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SCP: Secret Laboratory: Difference between revisions
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==Smith & Wesson Model 500== | ==Smith & Wesson Model 500== | ||
While generically referred to by the game as a ".44 Revolver", the revolver in ''SCP: Secret Laboratory'' is clearly based on the [[Smith & Wesson Model 500]], albeit rechambered in .44 Magnum. The .44 revolver is not a Foundation-issued weapon, and as such does not naturally spawn in Site-02, only being issued to Chaos Insurgency Marauders as a sidearm (as is the .44 Magnum ammo that it's chambered in). By default, the .44 revolver fires in double action with a trigger pull delay of 0.1s, but unusually the player can also also hit the middle mouse button to cock the hammer and fire in single action mode, which is also more accurate and obviously has no trigger pull delay. Per video game standards, the revolver is treated as a super-magnum marksman weapon, the operational guide entry for it even mentioning as such; this is reflected in the attachments available for it, as besides an RMR, the revolver can also equip a silver pistol scope that is seemingly inspired by the Leupold FX-II pistol scope, as well as a fictional stock that attaches to the grip somehow. The barrel length can also be customized as an attachment; the default is called the "Medium Barrel" and is based on the 8.375' barrel, but this can be replaced with the "Short Barrel", which is based on the 4' barrel, and the "Long Barrel", which is based on the 10.5' Performance Center barrel, complete with the pertinent muzzle brake. By default, the revolver has a six-round cylinder, but this too is counted as an attachment and can be swapped out for an eight-round cylinder and even a silly-looking four-round cylinder; how one can swap out the cylinders ''and'' modify the timing of the revolver in a split second in the middle of a containment breach is a question best not considered. | While generically referred to by the game as a ".44 Revolver", the revolver in ''SCP: Secret Laboratory'' is clearly based on the [[Smith & Wesson Model 500]], albeit rechambered in .44 Magnum. The .44 revolver is not a Foundation-issued weapon, and as such does not naturally spawn in Site-02, only being issued to Chaos Insurgency Marauders as a sidearm (as is the .44 Magnum ammo that it's chambered in). By default, the .44 revolver fires in double action with a trigger pull delay of 0.1s, but unusually the player can also also hit the middle mouse button to cock the hammer and fire in single action mode, which is also more accurate and obviously has no trigger pull delay. Per video game standards, the revolver is treated as a super-magnum marksman weapon, the operational guide entry for it even mentioning as such; this is reflected in the attachments available for it, as besides an RMR, the revolver can also equip a silver pistol scope that is seemingly inspired by the Leupold FX-II pistol scope, as well as a fictional stock that attaches to the grip somehow. The barrel length can also be customized as an attachment; the default is called the "Medium Barrel" and is based on the 8.375' barrel, but this can be replaced with the "Short Barrel", which is based on the 4' barrel, and the "Long Barrel", which is based on the 10.5' Performance Center barrel, complete with the pertinent muzzle brake. By default, the revolver has a six-round cylinder, but this too is counted as an attachment and can be swapped out for an eight-round cylinder and even a silly-looking four-round cylinder; how one can swap out the cylinders ''and'' modify the timing of the revolver in a split second in the middle of a containment breach is a question best not considered. When reloading, a speedloader is used, regardless of the cylinder capacity; the reload animation does its best to obscure the ammo that should be loaded into the speedloader until the ammo is released into the revolver, as well as avoid showing the ammunition side of the speedloader, seemingly to avoid having to model and animate multiple speedloaders. | ||
[[File:S&W M500 HIVIS.jpg|thumb|300px|none|Smith & Wesson Model 500 with HIVIS sights - .500 S&W Magnum]] | [[File:S&W M500 HIVIS.jpg|thumb|300px|none|Smith & Wesson Model 500 with HIVIS sights - .500 S&W Magnum]] | ||
[[File:S&W500.jpg|thumb|none|300px|Smith & Wesson Model 500 (10.5" barrel) with extended ejector shroud, accessory rail, and sling - .500 S&W Magnum]] | [[File:S&W500.jpg|thumb|none|300px|Smith & Wesson Model 500 (10.5" barrel) with extended ejector shroud, accessory rail, and sling - .500 S&W Magnum]] |
Revision as of 12:31, 23 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, known as Mobile Task Forces or MTFs, and another armed faction hostile to the Foundation, known as the Chaos Insurgency, 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. With enough time with SCP-914 and a sacrificial firearm to transmute, one can acquire any firearm in the game, although access to SCP-914 is automatically barred off about 10 minutes after a round starts. Ammo can also be transmuted in this matter, but with an "exchange rate" system to prevent one from being fully kitted out at the start of the round, looting corpses is still generally the best way to go about acquiring more ammo.
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 eight 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 they 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 they're still limited by the eight 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 limb shots 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.
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 change the attachments equipped on his firearm and change the reticle of the red dot sight on his gun if he has one equipped. 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); how ammo types can be switched on the spot is a question best not considered.
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.
Accessible from the main menu is an "operational guide", which offers lore segments and other tidbits on Site-02, the various available roles, all the SCPs, and most importantly all the firearms in the game. These lore segments explain the Foundation's rationale behind their adoption of firearms, provide analyses by Foundation personnel on the Chaos Insurgency's standard issue firearms and doctrine, and occasionally self-deprecatingly poke fun at some of the sillier gun-related things in the game.
SCP: Secret Laboratory has been through several updates and major overhauls of both its gameplay mechanics and gun models; all the mechanics listed in this overview segment and all the guns listed below were only implemented into the game in the v11.0.0 update, appropriately named the Parabellum update. Although a couple of guns have existed with the same names and roughly equivalent gameplay purposes from before the Parabellum update, a few even dating back to when the game first released in open beta, they were represented with cruder models and animations that, with one exception, visually have nothing in common with the ones that the Parabellum update replaced them with. There was also no +1 in the chamber mechanic prior to the Parabellum update.
Handguns
Ruger SR9c
A two-tone Ruger SR9c with a stainless steel slide appears in game as the "COM-15", marking the Ruger SR9c's debut (and currently only appearance) in a video game. The only ammo type available for it is JHP. It incorrectly has a capacity of 12+1 instead of the 10+1 it actually should have, although its extended magazine attachment correctly has a capacity of 17 rounds. Only one naturally spawns per round, and in a random spot in the Light Containment Zone; the operational guide reveals that it was the misplaced personal carry pistol of Junior Researcher Dr. David Bonardi, an employee at Site-02. Being a subcompact pistol in a facility staffed by guards armed with Kevlar vests and PDWs, the SR9c is effectively a stopgap firearm for D-Class and scientists to use to defend themselves from each other (and facility guards, in the case of D-Class), but should be replaced with something better as soon as possible.
The COM-15 has been in the game since v6.0.0, where it functioned roughly the same as it did now as a misplaced early-game emergency pistol for noncombatant roles. It also had the same magazine capacity and attachments, minus the extended magazine that the Parabellum update added. The model was a generic pistol that looked like a ugly hybrid between Fallout 3's 10mm pistol and F.E.A.R.'s USP.
"COM-45"
Added in the v12.0.0 update is a joke variant of the COM-15 called the COM-45. Originally a suggestion made by name in a very vague and grammatically dubious post on the Steam discussion forums seemingly calling for the implementation of a sidearm chambered in .45 ACP, the developers jokingly interpreted COM-45 as "three COM-15s grafted together" instead. The COM-45 can only be obtained by putting a COM-15 through SCP-914 on Very Fine, and even then there is only a 15% chance of obtaining it, with it significantly more likely turning into an MP7A1 or a .44 revolver instead. The COM-45 has a capacity of 36 rounds in the three conjoined magazines plus 3 in the respective chambers. In addition, it has been turned fully automatic, with a monstrous fire rate of 3600 RPM. Unfortunately, this high fire rate results in high amounts of recoil, meaning that the COM-45 is only effective when standing right next to the target you're shooting at, but the obscene damage output ensures that whatever SCP you're firing at will be badly hurt, and whatever unfortunate human opponent you're firing at will be utterly destroyed. The COM-45 is classified as a "special weapon"; as such, it has no available attachments. When aiming down the sights, the player character will randomly pick one of the three iron sights to aim down.
Heckler & Koch P30L
The Heckler & Koch P30L appears with an FDE frame, a threaded barrel with thread protector, and chambered in 9x19mm as the "COM-18". Besides a suppressor that is based on the SilencerCo Osprey 9, the P30L can also equip an HK match weight as a barrel attachment, listed by the workstation as an "extended barrel". The P30L correctly has a capacity of 15+1, and is equipped with armor-piercing ammo by default, although it can also equip a 21-round extended magazine and have its armor-piercing ammo swapped out for JHP. No role spawns with it, and it can only be naturally acquired from armories and weapon lockers. The model is fairly authentic to the real P30L, the only notable changes being the peculiar crosshair pattern on the rear sight instead of the two dots it should actually have, the custom straight trigger, and the engravings on the slide, missing the gun's name and replacing the HK rollmark with FG. Supplementary material reveals that this stands for "Foundation Gunworks", a firearms manufacturing subsidiary of the SCP Foundation in the SCP: Secret Laboratory universe; seemingly they are responsible for manufacturing all the firearms the Foundation uses, as well as the suppressor the P30L can equip.
Smith & Wesson Model 500
While generically referred to by the game as a ".44 Revolver", the revolver in SCP: Secret Laboratory is clearly based on the Smith & Wesson Model 500, albeit rechambered in .44 Magnum. The .44 revolver is not a Foundation-issued weapon, and as such does not naturally spawn in Site-02, only being issued to Chaos Insurgency Marauders as a sidearm (as is the .44 Magnum ammo that it's chambered in). By default, the .44 revolver fires in double action with a trigger pull delay of 0.1s, but unusually the player can also also hit the middle mouse button to cock the hammer and fire in single action mode, which is also more accurate and obviously has no trigger pull delay. Per video game standards, the revolver is treated as a super-magnum marksman weapon, the operational guide entry for it even mentioning as such; this is reflected in the attachments available for it, as besides an RMR, the revolver can also equip a silver pistol scope that is seemingly inspired by the Leupold FX-II pistol scope, as well as a fictional stock that attaches to the grip somehow. The barrel length can also be customized as an attachment; the default is called the "Medium Barrel" and is based on the 8.375' barrel, but this can be replaced with the "Short Barrel", which is based on the 4' barrel, and the "Long Barrel", which is based on the 10.5' Performance Center barrel, complete with the pertinent muzzle brake. By default, the revolver has a six-round cylinder, but this too is counted as an attachment and can be swapped out for an eight-round cylinder and even a silly-looking four-round cylinder; how one can swap out the cylinders and modify the timing of the revolver in a split second in the middle of a containment breach is a question best not considered. When reloading, a speedloader is used, regardless of the cylinder capacity; the reload animation does its best to obscure the ammo that should be loaded into the speedloader until the ammo is released into the revolver, as well as avoid showing the ammunition side of the speedloader, seemingly to avoid having to model and animate multiple speedloaders.
Submachine Guns
Heckler & Koch MP7A1
The Heckler & Koch MP7A1 appears as the "FSP-9". It is modeled with a 40 round magazine but only has a mag capacity of 30+1, although this might have something to do with the fact that the FSP-9 is also chambered in 9x19mm; the operational guide mentions that the design was retrofitted for 9x19mm for logistical purposes (why the Foundation didn't just use another PDW design that was already in 9x19mm, like the gun in the entry directly below this one, is another question entirely). It is the standard issue firearm of facility guards, who spawn with one, and it can be acquired from armories and weapon lockers. The sights are modeled as always being flipped up. By default, the grip and stock are folded, but amusingly, these are considered attachments, which means that they can only selected to be unfolded at a workstation. Not only that, but they are noted to increase the draw time of the weapon, because enabling them means the player character has to take time to unfold the grip, extend the stock, or both every time they draw their MP7A1. As a Foundation-issue firearm, the FSP-9 is manufactured by Foundation Gunworks in the SCP: Secret Laboratory universe.
The MP7A1 has been in the game since v6.0.0. Unlike every other firearm that was in the game before the Parabellum update, the MP7A1 has been the only firearm that has remained the same firearm when the Parabellum updated all the gun models; it was even called the MP7 before the name change. The MP7 functioned roughly the same as it did now as the facility guard standard issue firearm. By default, the MP7 bizarrely had no rear sight, and its front sight was shifted to the back of the picatinny rail where the rear sight should've been. It had a magazine capacity of 35 rounds. It also had similar attachment options available for it, minus the flash hider, flashlight, and laser pointer, as those were all added in the Parabellum update. The folding foregrip was always extended, and the telescopic stock was always extended in the viewmodel but always retracted in the world model.
KRISS Vector Gen II
The KRISS Vector Gen II appears chambered in 9x19mm under the slightly corrupted designation of the "Crossvec"; the operational guide entry reveals that, in-universe, this name was partially derived from the acronym C.R.O.S.S., which stands for (or rather was painfully backronymed from) "Compact Response Operative Submachine gun Selection program". The lower receiver of the Vector is a slightly lighter shade of black than the top receiver. The Vector has a whopping magazine capacity of 40+1 and is uses JHP ammo by default; it can be equipped with armor-piercing ammo instead as an attachment, but unfortunately for balance purposes the magazine capacity is decreased by 10 rounds if one does so. It is the standard issue firearm of MTF Privates, who spawn with one, and it can be acquired from armories and weapon lockers. As with the MP7A1, the folding stock is treated as an attachment, albeit unfolded by default, and like the MP7A1 folding it at a workstation decreases the draw time because the player character will no longer spend half a second unfolding the stock every time he draws the Vector. As a Foundation-issue firearm, the Crossvec is manufactured by Foundation Gunworks in the SCP: Secret Laboratory universe.
Shotguns
Standard Manufacturing DP-12
The Standard Manufacturing DP-12 appears under the generic designation of the shotgun. The DP-12 has a capacity of 7+7 for each magazine tube, as well as +2 in both chambers. Like the real deal, the DP-12 fires both barrels in sequence before the gun is pumped, although there is an attachment option to modify the DP-12 so both barrels are fired at once with one trigger pull. The pellets fired have some unusual properties, like always counting as torso hits no matter where in the target they land, or that when a blast kills a target, any "extra" pellets that weren't needed to kill the target will pass through and potentially hit someone behind the target, despite the fact that this should be physically impossible. The DP-12 is not a Foundation-issued weapon, and as such does not naturally spawn in Site-02, only being issued to Chaos Insurgency Marauders as a primary firearm (as is the 12 gauge buckshot ammo that it takes). Supplementary material reveals that in-universe, the shotgun is manufactured by Standard BGT. Co., a company based in the fictional city of New France, Connecticut, as a parody of the DP-12's real manufacturer Standard Manufacturing, LLC., which is based in New Britain, Connecticut. The shotgun is also revealed to have the very silly name of "Double Barrel Baguette Shotgun".