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Zgłoś problem z tłumaczeniem
yes i know i usually do but if you get corned by a lot of them you just get swarmed. i thought it would make it more fun to play as 173 and would cause people to not try and get to close to it or something like that. its only an idea that i thought would make it more fun to play as
The whole blinding thing is entirely one sided and just gives 173 a get out of jail free card.
A better idea would be a sort of invisibility/vent move, where 173 disappears for a short time while not being observed or during a blink, gaining invincibility and the ability to move freely past humans while it is invisible. However, it will not be able to attack or interact with doors/buttons. It could also move through doors.
After 5 or something seconds, or after pressing the ability button again, it would uncloak, becoming immobile and incapable of attacking for 1 second and forcing nearby humans to blink, just so that they don't see him appear out of nowhere, and are warned of his presence. This ability would obviously have a cooldown.
Someone seems to have forgotten that people can freeze 173 by looking at him from far away (even if the person looking at him doesn't actually see him, which is stupid as it makes no sense gameplay and lore wise. ) so running is next to impossible.
This isn't a case of "learn from your mistakes" it's a case of "hope that you're lucky enough"
If this game was more about halting scps by stunning them with a gun and trying to contain them then 173 his mechanics would be great.
Scp-173 his mechanics are great in scp:cb as he can't be killed/stopped, so you have to avoid him and this adds a sense of fear to people that run into him or at least a sense of "better get out of here"
But in this game if you have a gun you can just run after him while gunning him down, 173 will then try to run and in most situations fail. Anybody that knows what they're doing can easily kill 173 on their own.
In other words 173 needs a rework or a balanced buff to help him get out of these situations or one that discourages people to try and gun him down on their own.
The SCPs are supposed to combine their powers by traveling in a pack, for example 173 and 096 is a good combination, because you have to look, but you shouldn't look. The more they do that, the easier it'll be for them.
Also, we can't go from the SCP:CB mechanics because then there's an unkillable team that you just have to deal with. I've always felt that 'better get out of here' feeling near 173 because he wasn't out in the open, and he could always chase me and I keep running and then either 106 or 049 gets me.