Content Suggestion The E-11 Marksman

Content Suggestions will be reviewed by Content Team weekly, please allow time as not everything can be reviewed at once.
What does this suggestion change/add/remove:
This suggestion posits a new job for E-11 that would rejuvenate SCP containment, revitalize containment strategy, and ultimately offer a redux on E-11's current playstyle while also bringing it in line with some recent changes.

Has something similar been suggested before? If so, why is your suggestion different?:
Probably but not in the way I am about to suggest it.

Possible Positives of the suggestion (At least 2):
- Offers an alternative playstyle that falls in line with the rest of E-11's gameplay loop.
- Would force SCPs and E-11 to think creatively with on how to properly engage each other.


Possible Negatives of the suggestion:
- This might make CI's ability to fight E-11 somewhat harder.



Based on the Positives & Negatives, why should this suggestion be accepted:

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Now dear reader, whether you are a member of E-11 yourself, the opposing factions, or even the Content Team, I would like for you to refrain from offering +Support or -Support until you have fully read through this suggestion, understood its points, and thought critically about them. Once you have done that, feel free to rebuke or champion this suggestion in the discussion thread below and I implore you to offer any kind of constructive criticism that comes to mind.

Here we go:

The Idea

This suggestions puts forward the idea of the E-11 Marksman, but not necessarily how you may have envisioned it in the past. Long have I lamented the plethora of ideas put forward to me by peers of making an E-11 Class that focused on distance because they often suggest standard munitions Sniper Rifles as part of the kit. It's true that some of these ideas come from a place of resentment towards CI, as a rifle would make dispatching of them simple and clean.

I reject that philosophy. Ultimately, E-11's main goal is to fight SCPs. It is what they excel at and it is what their kit caters to. While they do have adversaries of the non-anomalous variety that they have to deal with, it is not their main focus to do so, as this is the job of Surface Operations and General Security Response Units.

The E-11 Marksman I have envisioned comes with 2 pieces of kit that would work in tandem to strike a delicate balance that maintains the core idea of E-11 at heart while offering an alternative way of engaging SCPs. This kit would force both the E-11 using it and the SCP fighting against it to consider how they approach breach gameplay.


The Kit:

1. A machine pistol or SMG of sorts. There are multiple on the server that go unused and would fit in to supplement this kit, bringing it line with other Marksmen kits using SMGs like the PP-19, MP7, or the Alternator. Perhaps the infernal Karma-90 could be moved off of Biohazard an onto this job.

2. The sniper rifle. This would not be any average rifle though. This would be a Gauss Rifle. There is precedent for ranged combat against SCPs after all, just look at the Charge Rifle AA pick-up. That one does stores 4 shots that add up to ~2000 damage or so (NOT EXACT NUMBERS) against SCPs.

The Gauss Rifle would contain 2 different firing modes:


Kinetic Mode: An anti-personnel firing mode, using ferromagnetic projectiles that do LESS damage than the standard sniper rifles on the server, requiring the user to fire 3 shots or so to kill a fully armored combatant.

Resonance Mode: An anti-SCP firing mode, where the projectile is pre-charged with a tuned electromagnetic resonance field before firing. This resonance mode would do an increased damage to SCPs, approximately 200-300 damage per shot, but would not work on humans due to not being anomalously resonant (average humes). This firing mode would be slower on average and require a charge up before firing.

Before you comment that the Resonance Mode may be unrealistic, an RP scenario happened around a month or two ago on one of the servers where Alpha-1 tried manufacturing a gun with a very similar concept and used it to kill a CI TB operative. There is an RP precedent for the Foundation's
Anomalous Weapons Division to manufacture a similar weapon.


Suggestion Differentials

Now let's go over some of the Positives and Negatives with scrutiny.

- Offers an alternative playstyle that falls in line with the rest of E-11's gameplay loop.

Won't dwell on it too much but E-11's main loop is combatting SCPs and this supplements that loop while differing from just running at the SCP ad nauseam.

- Would force SCPs and E-11 to think creatively with on how to properly engage each other.

This is a GOOD thing. E-11 can now think about how they want to approach re-containing SCPs with this new piece of kit. Let me provide some examples:

Is 457 breached? This would not be good to use, as he is quick and operates in a small-range area within LLCZ.

Is 682 breached? This would be good to use, as it would force the E-11 to abandon heavy munitions and the Advanced Armory for the opportunity to deal sustained, continuous damage on SCP-682. This would also force 682 to think about whether it should attack the combatives closest to it or to take the risk to kill the Marksman.

Is 106 or 079 breached? This job would not be good to use as neither of these SCPs would can be re-contained by conventional means.

Is SCP-7722 breached? This would be an excellent use of the kit, as SCP-7722 can counter-play it perfectly, which would posit a new dynamic to SCP-7722's gameplay.

- This might make CI's ability to fight E-11 somewhat harder.

CI has to content with E-11's short range weaponry in HCZ, allowing them to excel at holds. This would offer E-11 a way to fight back without immediately putting themselves at danger, which would hurt CI's ability to perform holds.


Balance?

I will admit that when I initially concepted this, balance did not immediately come to mind. I was bitter about the recent changes CI have gotten with their new Grenadier job. I wasn't upset that they got it but rather that the idea of an explosive class was one E-11 was suggesting for a while.

Being the pragmatist that I am, I figured sulking about it wouldn't benefit anyone, so I thought to put pen to paper
(or in this case, fingers to keys) to bring the idea to life in the hope that it, at the very least, is discussed.

The job would be limited to SGT+. Some ways to balance it would be making the
Resonance Mode pull from a limited ammo pool. The job could be locked behind VIP like Nu-7 Jugg or the aforementioned Grenadier. You could also forgo the job entirely and make the Gauss Rifle a TAC Asset (not another AA pickup I beg) that could be requested by CSGs.


Final Thoughts

E-11's gameplay loop has remained largely the same for several years now. After all, this is the SCP containment regiment, it's what they're designed to do. While changes to their central loop that offer them more ways to engage with SCP containment, such as maintenance or alternative re-containment procedures, would be nice, a good chunk of the members are here for the combative aspect. I believe this job, or even just the Gauss Rifle, would offer a fresh take on this experience while keeping the core design philosophy of E-11 in tact.
 
+Support

Looking from the outside in, E-11 does seem to generally lack a bit of the oomph or special units that others have, e.g no disguise card, jugg, reality bender, or specialised equipment.

Even if this is very much not the traditional role of a "marksman", it fits the enviroment E-11 is in, and would give them an enjoyable gimmick other than just being there to fight SCPs.
 
Rather than a role, get an Anomalous Armory which you can dispense to any E11 role/rank of your choosing. Get RSD to develop it ICly, create that connected RP loop and then Content Team can add it in.

E11 Marksman just ain't it, Gauss Rifle sure but not a whole new role

Hi Broda, thanks for leaving feedback.

I actually mentioned this in the suggestion:

You could also forgo the job entirely and make the Gauss Rifle a TAC Asset

However, a different mechanic like an Anomalous Armory would also work. I presented the idea of a job because of the recent job CI got... which they can supplement using a TAC asset.
 
Before you comment that the Resonance Mode may be unrealistic, an RP scenario happened around a month or two ago on one of the servers where Alpha-1 tried manufacturing a gun with a very similar concept and used it to kill a CI TB operative. There is an RP precedent for the Foundation's Anomalous Weapons Division to manufacture a similar weapon.
" very similar concept" 🥀

Anyways,
+support. I like the idea of two firing modes where one deals more damage but doesnt work against humans, thus not really affecting balance against human combatants.
 
Hi Broda, thanks for leaving feedback.

I actually mentioned this in the suggestion:



However, a different mechanic like an Anomalous Armory would also work. I presented the idea of a job because of the recent job CI got... which they can supplement using a TAC asset.
Yeah I'm aware you mentioned it in the suggestion, but I think a whole different approach via an Anomalous Armory would serve E11/RSD better, especially for that downtime RP E11 has between raids/breaches
 
Yeah I'm aware you mentioned it in the suggestion, but I think a whole different approach via an Anomalous Armory would serve E11/RSD better, especially for that downtime RP E11 has between raids/breaches
By all means, if content want to devote the time to make this a thing, I will gladly be on board. I just tried weighing time, effort, and feasability when initially concepting the suggestion.