Check out part 2! ruclips.net/video/x4i51pES_LQ/видео.html To quote a great idea: "I think that you should only be able to use large flashlights (not the ones on guns). However, people can shoot 966 during his invisible state, without any hitmarkers." This would be what I would change with SCP-966, and I really like these changes/additions.
i feel 966 should walk through doors, otherwise it would be too easy to locate him. on that same note, his insomnia should affect people in line of sight, growing as he maintains line of sight and ending once line of sight is broken, and only then giving an audio cue. if the audio cue happens once insomnia is applied, people with flashlights could just spin to reveal 966
Imagine how horrifying it would be if when 082 used his skull crush ability the person being picked up would have a muffled voice if they tried to talk
The Cannibal should have the ability to speak in short bursts, he is known to speak so having an SCP that can actually speak on a mild cooldown would be awesome,
At first I was a bit skeptical about a 966 concept but I think yours works really well and provides a good secondary support SCP rather than 079 being the only one (not counting 3114 which is only available via plugins as of now) A couple of things though: 082's Skull Crusher having a 2 minute cooldown feels a bit too long, perhaps a 1 minute cooldown would work better for gameplay Also, I feel like 966 would need the following conditions to spawn: that being SCP-106 has to be on the SCP Team and (similar to SCP-096's spawn requirements) SCP-079 cannot be on the SCP Team if 966 is present. This still gives SCPs a way to reliably get through doors and also doesn't leave them weaker offensively by having 2 support SCPs
I have an idea, 082's skull crush could be like the skeletons strangle, if another player is here, they can damage 082 a bit and stop the death of the teammate ^^
What would be funny to see is the nicknames that the community gives them if they were to be added (example: how 106 is called Larry, 173 is called Peanut, etc.)
I like the Cannibal as a concept, however I would change some things about him. Him being able to heal health by eating corpses would be overpowered imo, especially since his maximum HP is so high. Instead I think eating a corpse should be his method of retaining his Hume Shield. Eating the corpse should also make it so the Skeleton and Doctor/Zombies can no longer use those corpses. His head crushing ability should have a dual purpose, although not rely on damage. He should be able to instantly kill a player or open a containment door like 096 in rage mode. Although with a minute- minute and a half cool down.
I had an idea for how SCP-035 could work. Upon spawning they are given a timer for around 5-10 minutes. They have the ability to hold items and guns, but are unable to pickup and use SCP items. When a player is killed with a firearm the timer on SCP-035 gains a some time. If a player is killed with a melee weapon then SCP-035 will change bodies into the person that they killed, fully reseting the timer and giving them all of the items that person had on them. While not holding anything SCP-035 can preform a basic melee attack dealing 35 damage with a 1 second cooldown (probably with a weapon of some sort, though fists could still be fitting, maybe an improvised brass knuckle style weapon?) Has around 800 health, healing 100 with each kill and recovering around 500 upon a successful melee kill. Grenade kills do not recover any time or heal any health. Has an ability which lets them see temporarily take control of the closest player for 10 seconds, you are unable to move while this is active, this consumes 30 seconds of your timer and has a 1 minute 30 second cooldown. Has an ability that causes SCP-035 to fake their death, if an enemy gets close to you during this fake death you can choose to jump back up and instantly take over their body. SCP-035 starts with a facility manager card.
Pretty sure the only melee weapon asides from your 035's primary is the jailbird, but still a cool idea regardless. Would also be funny if the guy being controlled by 035 was still able to talk
@@jokerofspades-xt3bs Yeah that's another game I'm afraid. Made me think it would be pretty neat if the flashlight item could be used as a melee weapon, because those large flashlights are used by police as bludgeons irl.
I'd change 966 so: -It's only translucent while a flashlight shines on it, teslas would have the same effect; -It's able to be shot while invisible, maybe it could shriek when shot to reveal it's direction; -It's imsonia should be a tool for it to use it's abilities instead of it's main feature, axe the stamina drain and make 966 deal extra damage to enemies with imsonia, but these players can see vague shapes near the 966 to know where it's comming from.
for the night stalker the flashlight on both guns and the item would need to be nerfed as you can have them on 100% of the time meaning your able to find them easy and reveal them
The flashlight idea is really cool, it helps bring in more viability for the flashlight attachment like Computer. I think, though, that flashlights being pointed right at him should reveal him but also partially blind him
I think that your idea of an SCP-966 was really well thought out and could really help the Human vs SCP dynamic. Although, I think this comes into one problem and that is kills, which it sounds like SCP-966 wouldn't get a lot of. This would be a problem just because people play SCP to go on rampages, not just support your team. So, I have a few ideas that can fix that. 1. SCP-966 is more powerful in the dark, giving more synergy between it and 079 2. For every human under the insomnia effect that it or its teammates kill, 966 gets a stackable buff to its damage, speed, etc. which would help when the SCPs eventually have to face spawn waves. Ofc these would have to be fine tuned as to not be OP but I think they'd be beneficial to its gameplay.
i think 966's reveal should only work with normal flashlights (not revealed when a gun's light shines at him) to give the item a new purpose, as currently its only useful to counter 173 with computer, which flashlight guns already do a better job
I got 1 SCP suggestion, and a new, friendly SCP class. The first SCP would be able, also known as 076-2. Able is a male with super human strength and speed, with the ability to pull out weapons from a portal made from thin air. Able would have a different type of spawning mechanic. A: he spawns in the middle of the round like a normal SCP, or B: he spawns in the middle of a match (no scp’s or not) at random times, giving the game a bit of spice. The mid-game spawning mechanic would pick a random spectator (possible chance for northwood to add a pity system for 076-2) to be able. Able would have a m1, and 3 abilities. The first would be called “Rage” when able would see a large group of people, around 5-10, (perfect for spawn waves when the SCP team is in trouble) and would go into a sort of cutscene, where he would pull out his weapon of choice and gain damage reduction (maybe 10-20 percent) and speed, the rage would be signified by screaming and yelling from able, being heard from long distances ( kind of like 096 rage). His second ability would be “block” he would move way slower, but gain a big damage resistance for a short time (maybe a damage res of 50-60), after that, depending on the amount of damage he took, would move slower, for example, he took 300 damage. He would move around 15 percent slower for a couple of seconds before resuming regular speed. His third ability would be “weapon selection” with a lengthy cooldown, he could select weapons of his choice with custom stats. For example, a spear with long range, but a small hit box, a sword with mid range and mid damage, and a hammer with big damage but a slower hit speed. I think this would be balanced, because the one thing about would have is no passive damage absorption. Which means NO Hume shield, NO regeneration, No passive damage reductions. His health would be around 3 thousand, but with another killing method, headshots. Able (lore wise) is know to barely feel pain, but the damage to his head is been known to be most effective to kill him. That is why he would have a 3x headshot multiplier on the head, no matter what. If you ask for the second kinda friendly SCP, I’ll yap about that too.
SCP-1048 would be dope af in secret lab. At first you would be a tiny, harmless teddy bear but you can combine SCP objects with yourself to get deadly abilities (only one can be active at a time) -ball: you become a teddy bear made entirely out of human muscles, allowing you to pick up and throw players several meters making them ragdoll and doing an insane amount of damage -ice jar: you become a teddy bear made up of ice crystals, allowing you to slow down players and use icicles to kill them -cola: You become a teddy bear made up of sugary foods and candy, and you’re able to leap through the air onto people’s heads and rip their faces off or something, players can prevent this by moving their head around everywhere really fast -pepsi: You become a teddy bear made up of human ears (1048-A), whenever you shriek other nearby players start growing ears everywhere on their body both outside and inside, causing them to suffocate and die. Scream has a short buildup to warn nearby players and to make it less unfair -gramophone: you become a teddy bear made up of scrap robotic parts (1048-C), you do a lot of damage extremely quickly via a sawblade, but at the expense of your movement speed -panacea pill: this one just returns you to your default, friendly form -green goblin vial: You turn into a teddy bear/human baby hybrid (1048-B)… okay i ran out of ideas lol -hat: You become freddy fazbear. Freddy has no weaknesses
Your idea of 966 is flawed but good. 966 is in effect a better ambush stalker, larry++. Passive ability invis, you got that right. However, I think that you should only be able to use large flashlights (not the ones on guns) to make 966 publically visible, and only the part of the body shined on until it is not shined. However, people can shoot 966 during his invis, without any hitmarkers. Haunt should permanently decrease all players stats by 25%, and have a 5 second cooldown (10 if on same player as previous). This second attack would begin decreasing the player mic audio, headphone audio, and screen visibility until eventually the player joins spectator chat - cause of death, endless sleep. Dreamstalker is perfect, but a medium cooldown would be better. 15 seconds? 966 should be able to 'remove' bodies that existed long enough to no longer be revivable. Removing the model and all weapons and fluids that belonged to it. However, it should be a 10 second sequence, with a 5 second cooldown - and a sub-ability, perhaps by holding shift, that allows 966 to remove all 'rotting' bodies with 2.5 second sequences and no cooldown. Rotting as in a body that has had no soul for 10 seconds, so plague can't still be reviving it - no outrunning the doctor. Sorry if I seem a bit rantish, I haven't had supper yet and I've got a racking headache. I'm gonna go drink pea soup now
@@FelidaeEnjoyer no like the cds are too short because realistically with op skills and low skill cd like you suggested most servers with not that many players would struggle to fight against it
I had an idea for scp 457. This scp can spawn instead of 106 , only if 096 spawn instead of 079. The job of this scp is to power up by getting fuel and killing peoples hiding in locked doors room (like micro, 096 chamber...). 1st passive: fire aura; he have a fire aura which slow peoples around him, size depend on the amount of fuel. The fire aura is very bright , which mean the more fuel u hvae the bigger ur aura get and the easier the player see you. The light of the aura can be seen trough the door. 2nd passive: fuel; remplacement to his HP , being fuel instead he start the game with like 1500 fuel (remplacing his HP) and lose fuel time from time like 5 fuel per secs. the more fuel he have, the faster he get , and the bigger his fire aura get . His fuel is kinda special ,doing some attacks (which I will cover later) will make him lose fuel but gain fuel as well. If he get shot at he will lose fuel (normal damages) , however grenades give him fuel instead (can give him like 100 fuel). To gain fuel he can ignite player , dead bodies and doors , he will lose fuel doing so but gain some too (he will gain more than he lose). He cannot ignite a body that died of burn, and he cannot ingite a dead body twice. First attack( M1): burning touch; he touch the player infront of him burning him , being like the heart attack , the attack will bring a normal player to around half his HP , if he get hit twice he dies . this move will make 457 gain fuel. This attack can be done on doors and dead body too , giving him fuel. When this attack is done on a door however, the room behind the door get really hot making players inside lose hp (imagine a player hide in 096 chamber, when 457 click on the door then the door will be on fire and make the player slowly suffocate and burn, burning a door will make him lose more fuel than clicking , and only gain fuel from this move if there is a player inside (for exemple, 100 fuel to burn the door, 50 fuel gained from burning the door and 100 from burning the player inside) This attack will have a normal CD like doctor touch or 096 touch Also this attack doesn't damages shield (like blue candies one) so if u get touch by it ur shield wont take damages but ur HP bar will Second attack (M2) : ignite; this attack will make 457 touch infront of him making him lose a lot of fuel (like 400 idk) , this move can be done on players to bring them to around 25% of their HP (bypass shield too) . This attack is mostly used to melt electronic, basically if this attack is done on a door bouton, it will make it break and the door will open , not being able to close again for around 1 or 2 minutes . ofc the more important the door is the more fuel you lose from it . This attack can however attack multiple peoples in 1 hit , so it's basically better to use it on 10 ppls stack together than using it on 1 guy running away.This attack have like a 40-60 secs CD Sound he makes : this scp make a burning noise while walking , the more fuel he have the louder it get. Notes: this scp take a lot more damages to scp 244 (or grandma ashes I forgot the scp name) and every cold related thing . The micro deal normal damages to him, tesla too. His fuel capacity is caped to like 3000. Pros: this scp can be a nice remplacement to 106, doing pretty mush the same role of killing ppls who hide in locked doors but being more lethat . This scp can kill grouped peoples easily with one of his attack , and good to slow players down. explosions healing him is also pretty nice since he will get benefit from peoples who elevator trap or pink candy. (maybe more pros idk). He can easily heal by igniting dead players cons: If he don't have any targets , he'll lose fuel very fast and get weaker and weaker.His fire aura can make him get spotted very easily from afar , and the sound too. He can lose fuel fast if he use it dumbly like burning gates doors which will take a lot of fuel for no reasons. Or even using his M2 on like 1 player. If he enter scp 244 he will instantly start losing fuel being a great counter against him. This is all I had to say idk if I forgot anything, but with this new scp I may have an idea of a new item being basically a flamethrower but water This item can be found outside of scp 457 containment chamber (being the normal containment chamber said in the wiki), being locked behind a bulletproof glass that can be opened using the following cards : janitor card( not sure about it) , any MTF card, CI hacking device, 05 card and the facility manager card. This have a 1 seconde windup , and shoot water from a range of around 10-15 meters, this gun, cannot be refilled , not even with scp 914. This watergun can shoot for around 10 secondes before having no more water. The gun can make 457 lose around 500 fuel every secs. The downside is , that to use this gun you need to equip a water tank (which is in the bullet proof glass too) and that remplace ur bulletproof vest , this tank make you unable to run, but you still walk as fast as other players. This "vest" cannot take any extra ammo with it and have no protection. idk if it's good tell me what u think and ye ye
Here's my idea for 082, I think he should just have his fists, acting like 096's slash but with alot less damage (around 40 - 45) and causing players to instead be knocked back, I like the idea of him only being able to use the crush ability when shot at but another idea would be to be able to throw the body into a crowd, dealing around 25 - 30 damage. The cool down would be about a minute and a half, I would also have a passive and small speed increase when being shot at, about that of 049 (his normal speed would be about that of 096), everything else seems pretty good, I would also increase his health to about 5000
I feel like for 966, when having a flashlight shined on him It should be that it slightly reveals them, like 50% translucent, and for night vision make him 100% visible as a trade-off for only you being able to see him.
If you wanna be inspired by SCP ideas, I have a few that I already uploaded in my profile for my own creations that you can base off your own idea on. Here's some scps you can make a concept that I found: SCP-428 SCP-938 SCP-217 SCP-280 SCP-610 SCP-4975 SCP-076 SCP-457
I would add a item usage chances for 082 like 3114 but can't take some items simply because they are to small to use for him. keycards and 018 would be good. because everyone with brain can use cards and him shooting a ball directly to you after a 3 second charge would be funny to watch. I would give him 300 (400 at max) shield and he can use his ability when he loses 200 (300 at max shield) hp/shield and would make him soke all damage at this stage so he can be a tank and gain his full shield back. 966 get rid of your sleep making his target lose his stamina and slower in time would be better. I would make him only visible to night vision. I think you can't get rid off this effects until any medical stuff used would be better. if you don't treat 966 can insta kill you with his R ability (1 min after getting effect would be nice)
Able also known as scp 076. Could be a pretty simple idea. A scp that respawns under the right surcomstances and wreak havoc again. The problem would be balance
maybe a MTF rework update, like adding units such as NU-7 with heavy weapons or Alpha-9 with a high chance to spawn down a player as scp-073 or scp-105 but having a chance to spawn in scp-076 into the heavy containment zone with a message for warning
i think it would be a funny addition to 966 would be hallusionations making the person hallusinate diffrent scps in the area making them distracted and wasting bullets on them also it would be realy funny for your team member to start shooting the air randomly
SCP 966 would be such a fun and creative addition to the game, I hope they eventually go with him if they ever decide to add an scp full time, i honestly dont tend to care to play as the scps we do have, i dont think theyre bad, i just prefer the humans, but i think he'd be refreshing to play with
7:26 I think only night vision would reveal 966 because everyone has a flashlight on their guns now but to make it fair the flashlights will reveal 966s shadow as long as they are in a lit room Also I think adrenaline would counteract the insomnia ability for as long as it normally lasts cuz you know it’s adrenaline
Here’s my concept for a new anomaly SCP 1000 Hp:1800 Hume shield: 400 at spawn 800 max Attacks: Punch: a simple punch attack that does 40 damage, 3 second cooldown Dropkick: Dropkick someone, sending them flying and dealing 70 damage, 10 second cooldown. Abilities: Inventory: You can pick up items just like a human, but you can’t use them, as there used for other purposes Panic Attack: when someone is hit with panic attack, they will appear to slowly lose hp(they aren’t), there gun will occasionally jam, and there screen turns red while intense music plays, this ability is made so people inflicted with it will start to panic, messing up allowing for an easier kill. Crafting: Using items you pick up, you can craft things which you can equip or give to other anomalies to cover there weaknesses, examples: Pestilence bombs for 049, soda jetpack so 173 can move temporarily even when looked at, a chain for 106 that can pull people close, or a voice collar for 939 that will let them speak to humans.
I would like to see 1 or 2 small scp that spawns when there are spectaters. That way when chaos or fox mini spawn waves come but some people are still spectating. They spawn as scps. Weather that helpful like the little eye balls that fully stop penut. Or a hive mind like the flamingos to fight anything
7:26 I think only night vision would reveal 966 because everyone has a flashlight on their guns now but to make it fair the flashlights will reveal 966s shadow as long as they are in a lit room Also I think adrenaline would counteract the insomnia ability for as long as it normally lasts cuz you know it’s adrenaline Also sergeants and above will get the head mounted night visions goggles to see 966
gonna go with an obvious one here, use in your next video if you want SCP 457: The Burning Man Passive: Slowly lose fuel, unable to take damage unless at 0 fuel. You have 3000 fuel, each bullet doing 1-2 fuel per hit. Primary Attack: Punch, doing 40 damage on hit and inflicting burn (25% incoming damage and 1 damage a tick for 5 ticks) Secondary Attack: Extinguish, slowly lose fuel but spew out a ton of flames, could be used for ambushing, clearing out a room, or a trap. E hotkey: Douse a body in gasoline and consume it, giving 100 fuel each body. after 30 seconds, bodies cannot be consumed. 5 second animation, bodies will look charred after consumption, and will have a 5 second cooldown. side note: micro hid and grenades will work but do fewer damage, once he is out of fuel, this effect reverses. he loses 1 fuel every 10 seconds, and has 1500 hp with permanent burn effect (25% incoming damage) after losing all of his fuel he has above human walk speed but below running speed
remove the health entirely, make him more of a support class to add on to the burning statuses we have, lose fuel at a faster rate, gain more fuel, micro and grenade works, lower primary damage 457 should be more a support-ambush class similar to 106, and the extra health outside of the fuel is completely unneeded
@@mossymarleyhe slowly dies after losing all of his fuel, and i meant micro and grenades dont do as much damage, a full micro only doing 2000, and a grenade doing 250 each max
They should bring some of the scp's that were in the OG SCP breach mod in gmod. Neutral SCP's are something that would spice up the gameplay, like SCP-999 Which could heal whoever they choose. There were alot more unique scps in gmod breach cant even remember them all.
i have an idea for adding scp1428 into the game So their gimmick is to be a massive area denial or to corral large groups of people and how they achieve that is by burning through their hume shield Said hume shield regenerates at 50hs/s after 10 seconds of either not taking any damage or not using their ability. The hume shield starts at 700 and goes to 2000 at its maximum. They will have a max health of 800, lowest of any playable scp (bar zombies), but will have 50% damage resistance to grenades and takes extra damage from the revolver. note: scp1428 will not get max hume shield if they rely solely on taking damage to increase it, as it has a max of 1200 hume shield at 20% health Scp 1428 will be able to move omnidirectionally but only with its sprint, i.e. it flies, at 6.5 m/s in any direction as long as it is sprinting. When not flying it will move at 3m/s. It has the same amount of stamina as a human Scp 1428 will not spawn with scp 079 1st ability (passive): Blood sacrifice, scp 1428 will get 50 hume shield added to their max after each kill they get with their melee attack. E.G. im at a max of 700HS and i kill someone with talon, new max is 750HS. 2nd ability hold down [R] (active): solar sector. Scp 1428 will start burning through their hume shield to deal damage in a growing radius of up to 1.5 rooms (idk how long the straight corridor is in hcz so i just gotta use "rooms" instead), growing over the span of 8 seconds. Anyone in this area will start taking damage depending on how close they are to scp 1428. The closer they are to scp1428, the more dps they take, starting at 10hp/s ramping up to 50hp/s. This drains the hume shield at a rate of 100 hume shield/s and stamina is infinite, when actively making a solar sector, scp 1428's movement speed is reduced to 10% of their movement speed. After creating a solar sector if scp 1428 has more than 20% of their HS remaining they will have a cooling down period of 10 seconds, no matter the size or duration of the solar sector as well has having their movement speed limited to 20% of their normal speed with being forced to land on the ground with all stamina drained if in the air. If when using solar sector your HS goes below 20% you go into a "runaway reaction" and are forced to burn through the rest of your HS, but during this time the area in a 6m radius around you instantly kills anyone inside. Along with this you are locked in place with you being immune to grenades during this time. (i think that scp 1428 should do a special animation with sfx when entering and in this phase) When HS runs out you are forced to land and stand completely still with no stamina for 15 seconds as your cooling down period. (once again maybe have scp 1428 do an animation of it retracting its 3rd leg during this special cooldown) If a player walks into the solar sector their screen should get more red the closer to scp 1428 they get and make their character audibly start wincing in pain 3rd ability: beckon. When a player enters the solar sector they will get slowed down to 0.5m/s if not sprinting and 1m/s when sprinting if they are walking away from scp1428. If they're walking *toward* scp 1428 they will feel no slowdown in their movement speed. Players inside the solar sector will also get pulled towards scp 1428 at a rate of 0.25m/s. melee attack: talon. It deals 10 damage and has a cooldown of 1.2 seconds On surface zone specifically have any player who has a direct line of sight with scp 1428 start taking damage at a rate of 5hp/s when it is making a solar sector. Do give me feedback on what you think of this idea since i legit concocted this as i was going along so there may be be something i missed
I think that making very specific "outlines" of these SCPs would limit the creativity of what could be added to the game. Saying that the cooldown should be X minutes or that the SCP would have Y health or that Fernand should "shake the screen" is all very specific. I feel like if I made a game and had people suggest things to add I wouldn't want those suggestions to be overly specific. Maybe instead of saying these very exact details, it could be like "they should have a lot/little amount of HP" or "There should be a big/small cooldown". That way the devs might want to hear you out more. The current language seems a bit aggressive as well. You say these descriptions as though they are going to be in the game or that the devs will make them. I feel like this is part of what I said before. When you add too many bits of ideas to the character, it becomes more of a "Yes/No, add this exact character, along with all of these new mechanics?" than a "consider this idea."
One thing people tend to fforget is that as you add stuff to a game, it becomes increasingly more work to add any future stuff in, and takes an increasingly large amount of time. This isnt always the case but it usually is.
Gotta say for the cannibal, his base attack having a 3 second cd and his special oneshot having a 2 minute one are both way too long. I'd say it should be 1.5 and 45 seconds-1minute respectively. This way he doesn't get absolutely melted while barely being able to attack. All the other scps have way faster attack speeds afterall
From a guy who didn't play Secret lab but played SCP Containment Breach Multiplayer, I say, be wary of adding the 966 into the game. In our game he went from D tier scp to almost S tier, his insomnia ability drains the stamina so fast and strong there's no counterplay if he catches onto you and you have no pill or mask. Which might be annoying for a game like Secret Lab that's more actiony and fast paced.
Thought about 250 as an SCP, but not really sure what it'd do beyond biting and scratching. SCPs seem like the things that should have more nuance beyond "run in and left click a dozen times."
I played it and fought against it, but tbh it was really bad. On paper the hunting mechanic was really unique, but it only made them useful about half of the time. The bleed effect was a nice callback to CB, but was, also, useless because it wouldn't last long enough to deal lasting damage. The real kicker was the health. I remember my best moment in SL was fighting modded 966, and killing him with one grenade, and a pink candy. Only one existed, meaning he was dead-dead. If a concept like 966 is thrown around, they should 110% make it like old dog: 2 of them, slightly different models.
For 082, I would actually remove the "can't heal back to full" part. As quite frankly the SCP team has been in need of a tank ever since they changed 106.
I would agree with that, but peanut being able to tank up to 5250 raw damage (not including damage reduction AND it’s Hume shield increase buff) every round. I personally think that 082 could replace the nut in the SCP team, kinda like computer and shy guy.
Scp 082 should be able to only eat bodies that cannot be revived like zombie bodies or expired bodies maybe we can make it so he can eat every body but cannot spawn 049 same way with how 096 and 079 cannot spawn together but the problem is if the server is big then the game will have to spawn both 096 and 079 so we will keep the fact that he can only eat zombie and expired bodies hopefully not hindering zombies
These scps feel really gimmicky and just generally uninteresting, 966 just feels like a skeleton 2.0 in the sense that its absolutely worthless if you are fighting multiple targets or they are decently armed. The cannibal just feels like big stats and nothing else. 966 just seems too gimmicky to be viable, it is an interesting idea but how can you actually make it useful after first spawn? The damage is terrible and the invisibility is pretty useless aswell since its hard countered by one of the most popular attachments. 966 would have the same problem as 049 and 106 which is having 0 pushing power. Problem is 966 doesnt really benefit the team like 049 and they also cant go through doors. Its hard to give criticism since i dont really know what your idea is aimed at, important stats like speed and health are unknown. A 3 second cooldown is way too long for the scp, it would take 12 seconds to kill a single person at 100 hp as 966. Compare it to every other scp and you will understand why this scp wouldnt really work. They all have special strategies to catch up to runners, 106 is going through doors, 049 is having a strong attack that also debuffs them, 939,173, and 096 are being very fast. Slightly reducing a targets speed really wont be enough to give him the edge on runners. 966 wont even be close to 076 in terms of support either. They will be slow and easy to kill(if the stats are like the scps lore). It also can only affect one or two people at a time with pretty weak debuffs compared to 079s doorclosing and blackouts. 966 would just be another scp no one likes to play as cause it has no real purpose and is outclassed by all the other scps. My best idea to balance it without completely reworking it would be to make it so it isn’t a naturally spawning scp like the flamingoes. Make it so you have to find a certain item or use 914 to become one of them. It could also just be a seasonal event for halloween, maybe eating an evil candy could make you become a 966. Cool video and suggestions though, it just seems like it would be too niche to work in real games.
@@watersolosalldrinks I would imagine SCP-082 to be a ragdoll, and SCP-966's would become visible to anybody as well as be a ragdoll. Since these SCPs are both killable in lore, so they don't need a special animation.
@@extra_bite5 It's probably because scps are not their main thing to focus right now, because they have ALOT to work on like reworking the models surface, overhauling all the stuff thats like 6 years old right now
@@Samuel35239 That's completely fair, yet the game has been getting a bit redundant with the same SCPs for the lifespan of this game. Doesn't hurt to give ideas, and devote some attention into trying to make new SCPs
@extra_bite5 I must have missed that section sorry, either way 3114 is a permanent addition once they give him a proper containment and balance him, and can be already spawned no problem with plug-ins or admins, and is a role in the offical discord channel, so I consider it as a new playable scp
What about adding SCP-323? Item that turns one person into a less powerful SCP that times out, dropping the item again on death (you would just need to walk into the item to transform)
Devs are too busy making the game more serious and competitive with needless rebalancing/reworks instead of adding new fun stuff to make the game less repetitive
I feel like the cannibal idea sucks since he will be basically a glorified 049-2 without any exciting gameplay hes like a mix of multiple scps (173 due to the speed ability, 3114 for the skull crush ability, and 049-2 for general gameplay ) or maybe all of those together might make a fun scp maybe am wrong but I dont think he will be that fun about 966 idk
I’ve been wanting this for so long! A one-use one-hit close ranged item sounds amazingly fun! I didn’t cover it here because I wanted them to be playable SCPs, but maybe in a future video I will
I see alot of scp-457 comments and sure alot of them have good ideas but most of them are making an unbalanced mess and most of them seem to be able to carry the rest of the scp team i feel like that 457 should be more of a support class and have implementations that are more to debuff the human teams instead of just flat out killing them
Your 082 doesn't have anything to bring to the table. Don't get me wrong I think it would be fun but it just does everything other SCPs do. Also imagine your micro-ing him and he just cancels it by crushing you.
Yeah, that's a fair critique, but I also think half untrue. The point of 082 was to be a simple and a beginner friendly SCP, more of a straight-forward SCP than the rest. Every SCP has a complex system to them that require advanced gameplay and deep understanding of mechanics to play really well, which of course is a good thing, a lot of people like that and it makes it interesting and engaging to always get better. But, I thought it would be cool and interesting if one SCP could be just, high health, high damage, but nothing else, no really special abilities or crazy gig. An SCP where you don't have to display a bunch of complex strategies but rather just play and go with the flow of every round, really straight-forward. It could be an SCP you turn your brain off to, an SCP new players might enjoy due to it's simplicity until they develop a lot of skill and understanding of the game, or just an SCP people will prefer due to it's simplicity. This would of course come with pros and cons, but that's every SCP, so I personally think this SCP having nothing new to bring to the table will be the new thing it brings to the table. Still, not liking it is completely fair.
Check out part 2! ruclips.net/video/x4i51pES_LQ/видео.html
To quote a great idea: "I think that you should only be able to use large flashlights (not the ones on guns). However, people can shoot 966 during his invisible state, without any hitmarkers."
This would be what I would change with SCP-966, and I really like these changes/additions.
PLEASE HUBERT
scp 457, 966
However, 035 cannot be added, as it would be FAR too op
A flashlight should just make a shadow of SCP-966, in which anyone can shoot at them, but you still wont get hitmarkers.
i feel 966 should walk through doors, otherwise it would be too easy to locate him. on that same note, his insomnia should affect people in line of sight, growing as he maintains line of sight and ending once line of sight is broken, and only then giving an audio cue. if the audio cue happens once insomnia is applied, people with flashlights could just spin to reveal 966
@@eliteli445 actually, this incentives players to close doors, making them get trapped easily by other SCPs
Imagine how horrifying it would be if when 082 used his skull crush ability the person being picked up would have a muffled voice if they tried to talk
The Cannibal should have the ability to speak in short bursts, he is known to speak so having an SCP that can actually speak on a mild cooldown would be awesome,
And also give 049 the ability to use proximity chat with a slightly muffled filter
And I think if his speech was given a lower tone that would make him all the more hilarious and terrifying
Maybe speaking drains stamina or something
SCP SL players coming up with a reason for every SCP to be able to talk with humans
@@PomsonGamingIIyou say that like it's a bad thing. as a wise video guide once said, "scp sl is a chatroom with a game attached to it"
Hubert has confirmed in the interview with Iceyguy that new playable SCPs are being worked on
pretty sure just the skeleton is
@MrYitzhak the skeleton is already finished.
@@Pickleodbz its not
@@MrYitzhak it is for the most part. Hubert wants to rework it's absurd range, and get rid of the silly voicelines.
@@eliminatorvr1350 NOOOOOOOOOOOOOOOOOOO
the skull crush ability made me think of the ep 1 omniman scene 💀
😂😂😂
At first I was a bit skeptical about a 966 concept but I think yours works really well and provides a good secondary support SCP rather than 079 being the only one (not counting 3114 which is only available via plugins as of now)
A couple of things though: 082's Skull Crusher having a 2 minute cooldown feels a bit too long, perhaps a 1 minute cooldown would work better for gameplay
Also, I feel like 966 would need the following conditions to spawn: that being SCP-106 has to be on the SCP Team and (similar to SCP-096's spawn requirements) SCP-079 cannot be on the SCP Team if 966 is present. This still gives SCPs a way to reliably get through doors and also doesn't leave them weaker offensively by having 2 support SCPs
you should keep making scp concepts, these are really good.
my boy 966 pleas ad him
but,i think there must be at least 2 of them,like 939 back then
Great ideas! The 966 one is especially interesting!
I have an idea, 082's skull crush could be like the skeletons strangle, if another player is here, they can damage 082 a bit and stop the death of the teammate ^^
What would be funny to see is the nicknames that the community gives them if they were to be added (example: how 106 is called Larry, 173 is called Peanut, etc.)
082 would be called “cannibal” or “fernand”.
@@Mokloko2019 966 could be called "sleepers"
@@yeoldeseawitchpeople would call it ghost or just 966
@@Mokloko2019 Nikocado Avocado
Imagine SCP-082 in secret lab. That would be so cool.
I like the Cannibal as a concept, however I would change some things about him. Him being able to heal health by eating corpses would be overpowered imo, especially since his maximum HP is so high. Instead I think eating a corpse should be his method of retaining his Hume Shield. Eating the corpse should also make it so the Skeleton and Doctor/Zombies can no longer use those corpses. His head crushing ability should have a dual purpose, although not rely on damage. He should be able to instantly kill a player or open a containment door like 096 in rage mode. Although with a minute- minute and a half cool down.
It would be cool if 966 worked like the Barber from Lethal Company, where you can only see it once it’s very close to you.
I had an idea for how SCP-035 could work.
Upon spawning they are given a timer for around 5-10 minutes.
They have the ability to hold items and guns, but are unable to pickup and use SCP items.
When a player is killed with a firearm the timer on SCP-035 gains a some time.
If a player is killed with a melee weapon then SCP-035 will change bodies into the person that they killed, fully reseting the timer and giving them all of the items that person had on them.
While not holding anything SCP-035 can preform a basic melee attack dealing 35 damage with a 1 second cooldown (probably with a weapon of some sort, though fists could still be fitting, maybe an improvised brass knuckle style weapon?)
Has around 800 health, healing 100 with each kill and recovering around 500 upon a successful melee kill.
Grenade kills do not recover any time or heal any health.
Has an ability which lets them see temporarily take control of the closest player for 10 seconds, you are unable to move while this is active, this consumes 30 seconds of your timer and has a 1 minute 30 second cooldown.
Has an ability that causes SCP-035 to fake their death, if an enemy gets close to you during this fake death you can choose to jump back up and instantly take over their body.
SCP-035 starts with a facility manager card.
Pretty sure the only melee weapon asides from your 035's primary is the jailbird, but still a cool idea regardless. Would also be funny if the guy being controlled by 035 was still able to talk
@@misterhydra7285 I thought there was a baseball bat weapon. Maybe Im just thinking about another multiplayer SCP game though
@@jokerofspades-xt3bs Yeah that's another game I'm afraid. Made me think it would be pretty neat if the flashlight item could be used as a melee weapon, because those large flashlights are used by police as bludgeons irl.
I'd change 966 so:
-It's only translucent while a flashlight shines on it, teslas would have the same effect;
-It's able to be shot while invisible, maybe it could shriek when shot to reveal it's direction;
-It's imsonia should be a tool for it to use it's abilities instead of it's main feature, axe the stamina drain and make 966 deal extra damage to enemies with imsonia, but these players can see vague shapes near the 966 to know where it's comming from.
for the night stalker the flashlight on both guns and the item would need to be nerfed as you can have them on 100% of the time meaning your able to find them easy and reveal them
I really love the idea of 966 cuz it gives the flashlight more of use and might help it compete with the laser sight
scp-966 is actually a really good idea
another support class like 079
The flashlight idea is really cool, it helps bring in more viability for the flashlight attachment like Computer.
I think, though, that flashlights being pointed right at him should reveal him but also partially blind him
I think that your idea of an SCP-966 was really well thought out and could really help the Human vs SCP dynamic. Although, I think this comes into one problem and that is kills, which it sounds like SCP-966 wouldn't get a lot of. This would be a problem just because people play SCP to go on rampages, not just support your team. So, I have a few ideas that can fix that.
1. SCP-966 is more powerful in the dark, giving more synergy between it and 079
2. For every human under the insomnia effect that it or its teammates kill, 966 gets a stackable buff to its damage, speed, etc. which would help when the SCPs eventually have to face spawn waves.
Ofc these would have to be fine tuned as to not be OP but I think they'd be beneficial to its gameplay.
i think 966's reveal should only work with normal flashlights (not revealed when a gun's light shines at him) to give the item a new purpose, as currently its only useful to counter 173 with computer, which flashlight guns already do a better job
I got 1 SCP suggestion, and a new, friendly SCP class.
The first SCP would be able, also known as 076-2. Able is a male with super human strength and speed, with the ability to pull out weapons from a portal made from thin air. Able would have a different type of spawning mechanic. A: he spawns in the middle of the round like a normal SCP, or B: he spawns in the middle of a match (no scp’s or not) at random times, giving the game a bit of spice. The mid-game spawning mechanic would pick a random spectator (possible chance for northwood to add a pity system for 076-2) to be able.
Able would have a m1, and 3 abilities. The first would be called “Rage” when able would see a large group of people, around 5-10, (perfect for spawn waves when the SCP team is in trouble) and would go into a sort of cutscene, where he would pull out his weapon of choice and gain damage reduction (maybe 10-20 percent) and speed, the rage would be signified by screaming and yelling from able, being heard from long distances ( kind of like 096 rage). His second ability would be “block” he would move way slower, but gain a big damage resistance for a short time (maybe a damage res of 50-60), after that, depending on the amount of damage he took, would move slower, for example, he took 300 damage. He would move around 15 percent slower for a couple of seconds before resuming regular speed. His third ability would be “weapon selection” with a lengthy cooldown, he could select weapons of his choice with custom stats. For example, a spear with long range, but a small hit box, a sword with mid range and mid damage, and a hammer with big damage but a slower hit speed.
I think this would be balanced, because the one thing about would have is no passive damage absorption. Which means NO Hume shield, NO regeneration, No passive damage reductions. His health would be around 3 thousand, but with another killing method, headshots. Able (lore wise) is know to barely feel pain, but the damage to his head is been known to be most effective to kill him. That is why he would have a 3x headshot multiplier on the head, no matter what. If you ask for the second kinda friendly SCP, I’ll yap about that too.
SCP-1048 would be dope af in secret lab. At first you would be a tiny, harmless teddy bear but you can combine SCP objects with yourself to get deadly abilities (only one can be active at a time)
-ball: you become a teddy bear made entirely out of human muscles, allowing you to pick up and throw players several meters making them ragdoll and doing an insane amount of damage
-ice jar: you become a teddy bear made up of ice crystals, allowing you to slow down players and use icicles to kill them
-cola: You become a teddy bear made up of sugary foods and candy, and you’re able to leap through the air onto people’s heads and rip their faces off or something, players can prevent this by moving their head around everywhere really fast
-pepsi: You become a teddy bear made up of human ears (1048-A), whenever you shriek other nearby players start growing ears everywhere on their body both outside and inside, causing them to suffocate and die. Scream has a short buildup to warn nearby players and to make it less unfair
-gramophone: you become a teddy bear made up of scrap robotic parts (1048-C), you do a lot of damage extremely quickly via a sawblade, but at the expense of your movement speed
-panacea pill: this one just returns you to your default, friendly form
-green goblin vial: You turn into a teddy bear/human baby hybrid (1048-B)… okay i ran out of ideas lol
-hat: You become freddy fazbear. Freddy has no weaknesses
Your idea of 966 is flawed but good.
966 is in effect a better ambush stalker, larry++.
Passive ability invis, you got that right. However, I think that you should only be able to use large flashlights (not the ones on guns) to make 966 publically visible, and only the part of the body shined on until it is not shined. However, people can shoot 966 during his invis, without any hitmarkers.
Haunt should permanently decrease all players stats by 25%, and have a 5 second cooldown (10 if on same player as previous). This second attack would begin decreasing the player mic audio, headphone audio, and screen visibility until eventually the player joins spectator chat - cause of death, endless sleep.
Dreamstalker is perfect, but a medium cooldown would be better. 15 seconds?
966 should be able to 'remove' bodies that existed long enough to no longer be revivable. Removing the model and all weapons and fluids that belonged to it. However, it should be a 10 second sequence, with a 5 second cooldown - and a sub-ability, perhaps by holding shift, that allows 966 to remove all 'rotting' bodies with 2.5 second sequences and no cooldown. Rotting as in a body that has had no soul for 10 seconds, so plague can't still be reviving it - no outrunning the doctor.
Sorry if I seem a bit rantish, I haven't had supper yet and I've got a racking headache. I'm gonna go drink pea soup now
Good suggestions! That would definitely add more of a point to the normal flashlight, so I definitely like that idea.
what the f did I just read did you even understand the part about the corpses yourself
unbalanced
@@explootthelasttruejavascri4641 Physical stats, like accuracy and movement, and all players as in everybody that can see it. Not bullet damage.
@@FelidaeEnjoyer no like the cds are too short because realistically with op skills and low skill cd like you suggested most servers with not that many players would struggle to fight against it
I had an idea for scp 457.
This scp can spawn instead of 106 , only if 096 spawn instead of 079.
The job of this scp is to power up by getting fuel and killing peoples hiding in locked doors room (like micro, 096 chamber...).
1st passive: fire aura; he have a fire aura which slow peoples around him, size depend on the amount of fuel. The fire aura is very bright , which mean the more fuel u hvae the bigger ur aura get and the easier the player see you. The light of the aura can be seen trough the door.
2nd passive: fuel; remplacement to his HP , being fuel instead
he start the game with like 1500 fuel (remplacing his HP) and lose fuel time from time like 5 fuel per secs. the more fuel he have, the faster he get , and the bigger his fire aura get .
His fuel is kinda special ,doing some attacks (which I will cover later) will make him lose fuel but gain fuel as well. If he get shot at he will lose fuel (normal damages) , however grenades give him fuel instead (can give him like 100 fuel).
To gain fuel he can ignite player , dead bodies and doors , he will lose fuel doing so but gain some too (he will gain more than he lose). He cannot ignite a body that died of burn, and he cannot ingite a dead body twice.
First attack( M1): burning touch; he touch the player infront of him burning him , being like the heart attack , the attack will bring a normal player to around half his HP , if he get hit twice he dies . this move will make 457 gain fuel. This attack can be done on doors and dead body too , giving him fuel.
When this attack is done on a door however, the room behind the door get really hot making players inside lose hp (imagine a player hide in 096 chamber, when 457 click on the door then the door will be on fire and make the player slowly suffocate and burn, burning a door will make him lose more fuel than clicking , and only gain fuel from this move if there is a player inside (for exemple, 100 fuel to burn the door, 50 fuel gained from burning the door and 100 from burning the player inside)
This attack will have a normal CD like doctor touch or 096 touch
Also this attack doesn't damages shield (like blue candies one) so if u get touch by it ur shield wont take damages but ur HP bar will
Second attack (M2) : ignite; this attack will make 457 touch infront of him making him lose a lot of fuel (like 400 idk) , this move can be done on players to bring them to around 25% of their HP (bypass shield too) . This attack is mostly used to melt electronic, basically if this attack is done on a door bouton, it will make it break and the door will open , not being able to close again for around 1 or 2 minutes . ofc the more important the door is the more fuel you lose from it . This attack can however attack multiple peoples in 1 hit , so it's basically better to use it on 10 ppls stack together than using it on 1 guy running away.This attack have like a 40-60 secs CD
Sound he makes : this scp make a burning noise while walking , the more fuel he have the louder it get.
Notes: this scp take a lot more damages to scp 244 (or grandma ashes I forgot the scp name) and every cold related thing . The micro deal normal damages to him, tesla too. His fuel capacity is caped to like 3000.
Pros: this scp can be a nice remplacement to 106, doing pretty mush the same role of killing ppls who hide in locked doors but being more lethat .
This scp can kill grouped peoples easily with one of his attack , and good to slow players down. explosions healing him is also pretty nice since he will get benefit from peoples who elevator trap or pink candy. (maybe more pros idk). He can easily heal by igniting dead players
cons: If he don't have any targets , he'll lose fuel very fast and get weaker and weaker.His fire aura can make him get spotted very easily from afar , and the sound too. He can lose fuel fast if he use it dumbly like burning gates doors which will take a lot of fuel for no reasons. Or even using his M2 on like 1 player. If he enter scp 244 he will instantly start losing fuel being a great counter against him.
This is all I had to say idk if I forgot anything, but with this new scp I may have an idea of a new item being basically a flamethrower but water
This item can be found outside of scp 457 containment chamber (being the normal containment chamber said in the wiki), being locked behind a bulletproof glass that can be opened using the following cards : janitor card( not sure about it) , any MTF card, CI hacking device, 05 card and the facility manager card. This have a 1 seconde windup , and shoot water from a range of around 10-15 meters, this gun, cannot be refilled , not even with scp 914. This watergun can shoot for around 10 secondes before having no more water. The gun can make 457 lose around 500 fuel every secs. The downside is , that to use this gun you need to equip a water tank (which is in the bullet proof glass too) and that remplace ur bulletproof vest , this tank make you unable to run, but you still walk as fast as other players. This "vest" cannot take any extra ammo with it and have no protection.
idk if it's good tell me what u think and ye ye
I didn't read it all but burned is a status that makes people take more damage, fire aura would give them burned logically
457 is in the Roblox version. As silly as as 1770, 2 1507s and you can make 610 with the coffee machine. Plus the scps the shares 049,097, 173 and 106
This is almost exactly how 457 works in Project: SCP on roblox
I was mostly thinking of another roblox game , where you can become scp and if u r 457 u get buff the more fuel you have but the easier u get spotted
Here's my idea for 082, I think he should just have his fists, acting like 096's slash but with alot less damage (around 40 - 45) and causing players to instead be knocked back, I like the idea of him only being able to use the crush ability when shot at but another idea would be to be able to throw the body into a crowd, dealing around 25 - 30 damage. The cool down would be about a minute and a half, I would also have a passive and small speed increase when being shot at, about that of 049 (his normal speed would be about that of 096), everything else seems pretty good, I would also increase his health to about 5000
I feel like for 966, when having a flashlight shined on him It should be that it slightly reveals them, like 50% translucent, and for night vision make him 100% visible as a trade-off for only you being able to see him.
If you wanna be inspired by SCP ideas, I have a few that I already uploaded in my profile for my own creations that you can base off your own idea on.
Here's some scps you can make a concept that I found:
SCP-428
SCP-938
SCP-217
SCP-280
SCP-610
SCP-4975
SCP-076
SCP-457
I would add a item usage chances for 082 like 3114 but can't take some items simply because they are to small to use for him. keycards and 018 would be good. because everyone with brain can use cards and him shooting a ball directly to you after a 3 second charge would be funny to watch. I would give him 300 (400 at max) shield and he can use his ability when he loses 200 (300 at max shield) hp/shield and would make him soke all damage at this stage so he can be a tank and gain his full shield back.
966 get rid of your sleep making his target lose his stamina and slower in time would be better. I would make him only visible to night vision. I think you can't get rid off this effects until any medical stuff used would be better. if you don't treat 966 can insta kill you with his R ability (1 min after getting effect would be nice)
Able also known as scp 076. Could be a pretty simple idea. A scp that respawns under the right surcomstances and wreak havoc again. The problem would be balance
maybe a MTF rework update, like adding units such as NU-7 with heavy weapons or Alpha-9 with a high chance to spawn down a player as scp-073 or scp-105 but having a chance to spawn in scp-076 into the heavy containment zone with a message for warning
i think it would be a funny addition to 966 would be hallusionations making the person hallusinate diffrent scps in the area making them distracted and wasting bullets on them also it would be realy funny for your team member to start shooting the air randomly
Man, if they add 966 Imma gonna shit myself.
Just like in containment breach.
SCP 966 would be such a fun and creative addition to the game, I hope they eventually go with him if they ever decide to add an scp full time, i honestly dont tend to care to play as the scps we do have, i dont think theyre bad, i just prefer the humans, but i think he'd be refreshing to play with
7:26 I think only night vision would reveal 966 because everyone has a flashlight on their guns now but to make it fair the flashlights will reveal 966s shadow as long as they are in a lit room
Also I think adrenaline would counteract the insomnia ability for as long as it normally lasts cuz you know it’s adrenaline
Good work, love it!
Here’s my concept for a new anomaly
SCP 1000
Hp:1800
Hume shield: 400 at spawn 800 max
Attacks:
Punch: a simple punch attack that does 40 damage, 3 second cooldown
Dropkick: Dropkick someone, sending them flying and dealing 70 damage, 10 second cooldown.
Abilities:
Inventory: You can pick up items just like a human, but you can’t use them, as there used for other purposes
Panic Attack: when someone is hit with panic attack, they will appear to slowly lose hp(they aren’t), there gun will occasionally jam, and there screen turns red while intense music plays, this ability is made so people inflicted with it will start to panic, messing up allowing for an easier kill.
Crafting: Using items you pick up, you can craft things which you can equip or give to other anomalies to cover there weaknesses, examples: Pestilence bombs for 049, soda jetpack so 173 can move temporarily even when looked at, a chain for 106 that can pull people close, or a voice collar for 939 that will let them speak to humans.
Now, a challenge for you.
How would you want Scp-999 to be implemented?
I would like to see 1 or 2 small scp that spawns when there are spectaters. That way when chaos or fox mini spawn waves come but some people are still spectating. They spawn as scps. Weather that helpful like the little eye balls that fully stop penut. Or a hive mind like the flamingos to fight anything
7:26 I think only night vision would reveal 966 because everyone has a flashlight on their guns now but to make it fair the flashlights will reveal 966s shadow as long as they are in a lit room
Also I think adrenaline would counteract the insomnia ability for as long as it normally lasts cuz you know it’s adrenaline
Also sergeants and above will get the head mounted night visions goggles to see 966
gonna go with an obvious one here, use in your next video if you want
SCP 457: The Burning Man
Passive: Slowly lose fuel, unable to take damage unless at 0 fuel. You have 3000 fuel, each bullet doing 1-2 fuel per hit.
Primary Attack: Punch, doing 40 damage on hit and inflicting burn (25% incoming damage and 1 damage a tick for 5 ticks)
Secondary Attack: Extinguish, slowly lose fuel but spew out a ton of flames, could be used for ambushing, clearing out a room, or a trap.
E hotkey: Douse a body in gasoline and consume it, giving 100 fuel each body. after 30 seconds, bodies cannot be consumed. 5 second animation, bodies will look charred after consumption, and will have a 5 second cooldown.
side note: micro hid and grenades will work but do fewer damage, once he is out of fuel, this effect reverses. he loses 1 fuel every 10 seconds, and has 1500 hp with permanent burn effect (25% incoming damage) after losing all of his fuel
he has above human walk speed but below running speed
look so balanced having 500 minutes worth of fuel and needing 1500-3000 bullets to ran out of fuel xd
remove the health entirely, make him more of a support class to add on to the burning statuses we have, lose fuel at a faster rate, gain more fuel, micro and grenade works, lower primary damage
457 should be more a support-ambush class similar to 106, and the extra health outside of the fuel is completely unneeded
@@Buzlu_Muzwould encourage mtf to stay together
@@mossymarleyhe slowly dies after losing all of his fuel, and i meant micro and grenades dont do as much damage, a full micro only doing 2000, and a grenade doing 250 each max
@@SH4D3. yeah i dont know i think itd be better if he just had one health bar instead
966 is in containment breach and he works really well and is fun so this might work
Nice ideas
They should bring some of the scp's that were in the OG SCP breach mod in gmod. Neutral SCP's are something that would spice up the gameplay, like SCP-999 Which could heal whoever they choose. There were alot more unique scps in gmod breach cant even remember them all.
SCP-3199 would be a cool playable character
i have an idea for adding scp1428 into the game
So their gimmick is to be a massive area denial or to corral large groups of people and how they achieve that is by burning through their hume shield
Said hume shield regenerates at 50hs/s after 10 seconds of either not taking any damage or not using their ability. The hume shield starts at 700 and goes to 2000 at its maximum.
They will have a max health of 800, lowest of any playable scp (bar zombies), but will have 50% damage resistance to grenades and takes extra damage from the revolver.
note: scp1428 will not get max hume shield if they rely solely on taking damage to increase it, as it has a max of 1200 hume shield at 20% health
Scp 1428 will be able to move omnidirectionally but only with its sprint, i.e. it flies, at 6.5 m/s in any direction as long as it is sprinting. When not flying it will move at 3m/s. It has the same amount of stamina as a human
Scp 1428 will not spawn with scp 079
1st ability (passive): Blood sacrifice, scp 1428 will get 50 hume shield added to their max after each kill they get with their melee attack. E.G. im at a max of 700HS and i kill someone with talon, new max is 750HS.
2nd ability hold down [R] (active): solar sector. Scp 1428 will start burning through their hume shield to deal damage in a growing radius of up to 1.5 rooms (idk how long the straight corridor is in hcz so i just gotta use "rooms" instead), growing over the span of 8 seconds. Anyone in this area will start taking damage depending on how close they are to scp 1428. The closer they are to scp1428, the more dps they take, starting at 10hp/s ramping up to 50hp/s. This drains the hume shield at a rate of 100 hume shield/s and stamina is infinite, when actively making a solar sector, scp 1428's movement speed is reduced to 10% of their movement speed. After creating a solar sector if scp 1428 has more than 20% of their HS remaining they will have a cooling down period of 10 seconds, no matter the size or duration of the solar sector as well has having their movement speed limited to 20% of their normal speed with being forced to land on the ground with all stamina drained if in the air.
If when using solar sector your HS goes below 20% you go into a "runaway reaction" and are forced to burn through the rest of your HS, but during this time the area in a 6m radius around you instantly kills anyone inside. Along with this you are locked in place with you being immune to grenades during this time. (i think that scp 1428 should do a special animation with sfx when entering and in this phase) When HS runs out you are forced to land and stand completely still with no stamina for 15 seconds as your cooling down period. (once again maybe have scp 1428 do an animation of it retracting its 3rd leg during this special cooldown)
If a player walks into the solar sector their screen should get more red the closer to scp 1428 they get and make their character audibly start wincing in pain
3rd ability: beckon. When a player enters the solar sector they will get slowed down to 0.5m/s if not sprinting and 1m/s when sprinting if they are walking away from scp1428. If they're walking *toward* scp 1428 they will feel no slowdown in their movement speed. Players inside the solar sector will also get pulled towards scp 1428 at a rate of 0.25m/s.
melee attack: talon. It deals 10 damage and has a cooldown of 1.2 seconds
On surface zone specifically have any player who has a direct line of sight with scp 1428 start taking damage at a rate of 5hp/s when it is making a solar sector.
Do give me feedback on what you think of this idea since i legit concocted this as i was going along so there may be be something i missed
Those SCPS are a great idea but there is one tiny problem. those SCPS can be kinda hard to code, but its nor imposible!
Bro i was in the video:) also hi extra bite
Hi Jabba 👋
Ferdenads in game abilities and quirks just make him sound Mr x from re2
SCP-082 can be something like marshmellow man but stronger and with an ulti power, and maybe can heal himself by eating humans
this is cool man
0:49 ain't no way they adding caseoh now as an scp
I think that making very specific "outlines" of these SCPs would limit the creativity of what could be added to the game. Saying that the cooldown should be X minutes or that the SCP would have Y health or that Fernand should "shake the screen" is all very specific. I feel like if I made a game and had people suggest things to add I wouldn't want those suggestions to be overly specific. Maybe instead of saying these very exact details, it could be like "they should have a lot/little amount of HP" or "There should be a big/small cooldown". That way the devs might want to hear you out more.
The current language seems a bit aggressive as well. You say these descriptions as though they are going to be in the game or that the devs will make them. I feel like this is part of what I said before. When you add too many bits of ideas to the character, it becomes more of a "Yes/No, add this exact character, along with all of these new mechanics?" than a "consider this idea."
FIRE VID 🗣🔥🔥🔥🔥🔥🔥
One thing people tend to fforget is that as you add stuff to a game, it becomes increasingly more work to add any future stuff in, and takes an increasingly large amount of time. This isnt always the case but it usually is.
The thing is all the scp in the game are in their lore accurate facility. The canning in the lore is kept at site 62
Gotta say for the cannibal, his base attack having a 3 second cd and his special oneshot having a 2 minute one are both way too long. I'd say it should be 1.5 and 45 seconds-1minute respectively. This way he doesn't get absolutely melted while barely being able to attack. All the other scps have way faster attack speeds afterall
Ngl i kinda love the idea of 966
the game will be so peak when there are enough scps to not have the exact same 4 scps with 096 or 079 every round
From a guy who didn't play Secret lab but played SCP Containment Breach Multiplayer, I say, be wary of adding the 966 into the game.
In our game he went from D tier scp to almost S tier, his insomnia ability drains the stamina so fast and strong there's no counterplay if he catches onto you and you have no pill or mask. Which might be annoying for a game like Secret Lab that's more actiony and fast paced.
Thought about 250 as an SCP, but not really sure what it'd do beyond biting and scratching. SCPs seem like the things that should have more nuance beyond "run in and left click a dozen times."
I would love to have an scp that is an alt dimension implementated one day
For scp-966 there should be another mobile task force that spawns with night vision goggles
Underrated
CaseOh in SCP:SL!!! 🗣️🗣️🗣️🔥🔥🔥🔥🔥
it be Cool if cannibal broke a door to use as sheild and door has 200 hp
there actually was a modded 966 in dr brights a while ago that was kind of similar to yours except it was a zombie
I played it and fought against it, but tbh it was really bad.
On paper the hunting mechanic was really unique, but it only made them useful about half of the time. The bleed effect was a nice callback to CB, but was, also, useless because it wouldn't last long enough to deal lasting damage.
The real kicker was the health. I remember my best moment in SL was fighting modded 966, and killing him with one grenade, and a pink candy. Only one existed, meaning he was dead-dead.
If a concept like 966 is thrown around, they should 110% make it like old dog: 2 of them, slightly different models.
IIRC that modded 966 could also eat corpses regardless of HP though, which made it capable of reaching ridiculous HP levels at times @@magicianmarx
That was before he could eat corpses, and even now, if they did buff him via the zombie stuff in the soft-049 rework, he still sucks.
@@magicianmarx nah they reintroduced it for a short time after the corpse eating buff and it was busted as hell
966 would be scary at the start in light contain containment, an if mtfare alone
For 082, I would actually remove the "can't heal back to full" part. As quite frankly the SCP team has been in need of a tank ever since they changed 106.
If 082 doesn't break doors they can add him
I would agree with that, but peanut being able to tank up to 5250 raw damage (not including damage reduction AND it’s Hume shield increase buff) every round. I personally think that 082 could replace the nut in the SCP team, kinda like computer and shy guy.
Scp 082 should be able to only eat bodies that cannot be revived like zombie bodies or expired bodies maybe we can make it so he can eat every body but cannot spawn 049 same way with how 096 and 079 cannot spawn together but the problem is if the server is big then the game will have to spawn both 096 and 079 so we will keep the fact that he can only eat zombie and expired bodies hopefully not hindering zombies
These scps feel really gimmicky and just generally uninteresting, 966 just feels like a skeleton 2.0 in the sense that its absolutely worthless if you are fighting multiple targets or they are decently armed. The cannibal just feels like big stats and nothing else. 966 just seems too gimmicky to be viable, it is an interesting idea but how can you actually make it useful after first spawn? The damage is terrible and the invisibility is pretty useless aswell since its hard countered by one of the most popular attachments. 966 would have the same problem as 049 and 106 which is having 0 pushing power. Problem is 966 doesnt really benefit the team like 049 and they also cant go through doors. Its hard to give criticism since i dont really know what your idea is aimed at, important stats like speed and health are unknown. A 3 second cooldown is way too long for the scp, it would take 12 seconds to kill a single person at 100 hp as 966. Compare it to every other scp and you will understand why this scp wouldnt really work. They all have special strategies to catch up to runners, 106 is going through doors, 049 is having a strong attack that also debuffs them, 939,173, and 096 are being very fast. Slightly reducing a targets speed really wont be enough to give him the edge on runners. 966 wont even be close to 076 in terms of support either. They will be slow and easy to kill(if the stats are like the scps lore). It also can only affect one or two people at a time with pretty weak debuffs compared to 079s doorclosing and blackouts. 966 would just be another scp no one likes to play as cause it has no real purpose and is outclassed by all the other scps.
My best idea to balance it without completely reworking it would be to make it so it isn’t a naturally spawning scp like the flamingoes. Make it so you have to find a certain item or use 914 to become one of them. It could also just be a seasonal event for halloween, maybe eating an evil candy could make you become a 966.
Cool video and suggestions though, it just seems like it would be too niche to work in real games.
I hope at some point they bring back Scp 457 cause he was in during the really early stages of the game I think it’s beta stage or something
what would 082 death animation would be? ragdoll? or animation
same goes for scp 966
@@watersolosalldrinks I would imagine SCP-082 to be a ragdoll, and SCP-966's would become visible to anybody as well as be a ragdoll. Since these SCPs are both killable in lore, so they don't need a special animation.
"SCP SL hasn't added new scps in multiple years" **SCP-3114 left the chat**
flamingos 3114 christmas tree ghostbulb marshmallow man
"Excluding holiday specials". I think you stopped watching at 5 seconds in.
@@extra_bite5 It's probably because scps are not their main thing to focus right now, because they have ALOT to work on like reworking the models surface, overhauling all the stuff thats like 6 years old right now
@@Samuel35239 That's completely fair, yet the game has been getting a bit redundant with the same SCPs for the lifespan of this game. Doesn't hurt to give ideas, and devote some attention into trying to make new SCPs
@extra_bite5 I must have missed that section sorry, either way 3114 is a permanent addition once they give him a proper containment and balance him, and can be already spawned no problem with plug-ins or admins, and is a role in the offical discord channel, so I consider it as a new playable scp
I do think scp 966 is interesting but I think scp 076 would be more interesting
Bro is cooking
bro overcooked
I like the idea, but seeing how 082's size was described, there'd be no possible way for them to fit through any doors or checkpoints
we need scp-457
What about adding SCP-323? Item that turns one person into a less powerful SCP that times out, dropping the item again on death (you would just need to walk into the item to transform)
Devs are too busy making the game more serious and competitive with needless rebalancing/reworks instead of adding new fun stuff to make the game less repetitive
Have the one skull for 323 and just maybe have actual 866
SCP-076-2 should definetley be added
I feel like the cannibal idea sucks since he will be basically a glorified 049-2 without any exciting gameplay hes like a mix of multiple scps (173 due to the speed ability, 3114 for the skull crush ability, and 049-2 for general gameplay ) or maybe all of those together might make a fun scp maybe am wrong but I dont think he will be that fun about 966 idk
Ok here me out. They should add SCP-034.
I’ve been wanting this for so long!
A one-use one-hit close ranged item sounds amazingly fun! I didn’t cover it here because I wanted them to be playable SCPs, but maybe in a future video I will
I see alot of scp-457 comments and sure alot of them have good ideas but most of them are making an unbalanced mess and most of them seem to be able to carry the rest of the scp team
i feel like that 457 should be more of a support class and have implementations that are more to debuff the human teams instead of just flat out killing them
I have a feeling that some players just gonna say they are way to OP and have to be nerfed into a point of unplayability
Does anyone remember SCP-457 (placeholder) in alpha?
SCP 082 is just caseoh but skinny
if they’re adding 966, does this mean we get dark rooms and nvgs??!
Kul
they should add 294
Why do flashlight reveal 966 but facility lights don’t?
Maybe the flashlights are specialized into seeing them
İn the RP server foxt scp we have 966 as a playable scp
When 682
Your 082 doesn't have anything to bring to the table. Don't get me wrong I think it would be fun but it just does everything other SCPs do. Also imagine your micro-ing him and he just cancels it by crushing you.
Yeah, that's a fair critique, but I also think half untrue. The point of 082 was to be a simple and a beginner friendly SCP, more of a straight-forward SCP than the rest.
Every SCP has a complex system to them that require advanced gameplay and deep understanding of mechanics to play really well, which of course is a good thing, a lot of people like that and it makes it interesting and engaging to always get better. But, I thought it would be cool and interesting if one SCP could be just, high health, high damage, but nothing else, no really special abilities or crazy gig. An SCP where you don't have to display a bunch of complex strategies but rather just play and go with the flow of every round, really straight-forward. It could be an SCP you turn your brain off to, an SCP new players might enjoy due to it's simplicity until they develop a lot of skill and understanding of the game, or just an SCP people will prefer due to it's simplicity.
This would of course come with pros and cons, but that's every SCP, so I personally think this SCP having nothing new to bring to the table will be the new thing it brings to the table.
Still, not liking it is completely fair.
@@extra_bite5 I think I can see what you we're going for, still dont think it would be added to the main game but I'm more inclined to like it now lol
scp 966 is in scp cbm doe
micro insta kills you afterall its the enemy of scp's
And what about 457 and 035 scp
Add 1471 for sex update. Or Tf2 mercs for sex update both is good
since i cant resisit one scp i think they shouldnt add any more since the game is allready hard enough
I would hate for 966 to be added if you ever played scp cb you would understand why it would be annoying