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A Masterclass On Nuclear Operatives


cOrigin

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This guide assumes that you have basic knowledge of internals, how to use an uplink, etc.
Nukies 101

So, you just rolled nukie and don't have the faintest clue on what to do? Follow the guide and learn how to become a true flukie in just 10 easy steps!

Welcome operative, this guide will tell you how to be a better nukie, and help you using my experience as a Certified Flukie™.

Who am I?

First order of business is seeing what role you have. 

  1. Commander: Make the plan, hold the group together.
  2. Agent: The medic, stay alive, help friends stay alive, don't let the enemy stay alive.
  3. Operator: Riflemen and cannon fodder, don't friendly fire, shoot bad guys.

The Plan

Most plans can be summed up under these four categories:

  1. Armory rush: Use C4 to blow into the station's Armory from space, taking control of all the guns. NOT viable on Fland & Bagel stations.
  2. Warops: The commander declares war over the station comms, doubling each operative's TC supply. The crew will be armed and ready to fight.
  3. Stealthops: Each operative purchases a Chameleon Outfit, and poses as a normal crewmember. This is usually only viable on MRP server Salamander, for unknown reasons.
  4. Memeops: Any other miscellaneous strategy, such as Boxops, HardbombSpamops, among many other forgettable strategies. Not viable at all. Use at your own risk.

Additionally, on the Shuttle, there is a nuke and a piece of paper. On the paper, there is a serial number and a six digit code. Check if the serial number matches the onboard nuke, if it doesn't, that means that the live nuke is on the station, in the Vault. Remember the code. Do not forget the code. Write the code down somewhere so you don't forget the code. The code is THE single thing that enables your team to win.

Shopping Spree

Now that you are at the outpost, you have a few useful items available for free:

  1. To the north, a Shooting Range with a free C20, Cobra and Sawn-off Shotgun.
  2. To the south, a Chemistry Room EMP grenades, a Surgical Bundle and Flashbangs.
  3. On the shuttle, 5 C4, 2 Minibombs, and a Suspicious Toolbox.

In your pocket, there is an uplink containing 40 TeleCrystals (TC). This is your starting fund for the mission. Flip through the tabs and decide on what to buy. You should strive to have a loadout that contains:

  1. A primary ranged weapon (C20, Bulldog, China Lake)
  2. A secondary ranged weapon (You spawn with a Viper in your bag)
  3. A backup melee for when you run out of ammo (Energy Sword, Advanced Circular Saw)
  4. A crowbar (Available at the YouTool on the shuttle)
  5. Three or four magazines for your primary weapon/all of the grenades for the China Lake.
  6. One or two stacks of both Medicated Sutures and Regenerative Meshes (Available in Combat Medkits either on the Shuttle or the Chemistry Room)
  7. Noslip ShoesExtremely important.
  8. A Pinpointer.
  9. One or more C4.
  10. An Agent ID (Different from the Agent's ID.).
  11. An EMP or Freedom Implant.
  12. An EMAG (Cryptographic Sequencer)

Additionally, the Agent should have:

  1. Their Gorlex Hypospray.
  2. One or two Combat Medkits.
  3. Several bottles of medicine, such as Epinephedrine (Spawns in Medical Chest Rig), Omnizine (Spawns in Medical Chest Rig), Puncturase (Can be made in the Chemistry Room) & Dermaline (Can be made in the Chemistry Room).

Despite all purchases being viable in their own scenario (Disregarding the "Pointless" category for obvious reasons), some purchases are weaker than the rest. These can include the L6 Saw (Innacurate and finnicky to reload/bolt), Juggernaut suit (Extreme slowdown, and only has the same armor as the Commander's Hardsuit) and uplink implant (Literally the most underpowered purchase unless it's price is reduced) among many others.

Now a thing to note is that you should NEVER purchase anything until your team decides on a plan. You could end up taking equipment that is entirely unsuited to the plan that the commander approves of.

During your spare prep time, bring jetpacks from the Armory (Southeast of spawn), and bring them onto the Shuttle. After that, feel free to eat and drink, as you will not have any time to rest once your mission begins.
Another of my favourite things to do during the spare prep time is to microwave the Agent and Commander's IDs. This grants a random access each time it is microwaved, which you can copy immediately using an Agent ID. Doing so enough times can grant you access to the majority of the station, for just 6 TC.

Breaking and Entering

All aboard the Syndicate Battlecruiser! It is time to start your assault on the station!

If you are piloting, make sure to NOT crash into the reclaimer or cargo shuttle, and to park a far distance away from the station so you don't immediately get found out.

Now that you are on the Shuttle,get ready to do a brief spacewalk on your way to the station. Your Commander will most likely have designated an area for the team to land at. Use your Jetpacks (You did remember to move them to the Shuttle, right?) to move from your battlecruiser to the station. The jetpacks have served their purpose and can now be safely disposed of.

Enter using your desired method, EMAG for stealth, C4 for all other plans. Pray that nobody sees you enter. 

For Armory runs, it is desirable to quickly throw all the guns in the Armory into deep space, so that the crew cannot use the guns against you. You can also take ammunition that is compatible with your weapon:

  1. Drozd Ammo (.35 submachine gun): C20
  2. Enforcer/Kammerer Ammo (.50 shotgun): Bulldog
  3. MK58 (.35 pistol): Viper

Securing Dat Fukken Disk

Follow your pinpointer to the disk, but remember to stay together as a team. Expect heavy resistance from security and the crew. This is the part where no matter how prepared you are, you must rely on your own skill and robustness to succeed. There are, however, a few tips that can keep you from immediately getting killed:

  1. Avoid melee combat with a Stun Baton at all costs. Seen mostly in the hands of security, they can stamcrit you in just three swings, getting you cuffed and unceremoniously executed.
  2. Flashbang the crew. Those who forgot flash protection lose their vision for a second. Plenty of time to gun them down.
  3. Don't waste ammo on bystanders. Your ammo is a limited, precious resource. Do not shoot a random passenger that is just playing music in the corner. A good rule of thumb is "If they don't fight, don't fight back". However, there are a few exceptions to this rule. Security is a threat no matter what, and medical is always focusing on reviving dead combatants. The Geneva Convention doesn't apply to nuclear operatives, so aim for the paramedics first. Meleeing random bystanders is fair game, as it drains medical's resources that could have been used on combatants.
  4. Stick with the team. You are not Rambo. Stick with the fucking team.
  5. Loot bodies for IDs. Certain IDs, such as HoP's and Captain's offer all access for your Agent ID to copy. Remember to pass the ID around your team so you all can open the doors.
  6. Don't fight when seperated by a window. The crew essentially have lasers as standard issue weapons once nukies are announced. Use your higher direct DPS to your advantage, and don't get bogged down behind windows.
  7. Hold your fire when near the back. Don't shoot your allies. Just draw an imaginary line between your character and what you are trying to shoot.
  8. Short bursts, not spraying and praying. Your guns are best suited to shooting off a quick burst, then ducking behind cover while the spread realigns.
  9. Heal yourself. If you have a spare second, that's a second that could be used using a Medicated Suture, or a Regenerative Mesh. It might not seem like a lot at the moment, but it helps in the long run.
  10. Smash lights. You have night vision. The crew doesn't. Simple.
  11. In the case you fight someone with a baton or disabler, use your EMP implant. If you bought a Freedom implant instead, pray that they cuff you, and then break free from your cuffs using pure strength and muscle. This should allow you to draw your secondary weapon on them and recover your primary, or at the very least, prevent yourself from being executed in the most humiliating way.

I have become death, destroyer of worlds

Now that you have DAT FUKKEN DISK, simply run over to the live nuke, insert the disk, and enter the code.

All you need to do is defend the nuke while it counts down.

For five minutes.

With everyone running to your current location.

Armed.

And angry.

Easy, huh?

Realistically, both sides would have taken heavy losses at this point, casualties for the crew, and resources for the nukies. Your best bet is to put the nuke somewhere dark, near a chokepoint, and possibly in a bolted room. If nobody can reach the nuke and initiate the 60 second disarm, then you will have won.

Surviving the Aftermath

Escape is optional.

On a more serious note, you can sprint all the way back to your shuttle after the countdown reaches 59, then FTL back to the outpost to enjoy a well deserved drink at the syndie bar.

Oh no! My team's wiped!

In the event that your team has died and you are the only one left, you have three options.

  1. Run like a coward, watch as the crew nukes your outpost. Quite the unglorious choice.
  2. On the other hand, you CAN try to solo the entire mission. There's no team to fall back to now. Kill. Get the disk. Activate the nuke. Celebrate as your friends call you a hero in deadchat. Be immortalized as the most robust player in the game's history.
  3. Die a glorious death. Take out as many crew as you can in one last blaze of glory.

Conclusion

tl:dr, purchase stuff, be robust, blow up station, gg ez.

Well, that's it! Congratulations operative, you have now passed basic training. Glory to the Syndicate, and good luck on your future missions!

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The inherent issue with any nukie guide is that in 1 month something will drastically change and render the previous guide mostly moot.

Case in point:

About 2 months ago the agent suit was enough to go on solo operations to take out cargo, or grav, or armory, etc.; now they're just an operative with a hypospray. Furthermore, the juggernaut suit damage resistances are not 'basically commander suit' and the specifics are important for how you go about your operation.

Tidbits like "uplink implanter are useless until TC is reduced" doesn't fit in a guide, it's an opinion and doesn't state it's edge use cases nor how it can be optimally used, just "well this is here but don't use it."

A week ago there were microbombs that would de-centivize you from attempting to save a crit teammate - now there are acidifiers and this is back to being viable.

I don't even know what "Puncturase" unless they changed bicaridine.

As a side note:

incentivizing people to sit in the shuttle and microwave ID's is not really my ideal nukie run. Get what you need, storm the station, the faster the better or they will just "it's too quiet" that you exist. The janitor access that you got from sitting there and microwaving your ID for the last solid 3 minutes instead of discussing a plan, eating and drinking, and getting your team ready is not worth you pushing the start button over and over. You know what else gets you accesses? Just killing salvage specialists or engineers setting up solars.

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  • Game Admin

Playstyles change as does the game itself, ofcourse guides go out of date. Case and point: you have no fucking idea what the new chems are.

Agent has most always been a medic. fairly certain the description has stayed the same long before the armor changes. You and other solo agent players pushed it out of that meta sure but it still was a medic.

The tidbits do fit very well into the guide, giving objective input as to a flaw with the current item price and stating that is "(Literally the most underpowered purchase unless it's price is reduced)" seeing as you wrongfully quoted it to fit your point.

Also them giving a singleline drop in tantamount to "oh also you can microwave ids for random access" isn't insentivising people to ignore the rest of prep to sit afk for 3 minutes dicerolling for access.
Not every nukie shift has to be "kill,maim,destroy" and showing that there are minor things that can be done to give an early advantage over "just kill a salvager for access lol" is a good thing to include in a guide.

Sidenote:
Why are you giving input on a guide about a game you claim to have moved on from in your other previous posts?

Edited by TurboTracker
minor spelling mistake
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On 12/16/2023 at 11:04 AM, TurboTracker said:

Playstyles change as does the game itself, ofcourse guides go out of date. Case and point: you have no fucking idea what the new chems are.

Agent has most always been a medic. fairly certain the description has stayed the same long before the armor changes. You and other solo agent players pushed it out of that meta sure but it still was a medic.

The tidbits do fit very well into the guide, giving objective input as to a flaw with the current item price and stating that is "(Literally the most underpowered purchase unless it's price is reduced)" seeing as you wrongfully quoted it to fit your point.

Also them giving a singleline drop in tantamount to "oh also you can microwave ids for random access" isn't insentivising people to ignore the rest of prep to sit afk for 3 minutes dicerolling for access.
Not every nukie shift has to be "kill,maim,destroy" and showing that there are minor things that can be done to give an early advantage over "just kill a salvager for access lol" is a good thing to include in a guide.

Sidenote:
Why are you giving input on a guide about a game you claim to have moved on from in your other previous posts?

it's "case in point"

also the other points are just objectively wrong but I can't block gobbledygook memers on forums like I can on Discord. I want to reread them and actually have a discussion I really do but the inherent ancient spirit within that doesn't want me to throw my time away is ending this sentence

Edited by Sosa
edited to add gobbledygook
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