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==Preparation== | ==Preparation== | ||
Upon spawning in, one operative is designated as the leader - they should be the one to decide what kind of approach the team should take in getting the nuclear disk, as well as spawning with the war declaration device. | |||
===Nuke Codes=== | |||
The very first thing you should do is memorize the nuclear code! The code will be on a piece of paper in the base, as well as being given directly to the leader in their own notes at the start of the round. DO NOT FORGET IT, write it down if you have to. | |||
=== Getting Started === | |||
All nuclear operatives start with a tactical turtleneck, combat gloves, a headset with a Syndicate encryption key, a pinpointer locked to the nuclear disk's location, a stechkin pistol and a backpack with a cyanide pill and radio uplink in it. | |||
The radio uplink is like an unlocked Syndicate PDA - it can order most traitor items and much, much more! Simply use the radio in your active hand to open the uplink. | |||
=== A plan to kill everyone you meet === | |||
Before you drown yourself in guns, bombs and ammo, you should make up and discuss a plan with your fellow operatives. | |||
The first thing to decide is whether to ''go in guns blazing'', or take a more ''stealthy approach''. Both have their pros and cons. If you are aggressive, shoot everyone and blow up half the station, you have a good chance of a surprise blitz, and get out with the nuke disk even before they notice you. If you are stealthy, and succeed, you may blow up the station before the crew notices the captain's dead and the disk is gone (this is highly unlikely though). | |||
Most teams will take a shooty-shooty-boom-boom approach, though. For that to work, you need a good insertion point. Possible choices that actually work: | |||
*Cargo. Cargo, especially disposals, is sometimes deserted, and close enough to the bridge with not too many airlocks. Beware of disposal units and file cabinets. | |||
*Incinerator. The incinerator has no camera and air alarm, so you can breach it without the AI noticing. You don't even have to use C4, you can just disassemble the window. | |||
*Armory/Permabrig. Done by some nuclear teams, but rarely has a happy end. The upside is that you can space most of the armory's content before security becomes aware of your existence. The downside is a metric fuckton of airlocks that can be bolted by the [[AI]] and the proximity of security forces - remember to never underestimate those tasers. | |||
*Telecomms. Usually not a good idea. Most teams go to telecomms so sabotage the equipment there, and to use the teleporter to breach the station - either through the teleporter room or to the bridge. Remember, if you teleport to the bridge, watch out for energy guns and laser guns on the sides - their shots always go through the windows, bullets don't. | |||
*Your shuttle's teleporter. If you choose to spend 20 telecrystals to complete the teleporter, you can use it like a regular releporter. Usually yields the same results as a telecomms strategy. | |||
*Your base's Assault Pod. Unless if you want one of your operatives to stay in the shuttle and prepare the nuke and evac, there is no stealth in this strategy. But on the bright side, it has 8 machine guns and it's heavily protected, giving your team lots of cover. Pretty much the same way how the Telecomms strategy works. Be prepared for a one way out once you got the disk. | |||
*It's a fair warning with all of these approaches excluding the teleporter and the assault pod that you will have to breach from space, and should be wary of having glass shards slam into your chest until it breaks your ribs. '''Never stand directly in front of a window you're opening.''' | |||
Whatever you do though, the key to success of all plans is good teamwork. | |||
===Stealth=== | ===Stealth=== |
Revision as of 22:30, 28 March 2021
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Links to other important shit I've created
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Departmental Head
Unknown
Abductor • | Ash Walker • | Blob • | Changeling • | Contractor • | Construct • | Cultist • | Guardian • | Lavaland Elite • | Malfunctioning AI • | Mindflayer • | Morph • | Nuclear Agent • | Pulse Demon • | Revenant • | Revolutionary • | Shadow Demon • | Slaughter Demon • | Syndicate Researcher • | Terror Spider • | Traitor • | Vampire • | Wizard • | Xenomorph • | Zombie |
Combat • | Death • | Hacking • | Traitor Items • | Agent Items • | Crafting • | High-Risk Items • | E-maggable objects • | C-maggable objects • | Martial Arts |
You have chosen, or been chosen to be one of the few, the strong, the Elite. Your Mission, whether or not you choose to accept it will be to destroy the most advanced research facility of the dastard Nanotrasen Corporation! That's right, you are going to the NSS Cyberiad.
Your Objectives
- Retrieve the Nuclear Authentication Disk
- Arm the Nuclear Fission Explosive inside the NSS Cyberiad
- Escape alive on the Syndicate Shuttle
Home Base
Upon starting the round, you and your fellow operatives will find yourself in a Syndicate Hideout. You will only be able to access the small part dedicated to the Nuclear team. It has the main meeting room, a locker room, and a hallway leading to the Syndicate Nuclear Shuttle. It is important to take a look around the base because it has important items that can assist you with accomplishing your objectives
Items Available From Inside the Base
Item | Description |
Military Belt |
A belt that can hold Grenades, Weapons, Ammo, etc. A Must-Have Item |
---|---|
Night Vision Goggles |
Goggles that will allow you to see in the dark. Use the darkness to your advantage! |
Ion Rifle File:Ion Rifle.png |
Useful against anything electric including IPCs, Borgs, and Energy Weapons. Will EMP anything it hits so be careful where you fire it. |
YouTool Vendor File:YouTool.png |
Dispenses any tool you may need. Effect incase explosive or Emags will be too loud for your operation. |
PAI |
A virtual friend that you can bring along with you on your journey. Alternatively the PAI may be able to share some wisdom with you. |
Big Red Button |
Not just for show! Pressing this button will immediately detonate any active Syndicate Bomb. |
Soap |
For slipping those pesky crew members. |
The Nuclear Shuttle
This is your lifeboat for completing your objectives. It is fully stocked with most of the equipment you will need outside of your uplink and home base. In the bottom left of the shuttle is a fully stocked medbay with Syndicate Sleepers and surgery equipment. Additionally there are borg rechargers and an O2 Tank. To the right of that is a basic engineering area with explosives, Assemblies, and some tools. Just above that is the airlock which will let you in and out of the shuttle. And to the left of the airlock is the EVA area with Syndie hardsuits, Internals, and a locker stocked with Bulldog Shotguns. At the very top is the bridge with consoles for placing yourself wherever you need to be.
The shuttle comes with rudimentary defense turrets on the outside. However, the best way to keep out intruders is to keep the shutters on the bridge shut and the blast door in the airlock closed.
Items Available From Inside the Shuttle
Item | Description |
Blood-Red Hardsuit |
The signature armor of nuke ops. It protects well against bullets and lasers. It comes with a built-in jetpack allowing you to fly in space using the suit's internals. |
---|---|
Bulldog Shotgun |
Bulldog Shotgun - A handy semi-automatic shotgun that comes loaded with slug shells by default, which will deal a whopping 60 damage on hit. However there's no spare ammo for it lying around, so you'll need to buy more magazines through your uplink. |
Suspicious Toolbox |
It's like a standard blue toolbox, but more sinister looking, lacks an analyzer, but has a multitool and an extra pair of combat gloves instead. |
Suspicious Beacon |
Spawns a Syndicate Bomb (makes a big hole), which can be detonated early with the big red button. |
Intellicard |
Real men not only blow up the entire station, but steal the AI as well. |
Military PDA File:MilitaryPDA.png |
Comes with a detomatix cartridge, and can open and close your shuttle's blast doors. |
Compact Oxygen Jetpack |
Can be used for internals and allows you to freely fly in space rather than float in one single direction. |
Various Medical Supplies |
Medical kits, spare prosphetic limbs, a syndicate sleeper, bone repair kit and various medical kits. Handy for healing injuries both on and off the ship. |
Omnizine Donk Pockets |
Donks filled with meth and stimulants. Eating more than one at a time WILL KILL YOU! Be careful. |
Box of Flashbangs |
Fill up free space on your military belt with one or two of these. Works great against regular crew, but security and some command staff will likely have protection against these. |
Box of Tear Gas Grenades |
Useful against people not wearing masks, which is... very few people. |
C4 |
Use it to blow open a wall or an airlock that you can't get past quickly enough otherwise. |
Surgery duffelbag |
Fully stocked with surgery equipment, useful if you don't have a mediborg. |
Assault Pod
For 20 Telecrystals, you can purchase the Assault Pod. It is located directly east of the home base. Once purchased, you can use it to drop into any location on the Cyberiad. It has 8 turrets, 2 for each corner. It's a good tool for it you wish to go loud and storm the disk ASAP. However, it is a one-use one-way trip. Make sure that one operative stays behind to pilot the shuttle.
Preparation
Upon spawning in, one operative is designated as the leader - they should be the one to decide what kind of approach the team should take in getting the nuclear disk, as well as spawning with the war declaration device.
Nuke Codes
The very first thing you should do is memorize the nuclear code! The code will be on a piece of paper in the base, as well as being given directly to the leader in their own notes at the start of the round. DO NOT FORGET IT, write it down if you have to.
Getting Started
All nuclear operatives start with a tactical turtleneck, combat gloves, a headset with a Syndicate encryption key, a pinpointer locked to the nuclear disk's location, a stechkin pistol and a backpack with a cyanide pill and radio uplink in it.
The radio uplink is like an unlocked Syndicate PDA - it can order most traitor items and much, much more! Simply use the radio in your active hand to open the uplink.
A plan to kill everyone you meet
Before you drown yourself in guns, bombs and ammo, you should make up and discuss a plan with your fellow operatives.
The first thing to decide is whether to go in guns blazing, or take a more stealthy approach. Both have their pros and cons. If you are aggressive, shoot everyone and blow up half the station, you have a good chance of a surprise blitz, and get out with the nuke disk even before they notice you. If you are stealthy, and succeed, you may blow up the station before the crew notices the captain's dead and the disk is gone (this is highly unlikely though).
Most teams will take a shooty-shooty-boom-boom approach, though. For that to work, you need a good insertion point. Possible choices that actually work:
- Cargo. Cargo, especially disposals, is sometimes deserted, and close enough to the bridge with not too many airlocks. Beware of disposal units and file cabinets.
- Incinerator. The incinerator has no camera and air alarm, so you can breach it without the AI noticing. You don't even have to use C4, you can just disassemble the window.
- Armory/Permabrig. Done by some nuclear teams, but rarely has a happy end. The upside is that you can space most of the armory's content before security becomes aware of your existence. The downside is a metric fuckton of airlocks that can be bolted by the AI and the proximity of security forces - remember to never underestimate those tasers.
- Telecomms. Usually not a good idea. Most teams go to telecomms so sabotage the equipment there, and to use the teleporter to breach the station - either through the teleporter room or to the bridge. Remember, if you teleport to the bridge, watch out for energy guns and laser guns on the sides - their shots always go through the windows, bullets don't.
- Your shuttle's teleporter. If you choose to spend 20 telecrystals to complete the teleporter, you can use it like a regular releporter. Usually yields the same results as a telecomms strategy.
- Your base's Assault Pod. Unless if you want one of your operatives to stay in the shuttle and prepare the nuke and evac, there is no stealth in this strategy. But on the bright side, it has 8 machine guns and it's heavily protected, giving your team lots of cover. Pretty much the same way how the Telecomms strategy works. Be prepared for a one way out once you got the disk.
- It's a fair warning with all of these approaches excluding the teleporter and the assault pod that you will have to breach from space, and should be wary of having glass shards slam into your chest until it breaks your ribs. Never stand directly in front of a window you're opening.
Whatever you do though, the key to success of all plans is good teamwork.