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NIGHTTECH

A word about friendly fire and the huge problem with rdm , and some other suggestions about game-modes and stuff

FRIENDLY FIRE, O5 Retrival, and Assault Suggestions  

13 members have voted

  1. 1. Should Friendly Fire be DISABLED?

    • Yes, DISABLE Friendly Fire
      1
    • No, Keep Friendly Fire ENABLED
      8
    • ENABLE Friendly Fire for MTF team members, DISABLE for everyone else.
      4
  2. 2. Add more O5 members to O5 retrieval?

    • Yes
      7
    • No
      6
  3. 3. Allow players to unlock certain SCP and NTF / CI / MTF Commander roles through the level up process found in tab while in-game? ( PLEASE read the suggestion for explanation)

    • Yes
      1
    • No
      12


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Posted  Edited by NIGHTTECH - Edit Reason: added 999 to the list of unlocked scps

this is probably one of the most game-breaking issues found on the breach server currently: FRIENDLY FIRE BEING ENABLED.

 

I cant even imagine how many RDM warnings admins have give out on a daily basis, as far as I can tell its usually at least 10+ 

I'm aware that the only real reason friendly fire is enabled is to prevent CI checking, you essentially fixed a minor problem ( CI dies 90 percent of the time anyways ) and created a much , MUCH bigger problem. RDM is a huge issue and it ruins player's game-play experiences on the server, I for one have been rdm'd multiple times, by accident and on purpose. Yes they get slayed, but I do not get a re spawn so my game is over and whatever progress I made ruined.  I am certain other players feel this way too, friendly fire is an issue that makes the server that less appealing ( No Offense ). I am sure there are other ways of being able to prevent MTF from CI checking without turning on friendly fire for everyone. My recommended suggestion would be allowing CI infiltrator to be immune from all damage taken by MTF / Researchers until CI deals damage FIRST ( CI can still Damage SCPs without voiding the immunity, and SCPs can still kill CI , the immunity only applies against MTF/Researchers). Another less attractive idea but probably something that can be done in short notice is only enable Friendly fire for MTF team members ( MTF can harm each other but other team allies ex: researchers ). this will prevent some RDM, but not all of it, the best method of course would be the former suggestion. 

 

Overall, FRIENDLY FIRE MUST BE DISABLED, IT RUINS GAME-PLAY AND HURTS THE SERVER MORE THAN HELPS IT. 

 

 

Changing Topic now, I wish to discuss some game-modes that are clearly having balancing problems.. 

 

O5 Retrieval , as much as I appreciate the nerf to how many SCP's spawn , it sadly isnt enough to make the gamemode balanced whatsoever. 

I have a few more suggestions as to how to fix this problem:

Adding multiple O5 members ( there are 13 in lore, i believe that would be a fair number considering how many SCP's must be dodged). The goal would be the same, if one 05 manages to escape, the foundation will win but the game will not end until either all 05's escape or die. if no 05's manage to escape the SCPs win per usual.  Some may think 13 is too much, but it really isn't considering how EASY the SCP's win due to their overwhelming numbers, even 13 might not be enough, but its sure better than ONE. 

 

- we all MUST admit that SCP's have the overall advantage in this gamemode, they must kill only a select number of 05 in order to win the entire game, they do not even have to escape, I noticed that sometimes double SCPs spawn, I believe only one of each should spawn, does not matter that the certain SCP is 'weak' two of anything is already a overkill due to how pathetically easy the SCPs objective is ( may I remind you , it is NOT to kill all the MTF ). SCPs should NOT be encouraged to rush MTF, they should be more inclined to pursue the 05 and evade / slow down the Right Hand, and mind you this is pretty easily accomplished if they decide to work together ( even alone most SCP's can screw up 05's day ). 

 

- There is a big chance that 05 will be big pussy cats and camp inside some keycard locked room the entire round, I believe for this reason 035 should spawn with a Level 5 Keycard , acting as the 'warden' and preventing the round to last longer than it should. I am not sure if 05 spawn with Omni keycards, but a lvl 2 is enough to delay the round until it ends. 

 

- Speaking of O5 with omni keycards, that should be a thing if it isnt already.

 

Assault : Unbalanced in favor of NTF, 9 times out of 10 NTF will simply swarm over CI ( I've seen enough games and i'm sure you have as well to come to that conclusion ).

- Switching the tables around, CI spawn where NTF spawn ( CI should be 'invading' the facility, not already have control of it , and NTF is there to fight them off).

-Tesla gates DISABLED , whoever is on LCZ side will almost ALWAYS loose about 5-10 users to that tesla gate outside d cells. 

-Renaming the NTF to TRO (Tactical Response Officer), In LORE the TRO is the more heavily equiped soldier stationed on site in order to fight off attacks from the outside. TROs will basically be Identical to CI in the form of being able to spawn with machine guns, essentially NTF with machine guns.

-To spice things up a little, I suggest giving both sides the chance to spawn with shotguns, this is a closer quarter fight and should be treated as one. Perhaps give both sides a med-kit as well, as that will be helpful and realistically that is what any raiding / defending party will carry on them to battle. 

 

One last thing, I understand the server seems to have a policy that considers blacklisting users from playing as certain things a crime or something, How about putting into good use that LEVEL thing you guys have put in tab ( where you rank up from mtf guard to commander etc etc..) Everyone who is above the second rank ( Don't know what its called ) will be able to play as the so-called 'essential' SCP's which would include 173, 049, 682, and the dreaded 106, plus NTF/CI Spawn ranking up to the third level will unlock MTF Commander, and CI infiltrator ( complex positions that requires a good amount of experience on the server before being) EDIT: Consider adding 999 into the list of scps unlocked on the second rank, I realize many users dont know what the heck they are doing as 999 and don't know they can heal or stun scps. 

 

Speaking about NTF/CI spawn, i also suggest moving the spawn time for the second wave from 2:00 to 4:00 , there is really no time whatsoever to do anything at 2:00 , 4:00 will give NTF/CI more time and better action/ game-play.

 

and on a side note : cap off 106's max HP already XY, pls >.< 

 

 

 

 

 

 

 

 

Edited by NIGHTTECH
added 999 to the list of unlocked scps

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-1 to the friendly fire suggestion. To be honest it's stupid. Think about the CI. The CI spawn among the MTF/NTF. Any of those MTF can start shooting anyone randomly to see who is CI. So it brings an unfair advantage to the CI. So if a player rdms then its on them. 


Average HL2RP Enjoyer.

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Posted  Edited by Duc2000

Friendly fire: The first idea about it is too complicated, the second is as maybe. Also, admins will usually respawn you after you are rdmed, just ask them about it but don't be annoying.
Adding more o5 members: +1 but the number of them should depend on the player count.
For no double scps, It would depend on the SCP. 2 of 096 is not as op as 2 of 682. Also the gamemode is literally based around SCPs being OP
o5 with omni? hell no. omni is A) only used by CI B) there are no doors that require an omni, so its essentially a lvl 5
035 with level 5? NO. He already has a chance to get a level 4 if he knows where it spawns.
Assualt: I think CI should spawn in the HCZ and the LCZ checkpoints should stay off rather than switching the sides.
And no. We are not going to "backlist" people from SCP. That's the main difference between us and other servers, ANYONE can get scp. And I would like to keep it that way.

Edited by Duc2000

“I was so good at being a kid, and so terrible at being whatever I was now.”
― John Green, Turtles All the Way Down

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Posted  Edited by John_Ariana_Man

Even though, I legit can't read that long because i'll start to lose focus and such. So, i'm only gonna go off what the other two said lol. I think that, friendly fire shouldn't be a thing. Yes, it would help for no rdm but you also have to rely on your teammates cross fire or they have to rely on you, not to shoot them. If friendly fire was off, then people would just run in front of each other and it wouldn't be as fun for my part. Kinda defeat's the purpose of breach on my part.  At first, I was on about friendly fire for the assault round because of all the slams were being placed down and no one would say anything about it or could see it. So it was just chaos for the CI side but now since they don't spawn in with slams, it's fine now and they have a chance to win instead of a chance to walk in a mine...  Plus, that would make admin useless, most of the calls(well, reports) we get is RDM. Other is camping but that will never change sadly. But yeah, no. I don't agree to this.

Edited by John_Ariana_Man

Server Manager of Squad.

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1. Friendly fire does get annoying but if you report it right away some admins 1up you. Hey if you teamkill your karma goes down and I was once told by a duc that the lower your karma the less chance you are going to be scp and stuff

2. We go back to my gif for this

3. Have you seen my gif This will cause new players to not want to play because they don’t have access to being scp as much as the kids like xy who is an afk god

8A023427-BC39-4F62-8DD0-17A674766E0C.gif

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1) I am for disabling class d v class d, researcher v researcher, and chaos v chaos damage

2) kinda defeats the purpose of the round, if desirable, I could increase the ratio of RRH to SCPs

3) This is a feature from newer breach versions, one of the reasons didn't upgrade. In general, new breach versions brought a bunch of changes that weren't needed (hence us not upgrading). But I think this creates a bigger problem than it solves.


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Previously known as Xy.

 

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9 hours ago, Xy_ said:

1) I am for disabling class d v class d, researcher v researcher, and chaos v chaos damage

2) kinda defeats the purpose of the round, if desirable, I could increase the ratio of RRH to SCPs

3) This is a feature from newer breach versions, one of the reasons didn't upgrade. In general, new breach versions brought a bunch of changes that weren't needed (hence us not upgrading). But I think this creates a bigger problem than it solves.

The amount of RRH spawned in doesn't help due to how easy 05 gets swarmed before RRH even all get down the elevator , I believe multiple 05's will balance the game-mode , however a compromise could be made if multiple researchers spawn with the 05, which does confuse SCP's as to who the target is, of course all that is in vain if 05 is *cough cough a user cough * an inexperienced player but i guess that cant be helped due to policy, this is why adding multiple 05 or spawning researchers with 05 will help. To be honest what could be done is simply having RRH vs SCPs and see who wins ( ͡° ͜ʖ ͡°) getting an 05 who is experienced enough to win the round is like playing the lottery, rarely happens.

 

as for 1), It would be very appreciated, however if 035 v D could be disabled as well that would be nice as there are some *cough cough users cough* ahem people as 035 who rdm d class because they don't bother to read their role desc. 

 

as for 3) is that about assault? i'm not entirely sure what you are referring to, sorry. 

 

on a side note, i do understand that a ranking system for vital scps and mtf commander/ntf/ci seems unfair to many, but i still believe its needed , 'helping' new players only gets us so far, having new players be able to play as more less-experience needed roles until they get the hang of the gamemode in general before allowing them to play as the more complicated roles would be MUCH more efficient than just throwing them into the shoes of MTF commander and screaming at them for the keycard or how to use suitzoom to open gate A. When it comes down to game-play, it really isn't helping, its just screaming at them to do the right thing which probably discourages them even more.  The ranking system ( which is in tab in-game atm) only requires you to be online and playing in order to progress, it only takes some hours to get to the second rank and that is enough gameplay time to make ANY user mostly proficiant with playing as the more advanced roles , i must point out it is not a "get points to buy this role" system of being able to play SCPs, once you play for a few hours and get the hang of it you will probably of spent several hours playing and before you know it you will rank up to the second level and bam your told you can play as other roles. MOST users probably wont even know that they couldn't play as a certain SCP until they level up to the second rank. I just find this way much more efficient than the "let everyone be able to play as anything and watch as they are destroyed by everyone and ridiculed for trying to play as a difficult role" method, you think people are nice and patient and all but all we really want is for people who play the important roles to KNOW what to do and not be screamed at to do something ( which 99 percent of the time, they never listen anyways).  

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6 minutes ago, NIGHTTECH said:

as for 3) is that about assault? i'm not entirely sure what you are referring to, sorry. 

Was referring to:

Allow players to unlock certain SCP and NTF / CI / MTF Commander roles through the level up process found in tab while in-game? ( PLEASE read the suggestion for explanation)


71CFA5EE-923C-4740-ACF4-508B753C9AD7.png.92a0d40c0fa7773f71fea2453f581d16.png

(signature made by @Kaylode)

Previously known as Xy.

 

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