Re: My Suggestions for version 1.1 [Or any other version]

#12
Vulpest wrote:Ok, cool. Definetely agree with these ideas. Only thing is if a technician is an MTF, he (she?) would be armed with, at the most, a handgun. Think of the Enclave scientists in Fallout.

Also, are you modelling in Blender?
The Technician is going to travel with the MTF's. In any case he gets split up, he will use his AMT_Hardballer, which is silenced. He will also have a Butterfly Knife. He will be VERY noticeable, since you were hear the heavy footsteps, and the clanging of devices on his belt.


I am modeling in Blender and Parts of Maya. I am making the Animations with Blender, and fragMOTION, which is the easiest thing for exporting to .b3d.

fragMOTION (Fragmosoft): Here



Anyway, enough with my thing. I do agree with most of these ideas. They seem pretty cool.

Re: My Suggestions for version 1.1 [Or any other version]

#13
When I first saw the MTF roles suggestion, I was readying myself to point out a serious flaw, but then I noticed there was a "Tactician" class and I thought it was fine.

However, this "Tactician" seem to be going the generic utility path (disables this, zones that, repairs, and so on). It's fine for any generic FPS, but the MTF in question have a very specific goal - to shoot class Ds, yes, but also and more importantly, recontain escaped SCPs. You need tools, knowledge and specialised people for that, and a bunch of foot soldiers is going to perform very poorly.

Thus, I was expecting the "Tactician" class to be focused on SCP recontainment since the other classes seem to be just your standard deathmatch loadout.
SCP-079, SCP-294 & other models / SCP:CB Inventory Mod
I confirm you can win SCP:CB on Keter using only a keycard.

Re: My Suggestions for version 1.1 [Or any other version]

#14
Thanks for the feedback on my portrayal of MTF classes.

I just wanna say this, I originally came up with the Infantry, Technician, Medic, and Sniper ideas when I was fantasizing about a co-op game that would run on the source engine. Here's a better portrayal of what I envision when I think of these characters:

Infantry is the standard MTF, no changing here mostly.

I kinda envision the Technician with a shotgun and quite weighty, so Syphen was spot on with the loud footsteps.

I really don't think much about the Medic. Now that I think about it, he wouldn't have much use in CB other than as a variation. But lets remember that Regalis is a smart guy, I am sure there would have to be some point for SCP-1123 and 178.

Lastly, I was kinda thinking about a warehouse area for the Snipers to be found in. Oh, and I imagine the sniper as female.

Well, theres my image on them. Probably missed a few things, but here they are nonetheless.

what is it with you people and "tactician"?
STEAM
## LOG OFF.

Re: My Suggestions for version 1.1 [Or any other version]

#16
CLgaming wrote:Thanks for the feedback on my portrayal of MTF classes.

I just wanna say this, I originally came up with the Infantry, Technician, Medic, and Sniper ideas when I was fantasizing about a co-op game that would run on the source engine. Here's a better portrayal of what I envision when I think of these characters:

Infantry is the standard MTF, no changing here mostly.

I kinda envision the Technician with a shotgun and quite weighty, so Syphen was spot on with the loud footsteps.

I really don't think much about the Medic. Now that I think about it, he wouldn't have much use in CB other than as a variation. But lets remember that Regalis is a smart guy, I am sure there would have to be some point for SCP-1123 and 178.

Lastly, I was kinda thinking about a warehouse area for the Snipers to be found in. Oh, and I imagine the sniper as female.

Well, theres my image on them. Probably missed a few things, but here they are nonetheless.

what is it with you people and "tactician"?
What do you mean by "warehouses"?
Last edited by penpen110 on Wed Mar 11, 2015 12:16 am, edited 1 time in total.
I think I am the only one who hates SCP-CIM (The mod) and Scp Forums breach

Re: My Suggestions for version 1.1 [Or any other version]

#19
penpen110 wrote:You gave me an Idea. The snipers could be at the endings.
If you noticed before, I wrote:I'd expect to see snipers in the facility exits.
I'll let you live... for now.
SyphenTV wrote:From what I learned, 173's head turning was removed, because when he got a severe drop in Polygons, when he turns his neck, it looks REALLY bad.
I remember that day. I think 173's poly count was in the thousands until it go turned down to around 300. Though, it makes sense for the head movement to be removed. SCP-173 wouldn't have moved his head anyway if someone were looking at him.