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It sucks for 173 though since you have such terrible mobility when players are near you, and if you're lucky to get that one pick on someone, chances are the attack may or may not kill them meaning the one of the few chances you get to kill someone has gone down the drain.
Let 106 and 096 do the tanking, and leave killing to 049
On that note, 096 is the weakest SCP because of how easy he is to avoid because he's so slow, and easy to hear litterally all the time, unlike every other SCP that's quiet when standing still.
As for the attacks, the most broken ones are 049 (massive range, has to be shortened and add a cooldown), 106 (you have to aim a bit ahead of players to catch them, often resulting in 106 "grabbing people with his back"), and 049-2 (you have to aim really far ahead of your target, which makes his rane ridiculously long, but you can't hit someone point blank). All of these can also display a hitmarker but miss an attack
I guess what you said about 173 is true, but a problem with it I see is that according to the lore, game adaptations, and general knowledge, 173 is supposed to be an SCP that needs to be taken on with a group of people.
In SCP Containment Breach, they have 3 Class D's inspecting 173 simply because it's so dangerous for 1 person to go in.
In Secret Laboratory however, so long as a player knows how to walk around with bumping into anything, they can easily just stay ahead of 173 and just keep walking backwards and shooting him.
For an SCP that's known to be dealt with in groups, it's a letdown that a solo player can 100 - 0 him all alone.
flank them, your fast
Meh i think thats mostly linked to the players skill level and patience in ambushes
Like i saw some good players killing 10-15 D-boys and Nerds as Peanut, per round that is.
The main problem with peanut is that most people just charge in headon as peanut and obviously get obliberated or avoided. To be fair that includes me. Im a terrible 173 Player.
also to the lore point, in containment breach, peanut can be extremely easily avoided by the player due to the blink bar and can be contained by only 1-2 MTF by just looking at him while putting him into a cage, so yeah
m i c r o h i d
173 is weak by itself, however its relatively high HP and speed means its great in close quarters (173 is garbage on the surface) and for quickly going to new areas.
096 is incredibly vulnerable when not in rage mode, but once he is in range he becomes the only SCP to singlehandedly decimate squads of NTF/Chaos and is a force to be seriously reckoned with.
049 is probably the most balanced. He's slow but is the best SCP in tight quarters and for ambushing/camping, and has the ability to amass a zombie army. He also has an insanely broken kill range.
939 is the most versatile as they can speak and are the fastest of the SCPs (except for 173 when he's not being looked at and 096 in rage).
106 is the only SCP to have two ways of being killed, meaning more often than not you'll have to spend time guarding your room and not making full use of your teleport ability. Furthermore he has the worst kill radius of any SCP, which means that even sending someone to the pocket dimension can be difficult. There are multiple times where I've bunnyhopped around in 914 and 106 just gave up trying to catch me. If 106's kill radius was made much larger (aswell as a pocket dimension rework hopefully), he'd be much more of a threat. Personally I'd like if he could just clip through walls like he does in SCP:CB, but I doubt that's going to happen.
Yeah 106 really needs some improvement
I think it would also be cool if 106 would have several portals he could use.
Because lets be real 99% of the time you need to place it in your room or the nuke which takes all of its combat abilites away.