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

I know you mentioned in the post key things about the job to make it different from Nu7 and DEA jobs, but I think this would still be harmful for these 2 departments as everyone already want to join E11 and a minority join SOP, giving E11 another cool thing that other branches already have would discourage more people to join other said branches.

Also this would be unfair against SCPs, have in mind half of them rely on hand to hand combat, and having to deal with a marksman shooting from long distances makes it feel unfair and frustrating for the SCP. I do not see the idea of only adding a rifle which you can get from armory as too far fetched, but you already have energy weapons and AA so I really do not see the point on you needing this.

This also has the potential to be abused during CI/UNGOC raids where neither go inside the foundation with marskman (for obvious reasons) and E11 may use theirs as they are not SOP and would always use it inside.

Overall marksman are supposed to be jobs to be used on surface since they are to be played in big open spaces and E11 is not a surface department.
 
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+Support

I've read through some of the comments here "E11 don't need a marksman" or "You fight SCPs", I've spent a good chunk of my 4 years on this server with Nu-7 or E-11, in that time the biggest issue was always the raid never the SCP, raids lead to breaches lasting much much longer which is why E11 *HAVE* to prio the CI rather SCPs sometimes.

Now you mentioned either this role or an armory, I'd say no role but yes to an armory, why? Well simply put I'd say it should only be used on raids not SCPs, because I highly doubt a sniper would even deal as much DPS as an ERAD or a KBAR on SCPs.

another point, the armory could be tweaked so its constantly balanced till its perfect, roles are more difficult to balance but armories aren't as much, due to just changing their location could change how strong they are, I'd say this armory being in the old E11 CO office would be a great place for it!
 
Now you mentioned either this role or an armory, I'd say no role but yes to an armory, why? Well simply put I'd say it should only be used on raids not SCPs, because I highly doubt a sniper would even deal as much DPS as an ERAD or a KBAR on SCPs.
I also agreed on the armory weapon somewhat since it would have a cooldown and, I hope, it would only be accesible to certain high clearence E11 and not all E11 (imagine a swarm of E11 marksman lol)
 
-support
you fight scps (y)
Hi bestie I thought i might try to help with a little bit of context as im coming at this from the perspective of *not* being a slack-jawed, illiterate Cro Magnon but this suggestion is actually primarily aimed at giving E-11 greater and more varied ability to fight SCPs.
This can be seen by the bulk of the text being dedicated to how this would affect E-11's ability to fight SCPs and the new dynamics it may introduce while also keeping its PvP potential to lower than primarily PvP based departments like Nu-7 or E&TS. I hope this helps! :3
 
Hi bestie I thought i might try to help with a little bit of context as im coming at this from the perspective of *not* being a slack-jawed, illiterate Cro Magnon but this suggestion is actually primarily aimed at giving E-11 greater and more varied ability to fight SCPs.
This can be seen by the bulk of the text being dedicated to how this would affect E-11's ability to fight SCPs and the new dynamics it may introduce while also keeping its PvP potential to lower than primarily PvP based departments like Nu-7 or E&TS. I hope this helps! :3
hey bestie, i read the suggestion keep throwing insults around though really makes your point better
 
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Hi bestie I thought i might try to help with a little bit of context as im coming at this from the perspective of *not* being a slack-jawed, illiterate Cro Magnon but this suggestion is actually primarily aimed at giving E-11 greater and more varied ability to fight SCPs.
This can be seen by the bulk of the text being dedicated to how this would affect E-11's ability to fight SCPs and the new dynamics it may introduce while also keeping its PvP potential to lower than primarily PvP based departments like Nu-7 or E&TS. I hope this helps! :3
Hey there is no need to be insulting people who think differently than you. The only thing he did was expressing his opinion on the suggestion so I do not know why you have to be this agressive about it. Please try refraining from this type of behaviour as it is only makes you seem immature and toxic. At the end of the day support only provides the perspective of the community on a suggestion and the ones who end up deciding whether to add a suggestion or not are staff.
 
-support

SOP is already in a horrible place (atleast on USA) and has much less people then E-11. Giving E-11 more stuff thats unique to only them (especially something that can do 4000 damage to a scp) would be geniunelly killing to NU-7
Giving A E-11 unique thing meant to combat SCPs would be killing to NU-7....
A regiment focused on fighting GOIs ....
which already has a lot of unique things for itself..
...yeah sure whatever

What People don't get E-11 has basically nothing unique separating it from any other regiment
we have one Tac Asset that boost damage to SCPs & the AA-12 Pickup (which is on a 30min GLOBAL COOLDOWN)
There is basically nothing unique made for dealing with SCPs in the SCP Containment regiment
Also this would be unfair against SCPs, have in mind half of them rely on hand to hand combat, and having to deal with a marksman shooting from long distances makes it feel unfair and frustrating for the SCP. I do not see the idea of only adding a rifle which you can get from armory as too far fetched, but you already have energy weapons and AA so I really do not see the point on you needing this.
Its HCZ and LCZ not surface , its a mess of twisting corridors with Lots of Cover
getting caught in the open for someone to use a Sniper that requires to charge shot should 100% be considered a skill issue

This also has the potential to be abused during CI/UNGOC raids where neither go inside the foundation with marskman (for obvious reasons) and E11 may use theirs as they are not SOP and would always use it inside.
If you would look at the suggestions it says 3 Shots to kill somebody
on a Sniper that needs time to recharge its horrible time to kill (well enough for a person you are shooting at to react and kill you instead)
Cuz as it was said before its meant to give a more variability in ways of combatting SCPs
& wouldn't affect the already existing Marksman jobs (or fighting on surface for that matter )

I also agreed on the armory weapon somewhat since it would have a cooldown and, I hope, it would only be accesible to certain high clearence E11 and not all E11 (imagine a swarm of E11 marksman lol)
Hey there is already something to make sure this doesn't happen and its called limited job slots ;P
 
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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.
-support already have old GOC weapons no need for a sniper, also me no need nu7 or DEA taking an E11 marksmen to go on surface and raid us and now they have double the amount of snipers they usually do.
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.
-/+support, but have it to where your strictly needed to be long distance or else you die if you target is to close to you.
 
Its HCZ and LCZ not surface , its a mess of twisting corridors with Lots of Cover
getting caught in the open for someone to use a Sniper that requires to charge shot should 100% be considered a skill issue
You need to understand that there are areas which can abuse the fact SCPs cant jump like the one outside medbay, it would be really easy to jump down and quickscope an scp that got up that area. In any case, if you want new things because you feel E11 is dull then suggest new things like the CI grenadier, not a job that is already in two different departments. Wanting something new is fine as things can get boring over time if we do them repeatedly, but you need to remember, as you once told me before, this is an RP server and not a combat one, changes should be focused on improving RP and/or balancing changes.
What People don't get E-11 has basically nothing unique separating it from any other regiment
we have one Tac Asset that boost damage to SCPs & the AA-12 Pickup (which is on a 30min GLOBAL COOLDOWN)
There is basically nothing unique made for dealing with SCPs in the SCP Containment regiment
E11 are literally one of the most unique regiments in the server. They are built around the idea they need to RC SCPs and have jobs designed to do that. No other regiment in the server is capable of doing this (except GSD SCU but having in mind they cannot get through bulk heads alone they basically only help when SCPs get to LCZ). E11 are also able to do basically everyone else's job, since they can contain SCPs, help in D-Block, and help in CI raids. The only job they cannot do is ISD's job, everything else they can which I believe has to be one of the most attractive aspects for people wanting to join E11.
If you would look at the suggestions it says 3 Shots to kill somebody
on a Sniper that needs time to recharge its horrible time to kill (well enough for a person you are shooting at to react and kill you instead)
Cuz as it was said before its meant to give a more variability in ways of combatting SCPs
& wouldn't affect the already existing Marksman jobs (or fighting on surface for that matter )
Still, it is not the same to have an overall close combat with normal guns than taking advantage of a long corridor. As a marskman inside the foundation you can gain the advantage in a fight by reducing health from long distances and using a normal weapon (either from AA, armory or dead bodies) by gunning down the person and once they are close kill them off with the hp advantage the sniper provides. I did infact read the post and had this possibility in mind when writing my opinion on it.
Hey there is already something to make sure this doesn't happen and its called limited job slots ;P
I know, but limited job slots do not prevent people from going out their bunks and going back to where they die. Having weapon cooldown, however, can prevent getting continuosly gunned down from long corridors.
 
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Not going to waste more time on this as is needed

E11 are literally one of the most unique regiments in the server. They are built around the idea they need to RC SCPs and have jobs designed to do that. No other regiment in the server is capable of doing this
Give any combative a containment Beam & a Hacking tool and they can do 99% of tasks that E-11 does in their gameplay loop ( A CU has the combined kit of Three E-11 Jobs btw)

The Special jobs that are 'Designed to help with Containment' is:
- A guy that's spawns with a containment Beam & a Hacking tool
or
- A guy that's spawns with a Infection resistance
E11 are also able to do basically everyone else's job, since they can contain SCPs, help in D-Block,
Yes any combative job can do combat
the only thing that changes is the way you can approach it with the tools you have
We don't really have anything unique either for combat with SCPs or With CI
The suggested job would be that thing for SCPs

I know, but limited job slots do not prevent people from going out their bunks and going back to where they die. Having weapon cooldown, however, can prevent getting continuously gunned down from long corridors.
Throwing yourself At SCPs is the gameplay loop of E-11 , I don't understand the argument here
if you don't want people dying to a SCPs , make SCPs don't Kill people lol

if you want new things because you feel E11 is dull then suggest new things like the CI grenadier, not a job that is already in two different departments.
Grenadier was first suggested for E-11 + this is meant to be something new , not just a guy with a sniper rifle and a different title

You need to understand that there are areas which can abuse the fact SCPs cant jump like the one outside medbay, it would be really easy to jump down and quickscope an scp that got up that area.
Resonance Mode: An anti-SCP firing mode, where the projectile is pre-charged
as in you shouldn't be able to quick scope
Please refer to the previous point that having shitty positioning is a skill issue
 
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Ok I will only respond once more and then I will stop because this will go on forever.
Give any combative a containment Beam & a Hacking tool and they can do 99% of tasks that E-11 does in their gameplay loop ( A CU has the combined kit of Three E-11 Jobs btw)

The Special jobs that are 'Designed to help with Containment' is:
- A guy that's spawns with a containment Beam & a Hacking tool
or
- A guy that's spawns with a Infection resistance
All you are saying here is that everyone is the same then. It's like saying GSD and Nu7 are the same because both have guns, or that combat medics and someone with a field kit are identical. Also, the momment you die you have a cooldown on anything you get from the dispenser, E11 do not. The only reason this things are in the dispenser in the first place is for when there is low pop and there are no E11 on site to help with a breach. You say you want to make E11 "special/unique", but you propose giving them a job that 2 other departments already have. A department does not revolve around the weapons or kits they carry but their duties and RP. If you think like that then yes E11 are not unique and we should just have 1 big department instead of various different ones.
Throwing yourself At SCPs is the gameplay loop of E-11 , I don't understand the argument here
if you don't want people dying to a SCPs , make SCPs don't Kill people lol
You should not go head on the SCPs? You are supposed to try to contain/neutrilize them by taking full advantage of the sniper. As a marksman you literally have to keep your distance, if you have a sniper rifle then you should not die that quickly before doing high damage, if it happens then that would indeed be a "skill issue thing". I will give you a hypothetical case, if you have a sniper and have the information of the current breached SCP's location then you need to use that to your advantage and position yourself somewhere you can take full advantage of your abilities. If you go head on to the SCP you might as well do a E11 jugg suggestion to do that, as it is not how you play as a marksman.
Resonance Mode: An anti-SCP firing mode, where the projectile is pre-charged
as in you shouldn't be able to quick scope
Please refer to the previous point that having shitty positioning is a skill issue
Well to be fair, by the time the SCP gets off such high advantaged points the charge is already full, my bad for saying "quick scoping". I meant it as in charging it up and firing quickly while the SCP is busy either hunting the people in the place you just jumped off from or going back down.

Nevertheless I will stop responding to any further quotes but feel free to give your feedback if you feel like it.
 
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