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Rapportera problem med översättningen
However i feel like for a 4Th ability would be to add a mutation system that would buff 610 and unlock abilities the further it grows, this can be tied to the Gatherer Flesh ability, for which i imagine an animation of 610 kneeling onto the ground and have a Fly-like tendril merge from its face to suck the organs from the corpse.
But yeah i really like this concept
the concept on paper is good it just needs some number tweaking, otherwise i like the idea of another more support oriented scp that needs time to set up his power +1
The map control archetype is a refreshing break from the stalker one every SCP has fallen into, and I really like support abilities
Adapting an SCP like this is incredibly dangerous considering the lore power but this is a great way to do it!
I love the usage of things like traps spun into a bio-mechanical horror show used to box in opponents and help your fellow freaks secure kills.
It could also make him the true Spawnwave counter, with proper prep time allowing the monsters to get the drop on the MTF and keep them on their toes rather than storming through entrance with computer picking up the slack
I think best of all is that there's counterplay to each ability. None of them just straight up secure free kills or detections, each one can be bypassed or destroyed, making them effective but also manageable based on experience
Overall an excellent suggestion
With that said, it doesn't hurt to give it some hypothetical buffs. So how about this?
-Increasing damage from 20 to 25. 610 isn't really meant to be taking on enemies directly and, if it is, it should be accompanied by another SCP. But hey, this would decrease the hits required to kill someone from 5 to 4 and more damage=better synergy with other non instakill SCPs.
-Decreasing time it takes to reach another stage from 30 to 25 seconds. I think 30 is a little bit too much. 25 is faster, but still a decent ammount of time for you to find a medkit or 500 if you need.
-Decreasing the cost of traps. Proximity Bomb from 3 to 2, Scream Alarm and Nest from 5 to 4 and Ensnaring Arms from 7 to 5.
+1
I'm really hoping that in the near future there are more interesting hostile SCPs, all with unique gameplay that splits them apart from each other. You could even redo the SCP priority meter, and have it where the player can select an SCP of a particular class if they are selected to play that class.