Okay seriously, Springtrap's cameras need a buff.
Okay since I can't exactly delete this post and start fresh, I might as well carry on with my discussion about Springtrap's powers, especially as a P100 Springtrap and enjoys facing him.
Springtrap's abilities and using the Axe was a bit questionable and underwhelming being a sort of Huntress/Dredge hybrid as diehard FNAF fans wanted him to utilise the phantom animatronics and such when he was first revealed nearly a year ago.
But a lot of people seemed had fun with the axe [myself included] going through slaughtering survivors on their 500th Speedtrap match with Foxy's Hook and Celebrate Poster, while others were disappointed but absolutely adores PJ Heywood and Matthew Lillard's performance of the characters. But there was one power, one teeny tiny bit of the power that a majority of survivors, solo queue or SWFs that is ignored.
The Security Doors, the Cameras, the thematic abilities that ties to FNAF's sit and survive gameplay from the earlier games.
When using the cameras as a survivor, if you scan Springtrap as static blares up and his shape is being formed, his aura will be revealed in White to all of the survivors as long as you keep an eye on him until the batteries of the camera doors are dead. If Springtrap is undetectable from his power when traversing through the doors, it snaps him out of the undetectable status effect until he traverses again or again the camera's battery dies or the survivors leaves the camera.
If Springtrap throws the axe at the door's camera staring at him as the survivor tries to reveal his location, it disables the camera and forces the survivors to switch into another camera.
Both the survivor and killer roles can traverse through the doors if they so desire, however if both traverse at the same time, the survivor gets jumpscared and immediately grabbed by the killer.
It's a pretty unique gimmick, a risk versus reward especially for getting to hooked survivors when they are miles away and using a door can be useful to get their as fast as possible and save on Sprint Burst. But yet, no matter how many times I played as him or against him. Almost nobody.. and I mean NOBODY is using the cameras.
Which is a MASSIVE shame, because this is one of the most engaging ways to counter Springtrap's undetectable ability and had a lot of fun interactions with it as me and the survivor controlling the cameras nodding at each other.
Which mostly comes down to the survivor side of things. "Why should I care about Springtrap's position if there's a teammate in comms that can tell me where he is and it's being more effective to just focus on gens while they do that?" Survivors would rather focus on the objective instead of caring about where you are, SWFs especially since they can chat on discord or other communication platforms to talk about where the rabbit is going and if they need saving and what not.
It just makes the doors completely useless to SWFs. As I'm writing this, I'm concepting a potential rework for the cameras and Springtrap himself, to not only make the cameras absolutely useful, but also provide bonuses and unique ways to handle the Animatronic during matches.
The Animatronic starts with a 32 meter terror radius, a bit unheard of for ranged killers. After a certain period, the following effects will apply:
- Once 5 seconds have passed, the Animatronic's terror radius will passively starts to shrink every 10 seconds all the way to 24, 16, 8 meters before eventually becoming Undetectable. The Animatronic can speed the process up via traversing through Security Doors.
During the Undetectable period: The effect goes on cooldown for 20 seconds if the following applies:
- Getting scanned via cameras
- Grabbing or landing a hit on a survivor
- Throwing the Axe and landing on a survivor or missing
- When a survivor uses the camera, alongside scanning for The Animatronic and traversing through doors, a new option appears.
"[Play Audio]"
Best described as pocket "Red Herring"
At the cost of 15% battery life, the survivor can play audio at a random generator of their choosing on the camera to play a fake notification to lure the Animatronic to a nearby generation. Then it goes on cooldown for 15 seconds. The cost of battery life cost for playing audio decreases the lower it gets from 15% all the way to 5%.
If The Animatronic is scanned during the undetectable period, they will suffer blindness for 10 seconds and 5% hindered for 5 seconds alongside the aura reveal.
A couple of addons have been changed for this conceptual rework:
Bonnie's Guitar Strings
- You cannot become undetectable as your shrinking terror radius is disabled, see the aura of all generators highlighted via progress and your terror radius is increased from 32 to 40 meters.
Security Badge
- Decreases the time it takes for the terror radius to shrink to undetectable by 3 seconds.
Freddy's Hat
- Increases the weight of the Axe by 100%, if the axe manages to land onto a survivor, they gain a 5% hindered effect and lasts for 3 more seconds if successfully removed. Gain 100% more bloodpoints in the Devious Category.
[Not part of the rework but PLEASE make Freddy's Hat worth running]
Faz-Coin
- Your Terror Radius becomes 24 meters, whenever you throw the axe, become undetectable for 10 seconds. Your terror radius emits a copy of your terror radius. The time it takes for your terror radius to shrink is increased by 25 seconds and the battery life cost of Play Audio is reduced by 20%.
Access Panel
- Whenever you throw an axe at a security door, instead of disabling the cameras, travels through the connected doors corresponding to the number you came through. When a survivor enters the office, they have the option to access the entire camera feed and view the entire map's cameras without battery consumption, however if the Animatronic enters into the office, they will lose a health state and be forced out of the door.
Office Phone
- When within 24 meters of the survivor embedded with an axe, gain the oblivious effect and broken if they're injured. Reduces the amount of time to remove the axe by 25%. Whenever the Embedded Survivor goes down, anyone within the 24 meters will scream and have their location revealed. Decreases the amount of time survivors can traverse through doors by 25%.
The intention was clear in this example, I want to make the cameras actually worth running and make Springtrap even more of a dangerous threat than he already is that punishes survivors that just focus on the objective and not being aware of their surroundings by giving him a passive shrinking terror radius, giving him more breathing room to be sneaky and scare survivors but also add a bit more risks to some addons giving Springtrap distractions or make survivors stick to the cameras a bit more dangerous.
But that's my idea and concept of the camera rework. It's not perfect, but if it makes the cameras useful and not useless, then I'll take it. Let me know your thoughts and changes down below.
Comments
This is funnier than it has any right to be.
This is good but I think there could be more to it and basekit should remain as it is, because it's fun and it would be unbalanced for most if used improperly, Springtrap is still designed as a beginner friendly ranged killer.
-The doors:
Cameras shouldn't be accessible on the doors themself it's just stupid standing still and look out for the killer or even enter in the office and standing there to give information for the team, instead it would be much better if the doors are used just as tp for both killer side and survivor side.
-New door logic and security monitors
The screens on the doors should stay but they need a minor change, when using the doors is hard to choose which door to use and what's happening around you it would, it would be a significant change if it gives a pop up map for the office and the doors and with WASD or the analog stick to choose where to go and still look around you when interacting with the door, the doors whould show and icon on wich doors the animatronic is standing and on wich is moving using the tp will deplete the office battery by 25% as a survivor.
When selecting the office on the doors, only two survivors at a time can get the security monitors and they can use them everywhere on the map even inside lockers, the security monitors have a battery, signed in percentage %, of their own and it's not linked to the office battery, when one of the two survivors uses the monitor it depletes both the office and the single monitor battery and they can be used to auto-scan across the map the killer location as the single monitor owner survivor or for the team and it can be used as audio queue lure like in fnaf3 !!Survivors with the security monitors are shown on the hub!!.
For 10% of the batteries it shows the location on the single survivor with the monitor for 10 seconds
For 15% of the batteries you use the audio queue lure on the closest generator from the used door
For 50% of the batteries you show across the entire team the location of the killer for 15 seconds.
-New killer ability and mechanic: "Agony Screach" and "shift hours"
I think the axe is really good but it shouln't be the only thing on Springtrap besides the tp doors.
When Springtrap is without his axe he gains the new ability "Agony Screach", when using this ability springtrap screams in agony and can see the survivor with killer instinct in a 24 meter radious, the survivor in the 24 meter radious from springtrap see his location for the duration of the scream and they suffer from the new mechanic "Shift Hours", they will have a darkened screen like the dredge nightfall and they are able to se in 24 meter radius distance however they gain no oblivious or blindness they can see auras and hear the killer terror radious but they will have a hard time understandint the real location of the killer because the killer aura is not shown over the 24 meter radious by perks only by the single and the shared information of the camera monitor, this effect lasts 2 minutes and 30 seconds per survivor that got hit and it shows on top of the screen the fnaf clock hours when it reaches 6 A.M the mechanic ends it' also showed on the hub , the ability has a 45 seconds cooldown when a survivor already in the shift hours gets hit again by the agony screach suffers the oblivious effect for 20 seconds and they get the vulnerable if they are injured giving springtrap a second manual jumpscare where he lifts the survivor with one arm and screams once again, survivor skip to 6 A.M. when getting hooked when a survivor is vulnerable from shift hours it's showen with some eyes around the survivors clock hub icon.
I think this is majorly balanced and it makes the most important license of the game stand out even more