SCP: Secret Laboratory

SCP: Secret Laboratory

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Weapon Guide
Gotto-Botto 님이 작성
Curious on how the new Parabellum guns work? Need some tips on how to use the weapons? This Guide will cover all the possible weapons you can obtain in Secret Lab. This guide will be updated to current versions of Secret Lab as they come up, so stay tuned for updates to this guide.
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Weapons and You + General Advice/Tips
Weapons are the primary way of dealing with anything hostile in SCP:SL. You cannot punch or attack enemies without weapons and the developers have no current future plans of adding melee to human classes. This guide is going to give you an overview of all weapons in the game and will add additional commentary if need be.

Some simple notes: The damage dealt by each weapon listed in the guide, is damage dealt to unarmored enemies. I am not going to add extra damages for armor, as I would rather like to keep things simple.

Overall tips:
  • All weapons can be unloaded by holding the reload button. (R: by default) Useful for getting extra ammo from a dropped weapon.
  • Tapping the reload button will not only reload a weapon but can also chamber a extra bullet, if the weapon is capable of doing and is not empty.
  • Pressing the throw button (T: by default) will throw your currently held item, weapons included. This can break windows if the item in question is heavy enough to do so.
  • The revolver can fire in both double-action and single-action. To fire single-action, press the hammer button (Middle Mouse Button: by default). It is more accurate, but fires more slowly in this mode. It also has to be manually primed with MMB each time after it fires.
  • Aiming down sights increases weapon accuracy. To do so, hold down the aim button (Right mouse button: by default) Some attachments may increase recoil when aiming down sights, while others can decrease recoil or increase aimed accuracy.
  • Weapons are more likely to be found in armories scattered around the facility. These require armory access key cards to open, indicated by the gun icons when hovered over in your inventory. There is often 9mm ammo and 5.56mm ammo in these areas and you are often able to find a weapon here, if it has not been looted dry.
  • You can quickly draw a firearm in your inventory by pressing the weapon hotkey. (1 and 2 keys: by default)
  • Armor can be used to decrease damage taken from firearms. These are often found in armories and have 3 levels: Light, Combat and Heavy. These armors vary in damage reduction, ammo carrying capacity, medical supplies, stamina usage and movement reduction.
  • If you are holding a weapon and in front of someone you can detain (Example: D-class or Scientist), hold down the detain button (E: by default). This can be used to steal the persons items, and if they escape while cuffed, they will join your team.
  • Fight smarter, not harder. There's always a better way to solve fights then head-on-engagements.
Weapon-focused advice:
  • Attachments will alter your weapon, according to the selected mod. For Example: Laser sights will increase hip-firing accuracy at the cost of adding weight.
  • Weight added by attachments will increase the stamina usage whilst sprinting with the held weapons and will also decrease movement speed with the held weapon. Conversely, a lighter weapon will be able to not only equip quicker but also be able to move faster.
  • Scopes are not always useful, as the facility is full of hallways and corners that often lead to close/medium range battles. Scopes are more useful on surface, as it can fully utilize the increased magnification. Scopes also take up a lot of space on-screen and can be disorienting to use close range.
  • Hume Shield absorbs all damage dealt by weapons. Three SCPs have a Hume Shield that being 173, 096 and 939. SCP-173 will take additional damage from armor piercing weapons aka weapons with high penetration. Conversely, it will take less damage from weapons with low penetration. Do keep in mind this bullet resistance only applies to it's health pool and not it's Hume Shield.
  • Artificial health or AHP, will absorb 70% of damage dealt to you. It can be obtained by using Adrenaline and stacks up to 70 AHPs. AHP will allow you survive otherwise lethal blows and is very useful for escaping SCP-939 or the MTF. It slowly drains over time, all the way to zero.
  • Moving will decrease weapon accuracy, running will decrease it further and jumping will decrease it even more so. Standing still will provide the best accuracy, besides aiming down sides.
  • Human classes have different amounts of damage dealt to different body parts. Limbs deal the least amount of damage, torso deals normal damage and head shots double the damage. If under the effects of AHP, the damage dealt will be severely reduced even if you manage to score a head shot.
  • Weapons attachments in Tables marked with a + indicate a positive attribute, indicated as green in-game. Negative effects are marked by a -, and are marked as red in-game. Not to be confused with the actual statistic additions like +10 weight.
  • Weapons have presets that can be accessed from a workshop or by pressing TAB (default) in spectator mode. It appears to the right of the weapon GUI. All weapons have 3 presets to work with. Be sure to save your favorite presets by each number, as custom will not save your attachments if you change attachments.
  • Weapons have to charged when they are first equipped. This applies to all bullet-based weapons, so make sure to prime them before a battle to use your gun quicker.
Pistols
Small and compact, pistols are commonly found in the lower levels of the facility. These handguns serve as good backup weapons, thanks to their light weight and high mobility. They lack the firepower and the fire rate of larger weapons, however.

COM-15: The COM-15 is a pistol that spawns only once per match in Light Containment Zone. It holds 12+1 bullets by default, weighs in at 0.65 kg (1.4 lbs) is 18 cm (7 in) in length and has a 25% armor penetration. It deals 19.6 damage on a body shot and deals 68.6 damage on head shot, enough to two tap players with no armor and light armor. The COM-15 uses 9x19mm ammo.

The COM-15 has three attachments: A suppressor, a Flash light and an Extended magazine. Below is a table of the attachments and their modifiers:
Barrel
Suppressor:
+ Bullet Accuracy +25%
+ Gunshot Loudness -60%
+ Flash Suppression
- Equip Time +0.17s
- Length +94%
- Weight +46%
Magazine
Extended Magazine: Magazine Capacity +5
- Equip Time +0.06s
- Weight +46%
Side
Flashlight: Light Source
- Equip Time +0.03s
- Weight +31%


The COM-15 is best used for intimidating players to surrendering their items or outright killing them. It is next to near useless for tackling SCPs head on, as it's fire rate and damage output will hardly put a scratch on them. I recommend the Suppressor and/or flash light attachment. If there is a 079 in the match, the flashlight can save your life. The suppressor is useful for silently killing other players.

COM-18: The COM-18 spawns Heavy Armory and in the Square lockers that can be found in Alpha warhead or 049's room. It holds 15+1 bullets by default, weighs 0.72 kg (1.58 lbs) and is 19 cm (7.4 in) in length. It deals 20.2 damage on body shot and 70.7 on head shot. It has a 45% armor penetration. It uses 9x19mm ammo.

The COM-18 has five attachments: A dot sight, a suppressor, a heavy barrel, a flash light and a laser sight. Below is a table of the attachments and their effects:

Sight
Dot Sight:
+ ADS Zoom 1.05x
- Weight +28%
Barrel
Suppressor:
+ Bullet accuracy +25%
+Gunshot loudness -60%
+Flash Suppression
-Equip Time +0.09s
-Length +92%
-Weight +49%
Extended Barrel:
+ Damage +15%
+Penetration +15%
+Bullet accuracy +11%
-Equip Time +0.09s
-Aiming Speed -35%
-Length +45%
-Weight +69%
Side
Laser Sight:
+Hip-Firing Accuracy +233%
-Equip Time +0.03s
-Laser is visible to others
-Weight +28%
Flash light:
+ Light Source
- Equip Time +0.03s
- Weight +28%
Magazines:
JHP Magazine:
+Damage +20%
-Penetration -70%
Extended AP Magazine:
Magazine Capacity +6
Equip Time +0.03s
Weight +56%
Extended JHP Magazine:
Damage +20%
Magazine Capacity +6
Penetration -70%
Equip Time +0.03s
Weight +56%



The COM-18 is largely an upgrade over the COM-15, increased damage, more ammo capacity and generally better overall stats. I recommend the extended barrel, suppressor, flash light and laser sight. Same as the COM-15, this is a human-killing weapon, not an scp-killer weapon. You may also want to change the laser sight for a flashlight, in case of a future room blackout.

Revolver: The Revolver spawns with the Chaos Marauder and can be potentially made in 914, by placing a pistol on very fine into the machine. It holds six shots by default. It weighs 0.45 kg (0.9 lbs) and is 34 cm (13 in) long. It deals 36.5 damage on a body shot and 127.75 on head shot. It has a penetration of 65% by default. It uses .44 magnum ammo.

The Revolver has 8 attachments: A dot sight, a scope, a long barrel, a short/snub-nosed barrel, a heavy stock, a flashlight, a 5 round cylinder and a 7 round shotgun cylinder. Below is a table of the attachments and their effects:
Sight
Dot Sight:
+ ADS Zoom 1.05x
- Equip Time +0.02s
- Weight +7%
Telescopic Sight:
+ ADS Zoom 6x
- Equip Time +0.05s
- Weight +33%
Barrel
Long Barrel:
+ Damage +10%
+ Bullet Acuracy +100%
- Equip Time +0.08s
- Length +37%
- Weight +51%
Short Barrel:
+ Equip Time -0.19s
+ Length -22%
+ Weight -30%
- Damage -10%
- Bullet Accuracy -23%
Stock
Heavy Stock:
+ Aiming Accuracy +150%
+ Recoil When Aiming -35%
- Equip Time +0.11s
- Length +89%
- Weight +33%
Flashlight:
+ Light Source
- Weight +24%
Cylinder
5-shot Cylinder:
+ Penetration +30%
+ Bullet Accuracy +25%
- Magazine Capacity -1
- Double-action speed -30%
7-shot Buckshot Cylinder:
+ Magazine Capacity +1
+ Recoil -30%
+ Double-action speed +20%
- Damage -3.3%
- Bullet accuracy -67%
- No bonus damage for headshots

The revolver is quite a rare weapon, even with 914 it has only a 37% chance of spawning on very fine. The Marauder will only spawn if four other players have also spawned on chaos, for example, five will spawn on a team of 20 chaos. The Revolver's biggest strength is it's high damage and it's sheer killing power on a successful head shot. I recommend the 4-shot cylinder. While capable of much higher damage than the previous pistols, this gun is not ideal for killing SCPs, mainly due to it's lack of capacity, causing frequent reloads.
SMGs
Larger than pistols but still smaller than full-scale rifles, SMGs fulfill the role of 'bullet hose'. They, by default, have faster firing rates than rifles without muzzle boosters. They also use pistol ammunition and are frequently a better choice over the pistols, but lack high damage per shot, in exchange for high damage per second.

FSP-9: The FSP-9 spawns on facility guards and inside of light armory. It holds 30+1 bullets at any given time. It weighs 2.3 kg (5 lbs) and is 45 (17.7 in) cm in length. It uses 9x19mm ammo. It deals 22.3 damage on body shot, and 78.05 damage on head shot. It has penetration of 35%.

The FSP-9 has 9 attachments: Dot sight, holographic sight, flash hider, suppressor, extended stock, foregrip, ammo counter, laser sight and a flash light. The effects of the attachments can be found in the table below:
Sight
Dot Sight
+ADS Zoom 1.05x
-Weight +16%
Holographic Sight
+ADS Zoom 1.05x
-Weight +18%

Barrel
Flash Hider
+Flash Suppression
-Length +7%
-Weight +4%
Suppressor
+Gunshot loudness -65%
+Flash Suppression
+18% Bullet Accuracy
-Equip Time +0.19s
-Length +41%
-Weight +14%

Stock
Extended Stock
+Aiming Accuracy +100%
+Recoil When Aiming -40%
-Equip Time +1.1s
-Length +51%

Bottom
Foregrip
+Recoil -30%
-Equip Time +0.7s

Side
Ammo Counter
+Ammo Counter
-Equip Time +0.24s
-Weight +27%
Laser Sight
+Hip-Firing Accuracy +100%
-Equip Time +0.24s
-Laser is visible to others
-Weight +12%
Flashlight
+Light Source
-Equip Time +0.24s
-Weight +16%

The FSP-9 is generally better than the pistols as it has automatic fire and extra ammo capacity. It does lack in fire power and cannot penetrate armor easily. It is best for eliminating hostile D-class or scientists and facility guards, but it can deal a good amount of damage versus SCPs without a Hume shield, in particular 049 and 049-2.

Crossvec: The Crossvec spawns on MTF cadets and can be found in Light Armory in a pair of two. It holds 40+1 bullets. It uses 9x19mm ammo. It weighs 2.5 kg (5.5 lbs) and is 61 cm (24 in) in length. It has a penetration of 35%.

The Crossvec has 11 attachments: Holographic sight, Dot sight, Night-vision scope, Suppressor, Extended barrel, Flash hider, Fore grip, Low-cap AP magazine, Flash light, retracted stock and a laser sight. The table below is the effects of the attachments:
Sight
Holographic Sight
+ADS Zoom 1.05x
-Weight +17%
Dot Sight
+ADS Zoom 1.05x
-Weight +17%
Night-Vision Scope
+ADS Zoom 1.05x
+Night Vision
-Aiming Speed -25%
-Equip Time +0.22s
-Weight +47%

Barrel
Suppressor
+Gunshot Loudness -65%
+Flash Suppression
+Bullet Accuracy +25%
-Equip Time +0.32s
-Length +29%
-Weight +13%
Extended Barrel
+Damage +5%
+Penetration +10%
+Bullet Accuracy +43%
-Equip Time +0.32s
-Length +35%
-Weight +23%
Flash Hider
+Gunshot Loudness -10%
+Flash Suppression
-Equip Time +0.14s
-Length +6%
-Weight +8%

Stock
Retracted Stock
+Equip Time -0.47s
+Length -33%
-Recoil When Aiming +100%
-Aiming Accuracy -38%

Bottom
Foregrip
+Recoil -40%
-Aiming Speed -15%
-Equip Time +0.14s
-Weight +9%
Laser Sight
+Hip-Firing Accuracy +67%
-Laser is visible to others
-Weight +8%
Flashlight
+Light Source
-Equip Time +0.14s
-Weight +11%
Magazine
Low-cap AP Mag
+Penetration +250%
+Weight -6%
-Damage -10%
-Magazine Capacity -10%

It's good to get familiar with the Cross vec, as it's one of the most common weapons found in-game and deals impressive amounts of damage at medium range, while on the move. It also comes with a nice amount of attachments, making it versatile and reliable. This is more than likely your main SCP killer besides the Micro. A good MTF crew can make use of the Vector to deadly effect.
Rifle (E-11-SR)
The primary weapon of the Mobile Task Force, the E11-SR servers as a multipurpose rifle that can handle almost anything thrown at it. While not the highest damage rifle, it is by far in a way, the most reliable. It has also has the largest amount of available modifications for a single weapon in the game.

E11-SR: One of the strongest weapons in-game, not because of it's damage or fire rate, but because of it's sheer amount of customization and flexibility. The E11 can adapt and fit into to just about any role. Uses 5.56mm ammo and is used by higher ranked MTF units. It can also be found Heavy Containment zone, in a dedicated container, either in Alpha Warhead or 049's room. It has a default weight of 3.1 (6.8) kg, and a length 87 (34.2 in) cm.

It has 18 attachments: Holographic sight, Dot sight, Night-vision scope, Telescopic Sight, Rifle Body, Suppressor, Flash hider, Muzzle booster, Muzzle break, Light weight stock, Recoil reducing stock, Fore grip, Laser sight, Flash light, Ammo counter, FMJ Drum, JHP magazine and AP magazine.

Sights
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%

Body
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%

Barrel
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 Break
+Recoil -10%
-Equip Time +0.04s
-Gunshot Loudness +20%
-Length +1%
-Weight +2%

Stock
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%

Bottom
Foregrip
+Recoil -15%
-Aiming Speed -15%
-Weight +8%
Laser Sight
+Hip-Firing Accuracy +100%
-Laser is visible to others
-Weight +11%

Side
Flashlight
+Light Source
-Equip Time +0.08s
-Weight +16%
Ammo Counter
+Ammo Counter
-Equip Time +0.08s
-Weight +21%

Magazine
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

The E11 is one the best weapons in-game, bar none. It can fulfill almost any role, from a DMR to a LMG or a short range suppressed carbine. However, due to this fact, it is hard to recommend a overall setup as the situation varies wildly from person to person. The default config with AP magazine and flash hider is a good choice, however. MTF Specialist/Sergeant and Captains all spawn with this weapon.
FR-MG-0
Added to the 13.2 Update, the FR-MG-0 was added as a signature weapon for the MTF captains. It has high ammo capacity and a rapid fire rate, but is large and cumbersome.
FR-MG-0: The FR-MG-0 comes with a 100+1 magazine by default. It spawns on MTF Captains and ETF-S11 rifle cabinets. It deals 22.9 damage and 45.8 damage on a successful headshot. It has 80% armor penetration by default.

The FR-MG comes with 13 attachments:
Sights
Dot Sight:
- Weight +3%
Holographic Sight:
- Weight +6%
Night Vision Scope:
+ Night Vision
- +0.09s Equip Time
- 25% Aiming Speed
- Weight +22%
Telescopic Sight:
+ Aiming Accuracy +33%
- Equip Time +0.04s
- 15% Aiming Speed
- +12% Weight
Magazine
AP Drum: Magazine Capacity -40
+ -0.5s reload time
+ 15% Penetration
+ 3.6% Damage
+ Weight -28%
Bottom
Flashlight: Light Source
- Equip Time +0.09s
- Weight +6%
Laser Sight:
+ Hip Fire Accuracy +67%
- Laser Visible
- +5% Weight
Foregrip:
+ -15% Recoil
- 15% Aiming Speed
- +3% Weight
Barrel
Muzzle Brake:
+ Recoil -10%
- Equip Time +0.04s
- Gunshot Loudness +20%
- Length +8%
- Weight +2%
Flash Hider:
+ Flash Suppression
- Equip Time +0.04s
- Length +6%
- Weight +1%
Short Barrel:
+ Length -10%
+ Weight -2%
- Damage -4%
- Penetration -10%
Suppressor:
+ Bullet Accuracy +11%
+ Gunshot Loudness -65%
+ Flash Suppression
- Equip Time +0.09s
- Length +16%
- Weight +6%
Stock:
Heavy Stock:
+ Recoil when aiming -28.6%
+ Aiming Accuracy +82%
- Hip-firing Accuracy -9%
- Length +1%
- Weight +5%

The FR-MG is essentially a Logicer for the MTF, even sharing a similar ammo capacity. Since the 5.56mm ammo is more common than the 7.62mm, the FR-MG is more sustainable than the Logicer, but the Logicer deals substantially damage than the FR-MG. When configured with the AP drum, the FR-MG can be used to stop enemy players from making any significant progress.
Rifle (AK)
The Primary weapon of the Chaos Insurgency. While not quite as versatile as the E-11-SR, the AK packs a bigger punch than the E-11. It's glaring shortcoming is the lack of plentiful ammunition. It has slightly less modifications than the E-11-SR, but more than the other Chaos Insurgency weapons.

AK: The default weapon of the Chaos Insurgency, it has limited usability, due to it's uncommon ammo type: 7.62mm. Chaos Riflemen and Conscripts (Escaped D-Class) use this weapon. It has a weight of 3.8 (8.3 lbs) kg and a length of 96 (37.7 in) cm.

It has 16 attachments: Holographic sight, Ammo counter sight, Telescopic sight, Extended barrel, Suppressor, Muzzle break, Muzzle booster, fore grip, flash light, laser sight, no stock, recoil reducing stock, jhp mag, ap drum and jhp drum. Below is a Table of all the attachments effects:


Sights
Holographic Sight
+ADS Zoom 1.05x
-Equip time +0.03s
-Weight +13%
Ammo Counter Sight
+ADS Zoom 1.1x
+Ammo Counter
-Weight +10%
Telescopic Sight
+ADS Zoom 6x
+Aiming Accuracy +43%
-Equip Time +0.06s
-Aiming Speed -25%
-Weight +28%

Barrel
Extended Barrel
+Penetration +10%
+Bullet Accuracy +25%
+Damage +5%
-Equip Time +0.18s
-Hip-Firing Accuracy -5%
-Length +20%
-Weight +22%
Suppressor
+Gunshot Loudness -65%
+Bullet Accuracy +18%
+Flash Suppression
-Equip Time +0.1s
-Length +17%
-Weight +14%
Muzzle Break
+Recoil -10%
-Gunshot Loudness +30%
-Equip Time +0.03s
-Length +5%
-Weight +6%
Muzzle Booster
+Fire Rate +15%
-Recoil +25%
-Bullet Accuracy -17%
-Equip Time +0.03s
-Length +8%
-Weight +9%

Bottom
Foregrip
+Recoil -15%
-Aiming Speed -15%
-Weight +6%
Flashlight
+Light Source
-Weight +13%
Laser Sight
+Hip-Firing Accuracy +82%
-Laser is visible to others
-Weight +9%

Stock
Heavy Stock
+Recoil when aiming -35.7%
+Aiming Accuracy +82%
-Hip-Firing Accuracy -9%
-Length +8%
-Weight +31%
No Stock
+Equip Time -0.18s
+Hip-Firing Accuracy +25%
+Length -21%
+Weight -8%
-Aiming Speed -100%

Magazine
Banana JHP Magazine
+Damage +20%
-Penetration -50%
Drum AP Magazine
+Magazine Capacity +25
-Reload Time +1.6
-Weight +62%
Drum JHP Magazine
+Magazine Capacity +25
+Damage +20%
-Reload Time +1.6
-Penetration -50%
-Weight +62%

The AK is quite a peculiar weapon, in the sense of the role it fulfills. It is perfectly fine in the hands of Chaos, but in the hands of a D-class or a Scientist even, it suffers from a severe lack of ammunition which is even felt by the Chaos. With this in mind, my recommendation is to use the Recoil-Reducing Stock, Extended barrel and the laser sight, as to conserve as much ammo as possible. You can also add a holographic sight if you are so inclined to. It does serve well in any configuration, even with no regards to accuracy.
Special Weapons
Rare and hard to obtain, Special weapons will often have special conditions to meet. They balance their scarcity by being incredibility powerful, but cumbersome to use.

Logicer: Gone are the days of the logicer being a pitiful long-range weapon. It is now, arguably, the most powerful weapon. It is only limited by it's rarity and ammunition. Often, only one or two logicers will spawn per Chaos wave and are held by the Chaos Repressor. It can be created in 914, but only has 25% of being made. It has a weight of 9.7 (21.3 lbs) kg and a length of 115 (45.2 in) cm

It has 9 attachments: Dot sight, Ammo counter sight, night vision scope, Flash hider, Muzzle break, Short barrel, Foregrip, Flashlight and Laser sights. A table of the attachments effects are as follows:


Sights
Dot Sight
+ADS Zoom 1.05x
-Weight +2%
Ammo Counter Sight
+ADS Zoom 1.2x
+Ammo Counter
-Aiming Speed -20%
-Weight +4%
Night-Vision Scope
+ADS Zoom 1.05x
+Night Vision
-Aiming Speed -25%
-Weight +12%


Barrel
Flash Hider
+Flash Suppression
-Equip Time +0.1s
-Length +7%
-Weight +3%
Muzzle Break
+Recoil -30%
-Equip Time +0.1s
-Gunshot Loudness +20%
-Length +7%
-Weight +3%
Short Barrel
+Equip Time -0.35s
+Hip-Firing Accuracy +43%
+Length -10%
+Weight -10%
-Damage -5%
-Penetration -5%


Bottom
Foregrip
+Recoil -20%
-Equip Time +0.1s
-Aiming Speed -10%
-Weight +2%
Flashlight
+Light Source
-Weight +3%
Laser Sight
+Hip-Firing Accuracy +67%
-Laser is visible to others
-Weight +2%

Realistically speaking, this weapon is near-impossible to obtain, requiring extended use of SCP-914, something that is hard to do. Your other option is to loot it from a dead Chaos member who was carrying it, but odds are, Chaos won't always spawn and you may be S.O.L. A round isn't always won by who has the superior weapon, as it takes more than just a big gun to win a game of SCP:SL.

Shotgun: The weapon of the Chaos Marauder. It is their primary weapon besides the revolver and is a very deadly close range weapon, capable of quick kills even including SCP-106, who has a innate bullet resistance. It uses 12/70 shotgun shells and holds 14+2 at a given time. The shotgun has a weight of 3.95 (8.7 lbs) kg and a overall length of 74 (29 in) cm.

It has six attachments: Holographic sights, Choke, Extended barrel, Ammo counter, Flash light and Laser sights. Below is a table detailing the effects of the attachments:


Sight
Holographic Sight
+ADS Zoom 1.05x
-Equip Time +0.03%
-Weight +14%

Barrel
Choke
+Pattern Consistency +100%
-Pellet Spread +20%
-Length +10%
-Weight +9%
Extended Barrel
+Penetration +10%
+Pellet Spread -10%
-Equip Time +0.1s
-Length +17%
-Weight +23%

Side
Ammo Counter
+Ammo Counter
-Equip Time +0.03s
-Weight +20%
Laser Sight
+Hip-Firing Accuracy +100%
-Laser is visible to others
-Weight +5%
Flashlight
+Light Source
-Equip Time +0.03s
-Weight +8%

An interesting weapon, to say the least. The pellets fired from the shotgun deal massive damage to anyone nearby and caught in the blast. Not just that, but it also can fire twice in quick succession. Thankfully unlike the logicer, the shotgun is actually feasible to get your hands on, if a little hard. It mostly requires time spent in 914 to create it and it's ammo, but the Marauder spawns more commonly than the Repressor, 1 per 4 players in a chaos spawn wave.

Micro H.I.D.: One of few weapons without attachments and rightfully so. It spawns in it's own specially unique room in Heavy zone. This room requires armory access tier 3, so only the MTF captain card, Chaos Card and 05 Card can access this room. The Micro has the highest DPS output, bar none.

To fire the micro, you will need to hold down LMB for 7 seconds. After which, it will fire a stream of electricity for 10 seconds before being depleted. It can also hold a charge, by holding down the RMB, after which it can instantly fire after pressing LMB. Do note it will continue to drain the Micro's battery while doing so, keep your eye on the gauge.

This is the solely-dedicated SCP-Killer weapon in the game, dealing enough damage to kill any SCP that stands in it way, regardless of their Hume Shield. Do note that you will still need to keep the Micro held on your SCP target to kill them, as it deals direct damage, instead of splash damage. The best targets include but are not limited to: SCP-096, SCP-106, SCP-049 and SCP-173. Most SCPs will run away from a charging micro and try to stop you by either outright killing you or closing/locking doors in front of you. Holding the Micro will also make you a big target for the SCP team, so be sure to keep it hidden or pass it onto a teammate.

X-3 Particle Disruptor: As of update 11.2, the X-3 Particle Disruptor can be created by placing a Micro-H.I.D. on the Coarse setting inside of SCP-914.

This is likely the hardest weapon to obtain, but not impossible. It requires you have the Micro-H.I.D. and enough time to travel back to light containment zone to convert it into the X-3 Disruptor. While all you really need to get the Micro H.I.D. is a well placed grenade on its door, Time is of the essence if you want to get your hands on the Particle Disruptor.

The Particle Disruptor can break open ordinary doors with a single shot. It requires two shots to open a key card locked door. It only holds 5 rounds and cannot get additional shots and will break after firing its final shot, rendering it useless and disappearing from your inventory. The X-3 does 200 damage, meaning any successful shot on a human player is instant death. It also bypasses any SCP's Hume shield, making great for doing extra damage to extra annoying SCPs like SCP-939. It can also destroy SCP-244 and puddles left by SCP-173. It does take a small time to charge up and fire a shot, but is much faster than the Micro HID.
Com-45: Can be made by placing the Com-15 on the very fine setting inside of SCP-914. The Com-45 holds 36 (+3) rounds and fires 60 bullets a second. This weapon is basically the smart pistol from Titanfall 2, minus the smart lock function. It fires a huge burst of bullets, killing any human player up close. Make sure to account for this weapons high recoil, as it can miss many bullets if fired from far away.

It can deal good damage versus SCPs, if you manage to land all shots, it will deal 900 or 975 if loaded with 39 bullets. That being said, there are better weapons for killing SCPs, chiefly the Micro H.I.D.

Jailbird: A unique melee weapon that can only be found from SCP-2536 or the Christmas tree. A standard hit or LMB attack will deal 50 damage (Bypasses Hume Shield and Armor) and a charge attack or RMB attack will deal 200 damage. After several successful hits, the Jailbird will become red and will explode if used. This can actually be used to your advantage. You can be a kamikaze and charge at an enemy and deal 900 damage to SCPs or 300 damage to Humans, exploding and killing yourself in the process.

The jailbird will deal x4 damage against SCP-049-2.
Grenades
Grenades can now be quickly equipped with a hotkey! (G: by default)

Flash bang: Spawns on facility guards, 3 will spawn in light armory and some may spawn in the square lockers, otherwise known as Weapon Locker Type 21, which is found in Alpha warhead or SCP-049's room.

LMB will throw it far, RMB will throw it a short distance. It takes 3 seconds to detonate once activated. Grenades will blind all but SCP-079 and teammates, if friendly fire is disabled. Many people seem to under-utilize flash bangs, they can be used as a quick escape or to out flank the enemy team. Flash bangs deal no damage, but can blind SCPs, even 939 and an enraged 096.

You should carry one flash bang if you can spare the inventory to do so. They can also be placed into 914 and upgraded into grenades or SCP-207 if you are feeling risky and turning it to very fine.


Grenade: Spawns on MTF Sergeants and higher. Can be found in a bundle of 3 in light armory and some can spawn in the square lockers as well. Can also be found in the E11 container which will spawn in place of the Square lockers, if already found in a previous designated room.

LMB will throw it far, RMB throws it closer and with less heft. It takes 5 seconds for the grenade to explode. Upon exploding, it will deal a maximum of 750 damage and the damage will decrease the further away a player is. Walls and indestructible (Gates, checkpoints) doors will outright stop the damage from being dealt to the players behind them. Interestingly, grenades deal 30% less damage to humans than SCPs, but grenades will still out right kill humans close enough, despite this reduction. Survivors of the explosion will be affected with the Burned and Concussed effects. Concussed cause blurry screens for affected players and Burned will increase damage dealt to the player effected. Grenades can also bust open doors permanently, if they are in-fact destructible. This is useful for escaping the clutches of SCP-079, who may lock a door to seal you in your doom.

Although it is harder to kill SCPs with grenades than the previous version(s) of Secret Lab, Grenades are still a very good choice for killing or hurting the SCP team. 106 has no way of reducing damage dealt from grenades and is still very vulnerable to them. The elevator remains the place for grenades to do their job, effectively and not killing teammates.
914 Weapon Recipes
This will cover what can be created by placing weapons into 914. It will also cover ammo conversion recipes as well. Tap on the images to get a better view of the recipes.

[Note:] The Micro H.I.D. has a 50/50 chance of becoming the X-3 Particle Disruptor or the Jailbird on coarse.

Images taken from SCP Secret Laboratory Official English Wiki.
SCP Secret Lab Wiki: https://en.scpslgame.com/index.php?title=SCP-914/outputs#Weapons

Weapons:
COM-15:


COM-18:


Revolver:


FSP-9:


Crossvec:


E11-SR:



AK:



Shotgun:



Logicer:


Micro-H.I.D.:


Grenade:


Flashbang:



Ammo:


Knowing What Attachment(s) Works for You
Not all attachments are created equal, nor are all of them useful, at any given time. With this section, I will try to blend subjective and objective opinion to help you understand the attachments better and help decide which you will want to use.

Laser Sights:
Laser sights are quite useful on light weapons, when you cannot afford to aim down sights properly. They often offer a large increase to hip fire accuracy, at the addition of weight. Most weapons share similar attachments in the same spot as the laser sight, like the Crossvec, so choosing the laser sight should be based on whether or not a SCP-079 is currently in the match. Do keep in mind laser sights CANNOT be turned off, so it may give away your location or presence to enemy players.
Flash lights:
Flash lights provide a source of light (duh...) and can be used to see in dark areas or pitch black rooms, created by 079. While often adding additional weight, the flash light can actually be very useful in surviving a assault from SCP-079. Just make sure to keep your flashlight off when not in use, so as not to give away your location. It can be turned off with the flash light button. (F: by default)
Holographic and Dot sights:
Not an absolute necessity to have, sights can prove to aid in easier aiming. They add extra weight and are not ideal for long range sniping. What they do provide is a very visible area that will assist in aiming easier. It is not vital for this reason alone, as the same can be done with iron sights, but some players may find it more comfortable to use a sight to help in aiming. It's really up to you if you want a sight on your weapon or not, as most weapons are compatible with Dot sights and holographic sights.
Extended/Heavy Barrels:
At the expense of extra length and weight and extra equip time, Extended barrels increase damage and penetration, as well as accuracy. These are hands down, one of the most useful attachments. The added damage and penetration is nice, but the real strength is the bullet accuracy. The only exception to this rule is the Shotgun's Extended barrel, as it does not increase damage. If you can compromise on having a heavy weapon, take the Extended/Heavy/Rifle barrel, the added accuracy makes a world of difference in terms of landing actual shots on enemies. The added damage also applies to SCPs, making your shots more effective versus their HS and HP.
Telescopic Sights/ 6x Scopes:
Scopes are a mixed bag. On one hand, the extended sight of the scope lets you see enemies from a vast distance. This can let you snipe enemies before they even know you are there. However, the scope not only takes up screen space when not in use, it is not very useful in the facility, due to the claustrophobic hallways. Sure, scopes do increase aiming accuracy by a decent amount and paired with a heavy barrel, you can create an effective sniper! You have to weigh out the pros and cons, however, you very rarely ever need a scope when another attachment could suffice. Scopes can also be disorienting when used at close range and you are liable to getting killed by doing this.
Night-Vision Scopes:
Very similar to scopes, but lacking magnification and the accuracy bonus, at the benefit of being able to see in dark areas and blacked out rooms. NV-scopes often add a lot of weight to your weapon and I recommend not paring it with a flash light. The flash light adds weight and is redundant, as the scope provides the ability to see in dark areas. A benefit of NV-scopes is that you can see in dark areas and not give away your position, as the flash light might.
Suppressors:
Stealth is actually quite beneficial in secret lab. Not only does it allow to bypass fights that would almost assuredly lead to your death, but also take out a unaware enemy and take their items for yourself. However, suppressors are not a perfect win-win, they add a lot of weight and length and increase the equip time of weapons. The suppressor is a deliberate choice as you are giving up the ability to reduce recoil or add extra penetration, in exchange for a more silent weapon. As of 11.1, suppressors add an accuracy bonus.
Foregrips:
Recoil-reduction is always handy. The recoil reduction in question varies from firearm to firearm, as the crossvec offers a -40 reduction, whereas the two primary rifles (The AK and E11) only have a -15 reduction. The fore grip is useful if you do not like recoil, do not fully know or even understand the recoil patterns or simply enjoy hip firing with less kick. The recoil offered from fore grips DO NOT apply to ADS (Aim down sights), only hip fire.









Ammo Counters:
Not exactly game changing or even that useful. Ammo counters are a great choice for new players or forgetful players who cannot memorize the amount of ammo their gun currently holds. The display dynamically changes as you fire the weapon, similar to the pulse rifle from Aliens. It adds some additional weight too and sometimes adds extra equip time.
Muzzle Boosters:
The polar opposite of any marksman-focused attachments, the muzzle boosters increases fire rate, at the cost of accuracy and added recoil, as well as some extra weight and length. The muzzle booster is actually not a terrible choice, as extra fire rate can deal even more damage over time compared to slower, more accurate shots. It pairs well with the drum mag, turning your rifle into a makeshift LMG, albeit with drastic penalties.
Flash Hiders:
Most, if not all automatic weapons offer a flash hider. What it does is prevent your weapon from creating visible flashes of light from the end of the barrel. It adds a small amount of weight and length, and might extend equip time. Although it technically does not increase damage or penetration, the flash hider is still useful. Weapon flashes do not only reveal where you are shooting from, but can also 'blind' you from the sheer amount of flash created, compounded by sustained automatic fire.
Muzzle Brakes:
Muzzle brakes reduce recoil, at increased gun shot loudness, weight, length and sometimes even equip time. Similar to foregrips, muzzle brakes recoil reduction only applies to unaimed/hip fire and not aimed fire. Muzzle brakes are a overall good choice, if you cannot decide what barrel attachment you want. Of course, you do not even have to add a barrel extension in the first place. The increased loudness may attract unwanted attention, however.
Attachments (Cont.)
Drum Magazines:
The E11 and AK both take the option for drum magazines. Drum mags increase weight by a large amount, increases reloading time but increases the amount of ammo held. Drum mags are useful for a tactic referred to as 'Sustained fire'. Vaguely borrowing from military doctrine, firing a weapon for a sustained amount of time in a certain area is done to prevent the enemy from moving forward. Drum mags are also quite useful for fighting against SCPs with Hume shield, as the extra amount of bullets hitting them will drastically sap away their shields.

The E11 only has the option for a FMJ drum with 65 rounds, whereas the AK has an AP drum and a JHP drum that is only 55 rounds. In the E11's case, the FMJ drum is even better suited versus SCPs, as Hume shield is not affected by AP or JHP rounds, as it absorbs 100% of damage dealt to it.

In the AK's case, you have two options for a drum, AP or JHP. I suggest the AP drum, as most enemies you will be fighting have armor. The JHP magazine cannot reliably head shot armored opponents, even with the extended barrel, unless you are in their face.


AP Magazines
:
AP is short for 'Armor Piercing', and as such, deals increased penetration to opponents wearing armor. It does not deal increased damage, unlike JHP. The AK uses AP rounds by default, where as the E11 rifle must be modified to take AP rounds. Generally, AP rounds are vastly more useful as the extra penetration lets you go toe-to-toe with armored enemies, even ones with heavy armor.

In the E11's case, it will reduce the ammo capacity by -10 rounds, but reduce weight by 3% and increase penetration by 20%. The AK's 30 round AP mag does NOT offer these benefits, as it is the weapon's default attachment.

The revolver also has a AP cylinder, in the form of it's 4 shot cylinder.



JHP Magazines:
JHP is short for 'Jacketed Hollow Point' and deals extra damage, at the cost of reduced penetration. Both the E11 and AK have JHP magazines. The AK has a JHP drum, but the E11 does not, only a low-capacity JHP magazine.

Overall, the JHP magazine is well suited for unarmored enemies, like d-class, scientists and even facility guards, as light armor barely protects the user from damage. This is one of those attachments that is divisive and a deliberate choice, similar to the suppressor. On one hand, the extra damage is useful for faster kills, but on the other side the reduced penetration makes fighting armored enemies harder.


Penetration and Weight
Yes, you might be asking why these statistics are getting their own section? Penetration is something overlooked, when it can be a lifesaver in the right circumstances. Weight is important in creating a weapon that is lightweight and quick to use, important when you need to quickly equip your gun.

First off,
Penetration:
Penetration determines how much armor your current weapon bypasses armor. Higher values mean less damage reduced. This doesn't necessarily mean you are dealing more damage. It would be tedious to list all the armors and weapons that deal penetrations, so instead I'm going to account for combat armor (The armor used by almost all MTF and Chaos Insurgency classes).

Combat armor reduces damage dealt to the body by 60% and headshot damage by 80%. The game calculates how much damage is done with this formula x = a(100% − p). A stands for the armor class, so how much damage is reduced. P indicates the penetration of the weapon. X is your damage.

With that being said, here is a quick chart of penetration for the E-11SR versus combat armor:
  • E-11SR FMJ body: 20.6 dmg, 70% penetration with carbine body. 24.6 dmg with rifle body. Rifle body increases to 80.5% penetration.

  • E-11SR FMJ head: 66.85 dmg. 83.3 dmg with rifle body.

  • E-11SR AP body: 22.7 dmg, 84% penetration with carbine body. 26.2 dmg with rifle body. Rifle body increases penetration to 94.5%.

  • E-11SR AP head: 76.65 dmg. 90.65 dmg with rifle body.

  • E-11SR JHP body: 22.82 dmg, 35% penetration with carbine body. 23.3 dmg with rifle body. Rifle body increases penetration to 45.5%.

  • E-11SR JHP head: 54.6 dmg. 68.6 with rifle body.
Needless to say, penetration makes a huge difference in damage done to human players. Keep these stats in mind if you keep dying to the MTF as a D-class, considering everyone besides the captain uses combat armor. Also, the heavy armor only offers better body protection, so the headshot damage will stay consistent.

Next,
Weight:
This stat is quite confusing for a new player, and even some veteran players. Unfortunately, there is little to no reliable information and data regarding weight and how it affects movement speed and stamina usage.

In spite of this, I will do my best to describe how weight affects your weapon in the best way I can, because it is still important. Weight is added by almost every attachment in-game with a few rare exceptions. This includes sights and flashlights. With this in-mind, I recommend learning how to use the iron sights for every gun. All of them are unique and if you can use them effectively, it will save weight added by dot sights and holographic sights.

Drum mags add a large amount of weight, often above 60%. This is offset by the fact you can carry more bullets in the gun at a given time. Drum mags are much better for killing SCPs than anything else. Smaller magazines are much better for fighting human players, because of their quicker reload time and potential upsides, like better penetration or damage.

Some attachments decrease weight. This is often offset by making the gun practically useless outside a 10 or so meter range. Such as the removed AK stock. It reduces aiming speed, and its positive stats promote the gun being fire from the hip at close range. These attachments are great for someone who has to be on the run, like the D-class. Just be wary of the penalties.

Other attachments barely have negative attributes; like the E-11SR's AP and JHP magazine. These only reduce ammo capacity of the firearm to 30+1 bullets total, while reducing weight. The E-11SR lightweight stock also barely has negative attributes, only adding an extra 25% recoil while aiming, which can be offset by either hip-firing or shooting in bursts while aiming.

In general, it's good to consider which attachments you will need, as anything you won't need will often just weigh you down. Some situations will require you to be on the move, whereas other need you to make accurate shots. Generally, D-class and Scientists will benefit from lighter weapons, whereas the MTF benefit greatly from accurate weapons, same with Chaos. This is where your presets will come in handy for changing your gun on the fly with a weapon table or in spectator mode.
Controlling Your Trigger Finger
In SCP:SL, the weapons have received quite an exquisite face lift from the Parabellum update. An important aspect to this is understanding your weapon accuracy. Sure, you can add attachments to help increase your accuracy, but you aren’t going to hit the broadside of a barn if you cannot even aim your weapon!

There are three crucial aspects to understanding weapon accuracy: Fire-rate, Recoil and Bullet Accuracy. Fire-rate determines your weapon's speed and thus how many bullets are going to fire from your weapon over a period of time. Recoil is how much your weapon kicks, example being; the AK without a stock has quite a large amount of recoil compared to an aimed down AK with a heavy stock.

One of the best ways to control how accurate your shots can be is by tapping the left mouse button and ’feathering’ the trigger. This is best done with automatic weapons, as they have an immense recoil when the left mouse button is held down.

As an example, I have created these two GIFs showcasing how accurate your rifle can become when tap-firing.
Left GIF= Firing while holding down LMB. Right GIF= Tapping LMB.

As you can see, the circle or cone of bullet holes becomes significantly smaller when you tap fire your weapon. Of course this isn’t always feasible, since in a close range scenario holding the left mouse button is better as you have a higher chance of hitting an enemy up close than just tap-firing.

Something important to note, as well, is how accurate shots become when aimed down sights. Like tap-firing, this isn’t always viable, but when accuracy is needed above all, aiming down sights and tap firing can maximize your damage output.

Below are examples of how unaimed shots versus aimed shots cause a change in accuracy.
Left GIF= Firing from the hip. Right GIF= Firing aimed down sights.

As you can see, aimed shots will reduce recoil on all firearms, thus increasing accuracy! Do keep in mind that aiming will slow you down, so make sure to only aim when needed.

Combing both tap firing while aiming down your sights makes your shots incredibly accurate. Doing this while aiming at an enemies head is the single best way to kill a human player. Only Zombies/SCP-049-2 have a headshot multiplier. This skill still works against SCPs that are far away, however, and is easier to do, considering how much larger SCPs usually are.

It's not always feasible to aim for head, as it's a skill that takes practice and requires your full attention. If you are not comfortable with aim for the head, then aiming for the body is still viable. Just keep in mind certain weapons; chiefly the Revolver, are built to score headshot kills and as such, these weapons will do reduced damage on body shots. Even at its highest damage, the Revolver will take 3–4 shots to kill a player, giving them enough time to kill you instead.

Also, as a quick aside, toggle ADS may or may not help you to aim more accurate shots. When you enable toggle ADS, you only have to tap the right mouse button instead of holding it. This can allow you to use more of your hand to move the mouse around, rather than having your middle finger glued to the right mouse button. Try out toggle ADS to see if it helps or not, as not everyone is the same. Be sure to adjust your ADS sensitivity as well, to get it to a level you like. I personally keep mine at default.
SCP-1853
Newly added by Update 11.2, SCP-1853 is an item that increases the player's aptitude with weapons. It spawns in Bulletproof locker №7, meaning it can be found in light and heavy containment zones.

The Primary effect of 1853, is improving equip time and reload speed of weapons as well as reducing recoil. It also increases the rate at which you can pick up items. It also narrows ADS accuracy. The positive effects of 1853 can stack, allowing for quicker reloads and more accurate weapons. Often it’s fine to simply use two or one bottles of 1853 if need be, as the effects have a diminishing return, halving per bottle used.

Beware of 1853s negative interactions with SCP-207. If you use both these items, your health will drain at a constant interval of 5 seconds, ramping up to -20HP at its full effect. To get rid of this, simply consume SCP-500. Do note you will lose both of these items' effects after consuming SCP-500, so choose when to use these SCP items carefully.

Below is an exact list of the effects 1853 offers:
  • 20% reduction in weapon draw and reload/unload time.
  • 25% reduction in weapon recoil.
  • ADS Speed is increased by 30%.
  • Picking up items is sped up by 60%.
  • ADS Inaccuracy is reduced by 30%.

Chaos benefits more significantly, as their weapons usually have a longer reload time and they are almost always in a fight with another player. Just don't rely on SCP-1853 too much, as it doesn't increase damage dealt to enemies, it just makes your shots more accurate. The MTF also benefit greatly from the effects of 1853.

Below is a table of the weapons roughly estimated reload times, taken with the help of a stopwatch. (Note: The data for 1853 was for only one bottle used. Also note: times are not exact.)

Weapon Name
Empty
Tactical
1853 Empty
1853 Tactical
Com-15
2.9s
2s
2.3s
1.6s
Com-18
2.8s
1.9s
2.3s
1.6s
FSP-9
4.3s
3.15s
2.2s
2s
Crossvec
4.2s
3.4s
3.5s
2.8s
E-11-SR
4s
3.3s
3.3s
2.5s
AK
3.7s
3.2s
2.7s
1.9s
Revolver
3.2s
3.2s
2.4s
2.4s
Shotgun
10.8s
1.9s per shell
8.7s
1.45s per shell
Logicer
7.4s
6s
6s
4.8s
E-11-SR Drum
6.3s
4.7s
4.7s
3.6s
AK Drum
5.8s
4.2s
4.5s
3.5s
FR-MG-0 Standard 100 round Mag
4.9s
4.2s
4.2s
3.0s
FR-MG-0 60 AP Drum
4.2s
3.73s
3.6s
2.8s
My Own Personal Setups!
While it may seem daunting at first glance, setting up your weapon is mostly down to how you play and situations you come across. For a frame of reference, I have decided to include my own personal setup of three popular weapons: The E-11-SR, the Cross Vector and the AK. This should give you an idea on how to mod your weapons to your liking.

The E-11-SR:
Anti-SCP
Made for killing SCPs in particular, all the attachments I put on this weapon are made to max out damage, without sacrificing usability against other enemies. The Drum magazine is pivotal for dealing maximum damage to SCPs, as if you fire all bullets at an SCP, it will do more damage than a JHP magazine. The flashlight simply makes staying alive a little more easier in blacked out rooms. The laser sight makes this gun optimal for running and gunning, which you will be doing a lot of when fighting the SCPs head-on. Finally, the muzzle brake reduces recoil in hip fire mode, making running and gunning more stable. I may also use the rifle attachment for that extra bit of damage and accuracy, but it does make the rifle more cumbersome, and less suitable for fighting human enemies.
General Purpose
As the name implies, this setup is made for overall use, in-case I am unsure what I’m going up against. I have a JHP magazine, but I may swap that out for AP magazine or FMJ magazine, depending on what I’m fighting. The AP is better versus human players, the JHP is better for doing high burst damage and the default magazine is the best all-rounder. The suppressor is good for fighting human players, who often are unaware of you shooting at them until it is too late. The suppressor may be swapped out for a muzzle break, for better stability. I use the flashlight for the sole purpose of surviving a room that has been blacked out. The laser sight is solely for that extra stability in hip fire. I may also use the rifle attachment as well, for better damage and accuracy when fighting human players and SCPs.

Cross Vector:
Anti-SCP
Made for dealing damage to SCPs, this setup uses the heavy barrel and laser sight. You can swap out the laser sight for a flashlight in-case there is an SCP-079 alive. The heavy barrel increases damage dealt and improves accuracy, at the cost of making the Cross vector slower to use.

D-Class
I use this setup specifically as a D-Class. It uses the suppressor, AP mag and laser sight. The suppressor is solely for fighting human classes and so is the AP mag. The laser sight makes the weapon easier to use in an intense battle. You could swap out the laser sight for a flashlight, but only to counteract SCP-079. You do not want to fight the SCPs as a D-class.

The AK:
Auto-Sniper
This is the setup I always use if I’m going to be fighting players on the surface. Because of how large the surface zone is, the telescopic sight is a must. The laser sight is almost always a must have on the AK, because of how pathetic its hip fire accuracy is. The heavy barrel offers a large amount of benefits, making the AK extra accurate and deadly, a must-have for an aspiring sniper. Finally the recoil-reducing stock makes the AK much more controllable when aiming down sights. In particular, the telescopic sights have an awful habit of jumping around when firing on full auto, which makes this attachment a must-have with this kind of setup.
Anti-SCP
You may notice how many anti-scp setups there are. This is mostly down to the fact that SCPs are amongst the strongest enemies you will fight in game, so being prepared to fight them is beneficial to you. The 55 JHP drum maximizes the potential damage you can deal in a full burst of bullets. The Heavy barrel practically turns this into a heavy machine gun, giving the weapon better accuracy and damage. The laser sight will make firing this gun when you can’t afford to aim down sights much more accurate.
Standard
This is the setup I use when I can get my hands on the AK as a D-class or get a spawn as Chaos. The muzzle brake can be swapped out for a suppressor, the brake is better for controlling the weapon’s large amount of recoil, but the suppressor can make killing human enemies easier and increases accuracy. The laser sight just makes the weapon better, at the cost of enemies being able to potentially see it. Last, the recoil-reducing stock makes aimed shots much more accurate, which is something you will likely need to do if fighting at medium-to-long range.

Below are my personal favorite attachments to place on weapons. Don't let this discourage you from using other attachments. Experiment! You might find something you really like to use!

Heavy Barrels:
I really like heavy barrels. Why? It comes down to the accuracy bonuses they have. They also offer the occasional bonus to damage and penetration, but we are here for the accuracy. It might not seem like much, as some might even reduce fire rate, but the accuracy is quite important. Let me explain; shot placement matters when it hits your target, if you can't hit your target, then those are wasted bullets. Besides the added weight, they add length and generally are cumbersome. If this is something that you don't like, try modifying a weapon to be smaller or removing heavy attachments.

Armor-Piercing Bullets:
You may notice my tendency to add penetration to weapons. Why, you may be asking? It's pretty simple; raw damage is not everything in Secret Lab, and with the introduction of armor, punching through enemy armor is quite important. Similar to heavy barrels, shots that don't maximize damage is wasted ammo, to me at least. I like to play more cautiously and conserve as much as possible, but you may get more success by playing more abrasively.

JHP rounds are a different story. They give you added damage, at the cost of penetration. This sounds good on paper, until you realize most people you will be fighting, do in-fact, wear armor. Now, I'm not trying to discredit use of JHP rounds, as the bonus damage is nothing to scoff at. However, you are still going to often be fighting SCPs, so the damage may actually be useful; if that's the setup you are going for.

Flash Hiders and/or Suppressors:
At first glance, these attachments may seem quite bad, adding extra weight, without offering any meaningful bonus, like better damage. Don't be deceived, these attachments are quite useful! While not offering much in the way of noticeable changes, flash suppression and quieter guns are quite handy in this game!

While an MTF may not get much benefit out of the suppressor, the other classes in-game still greatly benefit from its use. The flash hider, as stated in my E-11 overview, is good for keeping you from revealing yourself to enemies. The suppressor basically doubles down on this effect; for better and worse. As a D-class, the suppressor is perfectly fit for dispatching enemies, quietly and discretely. When it comes down to it, the suppressor is a conscious choice to add to any weapon, trading other potential benefits and mobility for stealth and surprise.
Setups for other Weapons
Need some more help or advice on how to setup other weapons I did not cover in the previous section? Worry not, I have made more configurations that should help give you an idea on how to build your weapons effectively.

FSP-9:

Precise SMG
This setup is made for fighting humans and maximizing every single bullet. You should ideally be aiming down sights with this setup, since the extended stock makes recoil effectively meaningless when aiming. However, if need be, this weapon can still hipfire very well.

Multipurpose
If you are unsure how you want to use the FSP-9 or do not intend on using it for very long, this setup will work quite well. The suppressor gives the benefit of no flash and better bullet accuracy, alongside the laser sight, whilst still maintaining the FSP-9’s quick draw speed.

Guard’s Gun
This setup is mainly built for Facility guards. Since guards will often have to fight SCPs more often than D-class, this configuration is built for speed and hip fire accuracy. It can still be used to fight D-class who have firearms, albeit not quite as useful as the Precise setup.

Com-18:

D-class’s Friend
In this configuration, the Com-18 is designed to take advantage of the high concealability and quick draw abilities the Com-18 has. The JHP may be swapped out for an AP mag, but if the round is still early and the Mobile Task Force has not spawned, then the JHP will ultimately deal more damage to Guards and Scientists alike. You may also add a flashlight, in case SCP-079 has spawned in the game.

The Backup
This setup is mainly for classes who already have a weapon, like the Facility guard, MTF or Chaos Insurgency. You can quickly swap to this pistol for when reloading is too slow. The flashlight can be swapped for a laser if SCP-079 does not spawn or is killed.

Ol’ Faithful
In this configuration, the Com-18 is built mainly for fighting head on targets. While the Com-18 should not be relied upon as a primary weapon in almost all circumstances, it is a very useful backup or secondary weapon. This setup solely focuses on damaging and finishing off human targets.

Com-15:

Utility
This setup prioritizes being a backup weapon, or in the case of a scientist or D-class, a primary weapon. The flashlight gives much needed survivability from SCP-079, and the extended magazine can make this gun more useful when you may panic and waste a few precious shots.

Mugger
This setup banks on the chance a D-class obtains this weapon. Since it usually isn’t a huge issue if a scientist runs around brandishing a firearm, but as a D-class making sure you don’t reveal your ace too soon, can be a matter of life or death in some cases. Since the Com-15 is limited in attachments, the suppressor is the only essential choice here, seeing as the purpose of this setup is to kill/detain a scientist or guard and loot their items. You can also add a flashlight, if need be, but using the previous setup may be better if you are already in heavy containment zone.

Shotgun:

Combat Shotgun
This setup banks on using the shotgun as a primary weapon for attacking enemies, The laser sight makes aiming down sights practically obsolete and the choke allows for more consistent damage, making the shotgun more useful for medium-range onslaughts.

Super Shotgun
This config is designed for using the shotgun as a close range, single-target annihilator. Since the x2 pump greatly reduces the speed that you can attack, this makes the shotgun more useful for when you know you can guarantee all your shots will land. Single path hallways, short rooms and chokepoints are where this weapon shines, since the enemy will be funneled into your cone of death. Just don’t forget about your revolver, since this setup lacks any sort of range.


Logicer:

Anti-Task Force
This config is built to take advantage of the logicer’s strength, that being its ability to lay down a line of bullets like no other weapon can in game. It’s ideally best used in medium range while hip firing, to make best use of the attachments. Since you can see more of the room you are in when not aimed down sights, you can quickly move your mouse to open fire on another enemy after mowing down one.

Task Force ALT
This setup is identical to the prior, but has an added red dot sight for those who prefer to aim down their sights. While the recoil is virtually unchanged when aiming down, I understand that people like to aim down their sights more often than not. I play much older shooters, where such a feature doesn’t even exist, so I’m more comfortable using the other setup over this version. You can still hip fire accurately with this weapon regardless.

Revolver:

The Sniper
With the revolver being the only weapon that could be considered as a “sniper” style weapon, this config aims (pun not intended) to make the revolver replicate that function as much as possible. As such, you should use the scope whenever possible and aim for the head as much as you can, since with the four-shot cylinder, any headshot will send an enemy player to the spectator chat quicker than they can react. Make sure to tap your middle-mouse button for more accurate but slower shots.

Ocelot
Do you like brandishing a big gun and whipping it around, popping poor people’s heads off their shoulders? Then this setup should do the trick. While you will have to rely on the iron sights for longer range headshots, you can still pull off headshots without aiming. I recommend using middle mouse button before shooting, so you can land more consistent shots, since the revolver has high recoil and very low accuracy when blindly firing.

Alt Sniper
If you don’t like being weighed down by the large barrel the revolver sniper setup has, then this version will work just as well. While it has a small decrease in power, it nonetheless can reliably kill players in a single well-placed headshot.

Versatile
Don’t know how to build the revolver? Want to use the shotgun more than the revolver? This setup should work for you. You can swap out the cylinder for the six shot, in case you want to fire the weapon more often, but I’d recommend avoiding the eight-shot on this setup, as the snub-nose works better with the four-shot cylinder. You can also remove the stock and replace the snub-nose for a regular barrel. Regardless of how you build the revolver, it should still be used to finish off targets weakened by your shotgun or killing a single player with a single well-placed shot.
Setups (Count.)
FR-MG-0:
General purpose/ Assault Rifle: Built for dealing with almost anything, this setup turns the FR-MG into a beefed up E11. Attachments: AP Drum, Dot Sight(Optional), Muzzle Brake or Flash Suppressor(Optional), Laser Sight. This setup works better against humans, but can be used in a pinch to deal good damage to an SCP's health.






Long Range/ High-Accuracy: Built to deal damage at a range, This build/setup is perfect for attacking humans at a farther range. Keep in mind that the FR-MG is better at closer ranges than longer ranges. Attachments: AP Drum, Dot Sight or Telescopic Sight, Heavy Stock, Foregrip or Laser Sight, Suppressor.






SCP Killer: Built to counteract the SCP Team, this setup is specially built to attack the many SCPs in the game. Remember to control you firerate, by tapping the left mouse button instead of holding it down to help reduce the recoil. Attachments: Muzzle Brake and Flashlight. Laser Dot(Optional).
Closing Words
Hopefully you have found this guide useful, as I have tried to add as much technical info as possible, while my advice mostly stems from playing rounds of the actual game.

There is no right or wrong way to customize weapons in Secret Lab, as it is solely up to your preference. I recommend attachments based on their overall usefulness and reliability on a match-to-match basis.

As for on how to use the weapons, it comes from game experience and how matches play out. This guide does not account for random variables, like a trigger happy d-class or the like-wise. You'd actually be surprised how many times I can obtain a crossvec as a d-class along side some useful supplies. It pays to be an opportunist in Secret Lab!

Again, I hope you found this guide useful, I had quite some fun complying this together to help players on how to use the new weapons. Stay tuned for future guides, where I will go into depth on other various game play mechanics and features!

Images and numerical data taken from SCP:SL Official English Wiki.[en.scpslgame.com]

Until next time...

Stay Frosty, D-Class... and don't let the Peanut bite...
댓글 23
Azeltorez Ⓢ 2025년 4월 5일 오후 10시 11분 
what's weird is i don't see it on the wiki, but it's live on northwood official servers???
Gotto-Botto  [작성자] 2025년 4월 5일 오후 2시 22분 
I had no idea, thanks for informing me. I've personally lost interest in the game, but will continue to update this guide to help newer and experienced players. I'll update the revolver section as soon as I can.
Azeltorez Ⓢ 2025년 4월 5일 오전 10시 17분 
I think the revolver has changed pretty significantly? It has a five shot cylinder and a seven shell shotgun cylinder now.
Stoney :3 2024년 11월 23일 오전 11시 09분 
:3
MemomIce 2023년 9월 16일 오전 9시 28분 
Is it weird that I get the logicer almost every chaos spawn
Swabbie 2023년 8월 3일 오후 10시 20분 
hehe
Gotto-Botto  [작성자] 2023년 7월 16일 오후 4시 59분 
You're welcome! I've updated the guide and added the note in the 914 section of the guide.
Oauken 2023년 7월 16일 오후 3시 55분 
And thanks for the attachments, it really helped.
Oauken 2023년 7월 16일 오후 3시 52분 
In the next update of this guide, please note if you put the Micro-HID on coarse it will 50% become the X-3 Particle Disruptor. The other 50% will become the jailbird.
fat joe 2023년 2월 8일 오후 8시 07분 
Although it doesnt have any attachments what-so-ever, I think it is still gonna be good to mention the new "Com-45" and the "Jailbird"