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Initial Equip Animation
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Charge Animation
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Fire Animation
Micro H.I.D.: Difference between revisions
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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. | ||
The Micro H.I.D. can be recharged with [[SCP-914]] with the 1:1, Fine and Very Fine settings.<br> | The Micro H.I.D. can be recharged with [[SCP-914]] with the 1:1, Fine and Very Fine settings.<br> | ||
[[File:JeffHappy.png|thumb|75px|Jeff]] | |||
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==Firing== | ==Firing== | ||
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. | ||
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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> | ||
Jeff will become Concerned when the weapon is close to overcharging. | |||
[[File:JeffConcerned.png|thumb|75px|Concerned]] | |||
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===Primary Fire (Broken)=== | ===Primary Fire (Broken)=== | ||
By holding {{Key Press|Leftclick}} 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.<br> | By holding {{Key Press|Leftclick}} 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.<br> |
Revision as of 00:16, 28 December 2024
Micro H.I.D. | |
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Basic Info | |
Type | Experimental Energy Weapon |
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 |
Length | 122.5cm |
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 |
Manufacturer | Industries |
Debug Name | MicroHID |
ID | 16 |
The Micro High-Intensity Electrical Discharge Thrower also known as the Micro H.I.D. for short, is an experimental 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.
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“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
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. When Charge is depleted, the weapon can no longer fire.
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. can be recharged with SCP-914 with the 1:1, Fine and Very Fine settings.

Firing
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%/s while winding up. Charge Fire can then be held as long as the user continues holding Right Click. If held, it will drain charge at a rate of 0.5%/s. 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 five seconds before it can be fired again.
Overcharge
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. 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.
Jeff will become Concerned when the weapon is close to overcharging.

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 | |
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In a single life, get 4 kills using 4 different weapons. |
I'll Pass, Thanks | |
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As an SCP, kill (or send to the Pocket Dimension) a human who is charging the Micro H.I.D. |
Microwave Meal | |
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As a human, successfully terminate an SCP with the Micro H.I.D. |
Overcurrent | |
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Jump into a Tesla Gate while holding the Micro H.I.D. |
Sounds
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.
- A closer look at the Micro H.I.D. model reveals two pieces of text on it:
- The first one reads "SEND HELP Hubert is holding me at gun point"
- The second one reads "167151154154040163150151156145". When translated with Octal, these numbers turn into "will shine".
- The Micro H.I.D. model is inverted ingame due to the fact it was accidentally modeled as a left handed weapon. This can easily be seen by looking for the "167151154154040163150151156145" text easter egg, as it appears backwards on the model.
- The "SEND HELP Hubert is holding me at gun point" appears on the model normally, meaning it was added after the model was inverted.
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