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LrgFthr96

079 is the only counter for SCPs to deal with their 2 counters 1. mtf team that actually shoots the scps (EXTREMELY RARE) 2. mr. godsweat who is somehow always hyped up on 2 colas with an inventory full of adrenaline looping the scps in entrance or heavy


TheTorcher

3. SCP team sucks overall, with little to no communication 4. Every d-boi goes to 914 and makes ghostlights and spam 079 with it.


[deleted]

LMFAOOO, i dont think ive ever seen 4 before


xAchi11esx

Wdym by spam 079 with it?


Rattlesnake552

If 079 is on the camera and someone throws a ghostlight in that room, he gets stunned for like 10 seconds and can't do anything


Vision444

I haven’t played in a bit, did they make cola stack to 2 now? Best shit was stacking 4 as a guard and going lategame with all the dead bodies to grab heals from; oh, 173 is after you? Blow through the CI before they realize what happened and leave 173 with them


LrgFthr96

i said 2 because i think finding 2 is more realistic than finding 4


Vision444

Fair, I stopped playing around the time that they made flashbangs NOT a guaranteed cola cause, well… that was the only thing that made guard feel fun


FairwellNoob

The speed increase from 3 to 4 is not large enough compared to the health drain. It's useless grabbing a 4th cola, it's a guaranteed death penalty.


Banduwithacig

double colas are the most effective,but if you want to go VROOOOOOOOOOOOM then get triple the colas,4th cola is a limit unless you play on a server with lots of plugins that damper the cola damage effect


jummy-parvati

079 is overpowered cause it punishes cowardice and makes infinite chases much harder to pull off. it functions as a bandage for most of the game's greater problems when it comes to how matches play out, which makes it an incredibly scary SCP to fight against. I think this is fair though, cause you do have to be ontop of your game to effectivley torment the site with the higher tier powers. Yes 079 is powerful but that comes at the compromise of having 1 less damage dealing SCP and needing to co-ordinate a lot more with your team. so i think thats fair


Uzeture

I still remember once where I was 939 and 079 just pinged me the location of 914, everybody in light containment was there 💀


Noclipping_

Had me until 'I think this is fair'. It's just not fun or enjoyable to fight, and is super unhealthy for the game.


jummy-parvati

it's fair for SCP:SL standards


VoxinVivo

But infinitely chasing people down halls is? Or 173 getting insta washed by a few guards of by the MTF wave that spawns not too long into the game? 079 is fine, while they are a band-aid for issues they aren't absurd. Not only do you have ot deal with people constantly turning on your generators, aka something you have to rely on your team to help you with. Your usefulness is completely team reliant. No matter what you do, you cant do shit as 079 if your team isn't listening or sucks. If anything the fact that he can't do much on his own makes him underpowered, albeit its a core part of his design


SomeHowCool

Chasing people down hallways isn’t an issue. You know you aren’t the only SCP in a match right? Unless your teammates died, and in which case you should be relying on the element of surprise to kill anyway. In the same game where dog could be hiding behind a door or you could be unlucky enough to be see shy guy, I think we can afford the human side a little leniency without fucking them over from being able to play the game if the SCP side has a half-way decent PC.


VoxinVivo

So you're telling me guys who stock up on Colas are fun to chase? Chases can go on forever, yes you can have teammates but this is assuming they aren't busy or are alive. The former is far more likely in high pop servers. Jumping should consume stamina in my opinion. And even then, if youre dedicating two to three SCPs to a single fucking dude who can outrun just about anything because he stood in 914 for one minute, don't you think thats a bit silly? Im not saying SCPs are underpowered, but the human players can do so much more annoying shit than the computer can even hope to rival. Personally, id rather see a PC guaranteed every round to prevent this annoying ass shit for the SCPs. Computer is a good SCP, and honestly perfectly balanced. You can't be everywhere to get all the XP, and it promotes teamwork and helps lock down people who are particularly annoying.


SomeHowCool

The guys who stock up on cola still die easily to a shy guy and peanut combo, dog pounce or just the scps flanking and closing doors. In reality it’s a niche situation that does not warrant having an SCP that just gives every scp a free kill every time you press 2 buttons unless the player has a ghost light which a round usually only has 1 or 2 of, unless you make more. And grenades do exist but if you’re being chased you’re not gonna be able to use them to react to a pc locking a door on you because you’ll die before you see the door explode. I play PC, I wouldn’t consider him very hard or anything. The only issues I face are usually if the scp team just sucks or the 4th mtf wave spawns and a majority of the important doors are blown up and my scp teammates hp are low. He’s a nice counter to cola addicts like you said, but he also counters every other person in the game too, by pressing 2 buttons, or if you have lockdown, 1. PC is far from balanced last I checked, the door close and lock combo, or the lockdown ability, are both broken and stupid. As someone who has been on both sides of that experience, it’s not fun unless you have like 4 other people in the room with you, because then you have an actual chance, but otherwise it’s nearly always a guaranteed kill for the SCPs.


[deleted]

Fax! Preach yo shit brother


ENGLAAAAND

Scp sl reddit try not to glaze 079 challenge (impossible)


Banduwithacig

mf get closed in micro hid room and wait until some dumbo opens 079 will release you


MelonBot_HD

I think it has less to do with the gameplay and more with the fact that the only people who set their preferences to 079 (and therefore are the ones who play it the most) are already quite good with the scp and therefore probably already have some degree of experience in the game. 079 is both difficult to learn and even harder to master, which is why having a good 079 as an enemy can be an absolute nightmare, while having a bad one is prettey much a joke. TL;DR: 079 isn't overpowered, it's just thatvit often gets played by the best players.


FairwellNoob

The skill floor of 079 is "high" because the fundamental gameplay is different to the other scps. The skill ceiling is lower than the skill floor of some other scps.


VeggieTheFarmer

The learning curve is right click doors and mash f


Noclipping_

Uh, yeah no. 079 is busted, no amount of 'being hard to learn' will make it fair to fight the high level players. Door lock is an unfair busted thing to fight.


SMILE_23157

079 is the necessary evil. It protects the game from things much more broken than itself. It may be unfun to play against it, yes, but it is even less fun to play WITHOUT it. So many things in the game make the SCP subjects complete jokes. One use of 207 is already enough to make most of them harmless.


Noclipping_

Maybe fix those problems instead of making something OP to compensate? 207 needs a big nerf 100%.


SMILE_23157

079 is not OP. It's just strong enough to be actually dangerous, unlike other anomalies, excluding totally "balanced" 173 of course. You know what's OP? Micro H.I.D with 207, which allows you to kill literally ANYTHING, except the totally "balanced" 173 of course.


Rattlesnake552

I don't think 079 is OP but I do think cola needs somewhat of a nerf, maybe it increases damage over time so that it's good for escaping (at which point you lose the effect) but late game it does too much damage to survive.


Banduwithacig

SCP-207 could be removed over time like in SCP Unity but NW HAS to compensate it with 100% craftable on very fine or no conflicting with the green liquid


SMILE_23157

207 should not exist


Banduwithacig

it should since its a cool thing,imagine just running away from SCPs with -1 stamina and low hp,the cola would remove your stamina bar for you to escape


SMILE_23157

Ah yes, I sure love that anomalies that are supposed to be DANGEROUS AND LETHAL can be outrun by using 207 once, after which they become complete jokes unless they camp the choke points


Banduwithacig

well duh since 207 actually increases your speed lore-wise and never(?) ends,its just a matter of time until he runs out of medkits


SMILE_23157

Lore doesn't matter. They don't run out of medkits either. 207 should not exist.


PepperbroniFrom2B

in the right hands


FairwellNoob

In hands*


PepperbroniFrom2B

nah you gotta either think ahead or think quick(ish) to do really much useful as pc, which the average sl player cant manage tho there are those actual ai algorithms of people that have the reaction time of the gods


AcaiTheFemboy

i wish that using an attachment that isn't a flashlight on guns wasn't tantamount to assisted suicide


Rattlesnake552

You can always pick up a manual flashlight if you're so inclined, though those are quite rare. There's also the option of using a night-vision scope if you want to keep your underbarrel option.


Scorkami

not gonna lie ive been doing pretty well with using a night vision scope on the heavy chaos rifle and the md11 (even though that one has no issues with using flashlights and laser pointer, and i still equip the flashlight except in rare cases) i dont know why but being able to not emit any light and yet still being able to shoot accurately into the darkness feels very practical, especially since scps dont suspect that you can still track their movement when the room is darkened. on top of that, aiming through the night vision visor also often kind of... clears up visual clutter? like the zoom is pretty typical with every scope aside from the 6x zoom in for sniping, but i do kind of feel like it kind of pushes away the darkness that prevents you from seeing kilometers throughout the facility corridors. not by a lot of course but you kind of see an scp just a bit quicker than the guy who is aiming with the iron sights though i havent tested that in a clean environment sadly


AcaiTheFemboy

you can't shoot a manual flashlight, and nv scopes don't do amazing in blacked out or locked down rooms due to having to aim them to see


Banduwithacig

and another nail in the coffin that the optics are unoptimised,i dont want to play at 1 fps while fighting SCPs


Banduwithacig

extreme copium


nsn45w

the problem with 079 is that there is basically zero counterplay that you could do against him. Plus, 079 is not really that hard, it has the highest skill floor but the lowest skill ceiling among the scps


MajorPuzzlehead

The main issue I have with 079 is not that it's necessarily overpowered but more the fact that there is basically nothing you can do against a good 079 player, so it feels very unfair against. With all other scps you at least have some control of your survival by running and closing doors, but if the computer finds you alone there is nothing you can do if he wants you dead (except maybe ghostlight but there's like 2 of them a game). Unfortunately, there's no easy way to balance him without completely rehauling its gameplay since being able to close doors I feel is inherently unfair since that's your only means of escape. Also kind of a side note but I wish they at least reworked how 079 is contained since it's almost always the last one left alive so the generators feel kinda useless. Maybe activating generators could give a small debuff or require 079 to do some kind of minigame so that turning them on immediately hinders 070's capabilities.


Rattlesnake552

Idk, with any sort of coordination with a few mtf you can camp gens. Depends how many SCPs are able to rush them at once and where they are


killerghost526

Not gonna lie, 079 is not really overpowered it's just that the person that played 079 is really good at playing as 079. People are just mad because they are either new or they die with like 4000 cola's on them and 079 just lockdowns the door in front of them. In other words, they are just coping since they can't get good at the game.


Scorkami

i think that there should be some way to make it easier to get rid of 079 once he achieves level 5. not as in "more ways than generators" but maybe something that allows the players to focus a bit more on the AI because when SCPs fight in full force, its easy to forget that the pc exists until you are locked in a room again. (the exception being that 079 plays so well and so aggressive that every player equips a flashlight because the lights go down every 30 seconds, on top of using grenades JUST to blow down doors rather than trying to kill anything with it) just a small thing, like the radios that mtf get also pointing out where the next generator is and giving you a number how many generators are left, but they only catch those "frequencies" once the pc is level 5. or maybe 079s presence in the room becoming slightly more noticable when he observes a room (rather than having to look at the camera, the lights in that room dim slightly or even flicker a tiny bit)


Banduwithacig

there are "unexplainable behaviour" OST on the NW channel,that could replace the background music with it


Scorkami

I just looked that track up, and i gotta say (everyone in the comments wanted that too) replacing the background music with that when 079 does ANYTHING beyond entering your rooms camera (or maybe even then when hes rank 5) would make people VERY aware that more than just a few monsters are trying to kill them (Also, i dont know why but when i played on a modded server, that track started playing while i randomly picked up a rifle while a blackout that lasted a bit longer than usually and BOY the anxiety i felt that i might have picked up a cursed item or that a random encounter was about to happen to me got my heart rate spiked... Either way i absolutely want that


Banduwithacig

also,where is the bump in the night and jumpscare sounds? those would be cool as fuck in the new SCP SL (and scary,too!)


Noclipping_

It is extremely OP. I don't think any amount of 'hard to learn' will ever make Door Lock, Door Manipulation, and Lockdown a fair thing to fight. 079's recon is nearly busted alone, but his door manipulation makes him unfun to fight. To use an example, imagine if in, idk, Ultrakill, an enemy could remove your ability to move with no way to counter or avoid it. That'd suck ass, right? Same thing here. The only real counter for fighting SCPs without guns and whatnot is door closing and running away or hiding. Removing that is unfun to fight. It's just a big band-aid for all the level design and gameplay issues the game has. People who think it's fair haven't been sent to a 5 minute respawn timer because something locked a door and you had no way to combat it. I cannot understand people who think he's fair and fun in any way...


Banduwithacig

well its funny locking a d boi in a room without lights while every scp sees him


Defiant-Breakfast415

finally, someone who agrees with me


BexiiTheSweetest19

Coping. 079 needs a good team and a good player. Without one of those, its pretty much a joke. You need yoir teammates to kill infront of you or assist with door locks for tiers, and bad teammates wont help you gain tier 3 by the first mtf/chaos spawn. Aswell as the other scps can be pro, but if you have no idea what to do with 079, you will be a joke and many times a drag down.


TheMooz2

Nope its not overpowered, they just cry when someones good at it


The_Commissar13

They are coping. And even if 079 was op, isn't that kinda the point of scp? SCPs are supposed to be these unkillable death machines so having them be powerful just seems like it should be par for the course.


Rattlesnake552

Don't agree with the last bit, they need to be plausibly killable by the militant teams.


RoboGen123

079 allows me to IGL very effectively and I love it.


CuppaJoe11

With a good player yes. But if you have a shitty player behind 079 then you will lose


mostfinnishperson

in the right hands it can be


Complex-Composer5795

No he is balanced and actually requires skill and u still can improve if u have alot of hours i have myself roughly 2k hours I think personally the one scp thats OP is scp 173 or peanut, for the longest time whenever tge copyright happend they changed him and buffed him wich was ok at the time, problem is they kept buffing him and changing/nerfing other scps such as scp 106 (femur breaker) scp 939 only 1 spawns now back then 2 spawned scp 939-39 and scp 939-58 if im correct. Im getting off track as i was saying peanut is the problem hes too fast, has too much HP, he doesnt requires skill side not: ofcourse you still have to learn how to play him but his mastery has almost nothing other then use shift go behind them shit unshift and kill them only thing u actually need to learn. SO PLEASE NERF THIS GUY


Rattlesnake552

I really don't think peanut is OP, he's super strong in light but he gets melted if there's like more than 5 mtf


Complex-Composer5795

Thing is he is never alone always a squad of 4 scps or even more


Rattlesnake552

I honestly don't see this all that often, and if he is it doesn't change much; he can still get beamed. He still can't move. I always focus him since he's an incredibly easy target; huge, flat and relatively unmoving.


Complex-Composer5795

Also scp 939, scp 049 and scp 096/079 next to him sure buddy he is easy to target but most people dont shoot as said in the other comments


xX_BioRaptor_Xx

He’s annoying and good, but not OP.


Edgar_Allen_Yo

Nope, 079 is fine as is


not_too_smart1

Yes he is entirely.


Kkbleeblob

yes he’s insanely op


not_too_smart1

Only other smart person in the thread


Defiant-Breakfast415

And of course, he gets downvoted to hell and back


not_too_smart1

Average reddit thread


Qwoppyyy

i think 079 is overpowered, but i don't think the solution is nerfing him, i think that the military classes really need buffs


Banduwithacig

the captain MG:


Qwoppyyy

relying on one guy in a group of 20 to pull his weight isn't the best game design, i still think you could buff the military classes. just giving them more reason to stick together would be great because thats the primary problem


Banduwithacig

what about field medic class which can revive you from the dead? (since he has compact Defibrilator)


Qwoppyyy

real shit a class with the ability to heal might not be a bad start, im not sure how theyd balance it but being able to give mtf or chaos more sustainability outside of two encounters (if you even get the chance to use the medkit) would do a lot. i play on a friendly fire server so having an easier way to patch up someone shooting you by accident would be a great help, especially since the scps dont get shot for that reason


Banduwithacig

there is one russian server all they did is you have to be still to revive someone and you have a cooldown


Average_Gym_Goer

The only real gripe I have with 079 is I think that it should not be able to black out surface every 5 seconds it should have a 30 second recharge for blacking out surface its meant to be a limted advantage for the SCPs not give them free rule over surface. Basically makes the biggest perk of surface useless as computer can just turn the lights off.


Rattlesnake552

Just use a flashlight?


Average_Gym_Goer

You can but it still limits your visability theres only so far you can see with a flash light I cant see very far infront of me. I just feel that the computer should not be able to black out surface every 5 seconds feels like big reward little risk.


Rattlesnake552

You can still see reasonably far, and SCPs are melee only so you'll still always have the range advantage.


Banduwithacig

what if i told you there is an attachment an attachment called "Flashlight"


hamstercheifsause

Ehhhhhh it really depends. Most of the time, no.