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Difference between revisions of "SCP: Secret Laboratory"

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=Overview=
 
=Overview=
Firearms can be acquired in ''SCP: Secret Laboratory'' by looting one of Site-02's keycard-locked armories, or by running items through [https://scp-wiki.wikidot.com/scp-914 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.  
+
Firearms can be acquired in ''SCP: Secret Laboratory'' by looting one of Site-02's keycard-locked armories, or by running items through [https://scp-wiki.wikidot.com/scp-914 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.
  
 
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. 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 with no helmet.
+
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.
  
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. 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.
 
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.
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==Heckler & Koch P30L==
 
==Heckler & Koch P30L==
 
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The [[Heckler & Koch P30|Heckler & Koch P30L]] appears with an FDE frame and a threaded barrel with thread protector 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.
 
[[File:HK P30L.jpg|thumb|none|300px|Heckler & Koch P30L - 9x19mm]]
 
[[File:HK P30L.jpg|thumb|none|300px|Heckler & Koch P30L - 9x19mm]]
[[File:SCPSecretLaboratory-HKP30.jpg|thumb|none|600px|An official render of the P30L.]]
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[[File:SCPSecretLaboratory-HKP30.jpg|thumb|none|600px|An official render of the P30L, equipped with a suppressor and laser sight. Note the Foundation Gunworks rollmark on the Osprey 9 and on the P30L slide.]]
  
 
==Ruger SR9c==
 
==Ruger SR9c==
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[[File:MDX508-Rifle-Arid.jpg|thumb|none|400px|Maxim Defense MDX 508 - 7.62X39mm]]
 
[[File:MDX508-Rifle-Arid.jpg|thumb|none|400px|Maxim Defense MDX 508 - 7.62X39mm]]
 
[[File:SCPSecretLaboratory-MDX508.jpg|thumb|thumb|none|600px|An official render of the MDX 508.]]
 
[[File:SCPSecretLaboratory-MDX508.jpg|thumb|thumb|none|600px|An official render of the MDX 508.]]
 +
 +
=="3-X Particle Disruptor"==
  
 
=Machine Guns=
 
=Machine Guns=

Revision as of 12:04, 16 October 2023

ITLOFFiringPistol.jpg

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.



SCP: Secret Laboratory
SCPSecretLaboratorySteamBanner.jpg
Release Date: December 29, 2017
Developer: Northwood Studios
Publisher: Northwood Studios
Platforms: PC
Genre: First-Person Shooter


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 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.

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.

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. 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.

Handguns

Heckler & Koch P30L

The Heckler & Koch P30L appears with an FDE frame and a threaded barrel with thread protector 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.

Heckler & Koch P30L - 9x19mm
An official render of the P30L, equipped with a suppressor and laser sight. Note the Foundation Gunworks rollmark on the Osprey 9 and on the P30L slide.

Ruger SR9c

Ruger SR9c - 9x19mm
An official render of the SR9c.

Smith & Wesson Model 500

An official render of the 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.

Heckler & Koch MP7A1 with 40-round magazine - 4.6x30mm
An official render of the MP7A1.

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.

KRISS USA Vector Gen II - .45 ACP / 9x19mm Parabellum
An official render of the Vector.

Shotguns

Standard Manufacturing DP-12

An official render of the DP-12.

Rifles/Carbines

AK Variant

"A7"

Maxim Defense MDX 508

Maxim Defense MDX 508 - 7.62X39mm
An official render of the MDX 508.

"3-X Particle Disruptor"

Machine Guns

Heckler & Koch MG5

Heckler & Koch MG5 A2 - 7.62x51mm NATO
An official render of the MG5.

Heckler & Koch MG36

Explosives

"High-Explosive Grenade"

Model 7290 Flashbang Grenade


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