The dichotomy of Low Vs High pop and the knock effects of attritional losses.

Well well well… you come into the thread even after reading that salad that is the headliner. let it be know this is the eggnog fueled ramblings of a ungaloid… you have been warned.

Now on to the main subject matter: The effects of asymmetrical gameplay.
It is common know fact that Xenos tend to do better during Low pop and worst at High pop.

WHY? many will point to the fact that rolls on the USCM side don’t get filled… only issue with that line of thought is the fact that we have some level of redundancy. Not enough comtechs? just sent down the MTs that we have to aid in building fob, or god forbid make the FTLs and SLs act build fob before leaveing. No CT or QM? your neighborhood SO or MP will step up, and do what they can to keep req flowing.

Simple fact is that the USCM has an level redundancy that allows it to shift manpower as needed to a degree. yes there will be level efficiency loss but the matters can and will be attended to… give time…

In my frank opinion that issue the USCM has is not FOB or Ship side related, as long as there is good lads willing to pick up the slack then all is well (and its not like high pop doesn’t have FOB and ship issue as well… i seen god awful unbuild FOBs even on high pop).

No the issue in my opinion and assessment is the fact that the asymmetrical gameplay heavily favors Xenos when it comes to matters of attrition during low pop hours.

Let us ask a question: Who is better at taking losses?

The answer is the USCM! its really a no brainer really, xenos die? they are dead for good! a Marine dies? they are brought back to life with the unholy powers of uncle Sam and the Medical industrial complex! Fact is the Marines can just keep dying time and time again and STILL KEEP THERE NUMBERS UP!

So how and why does the USCM lose Low pop so much? one would think that necromantic powers would have greater effect when comes to securing a win with lower numbers! after all you have sparing little to go around at low pop so every ape counts!

BUT THERE IS RATHER BIG ISSUE WITH THIS LINE OF THOUGHT!

Let us ask a question: who is better at healing?

The answer is xenos! again not really a shocker if you know anything about this game. Xeno don’t take permanent damage if they are harmed unlike Marines who will eventually have their bone render into dust and their organs pulped.

Not only that but xeno also heal by and large via passive healing on weeds, but also have the option of near instant healing by eating fruit or healer drone spam! They unlike the Marines are also rather tanky and are able to soak a lot of damage with out issue.

This much different then Marines, these poor shmucks need to use slow acting cocktails of drugs or slow to apply patches. Yes the great and mighty necromancers known as medics can rapidly mends all wounds of the flesh, but their powers must be used sparingly as burn and trauma packs are best used to insure the dead are risen in timely matter!

And even the powers of the Dastardly medics will run dry at some point and they will need to make pilgrimage to Fob to do the secret rites known as RESTOCKING!

ALL JOKES ASIDE… Xeno are just better at maintaining peak combat efficiency even in rather poor conditions, all the xenos need are a wall to break the sight line and few weeds and they are golden.

Let us circle back: USCM are better at taken losses but worst at regaining combat efficiency, so?

You see it is this exact asymmetry that causes the USCM to lose at low pop but to win during high pop. This is largely has to due with the fact that there is only so much effective combat saturation that the Marines are able obtain in a given area.

And that is due to the fact that USCM use firearms that can cause friendly fire and while yes they do have few things with IFF… is heavily restricted in it availability and the few guns grunts can get with IFF have severe logistic issues.

While on the other hand xeno have no need to fear Friendly fire and can saturate the field to their acidic hearts content…

This causes a phenomenon i am going to call the Beno blender, one rank of xenos rush and staggered behind is a second rank. First rank takes the brunt of the damage on the assault causes moderate to minor damage to the Marines front line, then the second line finishes them off and covers first ranks withdraw, where then they themselves make use of the chaos to withdraw.

Now the Marines have taken a few KIAs and many more are low on health but are still holding strong, but before they are able to return to peak combat efficiency the first line xenos have healed just enough to keep pressure on the marines preventing the them from regaining combat efficiency.

after the marines do enough damage to repeal the first line the second line xenos have gotten back to acceptable health and if you manage to repeal the second line then first line swaps back in rinse and repeat ad nauseam until the marines are no longer able to maintain sufficient combat efficiency and ether get wiped out or route.

You see what i am putting down? marines while yes can retain better OVER all combat efficiency on strategic level they can not on a tactical level… and with the tactical advantages the xenos are afforded in hivemind and night vision they are able to wipe the floor with the marines.

But you may ask what does this all have to do with low pop and high pop?

WELL I AM GLAD YOU ASKED! let me ask you how does one go about fixing the issue highlighted? well that’s by having a strategic reserve! The USCM only take losses permanently if they let bodies go perm (go figure)… and well what leading cause of Perm bodies? its lost of control of the bodies! this come in many forms but KEY among them are routs and drive by door snatching.

If just hand full of losses leads to an lose in combat efficiency, then your right royal fucked! this means you are no longer able to push to obtain lost bodies from the warrior infested doors or have much harder time repelling the beno blender.

In summation: the truth of ones xeno major is being tanky

Xenos due to their fast healing and tankness have innate advantage when it comes to maintaining combat efficiency but if the USCM have sufficient reserves then the scale of power tips over to the USCM as they are then able to better retain combat efficiency per engagement and thanks this they are able to spend lives freely as needed with out lasting cost.

TL;DR

ungas are good at keeping their numbers up during high pop and bad at it during low pop.

Addendum: Additional clarity on combat saturation and its roll on attritional losses.

So, we need to understand how and why exactly the USCM reaches combat saturation. First off lets clear up what i mean when i say combat saturation. It is the point when no more combat capable manpower can be added to a given area and still be able to engage the enemy.

Now what does this even mean? Think of all the possible firing lines that you can have take a look at this simple diagram Green block is marine and the red cone is the firing line.

As you can see, all the lines are clear and over lapping but there is room for saturation!

SEE EVEN MORE DAKA!..but issue is this the most it can be saturated if you try to length the line you will only get more forward facing firing lines, and will not be able to cover the other end of the line and if you move forward a tile or 2 you will have sight lines to the other side of the line but in end you be SHOOTING INTO THE LINE!

What’s more you be with in firing line of the of the other side of the line meaning they will not be able to cover your front as well and not just being unable to cover your flank.

I am not going try to come up with or show your the best formations in maintain clean firing lines while covering your ally. That is not what i am here to talk about, suffice to say there is point when you can no longer shove more marines into a given area and be able to fire at the enemy effectively.

That is combat saturation, its that point! so what bearing does this have on attritional losses? well what happens when marines dies or gets so much fracs and organ damage they are no longer able to fight? They leave the line and if you have hit peak saturation you can only go down from there!

During High pop this is not a issue as those who leave the line can just be replaced by the mass of marines just behind crowding to get into the fray. So by the time the dead are back on their feet and ready fight no saturation will be lost!

But During Low pop, there are spearing few in the reserves and are many times ether medics or comtechs. This means much greater risk of losing combat saturation! What’s worst the manpower that can be readily called upon will lead to lost in healing capacity or hard point construction!

This can have severe knock on effects, if a medic dies then you that much less healing throughput and capacity! A medic being drawn into fighting while yes is bad they can pivot back working on bodies at a moments notice.

But if they god forbid die! Then the still alive medics will need to heal there fellows that have died… but unlike rifleman Medics are lacking in combat sustainability, they ether have light weapons or are lacking in ammo on their person.

So you get worst of both worlds, less combat capable frontline lacking in sustainability and lesser agility to regain combat efficiency! The cherry on top is the fact that this will like lead to feedback loop or prolonged lost of a medic, because ether they keep healing the medics that keep dying as it imported to have the medics still alive or they turn to the other bodies that have been left to rot for bit to long.

There is good reason just before a wipe or route happens you see large number of medics front lining, its heralds the end!

Addendum: Maneuver warfare and its roll on effect on attritional losses.

You like good queen flank? no? well of course not your not a xeno! But it a clear example of Maneuver warfare in work! Queen flanks on high pop can work out fine but rarely have the same effect as compared to low pop.

Now why is this? it simply really, having more pop means achieving combat saturation more readily which then there for leads to reserves forming! What is the goal of Flank? why its to strike at the soft underbelly of the marines lines and cause chaos!

One issue… if there is a reserve, that means its that much harder to hit at medics and the wounded. yes you are going to get many a kill but key matter is that you are not going to kill the medics during high pop too easily.

What’s more the marines are going to likely benefit from interior lines where as you are likely going to have issues relink up with those xenos who stayed behind to delay the USCM assault. What this means is that if are stalled out long enough then the main USCM force will be able to pivot its mass to strike back at you.

This is the point at which you call it a day and withdraw to lick your wounds and shift to some other flank. But in the end what did you even achieve? likely very little as unless you were able to kill the medics then any deaths will be promptly rectified.

as after all it will take you time to reorganize and relocate, where as the USCM have no significant travel time to get matter back in order. So in the end while Xeno flanks on high pop can work they tend to be ether more risky or have lower chances of success.

Its Low pop with the lack of reserves that make for a good target for maneuver warfare, you will be be able to much readily dive into the medic line with out getting stalled! What even better with more of need to condense what little manpower the USCM have… Queen screeches have much better effect as there will be much less marines off screen!

Addendum: Defeat in detail and fragmentation.

Anyone who has played for good about of time will see rounds snatched from the jaw of victory, all due to the USCM inability to maintain cohesion! leading to defeat in detail where small pockets of marines are ether killed or capped by Xeal team 6, and yes the 6 is the number of xenos left.

This is a issue that plagues the USCM no matter the pop level, but as you can very well guess the problem is worsen during low pop. WHY? repeat after me combat saturation! yes although the fragments spread out and alrighty are hit with low combat saturation during high pop.

you need to think about what happens when the fragments recoalesce! High pop its nasty lost but if time willing they can converge on the fragments that got wiped and save the bodies, after all they still have sufficient number to achieve combat saturation.

Low pop? that one fragment lost means they are no longer able to achieve combat saturation! the ability to push out to the wiped fragment has been severely hampered.

Addendum: Momentum and detachment.

First off thank you Swagile for reminding me. But on to the meat of the matter!

Momentum is a odd matter really because its heavily reliant on being hyper aggressive, I.E you get a win of some sort this can ether be a T3 kill, a good hit of Cas wounding the xenos line and damaging their emplacements.

Then before the xenos are given time to reorganize and heal up, you keep pushing to force the xeno on the back foot. If a sufficient amount of damage is caused in the first attack the xenos will struggle fight back as they are heavily reliant on melee.

This means they need certain amount of health before going on any attack, as if they try to rush with only lets say 120 HP then they are almost certain to die! lets not forget that the bread and butter of the USCM is the M41A MK2 which has a damage of 44… which means it only take 4 rounds hitting for that xeno to die!

So although xeno do in fact heal much better then the Marine they have much higher threshold that they need to hit before they are combat capable. I.E low health xeno can’t really fight back but a near death Marine can just stand there and shoot.

But here is the issue with all this, that is Detachment! once your crush the xeno line they tend to scatter. This caused by multiple things chef among them is the fact that the USCM push the xeno mass up against a obstacle… and basically cut the xeno mass into two parts.

and its at this point when USCM tend to shoot themselves in the foot a lot, especially if they have yet to kill the queen. Fact is this hyper aggressive does work out great to point but tend to pile up wounded and dead, this of course is not a issue as long as keep the pressure up on the xenos as they will not be able to fight back effectively.

But does start to cause detachment, as the medics and the wounded need time but the USCM front just keeps on chugging along leaving the medics and wounded on their own. Now this is not the worst thing as long as the xenos still on the back foot, yes now you need to drag bodies a good minute before you get them to the medic line.

But, the dead will still saved and the wounded will still get treated it will just take a bit longer lowering efficiency. This is not the death Knell out right, no its the Fragmentation that this can cause. The recently revived dead tend to have issues finding their way to the front line and can get turned around if the fighting is happening in the caves.

This starts to leading to worsting and worsting Fragmentation unless they take the time to reorganize and give time for the medics to get back on the front. Doubly so if the xenos are scattered around randomly in small pockets, and there is split front.

So this then can lead into Defeat in detail! (see Addendum 3)

Question: what does this all have to do with Low Vs High pop?

Recall what i talked about the issues maintaining combat saturation? yes? good! then you can see how this feeds into momentum! Fact is its much harder to obtain momentum during low pop thanks to the fact just not enough USCM mass to grind before you lose combat saturation!

AND if you lose too much combat saturation that oh so dreaded Fear RP starts Rearing its ugly head. The Marine will see there numbers trickle bit by bit, and start to be becoming increasingly skittish. That door that before may have seem as non issue, after all so what if there is warrior behind it ready to grab you. Even if you die, you know there 3 men behind your ready and willing to pile in to save your sorry ass!

But now you are not so sure if the Front line will have ether the ability or willingness to push the warrior to save you! Now during xeno rout this is just plainly a non-issue, the xenos unless they have healer drone or gardener just flat out will not have the health to fight for long!

But if the push gets stalled ether due to hitting a new resin line or the Fear RP setting in, this means that the xenos will have time to recoup and reorganize. which they then will then counter assault! Now those fears of the lost of combat saturation will become reality!

Question: But isn’t that just any pop issue?

Partly yes! but also not really. You see with the increased numbers that high pop has you have a much longer time before combat saturation lost sets in, this means you can keep the Momentum rolling for longer!

You need to under stand what this means in practice. Xenos rarely just die in one push, it usually takes around at lest two or more before you start to see deaths on the xenos side start to pile up. This means the advantages of Momentum tend to only appear after certain amount of time.

As such Low pop with its smaller upper limit for keeping peak Momentum, will generally tend to reap smaller benefits from Momentum and be left in more precarious situation.

Question: But why does Low pop get left in more Precarious situation?

Well you alrighty know about general issues with combat saturation, but a good fellow (Swagile) point out in the Replies is the issue of hard point construction!

Please see Addendum 5 for Explanation.

Addendum: Hard point construction.

Now you may seen me talk about this nebulous Hard point, you may think this just means the construction of barricades. But Au contraire, just slapping down a few barricades does not make a hard point!

You see base line grunts can get and fill sand bags or get a engineering pamphlet or even just take deployable barricades. But none of these things can make a good hard point! WHY? doors my friends! yes the humble door, with out these your Barricade line will be left Permeable!

This is what i would call a Soft point! These Soft points have there use, don’t get me wrong but they unlike a Hard point can not stall xeno a assault, after all they just flow through the holes in the line.

Question: Can’t you just leave one sand bag unwired and make full line with out any holes?

Yes you can! but this are low quality Hard points! you will be unable push out of this kind of hardpoints with any amount of force. No you need proper doors for a good Hard point and that means needing Comtechs as they are able to build folding Barricades!

Question: Who has better Hard point Construction Capacity?

Answer is xenos, not shocker really a hivelord given time can make a unlimited number of resin walls and doors. Where as Comtechs will eventually run out of construction materials not only that but they are also slower then Hivelords when even comes to construction.

BUT! and this is rather big one, the USCM have better Hard points and get greater benefit from them! This just due to the fact that the USCM can shoot over their barricades where as xenos need to open doors to shoot. Not only that but very few xenos are able to do range combat, unlike the USCM who all use Firearms!

No xeno largely just use their hard points to make the Marines have to get in close, as well as making safe spot to heal up with out worry!

Question: What does this have anything to do with Low Vs high pop?

Well, have you ever played low pop? Its pure hell for Marines! At least when it comes to Hard points… or i should say the lack thereof. If you read the main body of my thesis you see me talk about the issue of Fob lacking building power and how it can be compensated for by the use of SLs, FTLs, and MTs!

Now i stand by that, but fails to get to the meat of the issue of Hard point construction over all. MTs don’t start with construction materials unlike Comtechs and SL don’t always grab the engineering kit. This means if you are Reliant on MTs the amount you can even build is less, than as if you were to get Comtechs.

This means a weaker fob… But that’s not the worst of it! Fact is MTs are not allowed or should be leaving FOB, this means they are not going to be making any front line Hard Points! What’s more SLs and FTLs while they can build they tend to ether not make there kit along the lines needed to carry needed supplies, nor do they start with as many supplies in the first place!

Worst still if they acting as replacement Comtechs, then you run into the issue of them being spilt between their main roll and building. A FTL building is FTL not Lazing for CAS or calling in Mortar shells, same goes for SLs but it also means they are not acting as proper beacon nor are they leading their men!

Question: What does have hard points even matter?

Well, if you have read the whole body of work then you will likely know this answer! i know you all are smart lads! but still let me keep waffling on for bit longer! (I do hope you are here from Addendum 4.)

The ANSWER is Momentum and Fragmentation! you see, the USCM don’t need Hard points to win. But it helps greatly, this is due to the fact that Hard points can Stall out Xeno Momentum giving the Marines time get the dead up and Heal or restock!

It also helps in mitigating the issue of Fragmentation, as it lets the USCM have safe spots that even small numbers of Marines are able to hold their ground for prolonged period of time. This in turn allows for the fragments to coalesce with lower risk of wipes happening!

Not only that but a series of Hard points build along the map will hamper Xenos movements making it harder to bring down the USCM with Maneuver warfare and Defeat in detail.

Hard points are also imported for keeping up USCM Momentum as forming of medic pillboxes or just having safe spot for the medics to work means the risk of being hyper aggressive are mitigated as any flank or backline xenos will get stalled out and will not be able to kill the medic!

Also once The Momentum hits its peak and starts to fade, having hard points not only secures the land taken from the xeno but also stops any counter assault from the xenos rushing the reorganizing USCM.

Edit: by the way i am not dissing on low pop this is just my analysis as to why the Xenos tend to have higher win rate during low pop. (also i just so happen to be low pop enjoyer)

Edit 2: The wall of text shall keep growing! (on side note i very happy i chose to do it in the form of Addendum hide details really helps the readability!)

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I enjoy my kino lowpop “we’re already dead we just don’t know it yet” hours as marine.

Developers intent is a 70% xeno winrate. I think lowpop manages that perfectly.

Only issue I see is that a 70% xeno winrate necessitates constant hijack slop…

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I think the simplest answer to such question are: Battlegrounds remain the same and individual skill of singular xenos is worth much more.

You can (in theory) stack marines into a murderball infinitely and they don’t lose their combat effectivenes, frontline moves, wounded marines move to the back, healthy go to the front, doesn’t matter if it is 60 marines, or 160. What changes is just how long murderball can last and how long its tail is..
Too many xenos in one spot and they start bodyblocking eachother and stuff like that.
Space on maps also doesn’t change, you can fit as many resin defences in lowpop as you can in highpop, but in highpop marines got more CAS/Mortar/OBs and just plain more marines with knives and 10x24 knocking on them. Sure you have more builders too, but they can’t just build in front of a murderball.
When xenos lose? When they run out of space to run away.

Less players means less marines moving from FoB to frontlines, so it means good backliner xeno player has much more freedom to merc singular marines wandering here and there.
In a potential scenario of extreme super high-pop with like 250 of PFCs alone, there would be no backline to harass, murderball would change into murdercomet and those sweaty prime lurkers gangs couldn’t do shit.

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predator rounds 100% chance above 170 pop and they are “highly discouraged” from harassing xenos (not valid reason for whitelist report though)

there, another distracting element for the marine murder ball. might be a terrible idea though

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Didn’t know xenos got defibs and stuff.

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This isn’t really a solvable issue without implementing pop scaled buffs/nerfs sadly, which will never happen because most people play on highpop so no one cares :pensive_face:

Lowpop 70% xeno winrate is soul, good old 30:70

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For me, it’s not the Xeno winrate. I’m relatively alright with that. It’s the fact of lowpop “not being the priority” for development. It’s alright to lose. It is, however, not fun nor even remotely pleasant to lose while suffering. No medics, and if you don’t have at least one competent ComTech - you are doomed to die right away.

I like the last stand and tough battles, not steamrolls and 40-50 minute into the round evac.

In summary: It is not the fact that xenos win, but everything around that.

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uhh i must say i am bit confused, as to what your point is. As i did point out the marines are better at not taking losses as a key element of my thesis. The matter that is paramount to my analysis is the ability to maintain combat efficiency… and a dead body is not that good at combat now is it? that is why i differentiated between these matters.

A low health xeno can still fight, so can low health marine but a dead man can not, and push comes to shove over all the xenos can recover faster then the marines can as they are not reliant on medics for fast healing nor are they going to run out of chems.

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Honestly, if your a good xeno you have no excuse. Lowpop is genuinely just easy mode for xeno, and I can’t fully explain why because I don’t have the explanations.

I’m assuming it’s because a large group dilutes xeno ability usage much better then a small group

ie: you can only subtract marines using your abilities, not divide them. This means you can’t followup and break the lines as easily on highpop because of that being additive teamwork.

But this argument runs into the flaw, what if marine dps+support is additive too? What seperates marine teamwork from xeno teamwork - is marine teamwork prioritized in applying pressure due to range and thus positional superiority? Do cooldowns become more negative at higher ratios of xeno to marine?

A multiplicative factor increase would be something like Boiler. The boiler gains power for each xeno it supports, so therefore it’s power is multiplied by each xeno it supports. For a marine, supporting other marines is similar - you can support every marine in a specific area, therefore its X (your support) * Y (every marine you support) impact (because you “add” the support to every marine in an aoe, instead of just subtracting a single enemy).

But how does xeno teamwork differ overall? Do xenos have worse upper limit multiplicative support, or superior upper limit multiplicative support? Where is it applicable, and how? Upper limit support would be the point where having a bunch of allies in an area becomes detrimental or much less beneficial then splitting the group, and I’m assuming it changes based on tactical/immediate area position, situation, castes/gun synergy, resources/injury, player skill difference between enemy/ally, enemy number, and strategic/map position (relative to other groups, objectives, etc.).

This analysis can go much deeper then I’m comfortable with going. But it could genuinely be important and viably applicable information.


Another important thing to note is that marines are much squishier then xenos - therefore it’s MUCH less forgiving for new players who don’t understand how to keep safe using the resources allocated to them. Honestly that sounds like a more tangible reason.

Another factor is, since marine teamwork is more important for success, having low xeno numbers due to new players dying matters less then having low marine players due to noobs dying. Or alternatively, that since its easier to kill noob marines, it’s easier to gain a proportional advantage over marines and thus win more fights more easier.

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I mean OP literally glossed over a major part of why marines lose.

Battle momentum can be stalled, but that is fine. The reason why it is so bad in low pop is your commtech number is usually max 2, a lot of the time 0, and if you have no cades at front your medic pile will just get rolled.

Meanwhile in high pop you got 4-6, sometimes even 10(!) CT’s. So your chances of having cades at front for the medic pile is high, which lets marines sustain constant casualties even when their momentum is stalled.

Thats why “wipes” are not always a loss in high pop, but are 100% a loss in low pop; you have no sustain without cades.

Also you cannot substitute this with MT’s because MT’s cannot go to front, and even if they could, they do not get free materials like CT’s do.

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Another important distinction to draw that I’ve seen through recent Command experience is that a single decisive engagement with such low numbers can really set the tone for a battle at Lowpop, and with max xeno numbers they have a higher chance at decisively winning that big engagement and forcing a rout.

Think about it this way— at Highpop, repeated latejoins will give you fresh bodies for the grinder and more players to hold in reserve on secondary objectives like Comms for when a front is routed. This allows you to reallocate and maybe even recover the bodies, but more than that, you can mount a second solid offensive.

At Lowpop, if you lose 5 of your leading offensive engaging marines and have 20 in the push that rout and fall back, you’re far more likely to lose some when you rout and fall back once it’s called and then you’re at something like 15-16 and it’s basic mathematics that you’re not able to mount a new offensive without at LEAST scoring kills in a FOB siege given about 10~ xenos. That’s numbers from my ass, but you could double the numbers and it’s still roughly applicable.

Drop the Queen into the mix without a Demolitionist skilled enough to contest, and you hemorrhage caps and kills faster than your marines can even turn around if she hops off early. It’s miserable.

I still happily play Lowpop because it’s fun to get to see your own individual skill expression at such a small scale and against such odds, and it’s far from impossible with skilled specialists, but I think the reliance on those specialists to do good work is just another piece of the jagged puzzle.

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Gah i know i was forgetting some thing but siren call of sleep got the better of me.

also that is very good point that i didn’t even think about.

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xenos been losing a lot even in low pop but:

it is the nature of the long range vs melee matchup, just like a game I used to play forever: natural selection and natural selection 2. If you are alone, the lurker/fade swoops down, goes behind you, and finishes you off. If you have a buddy, one of you can be the bait/main target, and the other just has to fire around your baited target (game has no FF). Or just be slightly spread out so you can cover each other. The more people, the more coverage. In the extremes (imagine 1000 vs 300) the bullet wall will always win.

Another factor is…for lack of terminology, the kill threshold. The big xenos cost a lot of resources, and unlike marines who can pick up the dead’s gear, when the big xeno dies all resources are gone. You can regen from 1 hp to full in a min though, so getting that dps onto that xeno is extremely important. There were 3 upgrades of weapons, each only giving 10% more damage, and 3 upgrades of armor, which can up to double the amount of hits you can survive. They both cost the same, but the level 3 weapons, just 30% damage, was way WAY more important than that double life. As that fade living with 10 hp means the weapon upgrade would have been worth an entire fade. Now as player count increases, the survivability of individual xenos does not directly increase. They have the same life, just a bit more teamwork support. So having more marines to provide more DPS to crush them when they charge in means on average more xenos will die instead of survive each charge.

Finally there’s player skill in xeno. That 75 res Onos sure is powerful but if he’s gone the xenos are stuck with T1 and T2 while the marines are still advancing with their fancy new flamethrowers and stimpacks. The xenos online able to get kills and living/dying creates huge swings of power instantly.

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