Nuclear Operative: Difference between revisions
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Different approaching styles: | Different approaching styles: | ||
* Infiltration by using jetpacks or by teleportation | * Infiltration by using jetpacks or by [s]teleportation[/s] CRASH AND BURN BABY, STEEL RAIN! | ||
* Split up or stick together? | * Split up or stick together? | ||
* Oldskool-style: Get the disk, return to ship, arm the nuke and drag it to the station. | * Oldskool-style: Get the disk, return to ship, arm the nuke and drag it to the station. | ||
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It gets an amount of bonus telecrystals based on the round population, allowing nuke op equipment to scale with the increased threat of a fully-manned station. | It gets an amount of bonus telecrystals based on the round population, allowing nuke op equipment to scale with the increased threat of a fully-manned station. | ||
Each operative spawns with a personal Syndicate Uplink radio with | Each operative spawns with a personal Syndicate Uplink radio with 30 Telecrystals pre loaded. STOP! Before you waste your crystals on a balloon, take note of the computer 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. Why would you give away your crystals? Giving your crystals to your team leader will allow him to save up and buy some expensive and powerful goodies, like a [[Syndicate_Items#Dark_Mauler|freaking assault mech]]! | ||
Once your team has 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. The problem with the agent ID is the access -- you have very little, but an emag, powersink or stolen high-ranking ID will change that in a moment. You do not have an ID or a position at the station, so don't worry about people finding the emagged doors. Everyone on the team should have one. | Once your team has 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. The problem with the agent ID is the access -- you have very little, but an emag, powersink or stolen high-ranking ID will change that in a moment. You do not have an ID or a position at the station, so don't worry about people finding the emagged doors. Everyone on the team should have one. The chameleon kit is wonderful for sneaking in, especially with some ''proper'' documentation. Bombs are great in the right hands. Energy swords, especially if you make double-bladed eswords, are good for blocking enemy fire - but can be easily turned against you if an assistant gets a lucky disarm in. Syndicate borgs are great tanks, and are even more robust if you have a welder, but are at great risk from ion rifle shots. | ||
===Equipment=== | ===Equipment=== | ||
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* Syndicate Mask | * Syndicate Mask | ||
* Tactical Turtleneck | * Tactical Turtleneck | ||
* Blood-red Hardsuit with built-in Helmet (These fit inside your backpack and can switch from Travel (spaceworthy) to Combat ( | * Blood-red Hardsuit with built-in Helmet (These fit inside your backpack and can switch from Travel (spaceworthy) to Combat (No slowdown) mode by clicking the helmet) | ||
* Military Belt | * Military Belt | ||
* Crowbar (Absolutely necessary when your team is using a powersink. It fits inside the box too.) | * Crowbar (Absolutely necessary when your team is using a powersink. It fits inside the box too.) | ||
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* Night Vision Goggles | * Night Vision Goggles | ||
* Suspicious Looking Toolboxes (You need the screwdriver if you are planting a power sink and the wrench for securing bombs.) | * Suspicious Looking Toolboxes (You need the screwdriver if you are planting a power sink and the wrench for securing bombs.) | ||
* Suspicious Beacons (These are large bombs, | * Suspicious Beacons (These are large bombs, don't just take them randomly, usually they are used as part of the plan.) | ||
* Syndicate Minibombs | * Syndicate Minibombs | ||
* Many other kinds of generic tools like proximity sensors and remote signaling devices | * Many other kinds of generic tools like proximity sensors and remote signaling devices | ||
You must now equip yourself for space travel so you can invade the station. | You must now equip yourself for space travel so you can invade the station. | ||
# Get out of your armor and put on the dark red space suit, | # Get out of your armor and put on the dark red space suit, if you haven't bought an elite/shielded hardsuit. | ||
# Take your backpack off. | # Take your backpack off. | ||
# Place your internals on, | # Place your internals on, you can use the jet pack as an oxygen tank, and place the jet pack on your back. # 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. | ||
# Pick out your Syndicate agent card ID's disguise (or wait till you get to the station). | # Pick out your Syndicate agent card ID's disguise (or wait till you get to the station). | ||
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A quick and dirty list of the common weapons employed by Syndicate Operatives in the field. | A quick and dirty list of the common weapons employed by Syndicate Operatives in the field. | ||
*[[File:Stetchkin.png]] Stetchkin Pistol -- '''Free'''. Standard-issue sidearm. 8 Rounds, | *[[File:Stetchkin.png]] Stetchkin Pistol -- '''Free'''. Standard-issue sidearm. 8 Rounds, 30 brute per shot. 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. ''Isn't implant-locked like your other firearms!'' | ||
*[[File:Bulldog.png]] Bulldog Shotgun -- '''Free'''. Standard-issue primary longarm. 8 Shells drum fed, semi-automatic. Three ammo types. | *[[File:Bulldog.png]] Bulldog Shotgun -- '''Free'''. Standard-issue primary longarm. 8 Shells drum fed, semi-automatic. Three ammo types. | ||
*[[File:C20r.png]] C20r SMG -- '''14 telecrystals.''' Close Combat SMG. 20 rounds, 20 brute per shot/instant knockdown. Popular among nuke ops | *[[File:C20r.png]] C20r SMG -- '''14 telecrystals.''' Close Combat SMG. 20 rounds, 20 brute per shot/instant knockdown. Popular among nuke ops | ||
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*[[File:Sword.gif]] Energy Sword -- '''8 telecrystals'''. Close combat weapon. 30 brute per hit. When double-bladed, can block taser shots. Best if double-bladed, if used as a sidearm or if you are very robust in melee. | *[[File:Sword.gif]] Energy Sword -- '''8 telecrystals'''. Close combat weapon. 30 brute per hit. When double-bladed, can block taser shots. Best if double-bladed, if used as a sidearm or if you are very robust in melee. | ||
[[File:Pinpointer-green-lg.gif|right|thumb|192px|HAVE THIS.]]'''You've got a [[pinpointer]], right?''' This device, once turned on, will act as a compass directing you straight to your primary target: The [[nuclear authentication disk]]. Every operative that spawns at the start of the round will start with a pinpointer in one of their pockets. Grab it, turn it on by using it in your hand and put it back in your pocket so you can always see it. | [[File:Pinpointer-green-lg.gif|right|thumb|192px|HAVE THIS.]]'''You've got a [[pinpointer]], right?''' This device, once turned on, will act as a compass directing you straight to your primary target: The [[nuclear authentication disk]]. Every operative that spawns at the start of the round will start with a pinpointer in one of their pockets. Grab it, turn it on by using it in your hand and put it back in your pocket so you can always see it. | ||
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* Be careful of falling behind and getting lost in space. | * Be careful of falling behind and getting lost in space. | ||
* To talk with your team, just talk as if you wanted to talk on the standard radio channel, your headset is different and only your team will hear you. | * To talk with your team, just talk as if you wanted to talk on the standard radio channel, your headset is different and only your team will hear you. | ||
* Subvert or destroy the AI first. It can give you away. Syndicate borgs are able to dispose of the AI without it screaming for help over the comms | * Subvert or destroy the AI first. It can give you away. Syndicate borgs are able to dispose of the AI without it screaming for help over the comms, and a sniper with thermals and penetrator rounds will do the job just as well. | ||
* Make sure the Escape Shuttle can't be called and then you can't technically lose! | * Make sure the Escape Shuttle can't be called and then you can't technically lose! | ||
* Always keep in communication with your team. Having backup and knowledge of what's happening from both the Syndicate and loyal station fronts goes a long way towards an easy victory and far outweighs the damage someone who stole a Syndicate headset can do. | * Always keep in communication with your team. Having backup and knowledge of what's happening from both the Syndicate and loyal station fronts goes a long way towards an easy victory and far outweighs the damage someone who stole a Syndicate headset can do. | ||
* Installing a power sink on the station is a popular strategy. Make sure you bring night-vision goggles! | * Installing a power sink on the station is a popular strategy. Make sure you bring night-vision goggles! | ||
* Taking out telecommunications is a good way to ensure the crew remains confused and disorganized | * Taking out telecommunications is a good way to ensure the crew remains confused and disorganized | ||
* 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 [s]take you days to guess it[/s] be impossible to activate. | ||
* For the love of fuck do not mistake a Science Disk for the Nuke Disk, sciences disks are Yellow and Nuke Disks are Green. | * For the love of fuck do not mistake a Science Disk for the Nuke Disk, sciences disks are Yellow and Nuke Disks are Green. | ||
* Do not buy a mech unless you are absolutely sure you are capable of making it an asset. | * Do not buy a mech unless you are absolutely sure you are capable of making it an asset. | ||
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* If you know that the station has cyborgs, bring a flashbang or ten. Flashbangs are very effective at taking out cyborgs, and you can emag-crowbar-emag the stunned cyborg to subvert it. | * If you know that the station has cyborgs, bring a flashbang or ten. Flashbangs are very effective at taking out cyborgs, and you can emag-crowbar-emag the stunned cyborg to subvert it. | ||
* 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, | * If going stealth, the regular headsets in the locker room come pre-loaded with a Syndie key. Chameleon headsets don't. | ||
==[[File:Syndieborg.png|64px]] Syndicate Cyborgs== | ==[[File:Syndieborg.png|64px]] Syndicate Cyborgs== | ||
Syndicate cyborgs are purchasable from an uplink by using 80 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 the same as Operatives can 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: | Assault Syndicate cyborgs are purchasable from an uplink by using 80 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 the same as Operatives can 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: | ||
* Energy sword (high draw from energy pool!) | * Energy sword (high draw from energy pool!) | ||
* A cyborg LMG that fires 3D-printed bullets; these bullets are regenerated over time | * A cyborg LMG that fires 3D-printed bullets; these bullets are regenerated over time | ||
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* Praying for clown masks as a nuke op is the best thing. | * Praying for clown masks as a nuke op is the best thing. | ||
* If the nuclear device is armed, you can examine the pinpointer and it will tell you how long before it explodes. | * If the nuclear device is armed, you can examine the pinpointer and it will tell you how long before it explodes. | ||
* Set your ID to a crew member. Give it a legit job. Set your fucking ID to a fucking crew member's name and give it an actual job like Chemist or something | * Set your ID to a crew member. Give it a legit job. Set your fucking ID to a fucking crew member's name and give it an actual job like Chemist or something. | ||
* The gloves you start with are already insulated. | * The gloves you start with are already insulated. | ||
* You can put all your nuke op equipment into your backpack. Even your hardsuit and jetpack. | * You can put all your nuke op equipment into your backpack. Even your hardsuit and jetpack. | ||
* For the love of all that is holy, do not lose your ID, otherwise you'll end up locked out of the Syndicate Shuttle while the nuke timer ticks down. | |||
* Thermal glasses will make you vulnerable to being flashed, even with your hardsuit helmet on. NVGs do not. | |||
* The black-and-red space suit is good for inserting a stealth OP onto the station. The crew is less likely to go into a panic at the sight of a regular space suit rather than the iconic blood-red hardsuit. | |||
{{Jobs}} | {{Jobs}} | ||
[[Category: Jobs]] [[Category:Game Modes]] [[Category:Guides]] | [[Category: Jobs]] [[Category:Game Modes]] [[Category:Guides]] |