Garry's Mod

Garry's Mod

Breach
Sunny Numbnut 15 Mar, 2017 @ 10:41pm
Personal Balancing Suggestion (The SCPs)
Hi there. Just want to start off with saying that I really enjoy playing this game mode. Every experience playing this was really worth having for me. After playing it for a while, there were some things that I’ve thought about for quite awhile. You may have heard about this from other players in the discussion forums or in the workshop page comments, which is balancing the game mode. As much I enjoy this game mode as it is, there are some changes that I personally believe that are needed in order to balance this game mode a bit better. More specifically, I want to jump into discussing about some of the SCPs that are in the game. However, this is sort of a personal idea, or something that I came up with for fun rather than a demand. Of course, feel free to take any of my suggestions into consideration. PLEASE correct me for any statements I make regarding with any designs behind each SCP in this game mode!
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+ : Buff
- : Nerf
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SCP – 106:
+ Give damage to players when teleporting them to the pocket dimension.

The reason why I would suggest 106 to damage a player when teleporting them is because many players have memorized the entire pocket dimension area of the map, which aids them in escaping. It’s the map’s fault for the static exit. Of course many servers enforce rules to prevent players from putting sprays in the dimension as a way out (or outright disabling them), but that can only do so much until players catch up to remembering the direction to exit the dimension, rendering 106 to be useless. To make him useful, I would suggest damaging each player 106 captures by 30 or so. That way, in case of a very experienced player gets out easily, he/she will have trouble later; including the possibility of dying the next time he/she encounters 106 again. (This also mirrors SCP 106 in the Foundation wiki on how it damages its victim’s muscles to prevent them from escaping from it dragging them into the pocket dimention).
Yes, I am aware that there is a server that allows 106 to damage players when taking them into the pocket dimension, but I personally believe that it should be a standard for all servers.

SCP – 457:
+ Have a melee attack, which ONLY should do 10 damage or less.

I’m already aware that 457 can be devastating when working with other SCPs. Its design was well implemented as a support class SCP. However, when alone, he is vulnerable. That weakness does make sense when facing alone against an armed group (like MTF troops). However, being vulnerable alone against even one opponent (whether armed or not), it won’t do much against his opponent. Hell, there were many instances that one unarmed player can escape from 457 easily, even without the fire proof vest. So to compensate, I would give 457 a melee attack. However, the attack itself should only have the maximum of 10 damage per hit because again, 457 was designed to be a support, and giving him too much melee damage to other players would go against the design of it being a support SCP. Having a melee attack as extra damage can make a significant difference in different situations.

SCP – 049-2:
- Lower maximum health from 700 to 630 (and buff all the weapons’ damage).

OR

- Lower maximum health from 700 to 400 (or a minimum of 250).
+ Increase running speed to compensate.

Now coming up with a way to balance the zombies was very tricky. I’ve talked to various players about this, and they said that the zombies need a nerf. I would agree with nerfing the zombies, but not too much to make them almost useless in game. Looking at the role of the zombies, they are great when they come in swarms, which I bet is what they were designed for in the game to aid the SCPs. It’s the best strategy for a 049 player to go after Class D and Researchers first before attacking MTF players. However, each zombie has a lot of health, 2 zombies can kill 5 MTF units if played intelligently (if not, more). In that case, a few outnumbered zombies can possibly take out half the MTF team because of their tanky health. However, I wouldn’t approach to lowering their max health too much that they can die too easily when outnumbered by armed players. To me, it would be best that the zombies shouldn’t be too powerful when a few can wipe out half the MTF team, but at least enough where there numbers can bring their strength to work and at least dangerous enough for MTF units to encounter a single one alone. There are two ideas I have in mind when balancing the zombies that I feel that either one might work out. First one is lowering their health to 630 and buff the weapons. Every player (with and without armor) can take many hits from all guns (even the sub machineguns are a bit underwhelming). However, buffing the weapons carefully could be a whole other story for balancing the game mode (I mean, sure the AK47 and the M249 have high damage output against unarmored players, but a hand gun with 12 rounds won’t do much even as a defense weapon). So my second idea is lowering their health significantly enough for zombies to die quicker when outnumbered, but increase their running speed to help them at least reach to much fewer armed players. That way, they won’t be as tanky as they are originally, but at least have the mobility to evade and quickly overwhelm (when in big numbers) the MTF when played well. Although the only flaw to that is that the zombies can kill unarmed players pretty damn quick, since they’ll be able to outrun them.

As for the rest of the SCPs not listed here, I don’t see any necessary fixes needed for them. Anyways, if you read this, I thank you for your time into looking into my personal suggestion for a balance change for the game, at least for some of the SCPs. Feel free to let me know about anything regarding this suggestion!
P.S: The reason why I have this as a new discussion than a comment in the Suggestion page is that this suggestion would take up too much space for an entire comment page.
Last edited by Sunny Numbnut; 21 Mar, 2017 @ 8:27pm
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Showing 1-4 of 4 comments
coolman552 (Banned) 21 Mar, 2017 @ 3:12am 
Tl;dr :buff the scps expect for zombie one that one is too good for me
Sunny Numbnut 21 Mar, 2017 @ 8:23pm 
Honestly I would have said buff the weapons and the zombie's running speed. :P

Yeah, nearly in a nutshell.
rodya's horsewife 22 Mar, 2017 @ 2:25pm 
Some servers have randomized PD teleports
Sunny Numbnut 29 Mar, 2017 @ 1:23am 
Just to note that I am already aware about a few buffs for 106 in a few servers (though not many), but as I stated in the page, 106's buff should be standard rather than exclusive.
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