Your argument also ignores what was added to medial, and how the top players abuse it. Mera and Derma wasnt a thing and oxy was only in injectors. It is more visible when you are fighting the top scary players like the sweaty scout ambush in the backlines, where you either slash him fast enough or he cooks you with flame and impact. You take 4 sips of unga and get 1 minute of healing. .5/tick from tri, 1/tick from bi/kelo, and 1.5/tick from mera/derma. runner gets a slash and moves around? that will heal in literally 5 seconds. Get into crit? you will get out of it in a minute. Those 4 sips also give you 2 minutes of oxy, and with oxy marines can stand up and fight until the final slash deals 200 damage. I was once a naive xeno player, thinking I could go base prae or spitter to get players into a painful crit and cap them that way. Instead the AVERAGE marine knows to pre-med before spearheading and fights in crit or heals out of it.
Injectors nerf was too much, but I am all for the removal of easy access to UNGA with its double healing speed and ability to ignore crit.
Just a question then, how about instead of marines healing, they fight til they die and then get resurrected by medics? Talking about fairness. Also xenos need snipers since marines get them and xenos dont.
As it turns out, the gamplay is asymmetric and comparing what each side gets on the smaller scale doesn’t mean crap for balance. This is a discussion thread, acid goop’s that way.
Xenos entire toolkit revolves around stunning and knocking down marines, or bursting them down with a combo that deals so much damage that the healing does not matter. It’s a balance between securing the kill or overcommiting and fumbling it which leads to you dying…
exactly the same as it is for marines, because xenos have crit resistance, stealth and free healing with no lasting damage, so unless you commit to making the xeno explode, they will just quickly heal it off
It’s telling that your one example is a spec, which is literally one of the 4 marines that are supposed to be individually scary to xenomorphs.
runner gets a slash and moves around? that will heal in literally 5 seconds.
Yes, you gotta keep slashing to kill someone.
Get into crit? you will get out of it in a minute.
That’s literally a positive for xenos, because winning as a xeno relies on getting caps. A medded-up marine will heal up and let you secure the cap while you hold them, an unmedded one in crit will most likely die before you can get them unless you have a hugger on hand which is unlikely on the frontline.
Those 4 sips also give you 2 minutes of oxy, and with oxy marines can stand up and fight until the final slash deals 200 damage.
Does nothing about neurotoxin, knockdowns or slapping. Just like, use your toolset as a xeno, and ideally don’t operate alone. A single backliner is annoying and might get some kills or a cap if sweaty, which still happened with unga no problem because they would just slap the marine down. Two backliners can actually reliably cap and win the game for xenos if marines keep feeding them, because you can actually secure caps.
Ah, a way better response than talking about what the other side can do. As a rifleman personally I will either have 2 unga flasks, or a bi and kelo pill pack. Without medics, it does feel bad to use 1 of my 4 brute pills to a slash or 2, in comparison to 1 of 24 of my sips of unga.
Sippy you are not wrong it can help xenos, but no, oxy and healing out of crit isn’t a net positive for xenos. Lurks have failed to kill me before as I was still fighting with crit health. Marines spearheading fights are seemingly unstoppable when you cannot see to killing them all. UNGA is strong when unga’ing.