Adjustments to Spitter acid spit
Keep in mind, this is SPITTER only. I am fine with Preatorians, they're T3s and they should be an actual challenge to go against.
Summary At the moment, marine weapons are underwhelming in mid-range combat. M41s, HPRs and even L42s can't trade with spitting castes (in this case, spitters. Sentinels deserve a whole new suggestion) because they don't have enough stopping power to scare them off consistently.
Details The Spitter damage potential is way too high for the level of survivability and mobility that it has and how easy it is to use for a T2 support caste. Not even mentioning the spit > acid spray combo that is, arguably, one of the easiest MOBA combos you can pull off, and it is an instant kill in an 1v1 due to the stun lasting so long. The acid spit that hits the marine lasts way too long and deals way too much pain & burn damage.
The initial acid spit forces a marine to disengage and resist - keep in mind, the acid spit on you does damage over time, quite a lot actually.
Second spit that you can land on the marine within seconds gives the absolutely atrocious white overlay, slowdown and a ton of burns. Effectively making the marine an easy pick for ANY xeno caste - including you with frenzy + acid spray.
Third spit means you are dead.
With the current game flow that orbits around chokepoints, caves and cadehugging the skill requirement to play spitter is extremely low. One spitter, holding an angle behind a cave chokepoint can devastate any attempts for a push, while safely sitting half a screen away, pressing MMB.
- frenzy is way too good for both a get-out-of-jail card and an offensive ability
- the acid+spray combo does ridiculous damage
- acid spit itself lasts too long and deals too much damage/pain at the same time
- painful to play against
- most effective counter to spitters is numbers, problem is that all the possible numbers are sitting behind cades.
What to do with it?
Decrease the frenzy speed and spit damage output & increase the spit cooldown. At the same time reduce the amount of pain acid generates.
REMOVAL of the acid-sticking-onto-you thing for marines (keep it for cades, cadehugging must die.) and replace it with the damage scaling system. The closer you are, the more damage your spits do. Spitters would remain very strong at close range but at the same time easy pickings for more skilled players. At medium range, your spits won't do nearly as much damage but instead will act as a damage multiplier for combat castes.
Benefits Balancing tweaks, xenos will won't be able to decimate marines at mid range combat as much.