Overload and Teleporter Flame Guide

### Introduction

This build is excellent for a horde holding across the map. An overload provides a huge (2.5x) boost to DPS at a low energy cost (20), while a teleporter makes you available for critical room defenses and just the horde following. You can also teleport out of a dying hangar, but not before buying time for your team.

### Build items

Let's start with a list of items to get eventually. The order and priority would be covered later and is quite flexible.

* Flamethrower (tier 1), Spec Ops Flamethrower (tier 2), Thermite Fillaments or Cryo Freeze (tier 3).
	+ Fillaments help versus armored and tier 3 zombies, while Cryo Freeze is good vs lower-hp strains.
	+ When in doubt, go for the fillaments.
* Mining Droid (+ 2 speed upgrades)
	+ An economic investment is usually necessary to complete the full build. It would help with extra psi, turrets etc. as well.
* Bio-Mechanical Repair Drone
	+ It helps to survive the horde when defending (especially when using the overload), provides an emergency healing and prolongs the life of security units.
	+ It can be used to distract zombies, e.g. ultralisks in a sublevel (if the Containment is infested).
	+ If Spec Ops Bio-Mechanical Drone is acquired (not critical), turn off an upgrade by default to have healing ready ASAP. Don't let the drone upgrade kill you.
* Weapon Overloader
	+ A huge (2.5x) boost to DPS at a low energy cost (20), as well as nice +10% passive damage increase. This is crucial for holding strong pushes with strains.
	+ It's better than Stimpack due to a higher DPS. There's not as much need for mobility with this build, as horde usually won't come close to you when overloading and the teleporter can be used to reach far locations.
* Teleporter (+ upgrade)
	+ Allows to reach remote locations and help with a defense, e.g. when the greater nydus is about to unload.
	+ Compensates for a lack of movement speed that Stimpack provides for rotations.
	+ A tier 1 teleporter isn't very good, as no energy means a limited holding power. You may end up teleporting just to die without helping much.

* Hostile Environment Suit (+ upgrade)
	+ This is almost always the best suit for this build, as zombie often gets volatile infested and/or virulent creep. Sustainability versus volatiles is crucial. Cancelling virulent creep is critical when zombie uses creep towers. Fighting in a darkness also becomes safer.

* Combat Shield
	+ Grants an extra sustainability with its 1 armor and 10 life.
	+ For a low-mobility in-your-face build it's more important than a Medic Shield.
* External Battery Pack
	+ Increases the energy from 100 to 120, allowing to bank for 2 super stim charges (55 each) and sometimes even get a 3rd one during long fights.
* Flashbang grenade (situational)
	+ Its primary use case is surviving versus fliers from the Containment cell. If the ambush you while overloaded, you'd be dead without these grenades.
* Mining Charge (+ upgrade)
	+ A flamer can hold a strong horde quite well. But there can still be too many zombies and the flamer can't do much vs alphas.
	+ Once it's clear where zombie's attacking, get a nuke there (but not too close). Nukes can also be pre-placed in critical locations like Security, Power, Fuel.
	+ The placement location should be a bit away from security units, as volatiles' AOE can take them down otherwise.
	+ Watch for nuke HP and pings from teammates, so you don't forget to blow it.

### Build Order

The items can be grouped by a priority. Within the same priority, the order would depend on circumstances. Even then, adjust the priorities if there's a need for that.

#### Starting pack

Just get a mining droid. Don't grab the t1 flamethrower due to the low starting energy - a basic gun would be better in the first couple minutes.

Don't be greedy with the droid speed upgrade.

#### Flamethrower

It's good to get tier 1 and tier 2 at the same time. No energy usage is huge.

#### Repair drone

As a frontline fighter, you'd need this for survival. It's really strong, as zombies often won't be around you for long to deal a burst of damage.

#### Weapon Overloader and Advance Droid Engines

Get the overloader if expecting the horde push.

Get the mining droid speed upgrade otherwise.

#### Tier 3 Flamethrower, suit, equipment and grenades

The order depends on an in-game situation and a personal preference.

Get the HEV suit if there are tier 2/3 volatile infested and/or virulent creep. It also helps versus an impaling by Anubalisk/Anubalight.

Get the preferred tier 3 Flamethrower upgrade, Combat Shield and External Battery Pack whenever. The priority is Combat Shield > External Battery Pack.

Get the flashbang if zombie got the Containment.

#### Teleporter, Mining Charge, Turbo Droid Engines

If you are about to hold a bug push, get nukes.

If you anticipate a hold in a remote area within the next few minutes, get both tier 1 and tier 2 teleporter. Remember that it starts on cooldown, so it won't be a good emergency measure. Only use tier 1 teleporter if there's a relatively small horde pushing somewhere and nobody's around.

Get Turbo Droid Engines whenever you don't feel a need for others at the moment.

#### Other stuff

Get an Optical Visor to help out with a vision when using elevators and fighting in the dark. It can also help to keep a vision on Underseer once encountered, though you'd likely need a teammate's help to kill it.

You can always help your team with diverts, exploration droids, sensor towers, psi disruptors and turrets.

### Strategy

* When holding a horde, choose a good position (preferably a chokepoint) and place a repair drone behind. When the horde amount becomes too much, start using overload. This would generally keep you alive by not letting zombies to come close.
* Beware of drop pods, especially when overloading. They can knock down your repair drones, resulting in a quick death. If a zombie has drop pods, placing several repair drones is a good idea. They'd heal each other and help security to stay alive for longer.
* Rotate to where the horde is. A flamer is probably the best at the holding it. Don't over-rotate though if there are already several marines at it.
* Before the teleporter, try to predict where the horde can move next. There may not be enough movement speed to rotate when the horde is already at a location of its interest.
* When using a teleporter, pick a likely safe place some distance away from the expected horde position.
* You almost always want to participate in a greater nydus hold. Use the teleporter if necessary. Avoid premature teleports if a zombie uses lesser nyduses. Sometimes you can tell early tho, e.g. something is burrowing in the Power or the Fuel.
* Seek the hangar that the horde is pushing into to buy time, even if nobody else is there. You can teleport out once it's about to fall. Be mindful of the energy (teleport needs 80).
* If a zombie has destroyed a hangar door, you may teleport into the hangar to buy time. Place nuke(s) close to the hangar control (so they have enough time to charge). If a zombie pushes into the hangar immediately and no other teammates can teleport, you'd likely die. But not before 1-2 overloads and setting off a nuke, which can buy a few minutes. There's a tradeoff though if a zombie is about to have a greater nydus off cooldown.
* Announce going a flamer in the beginning, since there should generally be only 1 flamer on the team.