theonlyoz Corporal


Joined: 15 Apr 2010 Posts: 22
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Posted: Fri Jul 02, 2010 7:33 pm Post subject: Oz's Guide to Terminator =D |
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Terminator is the SO exclusive class and generally fills a support role, complementing the others in the team. He also serves as a jack-of-all-trades of a sort, due to his variety of abilities, allowing him to cover for classes not present or alive.
The terminator has 80 sized clips and receives 2 clips per item putting his ammo efficiency below HS but above the other rifle using classes. His reload time is also significantly shorter than the HS and allows him to provide a decent amount of firepower when the HS is reloading.
A brief overview of his abilities
Energy Manager Device
Level 1 - Enables Energy Transfer from the Terminator, 60% Efficiency
Level 2 - Enables Energy Transfer to the Terminator, 70% Efficiency, Enables Plasma Gun with Level 3 I-XCS
Level 3 - 80% Efficiency
Enables the Terminator to distribute energy among the team where it is most needed. Classes such as HS and Grunt need energy far less then Demolitions and Engineers. 50 Energy is used up per use and only a portion, dependent on the level of EMD is received and there can be additional wastage.
Example 1: At Level 1 EMD a Terminator transfers energy to a demolitions. The Terminator loses 50 energy and the Demolitions gains 30 energy.
Example 2: At Level 2 EMD a Terminator transfers energy from a grunt.
However the Terminator only has 20 missing energy and therefore there is wastage.
The Grunt loses 50 energy and the Terminator gains 20 energy.
Example 3: At level 3 EMD a Terminator transfers energy from a grunt.
However the grunt only has 30 energy remaining.
The grunt loses all 30 energy and the Terminator gains 24 energy.
In small games it provides Demolitions with significantly more energy to work with and allows the Terminator to more quickly recover energy after using his special abilities, which all use a large amount of energy.
In large games it allows the terminator to support Demolitions and Engineers with large amounts of energy. Strongly complemented by Engineer's Energy Generator. Can allow the Engineer to extend more of the team's clips, produce more clips, shells, grenades, etc. and allows freer use of the Shotgun ability. It allows the Demolitions to produce more explosives and more comfortably a wider range of explosives.
Generally 2 points is sufficient but if a large team does not require more basic firepower then a 3rd point may be justified.
The cooldown for Energy Transfer from the Terminator is significantly shorter than the cooldown for Energy Transfer to the Terminator. Keep this in mind and do not allows yourself to run dry in case one of your special abilities or Autocannon is needed.
Autocannon
Adds extra AoE explosive damage to the Terminator's shots but drains energy per shot and reduces speed of the Terminator
Level 1 - 90 Explosive damage per shot, 10 Energy per shot, -10% speed?
Level 2 - 140 Explosive damage per shot, 9 Energy per shot, -5% speed?
Level 3 - 190 Explosive damage per shot, 8 Energy per shot, -2% speed?
Adds a huge amount of firepower to the terminator and improves significantly with level. Most useful in a small game where firepower is low. Can be used to trigger explosives as well as quickly take down dogs, defilers and lurkers.
Generally the best way to manage safe use of the Autocannon is to utilize stacking commands through the shift key.
General method
While moving turn on autocannon
Attack the target you wish to explode and quickly shift move to another location
Turn off autocannon or repeat for each target
This allows you to attack a single or multiple small targets then immediately move, preventing your marine to automatically target a nearby enemy potentially endangering the team.
In the end it up to the user's discretion how to use autocannon safely, and in the right hands is a very powerful and useful tool and can help the team in a variety of tight situations.
X-ICS
Level 1: Enables Damage Reduction
Level 2: Enables Teleportation
Level 3: Increases Energy Capacity by 50 and Enables Plasma Gun with level 2 Energy Manager Device
Damage Reduction reduces incoming damage after armor by 12. Allows the Terminator to tank small mobs very effectively. Much less useful against larger targets. Does not turn the Terminator into a tank and as usual hits should be avoided if possible.
Teleportation uses 120 energy and allows the terminator to perform a short-distance blink to an explored area. Allows for escape, rapid return to the team or retrieval of items.
Plasma Gun deals 1300 damage in a large area and slows down hit enemies significantly. Approximately 10% of this damage is received by hit allied units so it is possible to do a point-blank plasma gun, but should be avoided when possible. Good against multiple defilers, lurkers, and can be used to set off explosives.
Leadership: An aura that improves attack speed and move speed as well as decreasing reload time.
Reload time reduction is 4% a level
Attack speed is 2.5% and move speed is 4% at level 1 with an additional 2% per level
Example Builds:
(My Usual Build) Energy Manager and Support Fire:
Level 1: EMD
Level 1: X-ICS
Level 2: Autocannon
Level 3: EMD
Level 4: X-ICS
Level 5: X-ICS
Level 6: Autocannon
Level 7: Autocannon
Level 8~~: Leadership/Critical Strike
(Another build I use) Large Game Energy Manager
Level 1: Leadership
Level 1: EMD
Level 2: X-ICS
Level 3: EMD
Level 4: X-ICS
Level 5: X-ICS
Level 6-9: Leadership
Level 10~: Critical Strike/Autocannon
Energy Manager and Heavy Fire:
Level 1: EMD
Level 1: Autocannon
Level 2: Save Point
Level 3: EMD
Level 3: Autocannon
Level 4: X-ICS
Level 5: Autocannon
Level 6: X-ICS
Level 7: X-ICS
Level 8~~: Leadership/Critical Strike
Large Game Pure Fire Support:
Level 1: Autocannon
Level 1: EMD
Level 2: Save Point
Level 3: Autocannon
Level 3: EMD
Level 4: Leadership
Level 5: Autocannon
Level 6: Leadership
Level 7: Leadership
Level 8: Leadership
Level 9: Leadership
Level 10~~:Critical Strike/X-ICS
Overall the build should revolve around what is most useful for the team.
i.e. Leadership is a better skill when there are more people to benefit from it, Auto-cannon if the team is small and requires more firepower, etc.
In-Depth Analysis of Class
For me the terminator is all about taking advantage of everything the rest of the team has to offer as well as ammo-efficiency.
The Energy Manager Device is core to the class. It allows the team to maximize what it has as well as save ammo by being able to more often use special abilities.
Demolitions: Allows more rapid production of explosives and more frequent use of RPG. Can allow demo's to stack both clays and chains and/or more freely condense many stacks of chain explosives.
Engineer: Allows more rapid production of clips, shotgun shells, grenades and LAW rockets. If the terminator is able to constantly provide the engineer with ammo, the engineer is usually able to produce all 4 types of ammunition on cooldown. Allows more frequent and/or extended use of the shotgun ability.
Medic: at times the incoming ailments and damage to the team drains the medic of energy. Usually a non-issue but the terminator is able to supply the medic the energy to continue healing.
The Autocannon ability has a variety of applications but does so at a moderate risk. If not used properly the autocannon can kill teammates, possibly multiple. However, when used properly the autocannon can be lifesaving and increase the smoothness of any run.
Its uses include but are not limited to:
Greatly increase ammo efficiency
Destroy Immortals and Lazarians
Detonate explosives
Quickly destroy defilers, lurkers and dogs
Finish off flesh composites
The autocannon's area damage allows it to destroy clumps of greens at a time as well as shred through regular mobs while using only a small amount of ammo.
However powerful and useful this ability it has its drawbacks:
The reduction in movespeed can at times be an issue, keeping it activated will generally make you the slowest member of the team.
If not carefully used it can trigger explosives that are required to destroy high-priority targets such as boss dogs, hellspawns, etc.
*note to self. Need to check a few values
Work-In-Progress
Last edited by theonlyoz on Fri Jul 02, 2010 10:04 pm; edited 2 times in total |
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FingonTinuviel Master Sergeant


Joined: 03 Oct 2009 Posts: 116
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Posted: Fri Jul 02, 2010 8:21 pm Post subject: |
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Just wanna point out a note on Leadership. At high levels of leadership, the amount of bullets wasted on shooting defilers increases tremendously. This isn't the only reason, but teams often find themselves lacking ammo during late waves, especially if there is no decent recon or engi.
Nevertheless, nice guide you have there oz  _________________ Combat Report
Name: FingonTinuviel
Rank: Major
Specialization: Firebat
Combat Medals: 6
Service Medals: 6
Congressional Medal of Valour
To Wave 15 And Beyond! |
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theonlyoz Corporal


Joined: 15 Apr 2010 Posts: 22
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Posted: Fri Jul 02, 2010 9:34 pm Post subject: |
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hmm cool, i'll probably structure some Pro/Cons for each skill into it, I'll be sure to add that to the Leadership Cons, thanks fingon |
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