Nuclear Operative: Difference between revisions
Adds Syndicate cyborg section
imported>Ikarrus No edit summary |
imported>Xhuis (Adds Syndicate cyborg section) |
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* You can quickly and quietly rob the armory by applying c4 to the wall from space. No loud beeping. No ruckus. C4, grab the guns, get out. | * You can quickly and quietly rob the armory by applying c4 to the wall from space. No loud beeping. No ruckus. C4, grab the guns, get out. | ||
* If going stealth, screwdriver your syndicate headset and place the encryption key in a standard headset from the station so you can communicate with your team without wearing a dead giveaway. | * If going stealth, screwdriver your syndicate headset and place the encryption key in a standard headset from the station so you can communicate with your team without wearing a dead giveaway. | ||
==Syndicate Cyborgs== | |||
[[File:Syndieborg.png|50px]]<br> | |||
Syndicate cyborgs are purchasable from an uplink by using 50 telecrystals. A random ghost from the spectators with the operative preference enabled will be chosen for this (if none is found, you can refund the teleporter item you get). Syndicate cyborgs are very useful for going loud, as they cannot be stunned and have powerful weaponry (plus the means to emag other borgs). Syndicate cyborgs can also tell who other operatives are, regardless of their apparel. In addition, they have an energy cell with a charge of 25000 watts, equivalent to 2 1/2 high-capacity cells. They come with the following modules: | |||
* Flashlight | |||
* Energy sword (high draw from energy pool!) | |||
* A cyborg LMG that fires 3D-printed bullets; these bullets are regenerated over time | |||
* A six-shot grenade launcher; it cannot be reloaded | |||
* Cryptographic sequencer | |||
* Jetpack with 607kPa worth of carbon dioxide | |||
* Crowbar | |||
* Operative pinpointer | |||
===Guys? Where are you?=== | |||
[[File:pinpointer.gif|50px]]<br> | |||
Syndiborgs have a handy little device called the operative pinpointer. This does not point toward the nuclear disk like the other pinpointers - instead, this points towards the nearest nuclear operative. If a syndiborg is lost or the radio is dead silent, they can use the pinpointer to find their way to an operative. Of course, it does have drawbacks, like not discriminating between a Syndicate corpse and a Syndicate operative, as well as a tendency to stick to the same operative. However, it's very useful for coordinating with your team, and since it has no power draw it should be kept active at all times. | |||
==Mission Debriefing== | ==Mission Debriefing== |