Content Meeting Discussion [Content Team Thread] Community Ideas and Feedback - E-11

This suggestion will be discussed at the next content meeting.

Snake

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Dec 20, 2023
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E-11 Feedback & Suggestions Thread

Help us fine-tune Site-65's primary SCP response force.

Hey everyone,

We’re putting this thread together to gather your thoughts on Mobile Task Force Epsilon-11 ("Nine-Tailed Fox"). how they function, what they bring to the table, and what could be improved to make them more balanced, interesting, and fun for everyone involved, including SCPs.

Whether you’re part of E-11, have interacted with them in roleplay, or just have ideas you think could help expand them as a whole, we want to hear it.

What We’re Aiming For:

We want E-11 to be:

- A MTF that feels elite and fun to play, but not overpowered
- A team with a meaningful gameplay loop beyond combat
- A role that's fun to play and isn't racking up burnout from constant SCP breaches
- A functional MTF that serves as the primary line between SCPs breaches and a Code Black
- A unique loadout system that's a well-rounded balance between lore, combat, and roleplay for both E-11 and the wider site​

Some things to think about:

- What should E-11 be doing outside of containing breaches?
- Are E-11 too strong or weak against SCPs? And what should they be?
- Are there new tools, gear, or roles they could have?
- Are there better ways to separate E-11 from other combat roles beyond just SCP combat?
- How can E-11’s containment tools or methods be more interactive?
- What would make playing in E-11 more rewarding in the long term to limit burnout?​

If you’ve got feedback, ideas, or even flat-out concepts. Please post them below! Just try to be detailed so we can fully understand what you’re suggesting. We’re open to all kinds of input, whether it’s a small tweak or a major shift.

Please know, while we will be reviewing all feedback, this does not mean everything said will be accepted by default. Ideas and feedback will be tallied up in a suggestion thread for Content Team and Senior Server Leadership+ to review.

Keep the thread on topic, we will be forced to reply ban people and delete messages if they don't contribute to the thread as a whole.


Thanks for helping us keep E-11 sharp, fair, and fun.

– The Content Team
 
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My thoughts honestly on why E-11 is becoming unfun (CSG on e-11 currently on UK)

ARE CURRENT GAMEPLAY LOOP AND RELATIONS
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The gameplay loop just consists of Getting Constantly Checked if we're properly working by ISD and AO (aka just doing ID checks at primary) And them bringing Faulty keycards with a minor missspelling and when we miss these things they Yell and scream at us. It's extremely demotivating to play when AO chews us out and not Simply leaving us alone.

We sit at primary all day and walk around HCZ. That's are entire gameplay loop until an SCP breaches. Which always result in A headache If it's the reality benders and or 076. Even CI agrees and have reduced there HCZ raids due to how Annoying it is opting in favour of doing Chem raids Holding 999 cell and or Breaching scps they don't normally do like 939.

HOW IT FEELS TO PLAY E-11 AND HOW FIX IT.
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The whole MTF feels a bit overwhelming when We're low on numbers. We have to Make sure HCZ is fully secured from CI, make sure no random foundation personal are wandering in there. And make sure SCPs aren't being breached all while Other mtfs tell us how to do are jobs

I think some changes would be To have an IC meeting with the AO Co teams to come to an agreement to Stop there constant testing of us. Same with ISD. Allow E-11 to do more things around site like Guarding important Cl4 staff similar to how AA works in nu-7, (maybe a joint Subdivison could be Formed?) when needed. And To not put so much pressure onto E-11 when shit goes up in a breach.

KIT CHANGES
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Also if we're talking about buffing E-11 kits at all. Then I propose E-11 get more base movement speed on all jobs. Nu-7 get snipers and a jug. AO get disguise kits and a breacher role. All we get is stuff that can be obtained by the fucking dispenser and Override on 008 Blastdoors and 682. We used to have Override onto 079 and it was great. I really do feel this should be reintroduce As SCPs typically guard 079 for hours on end but proxy camp so they can't be accused of rule breaking

I'd also like for the NVGs and scrambles right beside are locker to not be tied to the Advanced armour timer. Idk why it is. And a personal change would be containment/breacher jobs spawn with NVGs pre equipped

And another big thing we need is ELASTIC CUFFS on all jobs. We deal with more then just SCPs. When people try to break in We must detain them but we cant do this easily due to not spawning with them. This feels like a must need

Personal notes on what others suggested
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And I gotta disagree with us getting a medic or "repair specialist" or whatever. As a medic won't be helpful in 99% of scenarios As the scps murder you instantly And it's better to just respawn as they've ran off against CI its helpful but If CI is in hcz we normally have Nu-7 medics and CM with us atp. And giving us a repair tool Is basically just Us Hard countering 096.
 
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Phill

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Feb 11, 2025
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So, having recently played some E11 my main takeaway from it is as follows:

There is no reason to play E11 over any other department.

The roleplay that is accessible (Testing assistance/New anomalous interactions) is either handled by other departments or GM-intensive. Furthermore, this roleplay can, and is, done by other players. Call it an IC issue if you would, but if I can do all the RP I do as an E11 while playing as an AO/Nu7/GSD/DEA, then why would I bother going through the additional difficulty of E11?

And when it comes to these duties being performed, E11 lacks any equipment to make them suited to the job. The basic E11 operative gets SCP restraints as special kit, and thats it. LCPL+ get the Biohazard job, which is effectively just some extra armor while wearing a hazmat, and the Containment Specialist who gets a containment beam. A piece of equipment that, really, should be standard for E11.

So what does that sum op from a content perspective;

Issue E11 equipment specifically suited to the containment of anomalies.

Suggestions above regarding items such as net guns, shock grenades, energy weapons that slow down SCP's/Deal more damage to SCP's than to players are all lovely in my opinion and would really give E11 that special part that its currently missing, and allow the unit to make its own identity outside of "More special and limited GSD".
 
Suggestions above regarding items such as net guns, shock grenades, energy weapons that slow down SCP's/Deal more damage to SCP's than to players are all lovely in my opinion and would really give E11 that special part that its currently missing, and allow the unit to make its own identity outside of "More special and limited GSD".

So this suggestion has been made time and again by many people (including myself) and has been denied every time.

The reason is always "What about fighting CI and D-Class" and to that I say: Make them effect SCPs more

Shock grenade is a more effective tear gas, but only slightly. Could probably save the work and just make a tear gas that effects SCPs and call it CN-Gas [chloroacetophenone gas is a real thing. One of the most toxic forms of tear gas.]

Net Gun is just a Tranq gun that works in SCPs, but for people you could probably just shoot still.

Energy weapons you could program it to do +50% more damage to SCPs.
 
Aug 11, 2023
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E-11 needs their jobs fully restructured, there's little to no individuality mainly because of the way the jobs have been built. Because of this, individuality in breaches rarely occurs, because of this, making tactics OTHER than running at SCPs and shooting them, or holding a angle with a lot of people where a SCP might be is hard. Which is what contributes to the gameplay loop of E-11 being boring and burning people out.

Part of this problem would also be that HCZ is simply too small and direct in areas, making it perfect for SCPs but a death trap for E-11.
 

DarFish3030

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Dec 24, 2024
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-What should E-11 be doing outside of containing breaches?
The normal stuff (Patrol, tests, training, and wargames) and when the containment maintenance update comes out, they can escort the containment techs to the CCs.

- Are E-11 too strong or weak against SCPs? And what should they be?
Almost balanced but e11 I feel is a little weaker then scps. E11 should be about the same power wise when 2 scps breach but if more they should be a little weaker.

- Are there new tools, gear, or roles they could have?


  • Add a wearable SRA that is strapped to the chest, the only thing it does is prevent hostile reality benders(mainly the scps but maybe the others) from targeting them with killing abilities but they can still be targeted with none killing abilities, and it could have a longer cooldown for picking it up, and also have an energy bar similar to scrambles, that after protecting from bad abilities it will shutdown and recharge.
  • Give certain e11 jobs an option to choose a support loadout, they would spawn with normal weapons but they have a field kit on spawn, then when they runout can go to a dispenser and get healing charges back, they can maybe have an ammopack and armorpack. Those will be able to be placed down and others can use it with a limited number of charges. Or an e11medic but that was already shot down.
  • Maybe a new job that is a mix of a scout and a dimensional cartographer, they would have everything an e11 operative has for the loadout and have the ability to place a portal to the helpers dimension. Maybe give them a new device that acts like the ability that 22415-2 gives to people, so they can go in and out of the dimension as they please, the device could have its own energy, with 2 uses back to back then a long cooldown, this new job could use this device and it would bring them to the helpers dimension, they could then scout ahead then return and join the rest of e11 to fight the scps.

- Are there better ways to separate E-11 from other combat roles beyond just SCP combat?
This may be dumb but maybe give e11 a permanent speed boost only in HCZ maybe in LCZ (stops at lcz inanimate objects), nothing crazy but from lower hcz to lcz is very far And just running without chemicals takes a long time, could help with stopping breaches fast.


- How can E-11’s containment tools or methods be more interactive?
Switch up how scps need to be RC, like 457 instead of shooting fire with more fire(bullets) maybe make a watergun or fire extinguishers to use instead.
 
Add a wearable SRA that is strapped to the chest, the only thing it does is prevent hostile reality benders(mainly the scps but maybe the others) from targeting them with killing abilities but they can still be targeted with none killing abilities, and it could have a longer cooldown for picking it up, and also have an energy bar similar to scrambles, that after protecting from bad abilities it will shutdown and recharge.
Adding onto this, what about something like protecting the user one time against a reality bending skill? And then to prevent raid imbalance on that front, give CI TB & GOC thaum either a buff to base energy max or something they can do/obtain to increase it. Maybe add an EVE consumable they can use like the hacking upgrades, but it replenishes reality bending energy?
Switch up how scps need to be RC, like 457 instead of shooting fire with more fire(bullets) maybe make a watergun or fire extinguishers to use instead.
Foam sprayer.

Would also need to be considered in line with this accepted buff for 457.
 
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