SCP: Secret Laboratory

SCP: Secret Laboratory

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Gorgon Dec 22, 2018 @ 1:37pm
Nerf chaos gun.
It's just so damn good, it has the best damage (not counting attachments), the best fire rate and incredible hip fire control. you might say that the accuracy on the gun is really bad, which it is, so its best used in close ranges, however, 90% of the facility is close range and the gun is only bad at the surface.
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Showing 1-12 of 12 comments
Gorgon Dec 22, 2018 @ 1:37pm 
Is there anyway to counter it that I'm not aware of?
Dr.Fudge Dec 22, 2018 @ 2:26pm 
Just use an SR at long range. Don't get close to chaos. The chaos are easily defeated at long ranges, and can't do much. Just get far down the hallway with a nightvision or sniper attatchment. On the surface, it's pretty easy also.
Last edited by Dr.Fudge; Dec 22, 2018 @ 2:26pm
Lizard Dec 22, 2018 @ 3:07pm 
get them from behind/ when they are unaware
Oscillations Dec 24, 2018 @ 12:25am 
Git gud.
TheRandomGuy Dec 24, 2018 @ 9:13pm 
Chaos aren't that good. Any MTF can take one on at range. If a Chaos insurgent is down a long hallway or is on surface, they're fresh meat for any MTF with an Epsilon-11 Rifle, or any MTF for that matter, as they can all aim their guns and have fairly good accuracy at range. The Chaos, on the other hand, rely heavilly on the Logicer which is only good in close quarters combat. Fight a Chaos up close and personal, and the Chaos is likely to win, fight at range, and MTF is likely to win.

Also if you can't fight em at range, try to catch em by surprise, and also aim for the head. Always aim for the head, it does more damage and you're likely to end the fight quicker, and therefore take less damage, unless of course the Chaos is smart and also sprays towards the head area. Granted, if you take one from behind or before they notice you, then you stand a pretty good chance as you've already got the first shot in and weakened him.

Just whatever you do, avoid fighting a Chaos head on in close quarters, it's near suicide.

Originally posted by Dr.Fudge:
Just use an SR at long range. Don't get close to chaos. The chaos are easily defeated at long ranges, and can't do much. Just get far down the hallway with a nightvision or sniper attatchment. On the surface, it's pretty easy also.

Sniper scope is better for that, Night Vision scope doesn't provide any zoom, and in lit areas can be hard to see through imo. You can't go wrong with an Epsilon-11 with a sniper scope. IF you need to use it at close range just hip-fire.
Last edited by TheRandomGuy; Dec 24, 2018 @ 9:15pm
JAiZ Dec 25, 2018 @ 6:21am 
Originally posted by TheRandomGuy:
Originally posted by Dr.Fudge:
Just use an SR at long range. Don't get close to chaos. The chaos are easily defeated at long ranges, and can't do much. Just get far down the hallway with a nightvision or sniper attatchment. On the surface, it's pretty easy also.

Sniper scope is better for that, Night Vision scope doesn't provide any zoom, and in lit areas can be hard to see through imo. You can't go wrong with an Epsilon-11 with a sniper scope. IF you need to use it at close range just hip-fire.
if you're experienced in FPS games, the holo or red dot will help better than the scope or NV scope, but that's experienced FPS players, newer players will perform better with the scope on (even if the recoil makes it hard to use)
I always choose the reddot sight over any other, cause it gives me a wide field of vision and it's easy to shoot accurately across half the surface area with it.
Kaiju Feb 20, 2019 @ 12:59pm 
Originally posted by TheRandomGuy:
Chaos aren't that good. Any MTF can take one on at range. If a Chaos insurgent is down a long hallway or is on surface, they're fresh meat for any MTF with an Epsilon-11 Rifle, or any MTF for that matter, as they can all aim their guns and have fairly good accuracy at range. The Chaos, on the other hand, rely heavilly on the Logicer which is only good in close quarters combat. Fight a Chaos up close and personal, and the Chaos is likely to win, fight at range, and MTF is likely to win.

Also if you can't fight em at range, try to catch em by surprise, and also aim for the head. Always aim for the head, it does more damage and you're likely to end the fight quicker, and therefore take less damage, unless of course the Chaos is smart and also sprays towards the head area. Granted, if you take one from behind or before they notice you, then you stand a pretty good chance as you've already got the first shot in and weakened him.

Just whatever you do, avoid fighting a Chaos head on in close quarters, it's near suicide.

Originally posted by Dr.Fudge:
Just use an SR at long range. Don't get close to chaos. The chaos are easily defeated at long ranges, and can't do much. Just get far down the hallway with a nightvision or sniper attatchment. On the surface, it's pretty easy also.

Sniper scope is better for that, Night Vision scope doesn't provide any zoom, and in lit areas can be hard to see through imo. You can't go wrong with an Epsilon-11 with a sniper scope. IF you need to use it at close range just hip-fire.
What did he just say 90% of the round is in the facility which is close quarters combat.
Kaiju Feb 20, 2019 @ 1:05pm 
I honestly think chaos should be equiped with AK-47 and the Sawed-off shotgun while NTF have the M16, Current weapon lieutenet's carry, or SPAS-12, or AA-12 but they can add a vent system so CHAOS can ♥♥♥♥♥♥♥ drop kick NTF
Last edited by Kaiju; Feb 20, 2019 @ 1:05pm
76561198860112328 Feb 20, 2019 @ 1:54pm 
The Logicer is sure much better than E11 SR and P90, but remember that Class-Ds don’t have keycards and weapons, while scientists have keycards and facility guards have weapons, and guards spawns in the beginning of the round, they go to 914 to kill every single D-Boy inside.
1nteL May 11, 2019 @ 4:59pm 
Everyone says it's easy to deal with Chaos, but that's merely on paper.

Here's what you expect: Look down the hallway, shoot every single chaos that runs through, win. That's not how the game works, though.

Here's what *actually* happens. You get a couple of good frags on Chaos Insurgents. Then you have to reload. The reload allows Chaos to push, making the situation now CQC. And as everyone says, you should NEVER engage with Chaos CQC. Let's assume that you live, which is a very generous assumption. After you finish the fight, battle-scarred and scared ♥♥♥♥♥♥♥♥, you hear screaming in the distance. Then it gets closer. Then it gets JESUS ♥♥♥♥♥♥♥ CHRIST 096 HOLY SHI-.

You forgot about SCPs.

SCPs don't have to kill Chaos, and, on most servers, teaming is allowed. The 2 tankiest classes there are may team up without any consequences, which, in my opinion, is stupid as ♥♥♥♥. Imagine if you have to deal with SCPs coming from heavy and Chaos from entrance AT THE SAME TIME. Half of your manpower is now fighting on the other side, and overall, the situation is bleak for NTF.

But let's assume that all SCPs are already dead. You can camp one spot until backup arrives, and that's all you nee-

BEEP. BEEP. ALPHA WARHEAD EMERGENCY DETONATION SEQUENCE ENGAGED. THE UNDERGROUND SECTION OF THE FACILITY WILL BE DETONATED IN T-MINUS: 90 SECONDS.

Since the nuke is now on, you have 3 options. Option one: turn around and head to the heavy nuke room and shut off the warhead, making defense even more difficult than it already was, head to the surface and immediately get shot once you leave the elevator systems, or stay where you are, accepting your fate.

The game shouldn't be like this every single time CI spawns. They need to be nerfed somehow, someway.
Last edited by 1nteL; May 11, 2019 @ 5:00pm
76561198860112328 May 11, 2019 @ 6:27pm 
Thread closed
JAiZ May 12, 2019 @ 2:49am 
Originally posted by 1nteL:
Everyone says it's easy to deal with Chaos, but that's merely on paper.

Here's what you expect: Look down the hallway, shoot every single chaos that runs through, win. That's not how the game works, though.

Here's what *actually* happens. You get a couple of good frags on Chaos Insurgents. Then you have to reload. The reload allows Chaos to push, making the situation now CQC. And as everyone says, you should NEVER engage with Chaos CQC. Let's assume that you live, which is a very generous assumption. After you finish the fight, battle-scarred and scared ♥♥♥♥♥♥♥♥, you hear screaming in the distance. Then it gets closer. Then it gets JESUS ♥♥♥♥♥♥♥ CHRIST 096 HOLY SHI-.

You forgot about SCPs.

SCPs don't have to kill Chaos, and, on most servers, teaming is allowed. The 2 tankiest classes there are may team up without any consequences, which, in my opinion, is stupid as ♥♥♥♥. Imagine if you have to deal with SCPs coming from heavy and Chaos from entrance AT THE SAME TIME. Half of your manpower is now fighting on the other side, and overall, the situation is bleak for NTF.

But let's assume that all SCPs are already dead. You can camp one spot until backup arrives, and that's all you nee-

BEEP. BEEP. ALPHA WARHEAD EMERGENCY DETONATION SEQUENCE ENGAGED. THE UNDERGROUND SECTION OF THE FACILITY WILL BE DETONATED IN T-MINUS: 90 SECONDS.

Since the nuke is now on, you have 3 options. Option one: turn around and head to the heavy nuke room and shut off the warhead, making defense even more difficult than it already was, head to the surface and immediately get shot once you leave the elevator systems, or stay where you are, accepting your fate.

The game shouldn't be like this every single time CI spawns. They need to be nerfed somehow, someway.
Chaos are pretty easy to take care of, since as soon as you kill one of them, you can just pick up their logicer and now you're equipped for both long range and CQ combat, plus every additional kill grants you an extra medkit.
You don't have to reload when you can simply switch your gun instead.

In addition, the properly modified E-11 rifle does a lot more damage than the logicer, allowing you to kill a chaos soldier in 1-2 shots to the head, so unless your aim is atrociously bad, you should be able to kill 4-6 chaos soldiers before you even have to reload and that's assuming you are alone.

Relevant:
https://m.youtube.com/watch?v=CgwvRqmlpBQ
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Date Posted: Dec 22, 2018 @ 1:37pm
Posts: 12