Nuclear Operative: Difference between revisions

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Attempted to update the article to include all new information as of the new update.
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(Attempted to update the article to include all new information as of the new update.)
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===That Damn Code===
===That Damn Code===
The very first thing you should do is memorize the Nuclear code! This changes every time the syndicate agents are created on their shuttle. How to make sure you memorize it is simple. Simply type '''Add-Note''' followed by the code in the chat bar (without having '''say''' before it). Now, you are ready to Equip!
The very first thing you should do is memorize the Nuclear code! This changes every time the syndicate agents are created on their shuttle. How to make sure you memorize it is simple. Simply type '''Add-Note''' followed by the code in the chat bar (without having '''say''' before it). Now, you are ready to Equip!
===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.


===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|link=http://puu.sh/3EKnp.png|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. 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, 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 insulated glove room, remove your gloves and swap them out for a yellow set. 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.


You are now completely outfitted, check the inside of your backpack and throw out what you will not use, this will be handy for the next stage of equipping yourself. Equipping yourself, with weapons.
You are now completely outfitted, check the inside of your backpack/military belt and throw out what you will not use, this will be handy for the next stage of equipping yourself. Equipping yourself, with weapons.


===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. Your Scarborough Arms C20R is a mighty weapon, and packs a lot of bullets, but it cannot shoot through glass too well. It is your primary fire arm, and primary close combat weapon, don't lose your gun. The energy guns (there are three) in the locker will shoot through window while in kill mode, and can stun people for a coup de grace. The ammo stock pile is great, but the pinpointers are the most important, they point to the nuclear authorization disk, which you '''MUST HAVE''' at all costs (in order to detonate the nuke). Only take this if you are on the direct hunt for the disk. The military PDA is very handy if you want to escape after you set the nuke (and I know you do). Finally, the second most important item in the locker, the radio.
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.
 
===By Order of The King===
Almost ready to go, but not just yet! Once you have the syndicate uplink radio, 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.


[[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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===[[File:NuclearDisk.gif|50px|GET DAT FUKKEN DISK]]GET DAT FUKKEN DISK===
===[[File:NuclearDisk.gif|50px|GET DAT FUKKEN DISK]]GET DAT FUKKEN DISK===
You need this disk, but as it could be guarded by [[Captain]], [[Head of Security]], [[Clown]], or [[Head of Personnel]]... you best go in without second thoughts or distractions. Even a lure and false positive to get the disk holder to where you want them will be effective.
You need this disk, but as it could be guarded by the [[Captain]], [[Head of Security]], [[Clown]], or the [[Head of Personnel]]... you best go in without second thoughts or distractions. Even a lure and false positive to get the disk holder to where you want them will be effective.


One method includes blowing up the wall the disk holder has their back to. With a modified syndicate bomb, you can blast that wall down and seriously wound the disk carrier.
One method includes blowing up the wall the disk holder has their back to. With a modified syndicate bomb, you can blast that wall down and seriously wound the disk carrier.
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*There is a teleporter available in the syndicate shuttle. Should you spend the 20 telecrystals needed to finish it, it can create an excellent entry point within the station.
*There is a teleporter available in the syndicate shuttle. Should you spend the 20 telecrystals needed to finish it, it can create an excellent entry point within the station.
*Ignore the nuke in the vault on the station. It has a completely different code, and without an admin checking the var and giving it to you, it would take you days to guess it.
*Ignore the nuke in the vault on the station. It has a completely different code, and without an admin checking the var and giving it to you, it would take you days to guess it.
*For the love of fuck do not mistake a Science Disk for the Nuke Disk, sciences disks are Yellow and Nuke Disks are Green.


==Mission Debriefing==
==Mission Debriefing==
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