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Aevann1

ENHANCEDLAB

Aug 27th, 2020 (edited)
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  1. <line-height=160%><b><align="center"><size=50><color=#8A2BE2>ENHANCEDLAB</color></size></align></b>
  2.  
  3. <size=20><b>Clickable discord link</b>:
  4. <color=#8A2BE2><link=discord.gg/ubFkmWf>https://discord.gg/ubFkmWf</link></color></size>
  5.  
  6. <size=20><b>Server information</b>:</color></size>
  7. <size=10>- It's based in Egypt.</line-height><line-height=140%>
  8. - SCP-096 can't damage people who didn't look at it or attack it.
  9. - The AHP SCP-096 gains for every target is reduced from 200 to 100.
  10. - There's bot Guards guarding important areas in the facility. They shoot SCPs, Class-D, Chaos Insurgency, and Serpent's Hand on sight.
  11. - In rounds with 6 players or more, a Chaos Insurgency spy will spawn on the surface at the beginning of the round.
  12. - a Serpent's Hand spy will sometimes spawn with a respawn wave.
  13. - Friendly fire is disabled during the round and only enabled in the period after it ends.
  14. - It has no rules and only 1 admin.
  15. - You can see how many people are playing in the discord server.
  16. - You can change which role you are at the start of the round using the ".swap" command.
  17. - If you join in 9:30 minutes after the round starts, you become a Class-D Personnel automatically.
  18. - SCP-106's pocket dimension exits aren't randomized.
  19. - If you escape SCP-106's pocket dimension, you land in PC-15 (before decontamination), and in the servers room (after decontamination).
  20. - Tesla gates are disabled to make the game more friendly to new players who always fall victim to them. SCP-079 can still activate them however.
  21. - For fair PVP, there's only one gun in the game (E11) and only one type of ammo (5.56mm).
  22. - SCP-914 supports held items along with dropped ones.
  23. - A weapon manager tablet on very fine in SCP-914 always turns into a gun.
  24. - All humans have 150 health.
  25. - Humans regain their health after killing enemies or handcuffing them with their gun.
  26. - You automatically pick up ammo when you're near it.
  27. - Win conditions are heavily modified (there's no stalemates for example).
  28. - E11 can be used to handcuff humans at a range.
  29. - All armed classes start with 120 5.56mm ammo and has a max limit of 120 of it.
  30. - You can be a ghost that roams the facility after you die. Only SCP-939, SCP-079, and other ghosts can see you.
  31. - The amount of stamina used per second of running is reduced from 5% to 2%.
  32. - Spawn queue is changed from 40143140314414041340 to 40131244401344041134. 0 is SCP, 1 is Guard, 2 is Chaos, 3 is Scientist, and 4 is Class-D.
  33. - Respawn waves aren't random (MTF->Chaos->MTF->Chaos, etc) and they happen every 5 minutes. Ticket system is disabled.
  34. - A MTF/Chaos Scientist spawns every respawn wave. They spawn with a containment engineer card instead of their normal keycard, and an adrenaline syringe instead of a frag grenade.
  35. - a medic spawns every respawn wave. Instead of having a grenade and a tablet, a medic has 3 medkits and can heal their allies by shooting them.
  36. - An ammo carrier spawns every respawn wave. Instead of having a grenade, an ammo carrier has 500 ammo and can drop ammo for their allies.
  37. - A grenadier spawns every respawn wave. Instead of having a medkit and a tablet, a grenadier has 3 frag grenades.
  38. - There's a Chaos Commander.
  39. - MTF Lieutenants are removed.
  40. - You can see how long until you respawn when you're a spectator.
  41. - Time since round start and player roles appear in the player list.
  42. - Instead of 3, you can only have 2 keycards, 2 medical items, 2 grenades, 2 SCP items.
  43. - Instead of 2, you can only have 1 weapon.
  44. - All SCPs, except for SCP-079 can use V to talk with humans.
  45. - SCP-079 can teleport to its teammates' locations, lock down the whole facility during alpha warhead countdown, flash its camera to blind humans, shut down the lights of a specific zone, play a specific fake CASSIE announcement, and activate a memetic kill agent in a specific room to kill humans.
  46. - There's power blackouts in heavy containment zone that happen every 6 minutes.
  47. - Medkits heal humans to their full health.
  48. - All humans have a flashlight, a disarmer, and a radio.
  49. - Scientists spawn with an adrenaline syringe.
  50. - Class-D Personnel are test subjects that have specific abilities. Test subject 079-1 can bypass keycard readers on everything except gates. Test subject 096-1 can pry gates open. Test subject 207-1 can sprint indefinitely, has SCP-207 effects, and starts with an SCP-500 to cure it. Test subject 268-1 starts the round with SCP-268. Test subject 939-1 has SCP-939 vision. You can change which test subject you are at the start of the round using the ".swap" command in the console (~ key) like this ".swap 268-1".
  51. - 1 Scientist is the Zone Manager and has a Zone Manager keycard instead of a Scientist keycard.
  52. - Guards spawn with a frag grenade instead of a flash grenade.
  53. - All MTF spawn with a commander keycard.
  54. - MTF Cadets spawn with a frag grenade.
  55. - Chaos Insurgents spawn with a weapon manager tablet, a radio, and a frag grenade.
  56. - MTF Commanders spawn with a medkit instead of an adrenaline syringe.
  57. - MTF Scientists spawn with containment engineer keycard instead of MTF Lieutenant keycard, and an adrenaline syringe instead of a frag grenade.
  58. - There's sinkholes in Light Containment Zone that slow humans by 20%.
  59. - SCP-106 can stalk random humans.
  60. - SCP-939 size is reduced by 30%.
  61. - SCP-939 and SCP-173 regain 200 HP for every human they kill.
  62. - SCP-049 regains 100 HP for every human they revive.
  63. - SCP-049 heals SCP-049-2 instances around it for 20 HP every 5 seconds.
  64. - SCP-049-2, SCP-939, SCP-106 damage increased to 75.
  65. - SCP-049-2 infects humans with SCP-008 which damages them every second. It can be healed with a medkit or an SCP-500. Humans that die while infected turn into SCP-049-2 instances.
  66. - SCP-049 gains 100 AHP every successful hit, and regains its health after killing a human.
  67. - Alpha Warhead goes off automatically after 15 minutes and 30 seconds and can't be disabled.
  68. - Corpses everywhere, except in the pocket dimension, disappear after 20 seconds to help low-end PCs.
  69. - Cuffed players are immune to damage from all humans except for the one who cuffed them.
  70. - Any human who escapes while cuffed turn into the cuffer's team.
  71. - You don't have to hold cards in your hand to use them.
  72. - Radio has infinite battery.
  73. - The players with the most kills, the highest damage as a human, the most escorts, and all humans who escaped uncuffed are announced at the end of the round.
  74. - As a human, you can revive dying humans using a medkit or an SCP-500 by using the command ".revive" in the console (~ key) near their body.
  75. - If you disconnect and come back during the same round, you continue where you left off.
  76. - If you stay AFK for 90 seconds, a random spectator will take your role and you will become a spectator.
  77. - SCP-914 RNG removed for the coarse, 1:1, and fine settings.
  78. -- SCP-500, SCP-018, and O5 keycards always stay the same on fine instead of potentially getting destroyed or downgraded.
  79. -- A Containment Engineer keycard always turns into an O5 keycard on fine.
  80. -- An O5 keycard always turns into a facility manager keycard on coarse.
  81. -- An SCP-268 always turns into an SCP-207 on coarse.
  82. -- An adrenaline syringe always turns into a medkit on coarse.
  83. -- Painkillers always turn into medkits on 1:1.
  84. -- Painkillers always stay the same on coarse instead of potentially getting destroyed.
  85. </size></line-height>
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