Here is the Foundation Perspective™:
~1-6 breached players get to completely overwhelm the entirety of server health (usually ~86 players in foundation) with overpowered kill abilities and thousands and thousands of health, while also destroying any kind of passive story RP that is occurring at the time, because doing anything substantial during a Code 5 is Too Dangerous™.
This is justified by it being the SCP Gameplay Loop™ despite the fact that this is not a breach server (Though it may as well be with how often breaches occur, often at the whim of how CI is feeling that day).
Foundation Leadership™ gets to sit in a camera room for ~30 minutes to 1 hour watching people die over and over as they helplessly manage AA, door controls, and other emergency coordination. People scream at them to Call ERT™ despite being unable to do so, which is indicative of how unequipped we are to handle breaches that we NEED to call ERT every single time to make any kind of dent. This is because the counter play to most SCPs is Shoot Then Die, Repeat™, especially when 8837 and TG are breached due to completely being able to ignore tesla gates and turrets respectively.
Then, when the SCPs get to surface, they are without fail either terminated after a lengthy chase, renter vents because surface is boring, or captured by CI, where they get to wait for negotiations in a small room for ~30 minutes to proceed to leaving the pockets of DEA completely emptied.
By this point in time, another emergency has started such as a D-Block Riot, or another breach, leaving the research gameplay once again completely cut off.
So, what am I saying here?
In short, I am now suggesting that we just Nuke every time SCPs breach Floor 2, and give up
(this is a semi-joke because this can happen if the breach is bad enough, and would be a realistic decision for foundation to make)
(can you feel the passive aggression)
Breached SCPs have 2 options:
1.- Stay on LCZ/Medbay/Dblock to get kills
2.- Try to exit facility and go surface
The main problem is that the only SCPs that can handle EZ turrets are TG and 8837 (both behind an independent paywall), any other SCP will get melted and knockbacked and will probably die before reaching lobby elevator (Unless you have numbers, but that requires coordination)... That leaves most SCP players to resort to option 1
Theres little to upgrade there unless they do some big rework on how SCP can get to surface and reworks on SCP themselves
About people asking for ERT, thats more about the skill decrease in MTF regiments (mainly E11 which is the one that deals with breaches)... The tryout (at least last time i did it) doesnt even take into account that people joining E11 know how to properly navigate HCZ, the location of SCPs cells or the location of relevant contaiment stuff (like 096 buckets), which is one of the reasons that SCPs get to Personnel Wing with more than 90% hp
That makes you have lots of MTF flagged on just filling the required hours on Checkpoints that dont know how to deal with breaches, and ERT needs to be called for just a 049 & 966 breach because they dont know that they need NVG and hazmats to deal with them
If they want to not call ERT as frequently as they do now, they need to make sure people playing E11 actually knows how to deal with breaches so they dont need all Foundation combatives playing to stop a standard breach
Also more people joining MTF means less people in Gensec dealing with Dblock (usually combat people go Gensec > MTF after they have RRT and HWL), which means less researchs and Dclass playing... etc. But thats another topic