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Micro H.I.D.: Difference between revisions

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|image_size = 200
|image_size = 200
|description = Heavy electrical device designed for the termination of anomalies.
|description = Heavy electrical device designed for the termination of anomalies.
|manufactor= [[Lore/Manufacturers#Industries|Industries]]
|type = Eletrical Discharge
|type = Experimental Energy Weapon
|ammo = 1
|ammo = 1
|blast_damage_dps = 400 (Primary Fire)<br> 1000 (Charge Fire)
|blast_damage_dps = 400 (Primary Fire)<br> 1000 (Charge Fire)
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|weight = 21.5
|weight = 21.5
}}
}}
The '''Micro High-Intensity Discharge''' ('''Micro H.I.D.''') or by its code name '''Project Segmentum''', is an experimental [[Weapons|Weapon]] in ''SCP: Secret Laboratory''. It is an extremely powerful weapon that is effective at terminating SCP subjects.
The '''Micro High-Intensity Discharge''' ('''Micro H.I.D.''') or by its code name '''Project Segmentum''', is an experimental [[Weapons|Special Weapon]] in ''SCP: Secret Laboratory''. It is an extremely powerful weapon that is effective at terminating SCP subjects.
__TOC__
__TOC__


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[[File:JeffHappy.png|thumb|left|75px|Jeff]]
[[File:JeffHappy.png|thumb|left|75px|Jeff]]
[[File:JeffDead.png|thumb||left|75px|Dead]]
[[File:JeffDead.png|thumb||left|75px|Dead]]
The Micro H.I.D. spawns in its own [[Heavy_Containment_Zone#Project Segmentum Hallway|dedicated room]] and functions as a highly powerful weapon limited by its charge and windup time. The Micro H.I.D. relies on a resource named charge. Initially, it has 100% charge. The weapon has two default firing modes which both consume charge: Primary Fire and Charge Fire. It will ignore [[Armor (Disambiguation)|Armor]] in all firing modes.  
The Micro H.I.D. spawns in its own [[Heavy_Containment_Zone#Project Segmentum Hallway|dedicated room]] and functions as a highly powerful weapon limited by its charge and windup time. The Micro H.I.D. relies on a resource named charge. Initially, it has 100% charge. The weapon has two default firing modes which both consume charge: Primary Fire and Charge Fire. It will ignore [[Armor (Disambiguation)|Armor]] in all firing modes. While equipped the player's speed is capped at 5.4 m/s.


The Micro H.I.D. has a small screen indicating various states of the weapon. These include a battery, charge and Jeff.  
The Micro H.I.D. has a small screen indicating various states of the weapon. These include a battery, charge and Jeff.  
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<br clear=all>
<br clear=all>
==Firing==
==Firing==
[[File:MicroFiring.png|thumb|right|300px|A {{Fancy link|mtfcp}} firing the weapon at {{Fancy link|096}}.|link=File:MicroFiring.png]]
The Micro H.I.D. has two different firing modes: Primary Fire and Charge Fire.
The Micro H.I.D. has two different firing modes: Primary Fire and Charge Fire.


===Primary Fire===
===Primary Fire===
By holding {{Key Press|Leftclick}}, the user will activate the Micro H.I.D.'s Primary Fire. Primary Fire has a windup period of three seconds and begins firing once the windup ends. A six meter long electrical beam will be fired in the direction the user is facing. This beam will deal 400 damage per second to the target closest to the user that is within its range. When active, charge will drain at a rate of 5%/s.<br>
By holding {{Key Press|Leftclick}}, the user will activate the Micro H.I.D.'s Primary Fire. Primary Fire has a windup period of three seconds and begins firing once the windup ends. A six meter long electrical beam will be fired in the direction the user is facing. This beam will deal 400 damage per second to the target closest to the user that is within its range. When active, charge will drain at a rate of 5%/s.<br>


The mode can be cancelled by letting go of {{Key Press|Leftclick}}, after which the Micro H.I.D. will undergo a winddown period of one second before it can be fired again.<br>
The mode can be cancelled by letting go of {{Key Press|Leftclick}}, after which the Micro H.I.D. will undergo a winddown period of one second before it can be fired again.
 
===Charge Fire===
===Charge Fire===
By holding {{Key Press|Rightclick}}, the user will activate the Micro H.I.D.'s Charge Fire. Charge Fire has a minimum windup period of seven seconds. It will drain charge at a rate of 1%/s while winding up. Charge Fire can then be held as long as the user continues holding {{Key Press|Rightclick}}. After it is successfully wound up the device can be held by holding the same key as before. It will drain charge at a rate of 0.5%/s during this time. The player can release the Charge Fire by holding {{Key Press|Leftclick}} after the windup period is over which will immediately drain 10% charge. The Micro H.I.D. will then fire a 10 meter long beam that deals 1000 damage per second to any target within its range. When firing in this mode, charge drains at a rate of 10%/s.<br>
By holding {{Key Press|Rightclick}}, the user will activate the Micro H.I.D.'s Charge Fire. Charge Fire has a minimum windup period of seven seconds. It will drain charge at a rate of 1.5%/s while winding up. Charge Fire can then be held as long as the user continues holding {{Key Press|Rightclick}}. After it is successfully wound up the device can be held by holding the same key as before. It will drain charge at a rate of 0.5%/s during this time. The player can release the Charge Fire by holding {{Key Press|Leftclick}} after the windup period is over which will immediately drain 10% charge. The Micro H.I.D. will then fire a 10 meter long beam that deals 1000 damage per second to any target within its range. When firing in this mode, charge drains at a rate of 10%/s.<br>


Any door hit by the Charge Fire beam will be forced open regardless of their current state.<br>
Any door hit by the Charge Fire beam will be forced open regardless of their current state.<br>


The mode can be cancelled by letting go of {{Key Press|Rightclick}}, after which the Micro H.I.D. will undergo a winddown period of five seconds before it can be fired again.<br>
The mode can be cancelled by letting go of {{Key Press|Rightclick}}, after which the Micro H.I.D. will undergo a winddown period of seven seconds before it can be fired again.<br>


==Overcharge==
==Overcharge==
[[File:JeffConcerned.png|thumb|75px|Concerned]]
[[File:JeffConcerned.png|thumb|75px|Concerned]]
[[File:JeffSad.png|thumb|75px|Sad]]
[[File:JeffSad.png|thumb|75px|Sad]]
If Charge Fire is held for 15 consecutive seconds without the charge being released, the Micro H.I.D. will overcharge. This will cause a small explosion which will deal 125 damage to the player, bypassing [[Armor (Disambiguation)|Armor]]. The blast will also destroy nearby doors. If the player dies from this, they will disintegrate much like being shot by the [[3-X Particle Disruptor]] in Disintegration mode.<br>
If Charge Fire is held for eight consecutive seconds without the charge being released, the Micro H.I.D. will overcharge. This will cause a small explosion which will deal 125 damage to the player, bypassing [[Armor (Disambiguation)|Armor]]. The blast will also destroy nearby doors. If the player dies from this, they will disintegrate much like being shot by the [[3-X Particle Disruptor]] in Disintegration mode.<br>


The Micro H.I.D. itself will enter into a "broken" state both mechanically and visually. It will immediately lose 25% charge and have its Charge Fire permanently disabled. The Primary Fire will undergo significant changes to its functionality.<br>
The Micro H.I.D. itself will enter into a "broken" state both mechanically and visually. It will immediately lose 25% charge and have its Charge Fire permanently disabled. The Primary Fire will undergo significant changes to its functionality.<br>

Latest revision as of 22:13, 16 August 2025

Micro H.I.D.
Basic Info
Type Eletrical Discharge
Description Heavy electrical device designed for the termination of anomalies.
Ammo Capacity 1
Basic Stats
Blast Damage (DPS) 400 (Primary Fire)
1000 (Charge Fire)
Weight 21.5kg
Handling Stats
Pick-Up Time Higher weight increases time 4.01s Unrounded value: 4.0075s
Stamina Penalty -30%
Miscellaneous Info
Obtainable from 914? True
Deletion % in PD Pocket Dimension High Tier (0%)
Disarm Immunity? Does having this item equipped make the player
immune to being disarmed?
Immune
Debug Name MicroHID
ID 16

The Micro High-Intensity Discharge (Micro H.I.D.) or by its code name Project Segmentum, is an experimental Special Weapon in SCP: Secret Laboratory. It is an extremely powerful weapon that is effective at terminating SCP subjects.

Operational Guide

Designated as Project: Segmentum in Foundation registries, the newest prototype by Site-02's Advanced Weapons department is the Micro H.I.D, designed to efficiently terminate most anomalies through intense electrical discharge. The Micro H.I.D. features two firing modes: a quick burst of electricity, and a charged-up beam with a longer start-up, but higher damage.

___
“So far, this newest iteration of the Micro H.I.D. has been a massive improvement, being around four times more efficient than the previous model, with investigations into possible refinements currently underway. I am hoping this will shine a light on how we could develop Project: Segmentum more efficiently -- with more and more anomaly termination requests being accepted, I admit that we could use more firepower in order to comply with the E.P.C.”
-Dr. Katelyn Wright, Head of Project: Segmentum

In Game

Jeff
Dead

The Micro H.I.D. spawns in its own dedicated room and functions as a highly powerful weapon limited by its charge and windup time. The Micro H.I.D. relies on a resource named charge. Initially, it has 100% charge. The weapon has two default firing modes which both consume charge: Primary Fire and Charge Fire. It will ignore Armor in all firing modes. While equipped the player's speed is capped at 5.4 m/s.

The Micro H.I.D. has a small screen indicating various states of the weapon. These include a battery, charge and Jeff.

When the battery is depleted, the weapon can no longer fire and Jeff dies. The Micro H.I.D. can be recharged with SCP-914 with the Fine and Very Fine settings. This will also revive Jeff in the process.


Firing

A Nine-Tailed Fox Captain firing the weapon at SCP-096.

The Micro H.I.D. has two different firing modes: Primary Fire and Charge Fire.

Primary Fire

By holding Left Click, the user will activate the Micro H.I.D.'s Primary Fire. Primary Fire has a windup period of three seconds and begins firing once the windup ends. A six meter long electrical beam will be fired in the direction the user is facing. This beam will deal 400 damage per second to the target closest to the user that is within its range. When active, charge will drain at a rate of 5%/s.

The mode can be cancelled by letting go of Left Click, after which the Micro H.I.D. will undergo a winddown period of one second before it can be fired again.

Charge Fire

By holding Right Click, the user will activate the Micro H.I.D.'s Charge Fire. Charge Fire has a minimum windup period of seven seconds. It will drain charge at a rate of 1.5%/s while winding up. Charge Fire can then be held as long as the user continues holding Right Click. After it is successfully wound up the device can be held by holding the same key as before. It will drain charge at a rate of 0.5%/s during this time. The player can release the Charge Fire by holding Left Click after the windup period is over which will immediately drain 10% charge. The Micro H.I.D. will then fire a 10 meter long beam that deals 1000 damage per second to any target within its range. When firing in this mode, charge drains at a rate of 10%/s.

Any door hit by the Charge Fire beam will be forced open regardless of their current state.

The mode can be cancelled by letting go of Right Click, after which the Micro H.I.D. will undergo a winddown period of seven seconds before it can be fired again.

Overcharge

Concerned
Sad

If Charge Fire is held for eight consecutive seconds without the charge being released, the Micro H.I.D. will overcharge. This will cause a small explosion which will deal 125 damage to the player, bypassing Armor. The blast will also destroy nearby doors. If the player dies from this, they will disintegrate much like being shot by the 3-X Particle Disruptor in Disintegration mode.

The Micro H.I.D. itself will enter into a "broken" state both mechanically and visually. It will immediately lose 25% charge and have its Charge Fire permanently disabled. The Primary Fire will undergo significant changes to its functionality.

When the Micro H.I.D is about to explode, Jeff will become concerned, warning the player of their eventual doom. Jeff will become sad if this passes.


Primary Fire (Broken)

By holding Left Click in the Micro H.I.D.'s broken state, the user will activate its Primary Fire. Primary Fire has a windup period of three seconds and begins firing once the windup ends. The broken Primary Fire variant has a range of four meters in a conical area in front of the player. Instead of a beam, a shower of sparks will fly out from the weapon. This will deal 400 damage per second to any target within range. When active, charge will drain at a rate of 5%/s.

The mode can be cancelled by letting go of Left Click, after which the Micro H.I.D. will undergo a winddown period of one second before it can be fired again.

Related Achievements

Army of One
In a single life, get 4 kills using 4 different weapons.

I'll Pass, Thanks
As an SCP, kill (or send to the Pocket Dimension) a human who is charging the Micro H.I.D.

Microwave Meal
As a human, successfully terminate an SCP with the Micro H.I.D.

Overcurrent
Jump into a Tesla Gate while holding the Micro H.I.D.


Gallery

Trivia

  • The Micro H.I.D. is inspired, and directly based upon the H.I.D. Turret from SCP: Containment Breach.
    • While the H.I.D. Turret in SCP: Containment Breach only fired a bright charge of light, the Micro H.I.D. fires a lethal beam.
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