I am tired of slop rounds where marines infinitely stall for time, hiding behind cades until they get Nuke, Stims, OT, or whatever the fuck they need to push out of their meme cades as they bitch and moan about how stims are balanced “because xenos are supposed to win quick”. Well, I suppose it is time to offer a way to rectify the “marines hide behind cades for two hours” ages old problem of the hive.
The only real feasible way to break FOB is either getting a King (1:50 btw) or trapper boiler spam. All other options usually suck ass because cadehugging is a braindead strat that simply relies upon attrition warfare in which Marines excel at. Xenos will never get caps, while Marines revive all their fallen as enemy numbers dwindle from funny CAS and Mortar.
I don’t want to play Trapper just to end the round so I don’t have to experience xeno gameplay when marines get up instantly after lunge or pounce and outheal your damage. It’s been stated a billion times that any stim nerf won’t be merged.
Therefore I have to propose a T2 Defender evolution, that I will coin the Sunderer. It will primarily deal brute damage (and not acid), and excel in demolishing structures. Available from 00:50. Warriors may choose to evolve into one and vice versa at will after 01:10.
Stats: 450 HP, 15 Armor. 25 damage slash. Warrior speed. Deals double damage to non-plasteel/reinforced cades. Much slower off weeds.
Ability 1: Quake - 0.5s windup, Shatters the ground in front of him, with a 1x3 hitbox, dealing heavy damage to all structures - including RWalls. Knocks back marines 4 tiles.
Ability 2: Sunder - After 3 seconds, violently rips out barbed wire from a non-reinforced barricade, while taking heavy damage. Usage on a Marine begins the Warrior Delimbing process - but the Sundrerer loses the ability to tackle, or slash while doing it.
Can be applied to APCs, ripping out the frame. Does this instantly, with no damage taken in the process.
Ability 3: Shatter - Destroys the non-reinforced barricade that was “crumbling” when the ability was used. Fixing the barricade with nailgun after this ability was applied will not prevent the destruction of the barricade.
Using this ability on an R-Wall prevents repairs to it. Destroys a sentry from full health.
This caste would be pretty good as a dedicated siege engine for the Hive, while being extremely vulnerable to being chased down by Marines, or marine focus fire. It would hard counter dogshit R-Wall hold strategies and force Marines to use barricade upgrades as opposed to spamming out defences.