Project SCP gun revamp or something
Автор: Elaver
Загружено: 2025-12-20
Просмотров: 9
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Subject to Change
Main Changes: DPS is lowered for ALL guns, headshots are removed from most guns, weapon variety is reduced and instant-kills are removed.
Lowered DPS in human vs human encounters just leads to longer fights. TTK for most weapons will hover around 1s instead of 0.5s, which isn't bad, but the old system was fine as well.
In SCP encounters, it takes much longer to kill SCPs, which generally isn't a problem for SCPs like 049, 106, 173 and, to a lesser extent, 1770. It does become an issue for dealing with SCPs that are capable of closing the distance like 096 and 1507. There is also an increased reliance on the use of the railgun to even kill a threat like 096. I expect a reduction in the health of some SCPs to balance this out.
Headshots and Instakills aren't to important of a feature of gunfights, and revolver headshots can feel kind of cheesy sometimes. It does lower the skill ceiling as headshots require more skill and are rewarded with more DPS. It's not supposed to be primarily an FPS, so it's understandable. The only problem I have with this change is that the revolver is throttled.
Weapon variety is fun. It does make sense to not have many guns, and some of the weapon choices were strange. Guns like the P90 really needed a buff as it has worse DPS than it's contemporaries and is strapped to every MTF Cadet. Small differences in weapons lean to different playstyles, though, and I do also want the different factions to feel different to play with/against. The weapons for the factions could deal the same DPS, but have different fire-rates, recoil, an damage values, rather than having the rifles be the same.
Brandon Herrera video I mentioned: • Anti-Aircraft .50 Cal - Super Rare Prototy...
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