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MTF-E11-SR | |
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Basic Info | |
Type | Rifle |
Cartridge Type | 5.56x45mm |
Ammo Capacity | 40 (+1) |
Manufacturer | Foundation Gunworks Lunae Defence (Various Attachments) |
Basic Stats | |
Fire Rate | 570 9.5 bullets per second |
Damage Falloff The max distance a bullet will travel before being affected by damage fall off |
100m |
Equip Time | 0.73s |
Pick-Up Time Higher weight increases time | 0.8s Unrounded value: 0.79625s |
Weight | 3.15kg |
Length | 87cm |
Bullet Accuracy The overall accuracy of the gun. This value is added to Hip Fire and Aiming Accuracy. |
0.05° |
Hip Fire Accuracy This value is added to Bullet Accuracy with rounding. | 2° 2° (with Bullet Accuracy) |
Aiming Accuracy This value is added to Bullet Accuracy without rounding. Values past the 100th place are not shown ingame. |
0.08° 0.13° (with Bullet Accuracy) |
Running Accuracy | 5.8° |
Other Info | |
Attachment Comb | 5400 |
Spawn Locations | MTF-E11-SR Rack |
Spawns on | MTF Captain MTF Sergeant MTF Specialist |
Obtainable from 914? | True |
Deletion % in PD Pocket Dimension | Medium Tier (30%) |
Disarm Immunity? Does having this item equipped make the player immune to being disarmed? |
Immune |
Inspired by | Maxim Defense MDX 508 MDX 510 (Rifle Body) |
Spawn ID | 20 |
The MTF-E11-SR is a type of Firearm in SCP: Secret Laboratory. It is a designated Facility Recovery-Standard Rifle (FR-SR) used by Epsilon-11. The firearm is a highly customizable assault rifle, making it effective in any combat situation.
Operational Guide[edit]
The standard-issue rifle for Nine-Tailed Fox superiors. Lightweight, soft-shooting, and highly modular; this firearm was tailor-made for the needs of the forces that wield it. While the comfort factor of the rifle is highly valued, the equipment itself is nothing of particular note. The weapon is manufactured in close proximity to Area-14. Accounts of the weapon being “blessed” are to be disregarded. Operatives naming their gun is strongly discouraged.
___
“The E11-SR works, I’ll give it that. I just think some of these officially accepted attachments are a bit… unnecessary. A 65-round drum? Really? Regardless, the gun does its job, and pretty well too. I’m just a little confused as to why they’ve brought a few rifles over to Site-02. Surely, they aren’t meant for the security guards; we don’t have clearance to open its locker. With all the new security measures being added to the Site, I wouldn’t be surprised if it was intended for someone else.”
-Agent Jeremy Fritz, Security Guard, Site-02
In Game[edit]
The MTF-E11-SR is a fully automatic assault rifle, which makes it very accurate for the first few shots, but becomes inaccurate during continuous fire; this makes the weapon best used in short bursts, instead of long sprays.
The weapon also has very poor movement accuracy, making it best used when standing still, or using lighter attachment configurations. The laser attachment can partially negate this weakness.
The high penetration of the weapon makes it very effective against armored targets.
Holding down the E key on a player with the firearm equipped will disarm the player.
The MTF-E11-SR has 4 possible spawn locations:
- MTF Captains, MTF Sergeants, and MTF Specialist (will always spawn with a MTF-E11-SR)
- MTF-E11-SR Rack (inside the rack)
The MTF-E11-SR is a very customizable weapon due to the amount of attachments that can be equipped.
The weapon can be customized to be effective in long range combat or short range combat: long distance configurations are very useful on the Surface, although a short-range or mid-range configuration is far more preferable for use within the facility.
The MTF-E11-SR is a closed bolt firearm, allowing it to hold one extra bullet than its max mag size by storing it in the chamber. This also means if the player unloads the MTF-E11-SR but cancels the animation before the bullet in the chamber is removed, when they re-equip it, the MTF-E11-SR will have one bullet in it despite having no magazine, which they can still fire.
Due to being a closed bolt firearm, the MTF-E11-SR bolt will be locked into an open position once it runs out of ammo, which causes the reload animation to be slightly longer. The bolt will only lock to an open position if the MTF-E11-SR currently has a magazine in it. If the magazine was removed from the MTF-E11-SR, but the bullet in the chamber was not, firing this bullet will not cause the bolt to lock to an open position. Though, reloading in this state will still cause the reload animation to be longer than normal as the player now has to rechamber the MTF-E11-SR.
Attachments[edit]
Attachment | Stats |
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Iron Sight | ADS Zoom 1.3x Default Attachment |
Holographic Sight | ADS Zoom 1.05x Equip Time +0.04s Weight +13% |
Dot Sight | ADS Zoom 1.05x Equip Time +0.04s Weight +8% |
Night-Vision Scope | ADS Zoom 3.3x Night Vision Aiming Speed -25% Equip Time +0.08s Weight +35% |
Telescopic Sight | ADS Zoom 6x Aiming Accuracy +33% Equip Time +0.08s Aiming Speed -30% Weight +32% |
Attachment | Stats |
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Carbine Body | Default Attachment |
Rifle Body | Damage +7.5% Penetration +12.5% Bullet Accuracy +54% Fire Rate -10% Equip Time +0.13s Hip-Firing Accuracy -26% Length +20% Weight +46% |
Attachment | Stats |
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Standard Barrel | Default Attachment |
Suppressor | Gunshot Loudness -65% Flash Suppression Bullet Accuracy +11% Equip Time +0.08s Length +20% Weight +19% |
Flash Hider | Flash Suppression Equip Time +0.04s Length +1% Weight +2% |
Muzzle Booster | Fire Rate +10% Equip Time +0.04s Recoil +30% Bullet Accuracy -17% Length +1% Weight +6% |
Muzzle Brake | Recoil -10% Equip Time +0.04s Gunshot Loudness +20% Length +1% Weight +2% |
Attachment | Changes |
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Standard Stock | Default Attachment |
Lightweight Stock | Equip Time -0.12s Hip-Firing Accuracy +18% Length -1% Weight -13% Recoil When Aiming +25% |
Recoil-Reducing Stock | Recoil When Aiming -33.3% Length -1% Equip Time +0.08s Weight +22% |
Attachment | Changes |
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None | Default Attachment |
Foregrip | Recoil -15% Aiming Speed -15% Weight +8% |
Laser Sight | Hip-Firing Accuracy +100% Laser is visible to others Weight +11% |
Attachment | Changes |
---|---|
None | Default Attachment |
Flashlight | Light Source Equip Time +0.08s Weight +16% |
Ammo Counter | Ammo Counter Equip Time +0.08s Weight +21% |
Stats[edit]
No Armor | Light Armor | Combat Armor | Heavy Armor | ||||||
---|---|---|---|---|---|---|---|---|---|
Carbine | Rifle | Carbine | Rifle | Carbine | Rifle | Carbine | Rifle | ||
Ammo Type | 5.56x45mm | 5.56x45mm | 5.56x45mm | 5.56x45mm | 5.56x45mm | 5.56x45mm | 5.56x45mm | 5.56x45mm | |
Penetration | 70% | 79% | 70% | 79% | 70% | 79% | 70% | 79% | |
Body (100%) | 25.1 | 26.36 | 22.09 | 24.14 | 20.58 | 23.03 | 19.08 | 21.93 | |
Limb (70%) | 17.57 | 18.452 | 17.57 | 18.452 | 17.57 | 18.452 | 17.57 | 18.452 | |
Head (200%) | 50.2 | 52.72 | 50.2 | 52.72 | 38.16 | 43.86 | 38.16 | 43.86 | |
AHP (30%) | 7.53 | 7.91 | 6.63 | 7.24 | 6.17 | 6.91 | 5.72 | 6.58 | |
Burned (125%) | 31.38 | 32.94 | 27.61 | 30.18 | 25.73 | 28.79 | 23.85 | 27.41 |
Key |
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Notes:
- These values are auto calculated by Mediawiki, there may be some rounding differences between it and Unity, so some values may be off by a tiny bit.
- Armor does not reduce limb damage.
- Shotgun does not deal headshot or limb damage.
- SCPs do not take limb or headshot damage besides SCP-049-2.
- SCP-049 has a 20% bullet resistance that factors in penetration. Hume Shield does not have any resistance.
- SCP-173 has a 80% bullet resistance that factors in penetration. Hume Shield does not have any resistance.
- Combat Armor and Heavy Armor have the same protection level against headshots. While Light Armor has no protection against headshots
- The rows listed as AHP represents how much damage HP takes while under the effects of AHP. It does not represent how much AHP is lost.
No Armor | Light Armor | Combat Armor | Heavy Armor | ||||||
---|---|---|---|---|---|---|---|---|---|
Carbine | Rifle | Carbine | Rifle | Carbine | Rifle | Carbine | Rifle | ||
Ammo Type | 5.56x45mm | 5.56x45mm | 5.56x45mm | 5.56x45mm | 5.56x45mm | 5.56x45mm | 5.56x45mm | 5.56x45mm | |
Penetration | 84% | 93% | 84% | 93% | 84% | 93% | 84% | 93% | |
Body (100%) | 25.1 | 26.36 | 23.49 | 25.62 | 22.69 | 25.25 | 21.89 | 24.88 | |
Limb (70%) | 17.57 | 18.452 | 17.57 | 18.452 | 17.57 | 18.452 | 17.57 | 18.452 | |
Head (200%) | 50.2 | 52.72 | 50.2 | 52.72 | 43.78 | 49.76 | 43.78 | 49.76 | |
AHP (30%) | 7.53 | 7.91 | 7.05 | 7.69 | 6.81 | 7.57 | 6.57 | 7.46 | |
Burned (125%) | 31.38 | 32.94 | 29.37 | 32.02 | 28.36 | 31.56 | 27.36 | 31.1 |
Key |
---|
Notes:
- These values are auto calculated by Mediawiki, there may be some rounding differences between it and Unity, so some values may be off by a tiny bit.
- Armor does not reduce limb damage.
- Shotgun does not deal headshot or limb damage.
- SCPs do not take limb or headshot damage besides SCP-049-2.
- SCP-049 has a 20% bullet resistance that factors in penetration. Hume Shield does not have any resistance.
- SCP-173 has a 80% bullet resistance that factors in penetration. Hume Shield does not have any resistance.
- Combat Armor and Heavy Armor have the same protection level against headshots. While Light Armor has no protection against headshots
- The rows listed as AHP represents how much damage HP takes while under the effects of AHP. It does not represent how much AHP is lost.
No Armor | Light Armor | Combat Armor | Heavy Armor | ||||||
---|---|---|---|---|---|---|---|---|---|
Carbine | Rifle | Carbine | Rifle | Carbine | Rifle | Carbine | Rifle | ||
Ammo Type | 5.56x45mm | 5.56x45mm | 5.56x45mm | 5.56x45mm | 5.56x45mm | 5.56x45mm | 5.56x45mm | 5.56x45mm | |
Penetration | 35% | 44% | 35% | 44% | 35% | 44% | 35% | 44% | |
Body (100%) | 32.6 | 34.26 | 24.12 | 26.59 | 19.89 | 22.75 | 15.65 | 18.91 | |
Limb (70%) | 22.82 | 23.982 | 22.82 | 23.982 | 22.82 | 23.982 | 22.82 | 23.982 | |
Head | 65.2 | 68.52 | 65.2 | 68.52 | 31.3 | 37.82 | 31.3 | 37.82 | |
AHP (30%) | 9.78 | 10.28 | 7.24 | 7.98 | 5.97 | 6.82 | 4.69 | 5.67 | |
Burned (125%) | 40.75 | 42.83 | 30.16 | 33.23 | 24.86 | 28.44 | 19.56 | 23.64 |
Key |
---|
Notes:
- These values are auto calculated by Mediawiki, there may be some rounding differences between it and Unity, so some values may be off by a tiny bit.
- Armor does not reduce limb damage.
- Shotgun does not deal headshot or limb damage.
- SCPs do not take limb or headshot damage besides SCP-049-2.
- SCP-049 has a 20% bullet resistance that factors in penetration. Hume Shield does not have any resistance.
- SCP-173 has a 80% bullet resistance that factors in penetration. Hume Shield does not have any resistance.
- Combat Armor and Heavy Armor have the same protection level against headshots. While Light Armor has no protection against headshots
- The rows listed as AHP represents how much damage HP takes while under the effects of AHP. It does not represent how much AHP is lost.
Sounds[edit]
Gallery[edit]
Trivia[edit]
- The MTF-E11-SR was originally called the Epsilon-11 Standard Rifle.
- The MTF-E11-SR's Night Vision Scope is slightly off centered while in ADS.
- It was once planned to rename the MTF-E11-SR to Facility Recovery-Standard Rifle (FR-SR).
- FR-SR would become the name used by Foundation Gunworks for the rifles they manufacture, with MTF-E11-SR acting as a designation for the ones given to Epsilon-11.
- The MTF-E11-SR's Holographic Sight is based on the EOTech XPS series of holographic sights.
- The MTF-E11-SR has gone through the most model changes out of any other firearm in game.
- The first model had a futuristic appearance and was a dev store asset bought here. It was called the Epsilon-11 Standard Rifle.
- The second model also had a futuristic appearance. This model is often referred to as the Fusion Rifle. Though, officially it was still called the Epsilon-11 Standard Rifle. It was an original asset made for the game by Straditarion.
- The third model was introduced in the first weapon overhaul (6.0.0). The futuristic appearance was replaced in favor of a more modern version. This was based off the HK417.
- The fourth model was introduced in the 7.3.0 patch. This version was a mixture of both the HK416 and HK417, while also adding a couple new attachments.
- All the sights were given tweaks in the Megapatch II (9.0.0) update.
- The inventory icon still used the the 6.0.0 model of the weapon and was never updated to the correct model.
- The final and current model was introduced in the Parabellum (11.0.0) update. This version was inspired by the Maxim Defense MDX 508 with the Rifle Body attachment being inspired by the MDX 510.
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- This page was last edited on 17 March 2023, at 17:36.
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