Re: Offical Stance on Firearms ingame.

#72
BJFowLer wrote:As long as they're done right, I have no issue with them. If they're OP or just plain dumb they should not be in any horror game.
Yes.

My final vote: No weapons. Only survival without firearms.

Re: Offical Stance on Firearms ingame.

#74
SCP 513 wrote:
That one guy wrote:People who are saying that guns in the game would "Ruin the Atmosphere" are just......I don't want to be mean.
How would it? It's not like it would change anything. Yea sure, shoot at 173. See how much that helped the Guard in the beginning?
It wouldn't help against anything...Except the MTF...And they're so buggy that you just want some way to make them fuck off.
Approved.
I do not agree.

Guns will make players feel like they can use them on something/someone. Also, they make loud noises, that could make the player feel "powerful" and therefore less scared. Maybe I'm wrong, but that's how I see it.

And DNA-encoded guns, discussed by other users on this thread, are a good idea as in being something the Foundation would do to protect their weapons.

Re: Offical Stance on Firearms ingame.

#75
I feel as if I need to explain why guns are bad in general, whether in the actual game or even as an add-on mod.

1) Containment Breach's game design works completely against guns, it relies on the player to avoid hazards not go head on and attack them. Things like the red gas chamber, airlocks, and server rooms are designed to display the threat of 173 and AVOID it.
2) You can't kill any of the SCPs. 173 is a rock. Rocks don't die. 106 is practically immortal, seeing as he rots anything he touches. And we all know how useless it is against 096. Even with the MTFs, they have you out-numbered 3 to 1, and they're professionals.
3) The placebo effect. Simply put, if a gun were in the game (despite if you knew it wouldn't work or not), you're inclined to use it. It's a false sense of security, yes, but in the instance you're shooting at something, you feel safer and powerful. Even when the ammo runs out, it still calms the player to know that there's something to make them feel better. This one is more on how we feel rather than the game itself.

The point is, Containment Breach is a game made around the idea that you're defenseless. Bringing up games like Cry of Fear and saying that they're scary with guns is null and void, as it's made AROUND killing enemies. CB is not.
Administrator at the Official SCP:CB Wiki

Re: Offical Stance on Firearms ingame.

#76
One more thing....DNA encoding.....It's a terrible idea. Lemme tell you why.
You would have to give blood or something else like Hair or spit just to get it to fire...Thus causing you to lose seconds.....Seconds the Enemy will use to put a round in your head.
And if you have to do that every time you reload.....Yea....That's an issue the MTF would probably bitch about...Alot.
My name is John...Yes you can call me that...Yes it's a bland name, but it gets the job done.
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I Warhammer 40K harder than you.

Re: Offical Stance on Firearms ingame.

#77
The DNA encoding does not have to conform to our real life expectations of how it would work, again I reiterate that "If the Foundation can build a base on the moon, I think they can make a gun DNA encoded". Claiming that DNA encoding is unrealistic in a game like this is a moot point since EVERYTHING in this game is unrealistic.
SCP:CB Administrator. 99% of my statements are my own and do not represent the official developers viewpoint.

Re: Offical Stance on Firearms ingame.

#78
Glitch wrote:My brain hurts...why are people so desperate for firearms in this game?
Because people are dumb.

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Omniary: fuck you anglerfish can't smell
Dr. Trialtrex21: how you know bitch
Omniary: it probably could smell you though
could probably smell your fucking dank ass nasty powersuit structure gel trog ass enslaved protein bullshit sloshing in your suit from a mile away