To save the readers of this post time on reading this app I will now summarize the message into a sentence.
"Xenos so bad."
To the esteemed community of colonial marine I bring to you the beefiest formal inquiry regarding the diservice provide to xenomorphs. Lately I find myself regretting switching my aftermath preference to spawn after unrevivable death simply because the life of a xenos has became worst then that of a observation sideliner.
Some may take this as salt, and be that as it may- it comes with a hinge of hope that the devs gonna stop being marine bias.
To start off I will listed xenomorph debacles that, can stand alone as driving arguments.
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All of the T1s are about as good as that one cousin who only knows how to get rebounds. As a Tier One xenomorph understandbly the idea is that your pretty much poke and retreat support and this varies heavily if your something like drone.
To give some grace to the tier one caste in terms of the Runner xenos their arent any to particular flaws that could be noted for their stacture. However for Sentiels and drones this is when combativly useless comes into terms.
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A sentiels acid spit has a somewhat strict trajectory making it most time a miss shot unless your saucy with it. Arguably when upgraded to the shotgun a sentiel can become more fierce in fighting however this mutation runs at the cost the most essential stat that a t1 cannot afford to lose its speed, in addition to make use of it fully the sentiel needs to be within close range to land a solid blow(3/3) shot which runs the risk of being filled with lead on retreat. Granted in trade you get armor as a t1 that word is still nonexistant to say a well placed fragment or neaded. And after that first boom your speed, which is the next to become nonexistence for a few seconds as you recover from wake up making death almost ensured.
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And lastly drones understandbly the drone what your typically fully supportive caste should be; however I am a firm believer that every xenomorph should atleast be able to handle a capative. Drones being the ill equiped for combat is kinda just a meh to me but Id still want justice for them. One idea I had for drones was give them a skill that uses their inner mouth face to punch enemies and also equip them with a water down pounce.
To wrap up T1 salt all three caste are meant to be pawn pieces to help shift the tide in battle but most of the time they are only good for body blocking and sacrificing to save a t3 just to die in the process to lead posioning and or OB.
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Moving on to T2 I wont break them down seperately but instead tie my complaint together in a large rumsack , drench it in gasoline and add it to the fire.
Excluding Hivelords, most tier twos are only good for body blocking. Tier twos that arent given armor are as squishy as Tier ones with the downside that their only that much slower. For tier one and two the idea of picking and choosing fights are hightlighted in counter arguemnets however correct it may be, the definning downside to each of these is that each move these xenos have a more for poke and retreat play style which is the furthest from how a xeno should feel.
*not only is poke and retreat boring when your up against hoards of marines but each poke run more risk than reward.*
The controls for warrior xenos are terrible I could cry. Aside from lunge switching intent from killing to help, not only leaving you wide open for lead posioning as you drag your target but in the process you have to mannual switch back to killing to do any real damage to them.
I find myself more times than not being hung over at the fact that warrior skills are so busted most time it doesnt work as I needed it to and its cause how the game how the skills mapped out with middle click and shift clicks.
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For t3
Carriers are the greatest disjustice done to t3 in the nation of t3. A carrier should be able to implant egg embryo directly into knocked out marines without the need of facehuggers. Carriers should be the lifeline of the tribe in far as extended numbers as they should be able to fertlize host easier than a facehugger. Their function is so limited without facehuggers they become washed when the queen is either BR or dead.
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LASTLY THE t4
The queen is supposedly the saving grace of the xenomorphs being the most equiped for combat, support you name it. Its clear the devs wanted the queen to be able to pick up the heavy load of the hive and is the true and only calvry xenos have to offer. When the queen is on the scene it is safe to assume that marines are pushing down on the xenos necks enough to the point where any further lose would mean unrecuperable collateral damage. Without the queen it is only a matter of time before the marines push their way through any xeno defense storm to the hive and wash everything with lead making it almost cruecial to optimize oving and really knowing when to send in the queen.
The biggest down side to queen is that in the admist of a buckling frontline upon retreat the queen has THE WORST Speed. (honestly give this lady a toggle all four ability) In consideration to heavy and ignition ammo, injury stagger, swelling numbers, and low HP resulting in a further cut speed. retreating as a queen 7 out of time times is impossible without the sacrifice of your pawns.
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Lastly I'd like to address chokepoint holds, such as hive entrences and lz1 holdings. Xenomorphs have little control on the situation, wither its attacking or defense and is always forced to adapt where as to marines its a sequence of repeating events that may or may not lead to xenomorphs sieging the bird and extending the round. Xenos will find it hard to adapt to situation as due rapidly demenishing numbers meaning overtime less drones and hivelords to reinforce defense make for more or less easy time for marine firesquad.. Haulted potential numbers due to a deovied queen make it so that each hive death increases mission failure espically when you just had a OB take out all four of your drones hivelords and or boilers.