-Loki- wrote:I'd rather see Tyranids get more interesting than just 'fixed'. That obviously helps, but they'll still be terribly bland.
Things like make Carnifexes charging something actually scary. Give them the D3 HoW attacks chariots get to show them bowling enemy troops and tanks alike around like toys.
Let Tyranid Primes take Ravener bodies or wings, which unlock Raveners and Shrikes as troops. Bring back without number and give it to Hormagaunts, since they are the bullet sponges that attack in waves to deplete ammo - and make this work with the Trygon tunnel.
Basically, make them a terrifying close combat threat again and ways to mix up your unit selections through Warrior Prime upgrades.
A lot of people have suggested some great options for balancing the codex and fixing some of the power issues. However, I also agree with -Loki- that Tyranids have an identity issue that needs to be worked on.
Rippers need to find their place. They need something done to them to give them a reason for existing. Scarab Swarms had a huge and satisfying revamp with the new Necron codex. We need a similar makeover for the Ripper. For example, make them beasts and move them to fast attack. They can't score anyway.
Also, a unreasonable proportion of our codex is devoted to the Spore Mine mechanic, which is clunky and underused. Do something interesting with this or drop it altogether. Different varities of spore mines? Make them actually useful? Make their movement non-random while in synapse?