https://gitlab.com/cmdevs/ColonialMarines/issues/4928
Reminder this still exists, and will hopefully get implemented sometime. Also, one of the main issues with burrower in their current state, is being a straight up downgrade to the drone. Give them pheromones, give them better plasma, and give them better plasma regeneration. The fact they're worse at making resin holes than a carrier (due to the carrier having pheromones) whilst their namesake is digging, is just atrocious. The only unique thing they can do is yoink single survivors. (And still have the chance to die unaccomplished to a PB, relying fully on tackle) And make tunnels (Crippling the hivelord in the process.) They're maybe slightly beefier than a drone. But the lack of speed and pheromones, and the basic combat ability of combat hugging, makes them basically a meme. You want any other caste over a burrower except to have to tunnels dug. The burrower is just a slut, that needs to beg for praetorians / drones / carriers / boilers / hivelords to fill up their holes. Merely a stepping stone to a tier three, which forces people to play them (And mayhaps get stuck if you don't rush evo and want to build more than one-two tunnels) At least other tier two's offer unique abilities or good stat buffs. Warrior being much more specialised in raw frontline combat than a prae or a crusher. Spitter being a stat upgrade to a sentinel, whilst being slightly less solid in some situations due to lower speed. Lurker is straight up better than a rav in some regards, and has unique stealth capabilities. If anything, it almost makes sense for the burrower to be tier one, and the drone tier two, with how ability-bloated drones are. And how ability-starved burrowers are.