From SCP: Secret Laboratory English Official Wiki

m (That's what it's called on the other pages with NV.)
(Formatting. Made it easier to read. Moved the spawning section since it should be higher up.)
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|manufactor=[[File:FoundationGunworksLogo.png|35px|middle]]  [[Lore/Manufactures#Foundation_Gunworks|Foundation Gunworks]]  <br> [[File:LunaeLogo.png|35px|middle]] [[Lore/Manufactures#Lunae_Defence|Lunae Defence]] (Various Attachments)
|manufactor=[[File:FoundationGunworksLogo.png|35px|middle]]  [[Lore/Manufactures#Foundation_Gunworks|Foundation Gunworks]]  <br> [[File:LunaeLogo.png|35px|middle]] [[Lore/Manufactures#Lunae_Defence|Lunae Defence]] (Various Attachments)
}}
}}
The '''MTF-E11-SR''' is a type of [[Weapons|firearm]] in ''SCP: Secret Laboratory''.
=In Game=
=In Game=
The '''MTF-E11-SR''' is a type of [[Weapons|firearm]] in ''SCP: Secret Laboratory''. It is a fully automatic assault rifle which [[Mobile_Task_Force|MTF]] Captains and Sergeants spawn with, although it can also be found in numerous places inside of the facility. The MTF-E11-SR is a very customizable weapon due to how many attachments can be equipped on it. 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 Zone]], although a short-range or mid-range configuration is far more preferable for use within the facility. Due to the firearm being a rifle, it is very accurate for the first few shots but will quickly become 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. Using the drum magazine allows the rifle to fit into the role of a LMG, which can perform as the [[Mobile_Task_Force|MTF]]'s "budget" equivalent to the [[Logicer|Logicer]] fielded by [[Chaos_Insurgent#Chaos_Repressor|Chaos Repressors]], although lacking in many aspects compared to the dedicated LMG. Holding down the {{key Press|E}} key on a player with the firearm equipped will disarm the player.
The '''MTF-E11-SR''' is a fully automatic assault rifle which [[Mobile_Task_Force|MTF]] Captains and Sergeants spawn with. However, it can also be found in numerous places inside of the facility.  
 
The MTF-E11-SR is a very customizable weapon due to how many attachments can be equipped on it. 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 Zone]], although a short-range or mid-range configuration is far more preferable for use within the facility.<br>
Due to the firearm being a rifle, it is very accurate for the first few shots but will quickly become inaccurate during continuous fire; this makes the weapon best used in short bursts instead of long sprays. <br>
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. <br>
The high penetration of the weapon makes it very effective against armored targets. Using the drum magazine allows the rifle to fit into the role of a LMG, which can perform as the [[Mobile_Task_Force|MTF]]'s "budget" equivalent to the [[Logicer|Logicer]] fielded by [[Chaos_Insurgent#Chaos_Repressor|Chaos Repressors]], although lacking in many aspects compared to the dedicated LMG.  
 
Holding down the {{key Press|E}} key on a player with the firearm equipped will disarm the player.
 
==Spawning==
* [[MTF-E11-SR Rack]]
*On [[Mobile_Task_Force#MTF_Sergeant|MTF Sergeants]] and [[Mobile_Task_Force#MTF_Captain|MTF Captains]] when spawning.
*On [[Mobile_Task_Force#MTF_Specialist|MTF Specialist]] when escaping as a [[Scientist]].
 
==Attachments==
==Attachments==
<div class="round-tabber">
<div class="round-tabber">
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}}
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==Spawning==
* [[MTF-E11-SR Rack]]
*On [[Mobile_Task_Force#MTF_Sergeant|MTF Sergeants]] and [[Mobile_Task_Force#MTF_Captain|MTF Captains]] when spawning.
*On [[Mobile_Task_Force#MTF_Specialist|MTF Specialist]] when escaping as a [[Scientist]].


==Sounds==
==Sounds==

Revision as of 16:44, 28 October 2021

MTF-E11-SR
Basic Info
Type Rifle
Cartridge Type 5.56x45mm
Ammo Capacity 40 (+1)
Spawn Locations MTF-E11-SR Rack
Spawns on All MTF Units except MTF Private
Basic Stats
Damage 25.1
Fire Rate 570 9.5 bullets per second
Weight 3.15 kg
Length 87 cm
Handling Stats
Pick-Up Time Higher weight increases time 0.8s Unrounded value: 0.79625s
Accuracy Stats
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
Attachment Combos  5400
Manufacturer Foundation Gunworks  
Lunae Defence (Various Attachments)
Inspired by Maxim Defense MDX 508
MDX 510 (Rifle Body)
Item ID 20


The MTF-E11-SR is a type of firearm in SCP: Secret Laboratory.

In Game

The MTF-E11-SR is a fully automatic assault rifle which MTF Captains and Sergeants spawn with. However, it can also be found in numerous places inside of the facility.

The MTF-E11-SR is a very customizable weapon due to how many attachments can be equipped on it. 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 Zone, although a short-range or mid-range configuration is far more preferable for use within the facility.
Due to the firearm being a rifle, it is very accurate for the first few shots but will quickly become 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. Using the drum magazine allows the rifle to fit into the role of a LMG, which can perform as the MTF's "budget" equivalent to the Logicer fielded by Chaos Repressors, although lacking in many aspects compared to the dedicated LMG.

Holding down the E key on a player with the firearm equipped will disarm the player.

Spawning

Attachments

Attachment Stats
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 1.05x
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
Carbine Body
Default Attachment
Rifle Body
Damage +7.5%
Penetration +15%
Bullet Accuracy +54%
Fire Rate -10%
Equip Time +0.13s
Hip-Firing Accuracy -26%
Length +20%
Weight +46%
Attachment Stats
Standard Barrel
Default Attachment
Suppressor
Gunshot Loudness -65%
Flash Suppression
Equip Time +0.08s
Length +20%
Weight +25%
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
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
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%
Attachment Changes
FMJ Magazine
Default Attachment
FMJ Drum Magazine
Magazine Capacity +25
Reload Time +2s
Weight +79%
Low-Cap JHP Magazine
Damage +30%
Weight -3%
Magazine Capacity -10
Penetration -50%
Low-Cap AP Magazine
Penetration +20%
Weight -3%
Magazine Capacity -10


Stats

No Armor Light Armor Combat Armor Heavy Armor
Standard Extended Standard Extended Standard Extended Standard Extended
Damage/Ammo Type 25.1 25.1 22.09 22.09 20.58 20.58 19.08 19.08
Damage/Penetration 25.1 25.1 22.09 22.09 20.58 20.58 19.08 19.08
Damage/Body (100%) 25.1 25.1 22.09 22.09 20.58 20.58 19.08 19.08
Damage/Limb (70%) 25.1 25.1 22.09 22.09 20.58 20.58 19.08 19.08
Damage/Head (200%) 25.1 25.1 22.09 22.09 20.58 20.58 19.08 19.08
Damage/AHP (30%) 25.1 25.1 22.09 22.09 20.58 20.58 19.08 19.08
Damage/Burned (125%) 25.1 25.1 22.09 22.09 20.58 20.58 19.08 19.08
Key
One hit to kill.
Two hits to kill.
Three hits to kill.
Four hits to kill.
Five hits to kill.

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.
  • Rainbow Candy does not reduce head or limb damage.
  • Rainbow Candy's Bodyshot Reduction is permanent and stacks up to 4. (Lowering damage to 85%). The value in the chart represents 1 Rainbow Candy.
  • Purple Candy does not stack with itself
  • Shotgun does not deal headshot or limb damage.
  • SCPs do not take limb or headshot damage besides SCP-049-2
  • SCP-049 has 20% bullet resistance. Hume Shield does not have any resistance
  • SCP-173 bullet resistance is the same as Heavy Armor. 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
Standard Extended Standard Extended Standard Extended Standard Extended
Damage/Ammo Type 25.1 25.1 22.09 22.09 20.58 20.58 19.08 19.08
Damage/Penetration 25.1 25.1 22.09 22.09 20.58 20.58 19.08 19.08
Damage/Body (100%) 25.1 25.1 22.09 22.09 20.58 20.58 19.08 19.08
Damage/Limb (70%) 25.1 25.1 22.09 22.09 20.58 20.58 19.08 19.08
Damage/Head (200%) 25.1 25.1 22.09 22.09 20.58 20.58 19.08 19.08
Damage/AHP (30%) 25.1 25.1 22.09 22.09 20.58 20.58 19.08 19.08
Damage/Burned (125%) 25.1 25.1 22.09 22.09 20.58 20.58 19.08 19.08
Key
One hit to kill.
Two hits to kill.
Three hits to kill.
Four hits to kill.
Five hits to kill.

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.
  • Rainbow Candy does not reduce head or limb damage.
  • Rainbow Candy's Bodyshot Reduction is permanent and stacks up to 4. (Lowering damage to 85%). The value in the chart represents 1 Rainbow Candy.
  • Purple Candy does not stack with itself
  • Shotgun does not deal headshot or limb damage.
  • SCPs do not take limb or headshot damage besides SCP-049-2
  • SCP-049 has 20% bullet resistance. Hume Shield does not have any resistance
  • SCP-173 bullet resistance is the same as Heavy Armor. 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
Standard Extended Standard Extended Standard Extended Standard Extended
Damage/Ammo Type 25.1 25.1 22.09 22.09 20.58 20.58 19.08 19.08
Damage/Penetration 25.1 25.1 22.09 22.09 20.58 20.58 19.08 19.08
Damage/Body (100%) 25.1 25.1 22.09 22.09 20.58 20.58 19.08 19.08
Damage/Limb (70%) 25.1 25.1 22.09 22.09 20.58 20.58 19.08 19.08
Damage/Head 25.1 25.1 22.09 22.09 20.58 20.58 19.08 19.08
Damage/AHP (30%) 25.1 25.1 22.09 22.09 20.58 20.58 19.08 19.08
Damage/Burned (125%) 25.1 25.1 22.09 22.09 20.58 20.58 19.08 19.08
Key
One hit to kill.
Two hits to kill.
Three hits to kill.
Four hits to kill.
Five hits to kill.

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.
  • Rainbow Candy does not reduce head or limb damage.
  • Rainbow Candy's Bodyshot Reduction is permanent and stacks up to 4. (Lowering damage to 85%). The value in the chart represents 1 Rainbow Candy.
  • Purple Candy does not stack with itself
  • Shotgun does not deal headshot or limb damage.
  • SCPs do not take limb or headshot damage besides SCP-049-2
  • SCP-049 has 20% bullet resistance. Hume Shield does not have any resistance
  • SCP-173 bullet resistance is the same as Heavy Armor. 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






Gallery

Equip Animation
Inspect Animation
Reload Animation
Reload Animation (from unload)
Unload Animation

Trivia

  • It was once planned to rename the MTF-E11-SR to Facility Recovery-Standard Rifle (FR-SR) .
  • An earlier iteration of the MTF-E11-SR replaced the Fusion Rifle.
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