Nuke Ops Allstars

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Helios
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Nuke Ops Allstars

Post by Helios » #122215

Following off of Stats, take the 5 people who have won the most nuke rounds, with a 6th as an alternative as they want to order a borg.
Face them against a station who knows that they are coming.
Who would win? My guess is on :newcop:
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Re: Nuke Ops Allstars

Post by MMMiracles » #122220

5x me with no borg because I am the best and borgs are for Fluke ops who need a crutch.

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Helios
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Re: Nuke Ops Allstars

Post by Helios » #122221

MMMiracles wrote:5x me with no borg because I am the best and borgs are for Fluke ops who need a crutch.

circlejerk gogogo
I'll believe it when the stats back it up
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Shaps-cloud
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Re: Nuke Ops Allstars

Post by Shaps-cloud » #122262

There's really not much to discuss since people only get nuke op'd once in a blue moon, and there's not exactly a specific skillset for being a good op outside of being able to shoot 'n' scoot. Plus, nuke ops isn't just about how good the ops are, it's also about how bad the captain and security/the general crew are as well, you'd need an allstar command staff to face off with the allstar ops to get a good matchup.

Also if the crew knew in advance the ops were coming, the crew would win every time. Never underestimate the power of RCD spam and traps
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Re: Nuke Ops Allstars

Post by Steelpoint » #122267

What Shaps said, its hard to judge someone in ops due to the difference in not only the rarity of being selected for a Op, but also with the crew's population and competency playing a massive role in how well or poorly the Ops will preform.

Its more a game of balancing how good the Ops are versus how many crew members there are and the competence of the Captain and Security.
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Re: Nuke Ops Allstars

Post by Not-Dorsidarf » #122287

If the crew knew the ops were coming, prepare for rapid-produced mousetrap clf3smoke bombs under bolted electrified airlocks with the power wire cut surrounding a double-thick layer of walls around a layer of turrets around a locker. In that locker are five assistants with stunprods, one of whom has the disk and a handtele set to an identical fortress.
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Jazaen
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Re: Nuke Ops Allstars

Post by Jazaen » #122315

NukeOPS CAN'T beat prepared crew by design. Nuke ops are effective when you don't see them untill they basically have killed TComms, AI and/or are chasing Cap around. The sheer number of tools on the station that can be used against them is staggering. This is, of course, assuming that ops must give station at least 10 minutes of preparation, since without that knowledge of OPS coming is useless (you are going to know anyway, when TComms stops working after an explosion or AI turns BSOD), and rush strategy eliminates most advantages crew gets in this situation.

Let's assume ops arrive 20 minutes after shift starts, and crew gets warning 15 minutes before they arrive.
- Research: "Good stuff" is gated behind either genetics and xenobio RNG (YES I COUNT THE GENETIC RESEARCH AS RESEARCH) or mechbay/R&D need for materials. Since both take time, we can assume that with ultra-efficient mining research gets enough materials to maybe print one or two combat mechs, and upgrade genetics. Although, if this is "all goes" round, a single maxcap from toxins could in one blast defeat most ops.
- Medbay: Chemistry shines here, with hilariously overpowered reagents. Both viro and genetics are gated behind RNG, and most doctors are likely to act like better armed assistants with healing meds.
- Cargonia: Mine stuff, order weapons, build autism forts... In other words, nothing really special.
- Engineering: Besides autism forts with field emitters and relasing Lord Singuloth if ops are near, nothing special here either.
- Service&Assistants: Just arming yourselves, maybe getting something useful out of botany.
- Security: If there are nukeops, this means you can give each crewmember a gun, since there are (probably) no tators.
- Silicons: As per usual, AI gets paladined/robocoped within an attosecond from "Hey elite nukeops will arrive" centcom announcement. This means shocked doors, bolted doors, crushing doors, and army of validhunting cyborgs. In this situation ops couldn't blow AI sat up, since it would get moved somewhere else (upload or grav room).
- The disk man: Probably sitting behind layers upon layers of RCD walls, with disk hidden in a cheesewheel inside a chesewheel (etc.) inside a backpack inside a locker (or something that would make all Matryoshka collectors proud).

Besides all above, ops are clearly not a fighting force sent to take the station over: They run out of ammo quickly, and unless they capture the disk fast enough they get drowned in corpses of the Imperial Gua... I mean, assistants and security.
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Re: Nuke Ops Allstars

Post by ThanatosRa » #122319

Another circlejerk thread?
Another circlejerk thread.
my forum gimmick is that no one knows who i am

gender is irrelevant NO UR IRRELEVANT
u a bish
y u heff 2 b med
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Re: Nuke Ops Allstars

Post by lumipharon » #122350

They can win though.

Had a round a month or two ago, about 60 pop, the crew had 15-20 minutes to prepare.
We came in, I was in a mauler, and we basically just mowed down 80% of the crew, nuked the station and only lost like, 1 guy in the process.
Trying to beat a mauler without an ion rifle, while ops are repairing it/support it with SAW's is pretty terrible.

Also this whole thread is pointless considering the objectively best strategy is just a lone stealth shitter stunning and muting the cap, getting the disk and nuking the station without 99% of the crew ever knowing it was an ops round.
It is also extremely unfun for everyone else involved.
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Helios
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Re: Nuke Ops Allstars

Post by Helios » #122368

Jazaen wrote:NukeOPS CAN'T beat prepared crew by design.
I'd just point out that if it is the very best nuke ops players, vs an average station, with the average station knowing from the start I would say that they could have a chance through unique tactics, with one caveat.
A minor syndicate victory still counts as a victory.
In that case, no matter how hard it was for the syndies to access that person, them being behind walls of RCD, as long as they can't leave the station, the syndies win. In that situation, you have the perverse notion of the syndies trying to call a shuttle, and the station trying to recall it
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Re: Nuke Ops Allstars

Post by Scones » #122372

You only need 2 players who know basic controls and the best strategy, and you can win nuke with a 90% rate as a result (With the 10% accounting for strange edge cases)
plplplplp WOOOOooo hahahhaha
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Re: Nuke Ops Allstars

Post by oranges » #122394

Competent cap with a maxcap can destroy the entire nukeop team

edit:and himself
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Jazaen
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Re: Nuke Ops Allstars

Post by Jazaen » #122499

It depends on the number of crewmembers. LowpowOPS will nearly always beat the crew, while HiPopOPS probably will lose. And, again, crew lucky with RNG could outgun/outshoot/outheal ops. And cap could always try to bait all ops into everyones favourite garbage dispenser and hope for the best ( :singulo: )
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Re: Nuke Ops Allstars

Post by srifenbyxp » #122813

the only thing a good fluke team needs is three syndiborgs.
To be robust is not about combat prowess, it is the state of readiness for the situation at hand.
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Re: Nuke Ops Allstars

Post by tuypo1 » #123003

you would need me of course because im the only one that ever thinks to get a free teleporter.

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Re: Nuke Ops Allstars

Post by PKPenguin321 » #123138

real talk, one op with a cham jumpsuit and a macrobomb implant is basically a guaranteed win for the ops every time
i've never seen it fail
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Re: Nuke Ops Allstars

Post by lumipharon » #123155

Don't even need the jumpsuit. Just run up to the captain naked.
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IcePacks
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Re: Nuke Ops Allstars

Post by IcePacks » #123157

it wouldn't be a discussion about nukeops if we didn't mention how good forcefulcjs is at getting the ops the disk

look at that guy go
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Re: Nuke Ops Allstars

Post by Shaps-cloud » #123158

You can tell it's him because he helpfully named his agent ID after himself
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Re: Nuke Ops Allstars

Post by Scones » #123159

IcePacks wrote:it wouldn't be a discussion about nukeops if we didn't mention how good forcefulcjs is at getting the ops the disk

look at that guy go
NICE
PKPenguin321 wrote:real talk, one op with a cham jumpsuit and a macrobomb implant is basically a guaranteed win for the ops every time
i've never seen it fail
I pioneered this the day macros were added, and it was what I was referring to. The strategy is absolute cancer and there is no counterplay to it. I'm glad it did not become the meta.
plplplplp WOOOOooo hahahhaha
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