Xenomorphs, as they stand in Paradise, are extremely broken. They are very unfun for crew to fight against, with a number of issues that make interactions with them one-sided. The only reliable counter is mech spam - hardly an ideal solution from a design perspective. They also rely heavily on unfair mechanics. Xenos are also lacking in comparison to other antags, with limited abilities or variety, and need to be brought up to the same level as others (such as Terrors.)
It's notable that it is unlikely this rework will be able to be fully finished or merged before combat changes are fully introduced, as Xenomorphs are heavily reliant on combat (as humanoids themselves) currently. The reason I'm posting this now, and not afterwards, is I may not be able to post this in the future (depending on how long the combat changes take).
Here are some issues with current Xenomorphs:
To make them at the very least more fun and enjoyable to play for both Crew and Xenos, as well as fix up their code and bring it in-line with more recent changes and updates. Ideally, Xenos will be on par with other antagonist roles such as Vampires or Terrors, and no longer rely on any unfun or unfair mechanics. However, I personally will be content with getting them in pretty much any state better than they currently are - I just like Xenomorphs.
All in all, the desired end state of Xenomorphs is for them to become an all-out threat that requires the entire station to fight, similar to blobs or terrors. Some inspiration is taken from Colonial Marines, but everything needs to be reconsidered for the different circumstances of Paradise (pop count, technology, civilians, etc.). Xenomorphs will generally be less numerous than Terrors, but stronger individually, with a build-up of a larger and larger hive over time. Xenos need the ability to handle high-tier station threats (mechs, ERTs, etc.), and vice-versa.
New evolutions for each type of Xenomorph, in order to give them much more powerful versions to evolve to for when the crew steps up the game with riot armor, shields, lasers, and possibly also mechs.
A current problem is the ability for a hunter to carry two huggers, ventcrawl to other side of map, and easily hug and kidnap two victims simultaniously. By restricting this to backline castes (namely Drones and Queens), it gives these castes an actual use. It also forces teamwork between Xenos if they wish to attempt to hug someone in the field.
Currently, health and plasma regenerate on weeds exclusively - giving Xenos a smaller level of regeneration off of weeds (terror level, perhaps?) would allow non-building castes to continue sustaining the fight, even without a queen or hive. Still on the fence about this - more feedback/thoughts on the matter would be appreciated.
Terrors can see when and where fellow terrors die, as they are all linked via a hivemind. Xenomorphs are the same and should have the same mechanic. It gives all Xenomorphs much greater awareness as to what exactly is happening on station.
A suggested passive ability which I believe would improve the gameplay of Xenos and give more importance to hive-building castes (Drones/Queens) would be to give Xenos a small speed buff on Weeds, and/or give Crew a small speed debuff on weeds, to encourage Xenos to fight on home turf for an advantage, rather than immediately running away elsewhere on the station. Will definitely need feedback and/or testing before implemented.
Currently, Queens lack the ability to watch fellow Xenomorphs on station. Terrors have this ability and it benefits them greatly - especially once their nest/hive has been established and they have little else to do.
Cost: None.
Cooldown: None.
Currently, Xenomorph acid is barely capable of melting down a normal wall or window. Terrors have the ability to destroy walls with the simple click of a button. Stronger spit or acid, for stronger castes, would allow those Xenos to open up new routes and paths much quicker and allow more mobility throughout the station.
Cost: 200 Plasma
Cooldown: Medium
Neurotoxic spit is great for stuns, however does little damage. Once the crew gears up, and the time is for fighting and not for capturing, cheap stun spam is not fun for the person on the receiving end. Spit focused on damage, and not stun for more powerful, combat-focused castes would make combat overall more enjoyable.
Cost: 100 Plasma
Cooldown: Short
Desc: Spit strong neurotoxic acid capable of punching through armor.
Originally suggested on the PR, this would be an ability that hits multiple tiles infront of the Xeno, dealing brute and stamina damage to anyone caught in it. Short range, but gives Xenos the ability to attack multiple people at a time, similar to some antags like Vampires.
Cost: None
Cooldown: Long
Desc: Lash out with your tail, striking adjacent targets.
Terrors have the ability to smash vents from either the inside or the outside, Xenos should be able to open vents, too. Currently, Xenos can use Harm Intent on closed vents to slash them open from the outside. From the inside, however, they have literally nothing, making them very easy to contain by just simply welding vents.
Cost: 50 Plasma
Cooldown: Short
Xenomorph stuns need to be changed. A 100% chance to disarm and stun on click is quite extreme, especially when Paradise has been attempting to move away from stuns in general. Not only is spam tackling fast and easy, it literally paralyzes the victim, knocking them unconscious.
Acid seems to be busted, particularly in that it doesn't appear to affect Mechs. I'm unsure why or how - it uses existing procs referenced elsewhere in code, so fixing it might be complicated.
Hunters going at sanic speed is not fun to fight, and makes them nigh-unkillable. They already have a leap that allows them to cross great distances rapidly - their move speed is uneccessary, and other measures can be taken to ensure they remain powerful.
If Xenomorphs are going to lose speed and stuns, they need something to counteract it to stay powerful - either damage resistance, an increase in health, or both. Autorifles and other ballistic weapons deal similar damage to lasers, while also having upwards of double the ammo capacity, making them shred Xenos without the speed to run away.
The hunter cooldown is quite fast, and doesn't apply to all leaps - only ones which connect with a target and stuns them. They can leap instantly after missed leaps. The hunter's stun from blocked and failed leaps is also extremely quick to recover from.
This is one of the most requested changes for Xenos. Larva gibbing makes it nearly impossible to recover a person once they've been infected and burst. Not only does crew have to fight through the entire Xeno force, they also need to get the brain and MMI it or humanize a monkey to implant it. This takes leagues more time and effort than it does to infect and burst a host, doubly so considering the breakout time of a host on a nest is barely long enough to break out before bursting. Xenos also tend to leave little time for surgeons to focus on things other than powering through IB, infected hosts, broken bones, and organ damage.
###Ability Spell Rework
Currently, all abilities for Xenomorphs use a practically ancient method for abilities through verbs, many of which do not allow for targeting or use menus to select items on screen. Every ability needs to be reworked into spells which allow for much, much cleaner and smoother usage and improved functionality.