Nuclear Operative: Difference between revisions

682 bytes added ,  13:28, 21 November 2013
Added in a new paragraph giving a quick overview of the common weapons used by Nuke Ops.
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(Attempted to update the article to include all new information as of the new update.)
imported>Steelpoint
(Added in a new paragraph giving a quick overview of the common weapons used by Nuke Ops.)
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===By Order of The King===
===By Order of The King===
First things first, now that you have the code memorized you can now spend your personal Telecrystals your Syndicate commanders graciously provided to you. Each operative spawns with a personal syndicate uplink radio with 10 Telecrystals pre loaded. STOP! Before you waste your crystals on a balloon take note of the computers terminals in front of you, once you insert your uplink into it these new devices allow for your team leader to assign you additional Telecrystals or for you to donate your own Telecrystals to a common pool for your leader to draw upon. Buy why would you give away your crystals? The team leader has access to a second pool of crystals that scales with the servers population, for ever 10 people he is given 5 Telecrystals. Giving your crystals to your team leader will allow him to save up and buy some very expensive and powerful goodies, like a freaking Assault Mech! Once your team have bought the items essential to your plan you can now selfishly buy what you will need for the mission, however you need to pause and think hard. What [[Syndicate Items]] will you need? Which will cause a huge backlash if used against your team? Now, think what everyone else will likely need. If you have the radio, you are the person to order things for the team (until you place the radio down, or some one makes you). The problem with the agent ID is the access, you have very little. But, an e-mag card will change that in a moment. You do not have an ID or a position at the station, don't care about people finding the emagged doors. Everyone on the team should have one. Voice changers are wonderful if you are trying to sneak in, as are chameleon jumpsuits. Bombs are great, in the right hands. Energy crossbows make excellent side arms. Energy swords aren't too great (due to a lack of range). Finally, the power sink, which is a tactical item used by agents for generations, with the side effect of making emags useless and the need for crowbar Paramount.
First things first, now that you have the code memorized you can now spend your personal Telecrystals your Syndicate commanders graciously provided to you. Each operative spawns with a personal syndicate uplink radio with 10 Telecrystals pre loaded. STOP! Before you waste your crystals on a balloon take note of the computers terminals in front of you, once you insert your uplink into it these new devices allow for your team leader to assign you additional Telecrystals or for you to donate your own Telecrystals to a common pool for your leader to draw upon. Buy why would you give away your crystals? The team leader has access to a second pool of crystals that scales with the servers population, for ever 10 people he is given 5 Telecrystals. Giving your crystals to your team leader will allow him to save up and buy some very expensive and powerful goodies, like a freaking Assault Mech! Once your team have bought the items essential to your plan you can now selfishly buy what you will need for the mission, however you need to pause and think hard. What [[Syndicate Items]] will you need? Which will cause a huge backlash if used against your team? Now, think what everyone else will likely need. If you have the radio, you are the person to order things for the team (until you place the radio down, or some one makes you). The problem with the agent ID is the access, you have very little. But, an e-mag card will change that in a moment. You do not have an ID or a position at the station, don't care about people finding the emagged doors. Everyone on the team should have one. Voice changers are wonderful if you are trying to sneak in, as are chameleon jumpsuits. Bombs are great, in the right hands. Energy crossbows make excellent side arms. Energy swords aren't too great (due to a lack of range). Finally, the power sink, which is a tactical item used by agents for generations, with the side effect of making emags useless and the need for crowbar Paramount.
===Bread and Butter===
A quick and dirty list of the common weapons employed by Syndicate Operatives in the field.
*[[File:Stetchkin.png]] Stetchkin Pistol - Standard Issue sidearm. 8 Rounds, 25 brute per shot. Free.
*[[File:C20r.png]] C20r SMG - Close Combat SMG. 20 rounds, 20 brute per shot/instant knockdown. 8 telecrystals.
*[[File:L6machinegun.png]] L6 SAW - Light Machinegun. 50 rounds, 60 brute per shot. 20 telecrystals
*[[File:Egun.png]] Energy Gun - NanoTrasen compatible Energy Rifle. 10 charges, 20 stun/brute per shot. Free (Only 3 on ship)
*[[File:Sword.gif]] Energy Sword - Close Combat Energy Sword. 30 brute per hit. 4 telecrystals (Only use if robust in melee)


===The Last Suit You'll Ever Wear===
===The Last Suit You'll Ever Wear===
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