, while still retaining the "fleshy" feeling that 610 instances present themselves with. It also helps players differentiate the true 610 from a horde of other 610 instances, allowing them to take note for the real vector of the infection. Due to 610 being a bit disliked on the server, upping their speed makes them a challenge to encounter, creating a real outbreak when 610 is present. The vignette is a fun way to show how deep the player is into the transformation process. SCP-795(oh boy) Significant health buff: 1300 HP. (see explanation pls) Cat Scratch!: Deals bleed. (It's a cat afterall) Mice speed is reduced, for compensation of small hitbox. Chance to turn into mice is changed slightly, now 15%. It's kinda' scary thinking that 795 has notoriously lower health than your average SCP-372, and has nearly as much base health as a zombie. While yes, difficulty plays a part, and even regarding 795's passive when attacked, you need to consider 795's gameplay compared to other SCPs. SCP-795 is an offensive SCP, also known as the "type that runs right into your face". This includes SCPs like 106, 457, 096, 049, and even 1048 (though due to its small hitbox it has lower health). SCPs in that category are decked with health, because their playstyle expects mass resistance on the part of players; they will likely be experiencing gunfire at them all round. Because of this, 795 is well deserving of a health buff. Even considering that people that damage it may turn into mice, in an event where it's utterly surrounded by numerous armed MTF and whatnot, it will lose a majority of its health, which isn't that much to begin with anyways. It's not like 795 has any real means to play stealthily or anything. It cannot cloak like 372, or drive people away from it like 066, or teleport away like 1471. In order to play as 795, you usually have to be chasing people around, which is not the type of gameplay that 795's health is suited for. SCP-1471 Slight health buff, nothing too special. (probably 250 more) Infected can be seen through walls. (see explanation pls) Your best friend!: Infected can hear 1471 speak (using vc and chat) through every radio channel. SCP-1471 is honestly a fairly good class, though some other people may disagree. A slight amp in health may be appreciated, though 1471 has teleportation to cover for it. You're not meant to run straight at gunfire as 1471. In all honesty, the fact that 1471 only can hunt infected people feels more like of restriction on gameplay than any real use. To provoke the feeling of stealth and support that 1471 could have had, and to let players know that there is an entity eerily stalking them, SCP-1471 can see infected only through walls. Instead of relying purely on its teleportation to hunt down victims, 1471 can utilize this to navigate to their victim. The last tweak is purely a fun way that 1471 can toy with its victims, and to give the impression that 1471 is truly a really weird friend they found on an app. Though, pressing R will disable 1471's radio speak if it wants to privately converse with other SCPs. SCP-2845 Envy of the Saturn Prophet!: SCP-2845's attacks get faster each he "misses" (doesn't kill a person with his attack). When he kills someone, his attack speed resets. Attack speed has a max obviously, which is 1. This represents the time it takes for his attack to "explode". SCP-2845 could technically "charge" his attack when he encounter someone by targetting nobody, especially when the round begins. OR (alternate choice) Wrath of the Saturn Prophet!: SCP-2845 can use his attack, twice. This meaning, he can have a max of two of his attacks active at the same time, allowing him to target large crowds of people more efficiently, making him the godly menace that he was meant to be, It is arguable whether 2845 is OP or not. Though, SCP-2845's attacks are meant to be used against unsuspecting people, which mean typing people, unsuspecting campers, and people opening doors, it's becomes apparent that it's incredibly hard to predict where a person goes to properly time your events. You can pick one of the two different attack improvements I suggested. I personally love the Wrath one better, due to being easier to code, and makes being near 2845 more unpredictable and chaotic, which brings amps the fear of encountering him. Both attacks though, make SCP-2845 a more competent SCP to deal with. SCP-066 Slight health buff, that's really it (just 250 more HP) SCP-066 is slightly lacking in the health department, but you know, unlike what a lot of people may say, 066 is powerful when utilized correctly. SCP-066 is an ambush-type class, meant to surprise players who least expect it, which is why its health is signifcantly lower, giving players the impression that they aren't exactly meant to rush at people. SCP-939 Blah blah blah, another slight health buff. (just 100 more HP) SCP-939 is as fine as it is. A small health buff could compensate for its large hitbox, and 939 does have an aggressive playstyle when not disguised, so a small health tweak is welcomed. Not much needs to be changed about 939, the fact that it now redisguises and that killing other people makes it redisguise faster is amazing. SCP-682 ROAR!: You probably get the point, so I'll be quick. 682's only real sound is the soft thudding of bodies when it kills a swarm of TRO and whatnot. Other than that, it's completely mute. A roar could add depth to 682's class, just simply making it seem more, well, like 682. Though, it could also be used to telegraph 682's presence, and whether the player might be screwed if it happen to be charging behind them. SCP-378 I hope you are aware of this, but fix the healing item bug. (SCP-378 cannot use healing items) Currently, 378's bug with health kits and SCP-500 completely breaks gameplay, regarding classes playing against SCP-378. You probably know what it is because you've seen it in-game. Look, if you wanted to keep this, you could at least make medkits and 500 heal 100 HP and not simply revert them to their max health. In turn, if you were to tweak medkits for that you would need to dial down SCP-378's health. Agh, ok I'm done here. Some of these might be implemented, because there's is no need to implement every single thing on this list, unless you really want to. And of course, not every thing on the list may be viewed to the same standard of each other. If you have any comments or concerns, leave it below.
  2. Ok, well I'm going to propose three possible buffs here. Reason was I played 2845 today and I soon realized how easily exploitable he was. Several guards and researchers were persistent on killing me because they saw how easy it was to avoid the attack. It's esentially just move out of the way, that's all. I get how 2845 is about predicting your victim's movements, and pushing them back, but many people just see how easy it is to deal with you attacks. Considering that you only have one attack too, things can get sorta' annoying. Max kills I got as the deer was 3, which was me barely scraping those few people that stood still in certain places. Those two seconds, while seemingly not much, is more than enough for walking out of the deer's attack. My friend was playing on the server, and was chosen to play 2845 twice in a row, both times he decided to kill himself with a tesla gate, which I thought was being dumb and overreacting. He complained that it was too hard to kill people, but I shrugged it off as him being bad jokingly, though while playing as 2845 I could kinda' see his point. The deer is not completely bad, but sometimes it feels like I'm playing as 178-1 all over again. Like I said, I'm going to suggest three possible buffs. SCP-2845 has a passive ability: those who get close are turned into hydrogen pillars after 4 seconds. (this should satisfy the common suggestion for a "melee attack" for 2845) SCP-2845's main ability is slighly revamped: -SCP-2845's main ability only does {50, 55, 60, 65, 70, 75} damage now. -SCP-2845's time till the attack is triggered (when it explodes) is reduced to 1 second. Possible addiition of pillar entities? (Signify whether players are close to it and can be destroyed; nonplayer entities) You know one way of avoiding 2845's attacks is to, ironically, run in straight line towards it. It would likely predict your movements and plan its attack somewhere else, likely not on itself. Just saying that one way to avoid a monster is to sprint into it. I do appreciate the devs adding 2845 into the game. Its attack need some tweaking however.
  3. Well, here I am again with another suggestion. Prepare to watch your poor victims transform into solid matter before your eyes! This suggestion can be applied to Site-19, but in the context of the actual SCP-1730 article, would fit perfectly in Site-13. (Literal excerpts from SCP-1730, this is SCP-2845.) YOU ARE SCP-2845 You are a large, cervine-like (deer) entity. You have the ability to "transmute" your victims into instances of SCP-2845-1 SCP-2845-1 instances will alert you when other players enter their range. You must continously look at somebody for two seconds inorder to transmute them. You can only transmute one player at a time. Players who look at you while you are transmutating other players will be poisoned. (Side note: SCP-2845-1 are NOT controlled by players, and are entities.) Stats: Health: 2000 Primary Attack Cool Down: 6 Seconds Speed: Normal Walking Speed (Human Speed) Controls: LMB (attack): Engage Target/"Transmute" Player Description: SCP-2845 can "transmute" players who view him in two different ways. This makes him effective at targetting players at long-range, espesically in the surface zone. (Note: Transmutations count as kills) However, note that he must continously look at the player he wants to transmute for two seconds. This makes it so he can effectively wipe out members of MTF squadrons and what-not with a simple glare, but he can easily be evaded if they walk behind anything, covering themselves from SCP-2845's view. SCP-2845's primary attack turns its victims into SCP-2845-1. These are not controlled by players, as the way that SCP-2845-1 functions would provide a very boring experience. SCP-2845-1 will be highlighted in red when a human enters its range, allowing SCP-2845-1 to know where it is. They will also highlight when shot. When being highlighted, the instance can be seen through walls by SCP-2845. You can only transmute one player at a time. If you are looking at multiple people at once, the player with the most health (or just a random player) will be chosen. Players that are still in your field of view when you transmute a player will be poisoned (using "DMG_POISON", basically the same mechanic the poison headcrab uses). Like regular poison damage, players will regen their health, but it will essentially leave them weak for a small duration of time, leaving them vulnerable to other SCPs and players. (This is SCP-2845-1, super complex looking, I know.) (SCP-2845-1, in the original article, is just a hexagonal pillar, so you can't really get that much detail.) (The prop I use here is just a recolored and retextured "models/Mechanics/roboticslarge/a1.mdl". In-game, it should probably be improved with a more appropriate texture.) Possible Assets: So the model I'm using right here is straight from (https://steamcommunity.com/sharedfiles/filedetails/?id=453378755). Obviously, you probably don't want the NPC, so I suggest you just decompile the model for the server. I doubt that the model belongs to him anyways. "Thanks, and have fun." Oh yeah, and small shoutout to Mr. Z for some fixes.
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