Nuclear Operative: Difference between revisions

781 bytes added ,  13:52, 15 June 2014
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Added info about what equipment is inside the ship. This page desperately needs help.
imported>Kosmos
m (→‎Actually getting there: Forgot another one!)
imported>Kosmos
m (Added info about what equipment is inside the ship. This page desperately needs help.)
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{{needs revision
|reason=Needs info about the Team Telecrystal Management Console, Telecrystal upload/receive stations and such. Also less wall-of-text rants and more simple how-to-steps for the new guy who suddenly spawns as a Nuke Op for the first time and doesn't have 10 minutes spare time to read this whole page.}}
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===The Last Suit You'll Ever Wear===
===The Last Suit You'll Ever Wear===
[[File:Syndie.png|300px|thumb|alt=Syndicate Shuttle|link=http://puu.sh/3EKnp.png|The Syndicate Shuttle. Requires an Agent Card to use.]]
[[File:Syndie.png|300px|thumb|alt=Syndicate Shuttle|The Syndicate Shuttle. Requires an Agent Card to use.]]
You must now equip yourself for space travel so you can invade the station. First, get out of your armor and put on the red space suit, though you may decide to keep your SWAT helmet on as it is space proof and more protective, but it won't protect you against Flashbangs, your choice. Second, Take your backpack off (you drag it onto your hand). Third, Place your internals on, using the jet pack as an oxygen tank, and placing the jet pack on your back. Fourth, take the military belt from the locker and move any items you will be taking into it, it will be easier on you if you don't need to carry your backpack onto the station so try and cram everything you can into the belt. Fifth pick out your syndicate agent card ID's disguise (or wait till you get to the station). Once you are space ready, and your internals are running from your jetpack and into your lungs. Look into the teleport room, and pick up a pair of Nightvision goggles if you have not already bought a pair of thermals, this is double important if you plan on using a Power Sink. Do not mess with the bombs' devices unless you are already advanced at bomb handling.
You must now equip yourself for space travel so you can invade the station. First, get out of your armor and put on the red space suit, though you may decide to keep your SWAT helmet on as it is space proof and more protective, but it won't protect you against Flashbangs, your choice. Second, Take your backpack off (you drag it onto your hand). Third, Place your internals on, using the jet pack as an oxygen tank, and placing the jet pack on your back. Fourth, take the military belt from the locker and move any items you will be taking into it, it will be easier on you if you don't need to carry your backpack onto the station so try and cram everything you can into the belt. Fifth pick out your syndicate agent card ID's disguise (or wait till you get to the station). Once you are space ready, and your internals are running from your jetpack and into your lungs. Look into the teleport room, and pick up a pair of Nightvision goggles if you have not already bought a pair of thermals, this is double important if you plan on using a Power Sink. Do not mess with the bombs' devices unless you are already advanced at bomb handling.


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===This is my rifle. There are many like it, but this one is mine.===
===This is my rifle. There are many like it, but this one is mine.===
In this next step, pick out what you need from the gun and equipment locker as well as your syndicate uplink. You are issued with a standard issue Stetchkin pistol side arm, it hold 8 rounds and you are given two additional magazines. It deals around 25 brute damage per hit. This is a poor primary weapon to use due to its low ammo count and slow rate of fire but it can be useful in a pinch. In the locker room are three Energy Guns that can make execellent Primary Weapons but they suffer from only have 10 shots before needing a recharge, and you are unlikely to get a chance to recharge them. You will need to spend some Telecrystals on buying a better weapon, a Scarborough Arms C20R SMG is considered a staple of the Nuke Op inventory, it hold 20 rounds per magazine and deals instant knockdown on most targets (Unless the Captain decided to wear his SWAT helmet for once) however this weapon suffers from costing 8 crystals and you have to buy the additional ammo as well at 2 crystals a piece which can add up quickly if everyone wants an SMG.  There is also a 20 crystal LMG that is extremely powerful dealing a whooping 60 brute per hit and holding 50 rounds! Though if you drop it prepare to be royally screwed by that assistant, however the pinpointers are the most important item in the locker room, they point to the nuclear authorization disk, which you '''MUST HAVE''' at all costs (in order to detonate the nuke). [[Beyond the impossible|Every member of the team should always have one of these on them]]. The military PDA is very handy if you want to escape after you set the nuke (and I know you do), make sure you assign the PDA to someone who has the least chance of dying and won't fuck off into space.
In this next step, pick out what you need from the gun and equipment closet in the '''Equipment Room''' as well as your syndicate uplink. The armoury closet contains:
* Jet Harness filled with oxygen
* Syndicate Mask
* Tactical Turtleneck
* Blood-red Hardsuit Helmet
* Blood-red Hardsuit
* Military Belt
* Crowbar
* High-capacity Power Cell
* Multitool
 
There's also a '''Tool Storage''', which contains:
* Unfinished Teleporter Hub
* Night Vision Goggles
* Suspicious Looking Toolboxes
* Suspicious Beacons
* Many other kinds of generic tools like proximity sensors and remote signaling devices
 
You are issued with a standard issue Stetchkin pistol side arm, it hold 8 rounds and you are given two additional magazines. It deals around 25 brute damage per hit. This is a poor primary weapon to use due to its low ammo count and slow rate of fire but it can be useful in a pinch. In the locker room are three Energy Guns that can make execellent Primary Weapons but they suffer from only have 10 shots before needing a recharge, and you are unlikely to get a chance to recharge them. You will need to spend some Telecrystals on buying a better weapon, a Scarborough Arms C20R SMG is considered a staple of the Nuke Op inventory, it hold 20 rounds per magazine and deals instant knockdown on most targets (Unless the Captain decided to wear his SWAT helmet for once) however this weapon suffers from costing 8 crystals and you have to buy the additional ammo as well at 2 crystals a piece which can add up quickly if everyone wants an SMG.  There is also a 20 crystal LMG that is extremely powerful dealing a whooping 60 brute per hit and holding 50 rounds! Though if you drop it prepare to be royally screwed by that assistant, however the pinpointers are the most important item in the locker room, they point to the nuclear authorization disk, which you '''MUST HAVE''' at all costs (in order to detonate the nuke). [[Beyond the impossible|Every member of the team should always have one of these on them]]. The military PDA is very handy if you want to escape after you set the nuke (and I know you do), make sure you assign the PDA to someone who has the least chance of dying and won't fuck off into space.


[[File:pinpointer.gif]]'''Don't forget to take a pinpointer with you.''' This device, once turned on, will act as a compass directing you straight to your primary target: The nuclear authentication disk.
[[File:pinpointer.gif]]'''Don't forget to take a pinpointer with you.''' This device, once turned on, will act as a compass directing you straight to your primary target: The nuclear authentication disk.
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* If the Bomb detonates in the station successfully but no syndicates manage to escape, no-one wins.
* If the Bomb detonates in the station successfully but no syndicates manage to escape, no-one wins.
* If the Bomb detonates, but not on the Station Z Level, the Crew wins a Minor Victory.  
* If the Bomb detonates, but not on the Station Z Level, the Crew wins a Minor Victory.  


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