SCP: Secret Laboratory

SCP: Secret Laboratory

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Panini Aug 11, 2020 @ 7:02pm
So, Uh.. Peanut/Shy Guy Combo.
Personally, I'd like a server to have the ability to ban 096 and 173 from spawning in the same match because it destroys everyone in the early game and makes the end game incredibly predictable/boring to watch.
Here's how all of my games have gone when there's a Peanut/Shy Guy combo:

- (SCPS) Get into light.

If (A) The SCPs have a brain, and (B) Peanut/Shy Guy stick together wherever they go (Because they have brains):

- All the C-D/Scientists/A few FG get slaughtered both outside and inside 914, as 096 either kills everyone or Peanut finishes them off.

If a few stragglers manage to remain:
A) Chaos spawn, and the round ends shortly after due to the lack of other teams left.
B) MTF spawn, and the SCPs slaughter them aswell unless the SCPs go to the surface, make dumb moves, or 096 can't left click on people/doesn't gain AHP due to a glitch.

All I can hear during the end-game if the SCPs win, or even if they don't, is that the match was boring because there was nothing anyone could do at the start of the game.

Sure, there are a few instances where one of them dies early due to stupidity, but those are very few and far in-between.

TL;DR I wish there was some sort of script that disabled Peanut and Shy Guy from spawning at the same time, because it's honestly ridiculously boring to play against.

Thanks for coming to my TED Talk.
Last edited by Panini; Aug 11, 2020 @ 7:36pm
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Showing 1-15 of 22 comments
sleeper Aug 11, 2020 @ 7:12pm 
I was 173 with an 096 and all I did was kill a few people looking at the ground because most looked at 096.
Disinterred Aug 11, 2020 @ 7:35pm 
im not reading that
Panini Aug 11, 2020 @ 7:59pm 
Originally posted by Disinterred:
im not reading that
There's a TL;DR lol
the trashmann Aug 11, 2020 @ 9:52pm 
Originally posted by Maximilian:
I was 173 with an 096 and all I did was kill a few people looking at the ground because most looked at 096.
That's why it's unfair/boring as no matter what you do you're screwed especially at the start of the round
Grenade enjoyer Aug 12, 2020 @ 5:07am 
Originally posted by Rocko:
Personally, I'd like a server to have the ability to ban 096 and 173 from spawning in the same match because it destroys everyone in the early game and makes the end game incredibly predictable/boring to watch.
Here's how all of my games have gone when there's a Peanut/Shy Guy combo:

- (SCPS) Get into light.

If (A) The SCPs have a brain, and (B) Peanut/Shy Guy stick together wherever they go (Because they have brains):

- All the C-D/Scientists/A few FG get slaughtered both outside and inside 914, as 096 either kills everyone or Peanut finishes them off.

If a few stragglers manage to remain:
A) Chaos spawn, and the round ends shortly after due to the lack of other teams left.
B) MTF spawn, and the SCPs slaughter them aswell unless the SCPs go to the surface, make dumb moves, or 096 can't left click on people/doesn't gain AHP due to a glitch.

All I can hear during the end-game if the SCPs win, or even if they don't, is that the match was boring because there was nothing anyone could do at the start of the game.

Sure, there are a few instances where one of them dies early due to stupidity, but those are very few and far in-between.

TL;DR I wish there was some sort of script that disabled Peanut and Shy Guy from spawning at the same time, because it's honestly ridiculously boring to play against.

Thanks for coming to my TED Talk.
you can't really do much to get away from shyguy and the nut but when you spawn in as ntf or chaos run past the peanut and go for the shyguy peanut can't stop us all
Shedletsky Aug 12, 2020 @ 6:41am 
I would agree with your opinion but I just can't get behind this. The SCP's have their work cut out for them in terms of their win conditions. They have to kill D-Class, Scientists, and a few waves of MTF depending on tickets and have to deal with guards (assuming they're actually being smart) can be a thorn in their side. SCP's need every advantage they can get as they have to make sure practically no D-Class or Scientists escape all while roaming the facility while a few cowards are hidden behind keycard doors waiting for an MTF spawn.
Panini Aug 12, 2020 @ 9:47am 
Originally posted by Daddy Jake:
I would agree with your opinion but I just can't get behind this. The SCP's have their work cut out for them in terms of their win conditions. They have to kill D-Class, Scientists, and a few waves of MTF depending on tickets and have to deal with guards (assuming they're actually being smart) can be a thorn in their side. SCP's need every advantage they can get as they have to make sure practically no D-Class or Scientists escape all while roaming the facility while a few cowards are hidden behind keycard doors waiting for an MTF spawn.
The SCPs can do EXTREMELY well without this combo; Peanut/Shy Guy combo is just extremely boring and annoying to play against, especially during the early game when no one can do anything to dodge them except hope they're not seen. For example, having a computer on the SCP team can make or break a team, but it depends on their team coordination and skill rather than humping another SCP to make them unstoppable.

I can respect and enjoy a good, well-coordinated SCP team but I can't bear playing against an unbeatable combo unless I end up being a part of a good MTF/Chaos team (Which, frankly, hardly ever happens) and I somehow don't get slaughtered during the early game.
Shedletsky Aug 12, 2020 @ 4:53pm 
Originally posted by Rocko:
Originally posted by Daddy Jake:
I would agree with your opinion but I just can't get behind this. The SCP's have their work cut out for them in terms of their win conditions. They have to kill D-Class, Scientists, and a few waves of MTF depending on tickets and have to deal with guards (assuming they're actually being smart) can be a thorn in their side. SCP's need every advantage they can get as they have to make sure practically no D-Class or Scientists escape all while roaming the facility while a few cowards are hidden behind keycard doors waiting for an MTF spawn.
The SCPs can do EXTREMELY well without this combo; Peanut/Shy Guy combo is just extremely boring and annoying to play against, especially during the early game when no one can do anything to dodge them except hope they're not seen. For example, having a computer on the SCP team can make or break a team, but it depends on their team coordination and skill rather than humping another SCP to make them unstoppable.

I can respect and enjoy a good, well-coordinated SCP team but I can't bear playing against an unbeatable combo unless I end up being a part of a good MTF/Chaos team (Which, frankly, hardly ever happens) and I somehow don't get slaughtered during the early game.
Well, pretty much any coordinated team of SCP's is practically unbeatable if the cards are dealt right. While 096/173 combo is the easiest to be killed by, the game shouldn't punish SCP compositions because of that. That's not fair to what SCP's are tasked with. While in a 1v1 scenario you're probably f#cked. When it comes to a smart and coordinated MTF group they can still stomp them out
Panini Aug 12, 2020 @ 5:24pm 
Originally posted by Daddy Jake:
Originally posted by Rocko:
The SCPs can do EXTREMELY well without this combo; Peanut/Shy Guy combo is just extremely boring and annoying to play against, especially during the early game when no one can do anything to dodge them except hope they're not seen. For example, having a computer on the SCP team can make or break a team, but it depends on their team coordination and skill rather than humping another SCP to make them unstoppable.

I can respect and enjoy a good, well-coordinated SCP team but I can't bear playing against an unbeatable combo unless I end up being a part of a good MTF/Chaos team (Which, frankly, hardly ever happens) and I somehow don't get slaughtered during the early game.
Well, pretty much any coordinated team of SCP's is practically unbeatable if the cards are dealt right. While 096/173 combo is the easiest to be killed by, the game shouldn't punish SCP compositions because of that. That's not fair to what SCP's are tasked with. While in a 1v1 scenario you're probably f#cked. When it comes to a smart and coordinated MTF group they can still stomp them out
That's my point: Any coordinated team of SCPs can easily demolish if they play their cards right, but the 173/096 combo specifically feels extremely cheap and boring to play against. In any 1v1 versus an SCP you SHOULD be punished, unless someone has already weakened them, because you got caught alone in a labyrinth where tons of players are lurking around. However, even in massive groups (especially in early game), it's quite literally the opposite when there's a 173/096 combo during that time: You're more likely to survive going out alone and hiding instead of being in a group and getting demolished.

And yes, while a smart an coordinated MTF/Chaos group can still stomp them, it doesn't circumvent the fact that it's incredibly boring to go against in the early/mid game. Running gets you killed, looking away gets you killed, looking towards them gets you killed, looking down gets you killed, etc, while in other combos there's actual counterplay (like closing doors behind you and running, not looking at 096, etc). And even if you do survive this combo by chance, Peanut/Shy Guy can still dominate if they play their cards right and split up the team/catch them off guard.

Keep in mind that that two SCP combo only covers two of the SCPs: You now have those two ridiculous SCPs to deal with, AS WELL as others that can make it even more impossible to play around. It's just not fun, nor fair, at all.
Psycho Warden Aug 12, 2020 @ 11:36pm 
Dude 096 and 106 is so overpowered its not even funny
Shark-Kaboom Aug 13, 2020 @ 1:15am 
Originally posted by MAXIMUM KRUNCH:
Dude 096 and 106 is so overpowered its not even funny
Laughs in 096 and 173
HECU Soldier Aug 13, 2020 @ 1:21am 
Git gud
Shark-Kaboom Aug 13, 2020 @ 1:34am 
Originally posted by HECU Soldier:
Git gud
This is literally the only SCP combo with no counter. Wait...
079 and 173 grin
Detwand Aug 13, 2020 @ 2:23am 
Originally posted by Shark-Kaboom:
Originally posted by HECU Soldier:
Git gud
This is literally the only SCP combo with no counter. Wait...
079 and 173 grin
*Holy music playing* FLASHLIGHTS AND FLASHLIGHT ATTACHMENTS
Shark-Kaboom Aug 13, 2020 @ 2:59am 
Originally posted by Detwand:
Originally posted by Shark-Kaboom:
This is literally the only SCP combo with no counter. Wait...
079 and 173 grin
*Holy music playing* FLASHLIGHTS AND FLASHLIGHT ATTACHMENTS
Laughs in no one using them because they are ♥♥♥♥ in every other situation
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Date Posted: Aug 11, 2020 @ 7:02pm
Posts: 22