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That would mean SCPs can't escape from the warhead, which i think they should be able to do.
I recently had a game where I was MTF with only 2 other MTF moving with me. We had just gone all the way down to Light Containment to make an 05 card for the surface nuke room, where we knew the last CI guy was hiding along with SCP 173.
Everyone else, aside from the 3 MTF, 1 Chaos and 1 SCP 173 were dead, in a full server of 24.
It just so happened that as the 3 of us were running to the nuke room, we saw the CI van pull up - so I threw a grenade and managed to kill 19 CI who all spawned there instantly.
'Spawn camper! CAMPER!' Bluh bluh bluh bluh bluh.
No. It just so happened you spawned right infront of us and we were already taking action to end the game.
We promptly opened the surface nuke room door, shot the last CI and 173 and the game ended.
It is still an unfortunate, unintentional situation where everyone was upset.
- - -
One of the saddest things I've seen in SCP:SL so far is 173 chasing a lone D-Class on the Surface to the exit gate.
It just so happened as the D-Class ran backwards through those doors there and closed them to protect himself that the next MTF wave spawned - which included the admin of the Server.
173 was immediately pinned in place by 10+ people looking at him and shot to death.
However that didnt stop the admin from immediately proclaiming SCP-173 IS SPAWN CAMPING and banned him.
I protested and stated he was chasing a lone D-Class, which was confirmed by a lone Chaos charging at all the MTF, to promptly die and the round to end.
Myself and others all stated via spectating before the MTF spawn that 173 was chasing the lone last D-Class guy. Apparently the admin saw none of it.
No such luck. The 173 player remained banned.
- - -
I strongly suggest the game be changed so that at (subject to balance) roughly 20 minutes of gametime the Nuke is auto-armed and auto-activated and cannot be disabled. It also permanently lock-opens any Keycard doors across the entire map.
The game already has enough of an issue turning into MTF versus CI Counterstrike after the first 10 minutes anyway.
This would at least force rounds to end, rather than dragging out to sometimes over an hour with 10+ spawn waves on both MTF and CI sides.
Lenghty post, but at least you know how to paragraph your ideas AND if you really want to make it even better then steam's formatting help is the way to go.
100% agree with first point, there's nothing better in games than spawn protection to prevent spawn camping.
Second point, since a lot of people requested the lights out ability, it might be added and it's not a bad idea.
You can already crush people with doors but it's very, very hard to do and i don't think that's gonna be a viable thing to do, since if you mess it up you might block other SCPs from killing said target.
As for god mode for 079, i don't think it's a good idea since he's a very powerful tool for the SCP team. Team members should learn to defend him, and since he has access to cameras he can keep track of where people are and warn his teammates.
And lastly, i also think that this shouldn't be a thing. If they're gonna add more SCPs, then the simplest thing to do is make sure both can't spawn at the same time.