SCP: Secret Laboratory

SCP: Secret Laboratory

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Peanut |Pan Cult| Dec 26, 2024 @ 6:36am
They unironically ruined flamingoes
Do no damage against SCPs, cant revive teammates anymore, they have made flamingoes genuine ♥♥♥♥
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Showing 1-15 of 19 comments
APOSTATE Dec 26, 2024 @ 9:37am 
Sounds like they've been balanced. Hated how OP they were, even if the occasion was rare.

Now we have a real fighting chance that doesn't consist of divine intervention!
derpasorus-rex Dec 26, 2024 @ 10:46am 
ahh yes a hard to hit target that has a half second cooldown on the attacks that deal 70 damage needed to be delt with fairly and the revival i dk about too much honestly
Last edited by derpasorus-rex; Dec 26, 2024 @ 10:46am
Auto cone Dec 26, 2024 @ 10:46am 
Originally posted by APOSTATE:
Sounds like they've been balanced. Hated how OP they were, even if the occasion was rare.

Now we have a real fighting chance that doesn't consist of divine intervention!
You could almost say that the flamingos could stay as permenant addition to the game.
Sammadily Dec 26, 2024 @ 10:50am 
Flamingos never needed a damage debuff oriented towards SCPs, if SCPs just fought together then they'd beat the flamingos every time. 173 and ironically 106 are the best to fight against them. Now humans on the other hand, it is fair for the damage to be decreased because a human can take a few more hits. Though I'd suggest NW for next Flamingo implementation, whether it be the RA console or Christmas Event, keep the damage they do now - but give them 20% or 30% more damage dealt to SCPs. They'll be more effective against SCPs but less against humans.
Is there an AoE weapon that humans use...oh a shotgun. But close up and deals no damage if you miss your target who moves too quickly. And is skinny. A flamethrower could be nice, for the modded ones. Should there be an update for a wider range of weapons or no?
Pulowski Dec 28, 2024 @ 12:06pm 
if they aint staying, it was a pointless nerf. very high IQ of the devs to focus on balancing temporary content instead of the ♥♥♥♥♥♥♥ going on rn with spawn wave spam
Roberto Musso  [developer] Dec 28, 2024 @ 12:49pm 
We're increasing damage done to SCPs by Flamingos in an update coming either today or tomorrow. We are also decreasing the base chance of them spawning but making them more likely to appear for every round where they don't spawn.

The goal is to make it so if you play a "regular" amount of rounds, you are pretty much guaranteed to see them at least once.

This patch will also be fixing some issues brought by the Xmas update, such as SCP-2536 not teleporting to Chaos Insurgents, Flamingos granting objective rewards, or them getting stuck on Surface after Warhead.
Arcelay Dec 28, 2024 @ 12:54pm 
They really overdid the damage reduction on SCPs, it even takes a bit for 10 flamingos to kill 1 zombie. Peanut can actually solo a whole flamingo wave if it has more than 1/4 of their HP (assuming 15+ flamingos attacking at the same time), especially if the peanut is regaining HS from killing them on tantrum.

Right now, flamingos are more like a human cleanup wave than a global threat.

Edit: Just saw the dev reply. Looks like they're good changes, we'll have to see if they're tuned better.
Last edited by Arcelay; Dec 28, 2024 @ 12:58pm
Roberto Musso  [developer] Dec 28, 2024 @ 1:07pm 
Originally posted by Worst TF2 Player EVER:
Originally posted by Roberto Musso:
We're increasing damage done to SCPs by Flamingos in an update coming either today or tomorrow.
By how much?
Peck Ability's damage multiplier against SCPs is at x0.9 at the moment, we are increasing it to x2.0. Which is still A LOT lower than last year's (which was at x3.0).

We'll be monitoring the changes very closely, but given that this is the middle-ground between this and last year's flamingos, we hope this feels a lot better on both ends.
HECU Soldier Dec 28, 2024 @ 1:07pm 
Originally posted by Roberto Musso:
Originally posted by Worst TF2 Player EVER:
By how much?
Peck Ability's damage multiplier against SCPs is at x0.9 at the moment, we are increasing it to x2.0. Which is still A LOT lower than last year's (which was at x3.0).

We'll be monitoring the changes very closely, but given that this is the middle-ground between this and last year's flamingos, we hope this feels a lot better on both ends.
Thank god it isn't last year's amount. Ty for the communication
Roberto Musso  [developer] Dec 28, 2024 @ 1:15pm 
Originally posted by Worst TF2 Player EVER:
Thank god it isn't last year's amount. Ty for the communication
My pleasure! Do keep in mind that the update will be rolling out today/tomorrow but it will be backwards compatible. This means that even if the client is updated, community hosted servers may take some time to update or may simply stay on the old build if that's what they want.

Clarifying this because while the update may roll out, it'll be up to the community to update their servers.

Happy Holidays! :resmile:
derpasorus-rex Dec 28, 2024 @ 1:28pm 
i do wish that the flamingos stay around year round as a server option for spawning in or having a flat chance of spawning
gordon freeman Dec 28, 2024 @ 6:34pm 
Originally posted by Roberto Musso:
the audacity to give a DEVELOPER free points
Last edited by gordon freeman; Dec 28, 2024 @ 6:34pm
Sammadily Dec 28, 2024 @ 7:36pm 
I hope with the Christmas patch they fix the sometimes terrible Flying Chaos Van hitbox. Where it might kill you from across surface map when it takes off. Mostly when you just spawn in as a chaos...
Still can't get a match with flamingos. :sefacepalm:
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Date Posted: Dec 26, 2024 @ 6:36am
Posts: 19