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Besides the ability to fire, reload, and aim down sights, the player can also unload the firearm he is holding by holding down the reload key; a useful feature given how most ammo types have more than one gun chambered for them. With a firearm, the player also gains the ability to "disarm" players from opposing factions by holding the use key on them for a period of time, which forcibly cuffs their hands behind their backs, removes everything from their inventory, and prevents them from picking up objects. This is particularly useful early in a round, where disarming D-Class and scientists and escorting them to the exit at gunpoint respawns them as an operative allied to your faction, but loses relevance as a mechanic as the round progresses. Equipping a firearm in your hands also renders you immune to being disarmed. | Besides the ability to fire, reload, and aim down sights, the player can also unload the firearm he is holding by holding down the reload key; a useful feature given how most ammo types have more than one gun chambered for them. With a firearm, the player also gains the ability to "disarm" players from opposing factions by holding the use key on them for a period of time, which forcibly cuffs their hands behind their backs, removes everything from their inventory, and prevents them from picking up objects. This is particularly useful early in a round, where disarming D-Class and scientists and escorting them to the exit at gunpoint respawns them as an operative allied to your faction, but loses relevance as a mechanic as the round progresses. Equipping a firearm in your hands also renders you immune to being disarmed. | ||
Even with an 8-slot inventory, by default, the player is limited to only being able to carry one firearm and two grenades, and has a rather small cap on the amount of ammo he can carry (which is counted separately from the item inventory). This can be mitigated by equipping armor, which can also be found in the aforementioned keycard-locked armories; every role that isn't a D-Class inmate or a scientist also spawns with one. Armor comes in three tiers, with each progressive tier increasing the player's item and ammo caps by a bigger amount at the cost of a higher and higher stamina penalty; with Heavy Armor, the player can carry up to three firearms and four grenades, although he's still limited by the 8-slot inventory. Unsurprisingly, armor also decreases ballistic damage done to the player by a percentage, with each tier of armor negating a larger percentage of damage, although this percentage is further modified by the "penetration" value of a firearm, which differs between firearms and can be ''even'' further modified depending on what attachments have been equipped. | Even with an 8-slot inventory, by default, the player is limited to only being able to carry one firearm and two grenades, and has a rather small cap on the amount of ammo he can carry (which is counted separately from the item inventory). This can be mitigated by equipping armor, which can also be found in the aforementioned keycard-locked armories; every role that isn't a D-Class inmate or a scientist also spawns with one. Armor comes in three tiers, with each progressive tier increasing the player's item and ammo caps by a bigger amount at the cost of a higher and higher stamina penalty; with Heavy Armor, the player can carry up to three firearms and four grenades, although he's still limited by the 8-slot inventory. Unsurprisingly, armor also decreases ballistic damage done to the player by a percentage, with each tier of armor negating a larger percentage of damage, although this percentage is further modified by the "penetration" value of a firearm, which differs between firearms and can be ''even'' further modified depending on what attachments have been equipped. Additionally, armor is also locational, and will not protect against shots to limbs (although limbshots inherently deal less damage to begin with); the lowest tier of armor will also not protect against headshots while the other two tiers of armor will, despite the fact that the model for said armor depicts a MOLLE plate carrier without/with respectively limb and neck guards, and no helmet. | ||
Speaking of attachments, several high-tech tables with monitors, known as "workstations", can be found strewn across Site-02. Interacting with these workstations allows the player to the attachments equipped on his firearm and change the reticle of the red dot sight on his gun if he has one equipped; ''where'' these attachments come from is a question best not considered. While most of the attachment options involve sights and other modules attached to Picatinny rails, it also allows the player to equip extended magazines and various ammo types (although what ammo types are available is dependent on the firearm). | Speaking of attachments, several high-tech tables with monitors, known as "workstations", can be found strewn across Site-02. Interacting with these workstations allows the player to the attachments equipped on his firearm and change the reticle of the red dot sight on his gun if he has one equipped; ''where'' these attachments come from is a question best not considered. While most of the attachment options involve sights and other modules attached to Picatinny rails, it also allows the player to equip extended magazines and various ammo types (although what ammo types are available is dependent on the firearm). |
Revision as of 09:28, 16 October 2023
Work In Progress This article is still under construction. It may contain factual errors. See Talk:SCP: Secret Laboratory for current discussions. Content is subject to change. |
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SCP: Secret Laboratory is a multiplayer first person shooter based on the online collaborative writing project the SCP Foundation. Heavily inspired by another horror game also based on the SCP Foundation, SCP: Containment Breach, and in fact originally also using many assets from that game, SCP: Secret Laboratory is set in one of the titular SCP Foundation's black sites, Site-02, amidst a site-wide breach of containment of deadly and scientifically inexplicable SCPs, as well as all the death row inmates used as guinea pigs for the Foundation's experiments known as D-Class, as Foundation response teams and other hostile forces scramble to retake and re-secure the facility by any means necessary.
The following weapons appear in the video game SCP: Secret Laboratory:
Overview
Firearms can be acquired in SCP: Secret Laboratory by looting one of Site-02's keycard-locked armories, or by running items through SCP-914; some roles also spawn with guns, grenades, and armor by default, and since all the items one is carrying are dropped on death, there's always the option of looting the corpse of another unfortunate player.
Besides the ability to fire, reload, and aim down sights, the player can also unload the firearm he is holding by holding down the reload key; a useful feature given how most ammo types have more than one gun chambered for them. With a firearm, the player also gains the ability to "disarm" players from opposing factions by holding the use key on them for a period of time, which forcibly cuffs their hands behind their backs, removes everything from their inventory, and prevents them from picking up objects. This is particularly useful early in a round, where disarming D-Class and scientists and escorting them to the exit at gunpoint respawns them as an operative allied to your faction, but loses relevance as a mechanic as the round progresses. Equipping a firearm in your hands also renders you immune to being disarmed.
Even with an 8-slot inventory, by default, the player is limited to only being able to carry one firearm and two grenades, and has a rather small cap on the amount of ammo he can carry (which is counted separately from the item inventory). This can be mitigated by equipping armor, which can also be found in the aforementioned keycard-locked armories; every role that isn't a D-Class inmate or a scientist also spawns with one. Armor comes in three tiers, with each progressive tier increasing the player's item and ammo caps by a bigger amount at the cost of a higher and higher stamina penalty; with Heavy Armor, the player can carry up to three firearms and four grenades, although he's still limited by the 8-slot inventory. Unsurprisingly, armor also decreases ballistic damage done to the player by a percentage, with each tier of armor negating a larger percentage of damage, although this percentage is further modified by the "penetration" value of a firearm, which differs between firearms and can be even further modified depending on what attachments have been equipped. Additionally, armor is also locational, and will not protect against shots to limbs (although limbshots inherently deal less damage to begin with); the lowest tier of armor will also not protect against headshots while the other two tiers of armor will, despite the fact that the model for said armor depicts a MOLLE plate carrier without/with respectively limb and neck guards, and no helmet.
Speaking of attachments, several high-tech tables with monitors, known as "workstations", can be found strewn across Site-02. Interacting with these workstations allows the player to the attachments equipped on his firearm and change the reticle of the red dot sight on his gun if he has one equipped; where these attachments come from is a question best not considered. While most of the attachment options involve sights and other modules attached to Picatinny rails, it also allows the player to equip extended magazines and various ammo types (although what ammo types are available is dependent on the firearm).
While the game does, per first-person shooter standards, have a reserve pool of ammo that reloading instantly grabs a full magazine from, it unusually does not display how much ammo is left in the magazine currently loaded in the firearm; some guns have ammo counter attachments, but equipping one usually means you are forgoing another more useful attachment.
Handguns
Heckler & Koch P30L
Ruger SR9c
Smith & Wesson Model 500
Submachine Guns
Heckler & Koch MP7A1
The Heckler & Koch MP7A1 appears as the "FSP-9," being incorrectly chambered in 9x19mm. It was formerly known as the "MP7" before a weapon overhaul.
KRISS Vector Gen II
The KRISS Vector Gen II is featured as the "Crossvec." As with most pistol-caliber guns, the Vector is chambered in 9x19mm.