SCP: Secret Laboratory

SCP: Secret Laboratory

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Dantido Apr 17, 2019 @ 4:35am
SCP-173 is underpowered.
I just played him, and I can see he's 100% underpowered. That's why I wanted to suggest these ideas to make him as strong as it should be :
-The ability to go through vents, like in SCP:CB.
This could be something great for making a huge surprise factor, making SCP-173 much more flexible. Obviously, the vent system should have its limitations.
-Faster movement.
The speed of SCP-173 is extremely slow compared to the original. This makes killing people much harder because you only move 3-2 meters per blinking. You need to depend on other SCPs to kill people, which is not something much people would like to be. Also, if you're trying to kill anyone with a gun, like CI, you're not going to have a good time. Make its speed faster.
-The ability to shut down electrical systems.
I know, I said SCP-173 shouldn't depend on other SCPs....but SCP-079 could be an excellent companion for SCP-173, because it could shut down electrical systems and lightning (which I know it already does, but SCP-173 doesn't get affected as it should), which would make SCP-173 able to move freely for a short amount of time. Of course, this should cost more AP if it gets implemented (like 10 AP when pressing it and 5 AP/sec when holding it).
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Showing 1-15 of 22 comments
nukem266 Apr 17, 2019 @ 6:05am 
Sorry to burst your bubble but its a solid stone sculpture statue, not sure how it would go through vents.

It moves pretty fast if you can get behind someone, which is how it is meant to be played.

Running towards gun fire is never a good idea as an SCP unless you know you can win "never more than 2 people". The lower the Health of the SCP the quicker the shorter the window inbetween blinks are.

And again the SCP can interact with elements in the game like consoles but its a statue so don't see how it could interfere with electronics.



HECU Soldier Apr 17, 2019 @ 6:24am 
Originally posted by nukem266:
Sorry to burst your bubble but its a solid stone sculpture statue, not sure how it would go through vents.

It moves pretty fast if you can get behind someone, which is how it is meant to be played.

Running towards gun fire is never a good idea as an SCP unless you know you can win "never more than 2 people". The lower the Health of the SCP the quicker the shorter the window inbetween blinks are.

And again the SCP can interact with elements in the game like consoles but its a statue so don't see how it could interfere with electronics.
173 in containment breach goes through the ♥♥♥♥♥♥♥ vents

Its too loud to get behind someone stealthily

What if you get caught by a squad tho?

Its anomalous, its not supposed to make sense
HECU Soldier Apr 17, 2019 @ 6:25am 
Originally posted by Dantido:
I just played him, and I can see he's 100% underpowered. That's why I wanted to suggest these ideas to make him as strong as it should be :
-The ability to go through vents, like in SCP:CB.
This could be something great for making a huge surprise factor, making SCP-173 much more flexible. Obviously, the vent system should have its limitations.
-Faster movement.
The speed of SCP-173 is extremely slow compared to the original. This makes killing people much harder because you only move 3-2 meters per blinking. You need to depend on other SCPs to kill people, which is not something much people would like to be. Also, if you're trying to kill anyone with a gun, like CI, you're not going to have a good time. Make its speed faster.
-The ability to shut down electrical systems.
I know, I said SCP-173 shouldn't depend on other SCPs....but SCP-079 could be an excellent companion for SCP-173, because it could shut down electrical systems and lightning (which I know it already does, but SCP-173 doesn't get affected as it should), which would make SCP-173 able to move freely for a short amount of time. Of course, this should cost more AP if it gets implemented (like 10 AP when pressing it and 5 AP/sec when holding it).
+1 to all except the last one
nukem266 Apr 17, 2019 @ 6:55am 
Originally posted by HECU Soldier:
Originally posted by nukem266:
Sorry to burst your bubble but its a solid stone sculpture statue, not sure how it would go through vents.

It moves pretty fast if you can get behind someone, which is how it is meant to be played.

Running towards gun fire is never a good idea as an SCP unless you know you can win "never more than 2 people". The lower the Health of the SCP the quicker the shorter the window inbetween blinks are.

And again the SCP can interact with elements in the game like consoles but its a statue so don't see how it could interfere with electronics.
173 in containment breach goes through the ♥♥♥♥♥♥♥ vents

Its too loud to get behind someone stealthily

What if you get caught by a squad tho?

Its anomalous, its not supposed to make sense

This is SCP:SL not SCP containment. They are trying to follow the lore of the SCP's to best of the mechanics the game can provide.

I have never had an issue with it being too loud? Yes it makes the stone grinding noise but its suppose to.

If you are caught by a squad you dont engage and you lay a trap. Go to where you are familiar and have an advantage, patience as an SCP is key.

I am aware its an anomaly http://www.scp-wiki.net/scp-173


HECU Soldier Apr 17, 2019 @ 7:11am 
Originally posted by nukem266:
Originally posted by HECU Soldier:
173 in containment breach goes through the ♥♥♥♥♥♥♥ vents

Its too loud to get behind someone stealthily

What if you get caught by a squad tho?

Its anomalous, its not supposed to make sense

This is SCP:SL not SCP containment. They are trying to follow the lore of the SCP's to best of the mechanics the game can provide.

I have never had an issue with it being too loud? Yes it makes the stone grinding noise but its suppose to.

If you are caught by a squad you dont engage and you lay a trap. Go to where you are familiar and have an advantage, patience as an SCP is key.

I am aware its an anomaly http://www.scp-wiki.net/scp-173
SCP 173 from what I know can do this in lore, not just CB.

It should be alot quieter so when you hear it you only have 1-2 seconds to turn around

173 can't move while being looked at yknow? Just keep surrounding it and shooting it. He can be taken out by 3 smart MTF, even if you are a pro.

10K Apr 17, 2019 @ 7:51am 
Originally posted by Dantido:
I just played him, and I can see he's 100% underpowered. That's why I wanted to suggest these ideas to make him as strong as it should be :
-The ability to go through vents, like in SCP:CB.
This could be something great for making a huge surprise factor, making SCP-173 much more flexible. Obviously, the vent system should have its limitations.
-Faster movement.
The speed of SCP-173 is extremely slow compared to the original. This makes killing people much harder because you only move 3-2 meters per blinking. You need to depend on other SCPs to kill people, which is not something much people would like to be. Also, if you're trying to kill anyone with a gun, like CI, you're not going to have a good time. Make its speed faster.
-The ability to shut down electrical systems.
I know, I said SCP-173 shouldn't depend on other SCPs....but SCP-079 could be an excellent companion for SCP-173, because it could shut down electrical systems and lightning (which I know it already does, but SCP-173 doesn't get affected as it should), which would make SCP-173 able to move freely for a short amount of time. Of course, this should cost more AP if it gets implemented (like 10 AP when pressing it and 5 AP/sec when holding it).

Speed scales with damage taken, of course in the beginning of a game it's weak, it only makes sense considering it's the only SCP that spawns at LCZ
Although going through vents sounds like a pretty good idea, considering that he can be pretty weak in entrance zone, but even then it almost feels unnecesary and could potentially make him too strong paired with an SCP that can chase like 939. Besides he is already an amazing combo with 096.
And you should never chase someone with a weapon knowing you can't kill them, that's a task that you leave to 939 or 096, or try to ambush whoever is running around armed, if it's a full squad then you'll have to gather your team to wipe them out
10K Apr 17, 2019 @ 7:53am 
Originally posted by HECU Soldier:
Originally posted by nukem266:

This is SCP:SL not SCP containment. They are trying to follow the lore of the SCP's to best of the mechanics the game can provide.

I have never had an issue with it being too loud? Yes it makes the stone grinding noise but its suppose to.

If you are caught by a squad you dont engage and you lay a trap. Go to where you are familiar and have an advantage, patience as an SCP is key.

I am aware its an anomaly http://www.scp-wiki.net/scp-173
SCP 173 from what I know can do this in lore, not just CB.

It should be alot quieter so when you hear it you only have 1-2 seconds to turn around

173 can't move while being looked at yknow? Just keep surrounding it and shooting it. He can be taken out by 3 smart MTF, even if you are a pro.

you should only try to get kills from behind if there is background noise, like the intercom or CASSIE announcements or a tesla.
Also, if you get caught on your own by a squad of MTF you certainly werent a pro
Aspen Apr 17, 2019 @ 11:40am 
173 is actually my favourite SCP to play as. You just have to play with your team and have a game plan. I've gotten a fair few kills hiding in that hard-to-see spot in the intercom room, and getting them during the announcement. When/If MTF spawns, I usually retreat to some lonely corridors in heavy containment zone and wait. Don't try to take on more than three armed opponents at once. If you work together with SCP-079, you can really hurt the other teams. Go to a corridor after Entrance Zone, and wait behind a corner. If people enter the corridor, tell 079 to start a blackout. Once the blackout starts, simply murder everyone. Easy win.
Noe Apr 17, 2019 @ 12:00pm 
Originally posted by nukem266:
Originally posted by HECU Soldier:
173 in containment breach goes through the ♥♥♥♥♥♥♥ vents

Its too loud to get behind someone stealthily

What if you get caught by a squad tho?

Its anomalous, its not supposed to make sense

This is SCP:SL not SCP containment. They are trying to follow the lore of the SCP's to best of the mechanics the game can provide.

I have never had an issue with it being too loud? Yes it makes the stone grinding noise but its suppose to.

If you are caught by a squad you dont engage and you lay a trap. Go to where you are familiar and have an advantage, patience as an SCP is key.

I am aware its an anomaly http://www.scp-wiki.net/scp-173
A- Laying a trap as 173 is ♥♥♥♥♥♥♥ useless unless you are using snap-hacks because you will get shot up.
B- 173 has the ability to go through vents in lore.
C- Not being able to go through vents is a horrible choice in terms of mechanics.
D- Fix your punctuation.
Noe Apr 17, 2019 @ 12:04pm 
Originally posted by Huntr:
Originally posted by HECU Soldier:
SCP 173 from what I know can do this in lore, not just CB.

It should be alot quieter so when you hear it you only have 1-2 seconds to turn around

173 can't move while being looked at yknow? Just keep surrounding it and shooting it. He can be taken out by 3 smart MTF, even if you are a pro.

you should only try to get kills from behind if there is background noise, like the intercom or CASSIE announcements or a tesla.
Also, if you get caught on your own by a squad of MTF you certainly werent a pro
I agree with the tesla and announcements, but getting caught by MTF is hard to evade once they know your presence.
noodlehead Apr 17, 2019 @ 2:08pm 
The last one is already in the game. I've been killed multiple times by 079 turning off the lights and 173 going on a neck snapping rampage. He can move freely if the lights are off, and it makes him quite dangerous. He does need to be a bit faster to start with though.
nukem266 Apr 17, 2019 @ 2:13pm 
Originally posted by Danger Man:
The last one is already in the game. I've been killed multiple times by 079 turning off the lights and 173 going on a neck snapping rampage. He can move freely if the lights are off, and it makes him quite dangerous. He does need to be a bit faster to start with though.

If you have a torch and you shine it on SCP 173 when in blackout this can stop him.
nukem266 Apr 17, 2019 @ 2:14pm 
Originally posted by HECU Soldier:
Originally posted by nukem266:

This is SCP:SL not SCP containment. They are trying to follow the lore of the SCP's to best of the mechanics the game can provide.

I have never had an issue with it being too loud? Yes it makes the stone grinding noise but its suppose to.

If you are caught by a squad you dont engage and you lay a trap. Go to where you are familiar and have an advantage, patience as an SCP is key.

I am aware its an anomaly http://www.scp-wiki.net/scp-173
SCP 173 from what I know can do this in lore, not just CB.

It should be alot quieter so when you hear it you only have 1-2 seconds to turn around

173 can't move while being looked at yknow? Just keep surrounding it and shooting it. He can be taken out by 3 smart MTF, even if you are a pro.

Where does it state it in the lore if you dont mind me asking that he can move through vents?

I have never had issue with his noise, maybe stand still more?

Well 3 personell is minimum stated in the lore so you would think so.....

correct the title to "all scps are underpowered"
nukem266 Apr 18, 2019 @ 3:03am 
Originally posted by fungus:
correct the title to "all scps are underpowered"

Why do you think this I think they are very well balanced.
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Date Posted: Apr 17, 2019 @ 4:35am
Posts: 22