I was the jug. Id like to say that Cason stole the secoffs kill since he was the one that dumped a full mag into me only for Cason to shoot me once. I was completely out of ammo and it was so dark I couldnt see any guns or mags, so I accepted death
Greetings. I am the commander in this video. A bit sad my war declaration message didn't make it in. Here's some context to our actions: War was kind of forced on us; players voted for nukeops in the lobby. I decided to go all the way since everyone knows it's nuke ops anyway. Plan was to take out communications, power, make a diversionary attack to spread crew around and then go for the kill. Almost none of that worked; ai was brought back, primary comm server in vault didn't get destroyed until the last fight, power was not taken out completely. Science strike was the diversion, and it kind of worked. I have to commend my team for staying organized, cohesive, and following orders. Great fun was had, awesome fights all around. Largest PITA were skeleton and clown. Seeing juggernaut go full big john at the end was probably the best.
Sorry I didn't include it, hard to determine what is best for pacing since nukie rounds that aren't just rushing the armory or captain can be hard to follow with spectator tools.
This is honestly really impressive and I think this is a really unexplored potential play style for nukies (from what i've seen on your channel anyway)
Hell yeah, I was Agent November, the China Lake! I was running back and forth between healing and an annihilating the crew. The crew was given advance knowledge by admins that we were having a Nuke Ops round, and they were allowed to plan ahead of time. This ment we *had* to use hit and run guerilla tactics. Going after the RD servers was a distraction so we could storm bridge, and I'm glad it was so effective. There's a million different things we could have improved, but we did insanely well regardless.
Goodness me I was the Paramedic this round. Medical only had me and the CMO, both of us were really rusty at chemistry. I was relying on the crew monitoring server to prioritize who to evacuate and where the fighting was, until they hit Science. Eventually the Bridge fight happened, so I just focused on triaging people who somehow made it back to medbay (by their own power or dragged by another) and cherry-pick the easy saves so they can go back up and fight. The only word you see from me sums up the entire Medical experience, bringing back who knows how many people from the brink. Absolutely an amazing round to play in, respect to the nukies for hitting us with guerilla tactics. It was an awesome battle of attrition and kept everyone engaged in the round without steamrolling from either side even until the end.
I swear its often a problem I see that medical gets almost nobody and they have to pull some clutch-as-hell prep and saves with combat rounds. Its a partial reason why I think, as much as I like 'mader late-night; I need to help teach the next set of newbies how to patch people up in hopper. And because Saophire in the discord taught me something powerful. I need to really start carrying 2+ pill bottles of syringes as a doc/paramed!
@@Derpenscruben Speaking of carrying syringes I actually agree about having a loadout. I usually load up with 2 syringes full of epi and an entire small bottle of it on top. Sometimes an extra bruise pack or bandage helps out as well especially when the paramedic turns into a combat medic. It's a little bit powergame-y when it's not a WarOps or a confirmed nukie team is attacking, but I think I carried 2 syringes of 5u Saline and 10u Punct to the frontlines, since most injuries are from physical bullets. Also if it's a combat round, a defib is a must bring for paramedic. Less so in normal rounds since a paramedic's job is (in my mind) to extract, stabilize, and evacuate. Playing in RMC made me appreciate a good dose of pill to keep people alive. Probably less useful in normal rounds but when it is combat medic time, that can be clutch in getting the crew back to life and fight again. Haven't tried the bottle as a syringe carrier though, that sounds hilarious to try out.
@@T_Man66 Oh it is stupid and funny to have so many needles in one pill bottle. Easily enough to carry out a non-warop round. And I'd say 2 should cover a nukie-warop round. I do need to get used to tric and just having people take it and leave. Get people back on that grind sooner. Or leave it for Sci and Sec so they can patch the small stuff. Also I do carry a defib at all times now.. My doc, Zyggie, had a shift where the defib kept getting a plasma battery and exploding. Preventing that means keeping one in the bag at all times.
I was the CMO this round! It was my first time being a CMO and we had no chemists and i also only had a paramedic on my medical staff. we had to have the CLOWN make us bruizine and a few other meds because im very new to chemistry and it takes me a while to make anything because i dont have any of it memorized so im reading the recipe as i make the medicine. this was one of THE MOST stressful rounds of SS14 in my entire life but i loved it so much. me and the paramedic actually made a really big difference this round and it felt great when i heard we won.
Oh yea absolutely one of the more stressful medbay rounds that I've played recently. I have no idea how we did it but we pulled it off :D It is also concerningly hilarious when a critical/barely standing crew show up on the bluespace locker from the front lines.
new strat : mining nukies. Steal sci machines, build a base in the meteor, mine mats, print guns, make sweet war between your base in the giant asteroid and the station
I was the clown. At around 7:50 the agent started shooting my body and kept doing it repeatedly after. I was still bouncing because apparently clowns when crit don't fall over properly. And that was maintained but not shown in the replay.
its the clown shoe wobble animation its been patched like 2 times now and it just keeps coming back as an issue, the engine doesnt really have like character animation priority and so it was implemented in a kind of hacky way iirc
Yes and no... If done properly, it can be very strong, but allowing the crew to recover can be a big deal. The Nukies don't have a whole station's worth of resources to recover.
1:00 The AI can see 'space' tiles, so I assume that is how it spotted the nukies despite not having any cameras there. Honestly I think it's a bit of an oversight and the AI shouldn't be able to see space tiles, basically FOR this reason.
Yea it's time for skellies to return only on Halloween, they most of the times just end up being tiders wtih the right to "self antag" anyway, it's not even roleplayed anymore.
Oh I actually was the commander on a speed ops on salamander yesterday, we got to hit cargo med sci and engineering before a skellie 1v3ed us because skellie
tbh seems like skelleton needs a rework. The more i look at skelletons running around in spaced rooms with no worries about either spacing or pressure damage while doing mach3 the more i feel like they are not balanced
So... for a safe game: we destroy the possibility of buying weapons at the trade post, capture the armory, and after that, we break the rest of the infrastructure and the medical department. If the crew does not have normal weapons, they quickly sink.
Sadly died as ward at that bridge door since i tried to get the nukies to retreat to rescue the crew that died there too. I also was the one who build the frags, sadly the timer for them was too long. Should have made the fuse shorter
@@Liltenhead Yeah I was actually in the major milk victory round. I was an engi fighting the nukies. don't get me wrong I love skele bros but god damn their so powerful!
I have a question, near the end of the video the nukies are holding out at the ai core but they breached from above it. Would it have been a good idea to try and send some crew through that breach to flank them? I'm just new and trying to see ideas when they pop up lol
Crew could do that, but that would require two things: organization and sending a bunch of men with guns away from the primary fight to try and get a flank off. Halfway through the fight most of the crew was dead on the ground, there's not a lot of crew left at that point.
I was the jug. Id like to say that Cason stole the secoffs kill since he was the one that dumped a full mag into me only for Cason to shoot me once. I was completely out of ammo and it was so dark I couldnt see any guns or mags, so I accepted death
Awesome bit of RP at the end, died like a real one.
@@TheMagicCake there was no way I was getting out of it alive
glorious death achieved
Felt like Arnold telling the predator to push him
Greetings. I am the commander in this video.
A bit sad my war declaration message didn't make it in. Here's some context to our actions:
War was kind of forced on us; players voted for nukeops in the lobby. I decided to go all the way since everyone knows it's nuke ops anyway.
Plan was to take out communications, power, make a diversionary attack to spread crew around and then go for the kill. Almost none of that worked; ai was brought back, primary comm server in vault didn't get destroyed until the last fight, power was not taken out completely. Science strike was the diversion, and it kind of worked.
I have to commend my team for staying organized, cohesive, and following orders. Great fun was had, awesome fights all around. Largest PITA were skeleton and clown. Seeing juggernaut go full big john at the end was probably the best.
Best commander Ive had (Sample size of 2 but still)
Sorry I didn't include it, hard to determine what is best for pacing since nukie rounds that aren't just rushing the armory or captain can be hard to follow with spectator tools.
This is honestly really impressive and I think this is a really unexplored potential play style for nukies (from what i've seen on your channel anyway)
Hell yeah, I was Agent November, the China Lake! I was running back and forth between healing and an annihilating the crew.
The crew was given advance knowledge by admins that we were having a Nuke Ops round, and they were allowed to plan ahead of time. This ment we *had* to use hit and run guerilla tactics. Going after the RD servers was a distraction so we could storm bridge, and I'm glad it was so effective.
There's a million different things we could have improved, but we did insanely well regardless.
Goodness me I was the Paramedic this round. Medical only had me and the CMO, both of us were really rusty at chemistry. I was relying on the crew monitoring server to prioritize who to evacuate and where the fighting was, until they hit Science. Eventually the Bridge fight happened, so I just focused on triaging people who somehow made it back to medbay (by their own power or dragged by another) and cherry-pick the easy saves so they can go back up and fight.
The only word you see from me sums up the entire Medical experience, bringing back who knows how many people from the brink. Absolutely an amazing round to play in, respect to the nukies for hitting us with guerilla tactics. It was an awesome battle of attrition and kept everyone engaged in the round without steamrolling from either side even until the end.
I swear its often a problem I see that medical gets almost nobody and they have to pull some clutch-as-hell prep and saves with combat rounds.
Its a partial reason why I think, as much as I like 'mader late-night; I need to help teach the next set of newbies how to patch people up in hopper.
And because Saophire in the discord taught me something powerful. I need to really start carrying 2+ pill bottles of syringes as a doc/paramed!
@@Derpenscruben Speaking of carrying syringes I actually agree about having a loadout. I usually load up with 2 syringes full of epi and an entire small bottle of it on top. Sometimes an extra bruise pack or bandage helps out as well especially when the paramedic turns into a combat medic. It's a little bit powergame-y when it's not a WarOps or a confirmed nukie team is attacking, but I think I carried 2 syringes of 5u Saline and 10u Punct to the frontlines, since most injuries are from physical bullets. Also if it's a combat round, a defib is a must bring for paramedic. Less so in normal rounds since a paramedic's job is (in my mind) to extract, stabilize, and evacuate.
Playing in RMC made me appreciate a good dose of pill to keep people alive. Probably less useful in normal rounds but when it is combat medic time, that can be clutch in getting the crew back to life and fight again. Haven't tried the bottle as a syringe carrier though, that sounds hilarious to try out.
@@T_Man66 Oh it is stupid and funny to have so many needles in one pill bottle. Easily enough to carry out a non-warop round. And I'd say 2 should cover a nukie-warop round.
I do need to get used to tric and just having people take it and leave. Get people back on that grind sooner. Or leave it for Sci and Sec so they can patch the small stuff.
Also I do carry a defib at all times now.. My doc, Zyggie, had a shift where the defib kept getting a plasma battery and exploding. Preventing that means keeping one in the bag at all times.
I was the CMO this round! It was my first time being a CMO and we had no chemists and i also only had a paramedic on my medical staff. we had to have the CLOWN make us bruizine and a few other meds because im very new to chemistry and it takes me a while to make anything because i dont have any of it memorized so im reading the recipe as i make the medicine. this was one of THE MOST stressful rounds of SS14 in my entire life but i loved it so much. me and the paramedic actually made a really big difference this round and it felt great when i heard we won.
Oh yea absolutely one of the more stressful medbay rounds that I've played recently. I have no idea how we did it but we pulled it off :D
It is also concerningly hilarious when a critical/barely standing crew show up on the bluespace locker from the front lines.
okay guerrilla warfare on nuke ops is actually fucking awesome, i wanna see more of this
Love the SecOff in the Cargo Shuttle. Get a few more passengers with laser rifles in there and that is a great cavalry option!
Always cool to see such coordinated Nukie teams
new strat : mining nukies. Steal sci machines, build a base in the meteor, mine mats, print guns, make sweet war between your base in the giant asteroid and the station
So the idea is simple, steal the lathes and then reboard your ship
harmoney
harmoy
Hamony
Harmy
Homey
I was the clown. At around 7:50 the agent started shooting my body and kept doing it repeatedly after. I was still bouncing because apparently clowns when crit don't fall over properly. And that was maintained but not shown in the replay.
its the clown shoe wobble animation its been patched like 2 times now and it just keeps coming back as an issue, the engine doesnt really have like character animation priority and so it was implemented in a kind of hacky way iirc
holy shit this is epic
@@GenericUA-camName719 it was epic generic UA-cam name
@@Liltenhead it was like watching an action movie, the atmos ambush absolutely striked my heart
Guerilla warfare seems incredibly viable for nukies! noted
Yes and no... If done properly, it can be very strong, but allowing the crew to recover can be a big deal. The Nukies don't have a whole station's worth of resources to recover.
on my last nukie round, we blew open into the AI sat and before we had even thrown the AI off the station our ship was already fucking stolen
10:59 you good liltenhead? 💀
China Lake ERP when?
They could steal autolath from research and mats
So they could refill ammo
1:00 The AI can see 'space' tiles, so I assume that is how it spotted the nukies despite not having any cameras there. Honestly I think it's a bit of an oversight and the AI shouldn't be able to see space tiles, basically FOR this reason.
I thought it heard us speak
round three of skeletons being abused solely to kill operatives...
Yea it's time for skellies to return only on Halloween, they most of the times just end up being tiders wtih the right to "self antag" anyway, it's not even roleplayed anymore.
@@Bobylein1337 Yesterday, I had a skeleton walk into my medbay and just stand there for nearly the entire time. He was a display model that talked.
@@noahtekulve2684 LOL i was the CMO for that, skelly was hilarious
That skeleton saved the whole game ngl.
Oh I actually was the commander on a speed ops on salamander yesterday, we got to hit cargo med sci and engineering before a skellie 1v3ed us because skellie
100 rounds since nukie? that sounds unintended
tbh seems like skelleton needs a rework. The more i look at skelletons running around in spaced rooms with no worries about either spacing or pressure damage while doing mach3 the more i feel like they are not balanced
Wizden? Balanced?
in my opinion, it's fine if it's not balanced. Doesn't need to I think
So... for a safe game: we destroy the possibility of buying weapons at the trade post, capture the armory, and after that, we break the rest of the infrastructure and the medical department.
If the crew does not have normal weapons, they quickly sink.
Sadly died as ward at that bridge door since i tried to get the nukies to retreat to rescue the crew that died there too.
I also was the one who build the frags, sadly the timer for them was too long. Should have made the fuse shorter
Nukies using real-world military tactics?? Impossible!
ai might have heard them? I've caught nukies outside the core like that before
God fuck dude the more I see skeletons the more im starting to hate them... Their so blatantly strong...
@@Rebelglow1 they exist every round, and have been the biggest counter to nukies in like a quarter of my nukie videos
@@Liltenhead Yeah I was actually in the major milk victory round. I was an engi fighting the nukies. don't get me wrong I love skele bros but god damn their so powerful!
Skeletons resist all damage types besides blunt where the flat reduction makes them even more durable, so they are durable before they put on armor
Clearly, you haven't fought a goliath
How did this happen!! Harmoy has a curse on it so that it's inly survival rounds, HOWW!
probably server settings
@@Bobylein1337 it's not....
spectate goob next!
Goob is trash
@@DankManPlays and why is that?
@@NootTheGoon Community is hot garbage
I have a question, near the end of the video the nukies are holding out at the ai core but they breached from above it. Would it have been a good idea to try and send some crew through that breach to flank them? I'm just new and trying to see ideas when they pop up lol
Crew could do that, but that would require two things: organization and sending a bunch of men with guns away from the primary fight to try and get a flank off. Halfway through the fight most of the crew was dead on the ground, there's not a lot of crew left at that point.
But do you know who else has dementia?
That china lake comment was kinda…
@@rubenblades7896 what comment?
11:00
@@rubenblades7896Lol
100 rounds since nukie? that sounds awful
ligma
No