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Een vertaalprobleem melden
MTF / NTF are part of a global consortium of world governments utilizing the best trained soldiers and the very best equipment Humanity possibly has to offer. It makes sense that they would have the equivalent of Laser / Plasma Rifles in a game universe that also features paranormal / anomalous activity.
Chaos Insurgents are very well equipped and funded. They are a splinter group of the SCP Organization. They may be Insurgents but they are by no means ill-equipped and ill-trained terrorists. Their standard is equivalent to MTF or at the very least, the best 'standard' real world Special Forces.
Most importantly, adding more weapons doesnt really serve a purpose.
Yes it would be nice to have a variety of weapons but at the end of the day, it all just boils down to the simplicity of its variety. You could have 10 different assault rifles that do slightly more or less damage, fire slightly faster or slower, have larger or smaller clips. At the end of the day, it is effectively the same thing.
The current weapons we have fulfill their roles adequately, although I do propose there should be an additional weapon or two for D-Class and Scientists in Light Containment (not counting the Armory).
Too often are D-Class and Scientists stuck together in the Factory SCP room trying to steal cards from one another, but cant do anything else due to SCP's outside the door and a lack of weaponry or means to deal with one another inside the room.
When they are inherently not supposed to be working together to begin with.
- - -
Whilst I do agree that it -sucks- spawning as MTF with the useless Pistol. Especially when the 'Guard' Keycard doesnt even work on the Security Gates at the bottom of either Gate A or Gate B elevators, which makes no sense that it also works for the interior Checkpoints.
- - -
An issue that many face is that the CI weapon is hands-down better in every combat engagement except for long range - which is rarely an occurence in a game that primarily revolves around tight, closed corridors.
Occasionally the scope of the MTF Rifle provides an advantage of sniping enemies at a long distance, but is rarely the case.
Occasionally the scope of the MTF Rifle or Pistol allows you to see just a bit further down a darkened corridor but the information it provides you is usually pointless in that the response is either 'Run away' and that they automatically know you are there due to the footsteps, or 'Everybody shoot its (X)!' if you are with your team.
- - -
It would be nice for all SCPs to be contained somehow outside of just killing them with weaponry. But that is a lengthy balance discussion as to how each SCP could be contained within gameplay parameters.
Given it is a multiplayer environment it cannot be as simple as MTF placing 173 in a steel wheely-cage or a paper bag over 096's head.
This is also why 106 is the worst SCP. He is the easiest to contain with a single sacrifice of endlessly respawning anyone and a relatively easy to obtain keycard. 106's attack is extremely unreliable with a longer cooldown between 'swings', 106's attack is NOT a guaranteed kill AND the fact that even those he does manage to hit, but then escape, have direct access to the very means to instakill 106 provided they have the key (which they often do).
106's only real strength is being able to move people out of Keycard locked rooms due to his phasing ability so that other SCPs can actually kill them, or convert them like 049.
- - -
Which is another point. I believe any SCP should be able to 'teleport' back to its original containment area as a means of 'Unstuck Command' by holding a button for 145 seconds, the same as the Nuke timer.
This prevents it being spammable for other utility purpose but also prevents the SCP's facing an incredibly boring 10-20 minute wait in a locked room, provided no one lets them out accidentally, until the Nuke goes off - which often doesnt because MTF and Chaos fight until the end of time.
Over
Lore
Exactly, to sum it up in short.
Using
This
Straw man
Argument
o
.