SCP: Secret Laboratory

SCP: Secret Laboratory

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scp tips and tricks!!!!!!
By BeansBeansBeans
In this guide I will ramble about ♥♥♥♥ that you should learn and is very important

( i have ze 300 hours so you should respect your elders)
   
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Basic Tips
As a player with over 300 hours on the game, I've developed some strategies while playing the game that should and will up your chances of a scp win.

1: Scp's such as 096 and 079+ any other scp can easily thin the numbers of a mtf wave, they usually are the best ones to send to deal with a spawn wave, others can work but I find this being the best meanwhile other scps are lurking in heavy to kill any d classes and scientist which may have entered into heavy late.
2: If a server has friendly fire on, always abuse this if you're a scp with a smaller hitbox such as 049 or 106. In order to abuse it, simply stand in front of 1 person and that person will be a makeshift bullet sponge, the enemy will either have to avoid shooting at you completely which gives less targets shooting at you resulting in less health being lost OR having to shoot at their ally to get through them to you.

3: NEVER attempt to go into any elevator with MTF 2nd/3rd spawn wave as grenade traps and people having grenades will kamikaze and you will lose 40% of your health. (Applies to all scps besides 106)
4: Surface is a death trap, the design of surface makes the area extremely open and going up to it will most likely lead to death.

5: As a 079, early game matters the most, you should always recommend a scp such as 049 or 939 to go to 914 for some easy levels, this way 939 can get some voice lines or 049 to get some zombies

6: 096 should almost NEVER break doors without ANY reason, doors in this game helps everyone, including your team, not having doors will expose you to more angles to take damage.

7: Early game is key, you should always send at least 1 scp to go kill d classes in 914 or else they'll get too many useful items for the human team once they die, this doesn't mean send all the scps to light containment though, you should always have a scp taking out facility guards meanwhile lurking in heavy to get any stragglers.


how to counter stupid lightning gun
If you were to be in a situation with mirco depending on which scp you are, you should do different things to benefit from the situation and not DIE from a silly weapon. (Mirco has a 6 second charge time, 7 second attack duration)

096: you're dead, if you have a teammate then you have a chance to survive, but you can't run away or attack until the mirco is killing you.

106: Go in the pocket dimension, as a 106 its very risky to try to take mirco on.

079: Close and Lock the door to prevent a mirco from harming your teammate

939: its very possible to kill the person with mirco IF: 1: the person has already charged it up and is coming at you. 2: you are far away from the person 3:the person has a cola effect and dodged your pounce. In most cases you should just run at him and just claw him since you can easily just kill him, another option is to close a door which blocks his vision briefly then focus to pounce. They won't hear it since mirco charge is very loud, just make sure not to miss the pounce.

049: you are very vulnerable to mirco, the best options in most cases is to just run away, if you can't you are just dead if the person with mirco isn't stupid.

049-2: who the hell would want to mirco a zombie? yeah uh just die by it because at least you waste some power on mirco.

173: either run away if you are getting stared at by 1 person OR just snap his neck.
risk it for the biscuit!!!!
The Pros and Cons of overextending yourself as a scp.

What does this term mean?

Overextending is taking on a large amount of numbers usually with weapons that can and will do harm to you. This is a risk and reward move, depending on the situation, it can have low risk high reward, medium risk medium reward, etc.

As a scp, its obvious that you don't have infinite health, so you small little brained scp sl players should stop thinking you can take on a entire spawnwave that can easily do 3x mirco HID dps, this is a case of overextending.

Pros
1: You can thin out the numbers of ze enemies
2: You can easily make mtf split up resulting in easier kills later on.
3: Certain scps benefit more from you overextending such as 049 and 079

Cons
1: In most cases of overextending, you will lose a considerable amount of health ranging from 5% to 100%.
2: enemies will gain more ground into site 02 after you overextending due to you having to heal shield after.
3: If plague doctor were to overextend zombies will most likely die resulting in a vulnerable plague doctor.


(yeah its not exactly the best guide, I wrote this out of boredom and I admit its very unorganized, but its a scp sl guide you shouldn't expect much lol. hope this helps ya in anyway. if you want a more in depth guide, --> Discord: Smugster#4367)
2 Comments
LORD 5 Aug, 2023 @ 3:33pm 
Additional tip:





























































DON'T SIMP FOR 939:auimp:
batmanpop00 2 Aug, 2023 @ 1:21pm 
10/10 my dumb baby brain is now prepared to kick ass