Yeah, xenos don't heal on weeds when doing other shit.flying_dice wrote: ↑30 Oct 2018, 09:33You're ignoring the other part of it. A marine can heal their own minor-moderate wounds and know that they'll keep healing over time even while they do other shit. They also don't have to be afraid of fighting below full health because they can be revived.
Xenos? You have to go back to safe weeds and rest until full, which can take literal minutes at higher age/caste. Yes, that's because the healing rate never changes. An Ancient T2 will without exaggeration need multiple minutes of resting to heal from ~25%-30%. A marine is only going to be out of the fight that long if they're dead.
It was different back when xenos had reliable ways to paincrit marines at range, but these days pretty much the only way a marine is going to be hurt enough to stop fighting is if they're missing limbs, have a bunch of broken bones, and are out of painkillers. The other day I got a punctured lung and kept fighting for a good ten+ minutes because I had two unga painkiller injectors and a corpsman gave me a pair of dex pills. That sort of shit serves as a force multiplier: the ability to safely fight below full health means that marines can keep their momentum even after getting battered. If xenos take a bunch of injuries, either they lose a bunch trying to keep fighting or they have to give ground so they can heal.
Something happened yesterday during a shipboard fight where the queen died and xenos healing bugged out, leaving them unable to heal. They had been winning, but the entire hive got wiped out in a matter of minutes because they couldn't heal. That's what happens if they can't/don't take the requisite minutes to run off and rest, while marines can keep going even if they're innately more fragile.
I also charge at Queen and Ravs and any xeno alone becouse I'm not afraid, becouse I know defibbs exist. Defibs exist, so what? Dying or wasting 10-20 is nearly the same and I'm not gonna risk it if there is no chance for me to survive. Defibs, or not, marines will push.
Xeno below full health is not diffrent from xeno with full health. Both have full speed, full dmg etc. You are choosing to "play coward" when your ancient T3 got half of the bar damage. You are still as dangerous as at full health, you just need to withdraw faster next time.
Marine below full health is slower, can have vision obscured, might be Quick Clot dependant, might have splints that will fell off after one hit (even FF) and lot's more and untill he will go back to medical, he will stay in that state. Xeno can just take a quick nap and even before that nap he was as useful as he is now.
Do you want your one-two-three slashes to be fucking lethal? Nearly every xeno slash counts, it will always add damage, add wounds, add fractures, add IB etc. What bullets do to xeno? Some dmg, nothing else. If you shoot all 40 bullets in magazine and that xeno didn't die, you wasted that magazine to buy others a minute, or two. Xeno slashed marine 4 times? Depending on caste it's usualy fracture atleast. If said marine will get help from skilled medic, then impact of those wounds will be reduced to minimum. Yet it still shadows him, that fracture still hurts and one slash will drop that splint. So what xeno did with his 4 slashes? Wasted some of medics time, wasted some of said marine time, gave him permanent pain, gave him permanent fracture that will hurt more, or even kill if that was groin/head/chest. Said marine is also slower.
Now you want more lethal ranged options to damage marines. More lethal ranged options for beings that are faster, tankier and see everything. Wasn't that the point of them being nearly only melee?