![]() Both explode in a burst of shrapnel, giving everyone in the blast radius nasty brute damage and lodging shrapnel in their chests, causing further brute damage. Don't stand too close to what you're shooting at! Will absolutely ruin someone's day if used correctly. A gear closet standing alone above the other gear closets containing a PDA with a built-in Detomatix cartridge, a box of flashbangs, a box of handcuffs, and multiple green pinpointers.Some red lockers with standard-issue red space suits and jetpacks.A barricade dispenser, useful for setting up defenses around your delivery location.Additionally, there is a special immovable ammo bag that lets you top off your weapon without wasting any of your own precious ammo. This area is not covered by the sanctuary zone, so your weapons will have full effect. A shooting range with clown bop bags, so you can safely try out your weapons.or indulge in your hatred of clowns.Weapons, explosives, and other equipment. Use the Syndicate teleporter remote you started with while standing over it, and it'll take you to the corresponding pad in the Listening Post. The star of the show, the nuclear bomb, smack dab in the middle of the logo like it deserves to be.Did you know what "Cairngorm" is a real word that describes a black-grey quartz? Links up all the other rooms together with a lovely mountain range logo. A portable camera viewer and a few sec cams monitors for remote reconnaissance of the station.But you can coordinate operations from here. ![]() In-game, this is all treated as one area, but it can be split up into a couple of rooms, each with different contents: Most of the cruiser is also a sanctuary zone, so players can't take or add things from/to each other's inventories, and melee and ranged attacks have no effect, though they still consume ammo/charge. The other stuff here, such as the RPG, will still be around. Speaking of which, if you do somehow manage to board this ship when it's not a Nuclear round, the nuclear bomb, some thermite charges, and a couple of gear closets will be missing. Nuclear Operatives have these remotes on a table in the battlecruiser's armory, but regular crew members need to be more. While there's a couple ways for crew and Syndicate operatives to enter said Listening Post, both with and without using/obtaining an Agent ID, the only way to (re-)enter this ship is to use a syndie tele remote while standing on the Listening Post's telepad. Nuclear Operatives can exit this ship by taking one of the SyndiPutts/ SyndiPods/ syndicate minisubs in the hangar or by using a syndie tele remote while standing over the telepad in the center of the ship, which will teleport them to the Listening Post. We can also tell you that, despite all appearances, this ship can't actually move. While we can't tell you what a battlecruiser actually is in this universe, we can tell you it contains all sorts of weapons and supplies for the Nuclear Operatives to use. The Syndicate Battlecruiser Cairngorm is where Nuclear Operatives spawn during Nuclear mode rounds. Please be aware of the special guidelines regarding this facility.
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