Tweaks for Terminus Firefight

Ten-Hut!
Hey Marines, I’ve been thinking alot about Terminus Firefight lately and I’ve come up with some tweaks that I think the gamemode could use.

Okay let’s start:

  • Direct Air might be a little OP. It’s a little disheartening to go 80 waves, just to have Direct Air come and destroy the Terminus. - Scarabs & Condors shouldn’t come on wave 5. On wave 5 most players aren’t ready for a super unit. Granted there are tactics you can try to employ to Combat them, but I still don’t think they should come. Not to mention they do killer damage to everthing, especially the Terminus and it’s Spires. - 3 Alices on Wave 5 isn’t fair, they mow down everything. They should just have their dual Magnums. On latter waves they can have their Detached Turrets back. (I think this should apply to all Spartans btw) - The Lotus Mine Field is not useful enough. (The enemy detects the mines most of the time, the Damage they do do pales in comparison to the Banished’s Unstable Barrels, and the mines can be destroyed. (The Unstable Barrels can’t be) How I’d fix them is make they refill after being detonated or Destroyed) - The Hive Commander is kind of a looser.

In my whole time playing I have only ever seen him damage the Terminus once.
He has an Inspiration field around him but he never gets to use it because in his wave he is the only unit in it.
So how I’d fix the Hive Commander is: make he has an army with him that he can inspire.
Maybe that would make a little more dangerous…

  • The Regen Barricades don’t heal them selves very well. The Regen Barricade is a T3 upgrade, so you think it would do its job better, But it doesn’t. It heals itself at a snails pace. But perhaps its Purpose is to heal units in its area, if that is the case then the Regen Field should be larger. - The Garrison Barricade has a slight issue. When you Garrison an allie’s Garrison Barricade with your units you can’t get them out. But with Sgt Johnson’s Bunker Drop you can remove your units from the Bunker even if its not yours. I think it would be great if they could use the same engine for Garrison Barricades. - Barricades and Shield Barriers get turned off on the later waves. I don’t think this is a big problem because that’s the nature of Terminus Firefight: The enemy gets tougher & tougher with each passing wave. But maybe a little something could be done anyway…Well, those are the Tweaks I think Terminus Firefight could use.
    Let me know what you think and post some tweaks you think the gamemode could use!

The heavy air is what breaks T-Firefight Turtles

I had 3 waves Heavy air back to back one game (wave 60+) and i finally realized 343 wanted me to fail. I strictly specialized in reavers T3 (full pop) with dieing breath and every other upgrade/power imaginable and still got overrun.

How does 3 waves of heavy air make any sense?

What do you mean barricades get turned off in later waves?

> 2533274807562680;3:
> What do you mean barricades get turned off in later waves?

It means they get destroyed too easily.

You have listed pretty every issue i’ve got with the terminus, I also would like to ask about sui squads getting stuck at a barricade, they run on the spot if they can’t quite reach the target, this ends up being 20 of them stackeed on top of of eachother, i have videos of this behavior also, the issue is if you didnt see them and other units break the barricade, its absolute devastation 1ve

> 2533274871475225;5:
> You have listed pretty every issue i’ve got with the terminus, I also would like to ask about sui squads getting stuck at a barricade, they run on the spot if they can’t quite reach the target, this ends up being 20 of them stackeed on top of of eachother, i have videos of this behavior also, the issue is if you didnt see them and other units break the barricade, its absolute devastation 1ve

Yes I have seen that before, one of the worst things about this glitch is your Siege Turret keep firing at the Suicide Grunts and missing.

Heavy and direct air needs a 30% health nerf once the wave becomes vultures/blisterbacks
This should make things easier

Would recommend for the flood commander to not only have a flood army, but possibly either a much larger health buff or multiple flood commanders to make it feel like a true boss wave.

I would rather the direct air wave target my base more than the terminus (some of the direct air already does but the majority goes right at the terminus). However fixing this seems like it would take too much work so I propose just removing the Direct Air wave altogether. Heavy Air is already hard enough as it is so I don’t think this would be too dramatic of a change.

> 2533274806469514;8:
> Would recommend for the flood commander to not only have a flood army, but possibly either a much larger health buff or multiple flood commanders to make it feel like a true boss wave.

I think 3 flood juggernauts coming at you at once with a Flood army would be a lot of fun!

Pag 343 isn’t really going to alter terminus are they? I don’t see them spending the resources to overhaul it. Or do you think I’m wrong?

> 2812739231561909;10:
> Pag 343 isn’t really going to alter terminus are they? I don’t see them spending the resources to overhaul it. Or do you think I’m wrong?

Jocher, Wrensi personally told me that they haven’t forgotten about TF and that their gonna be releasing an update for it, l don’t know when the update will be out though.