Content Suggestion Ensures E-11 roles spawn with a Containment Beam, SCP Restraints, & Scranton Reality Anchor

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Dec 25, 2023
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What does this suggestion change/add/remove:

Title is clear - but this would add a Containment Beam and Scranton Reality Anchor to all E-11 roles, currently they all spawn with SCP Restraints (from what I can tell, but if not, add them too)

What exactly it would add to each role (at least from what I can tell, generally though it would mean all roles get all three items):
  • MTF E-11 - Operative - Containment Beam + Scranton Reality Anchor
  • MTF E-11 - Biohazard Specialist - Containment Beam + Scranton Reality Anchor
  • MTF E-11 - Breacher - Containment Beam + Scranton Reality Anchor
  • MTF E-11 - Officer - Scranton Reality Anchor
  • MTF E-11 - Commander - Scranton Reality Anchor
Has something similar been suggested before? If so, why is your suggestion different?:
I don't know, perhaps, forums is hard to search.

Possible Positives of the suggestion (At least 2):
  • Weakening breaches - SCPs are too strong, and E-11 are frankly too weak against them, this is not a hard insane buff but rather massively reduces those moments where for some random reason the SCP Containing Role cannot contain the anomaly due to lack of anomaly containing item.
  • Gives E-11 more power into a massive part of their power fantasy / purpose - The majority E-11 currently have to go to a dispensers to actually get the equipment that they need to fulfil their purpose, this is the exact same method any other combative could do to fit the same / similar purpose in the same amount of time.
  • Speeds up E-11 gameplay / response time - An E-11 needing to grab a Containment Beam or Reality Anchor from a dispenser can take an annoying amount of time especially if they need to wait a cooldown, and with death as part of their role (SCPs are strong) this cooldown needs to be waited an annoying amount

Possible Negatives of the suggestion:
  • E-11 will be mildly stronger against human reality benders - This is a negative because it is an unintended extra, and I would prefer not to weak human reality benders (Human reality benders are CI TB, D-Class TB, UNGOC Thaumatologist, Foundation Thaumatologist)

Based on the Positives & Negatives, why should this suggestion be accepted:
A large part of the reasoning for E-11s existence both in lore and in the server itself is to contain (or at least recontain) anomalies when they are breached - the fact that the majority of E-11 roles do not spawn with the all of the 3 things needed to directly recontain anomalies is insane.

To set up to fight against or to fight to recontain anomalies it takes most E-11 the same length of time as it does for any other combative role - which is because they need to use a dispenser to set up, instead of just spawning with the items.

Containment Unit already spawns with these items, Why can't E-11?

Final Message:
If for whatever reason this is denied because of only 1 portion of it, how about it also get considered to be semi-approved? Even if not all items are added, some are much better than others.

Please note this would also take minimal work to implement - it could be done by 1 Senior Admin in an afternoon, or frankly in 5 minutes if a quick perma-propped GMObjective was used instead.
 
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I would advocate for a shorter dispenser cooldown on the Anomaly Containment Beam, but other than that, none of this balances out. There would be too little incentive to maintain facility systems such as the dispensers, making reactor sieges and strategic sabotage substantially less effective.

Making the argument that E11 should parallel the SCU is like trying to kit every member of an entire regiment out with everything they could ever need without a disadvantage: SCU is widely considered to be one of the most over-equipped classes, so it wouldn't be practical to balance the entirety of E11 around the SCU. Not everything needs to be constantly there, sitting in your pocket. It's why you strategize the best windows to dispense your equipment; when and where its needed.
 
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Sule Goodman

Well-known Member
Mar 6, 2025
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-Support

While I am in E-11, i believe the reason they've left it out is to avoid a slighlty damaged SCP getting beamed rushed. Though, I would argue a dispenser system have shorter cooldowns on the beams. Or, a whole new suggestion being that certain departments / regiments get different cooldowns on certain items.
 

Jeffrey Blu

Well-known Member
Jul 19, 2024
3
1
31
+ Support

(if there is an issue with the entire E-11 regiment running at SCP's with beams just either make it like how 323 and 8854 work where they get slowed first when they are at like 25% or under or something like that)
 
Dec 25, 2023
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cause there are 2 of them MAX, if your running at an SCP with a beam and everything whilst they arent even beamable or if you arent communicating, expect to die with your gear!

-support

Go play E-11, please.

Even if you're not just running at an SCP with a beam to slow it, you may still not have a beam when it is actually needed.
 
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