The Zerg, the tyranids, and well… the bugs from helldivers 2 (I can’t take how uncreative the naming was) are too strong in all their games. The biggest design flaw is the lack of armour all these creatures have. The second biggest flaw is the lack of regeneration.
There’s no way to justify how much ammunition is thrown at these creatures given how easily a single bullet can kill a bug. A single hit should canonically be able to immobilize a bug.
Factoring addressed this problem pretty well by well… giving nearly all the biters armour and healing properties. Even if the protection isn’t much, by giving the biters healing properties and plating, there’s at least some way to justify why killing these beings should be difficult. Even starship troopers got this right just by making the skin of the warrior arachnids super thick and keeping each bug completely covered in that protection.
>>39480Check out George Horesh. Although his bug designs are for starship troopers, they provide solutions to what the tyranids should have been. These aliens shouldn’t really be bugs, but more like insects with tendrils and armoured appendages.
Each bug can withstand multiple rounds of ammunition, carry some form of biochemical ranged weapons, and organize themselves to minimize their casualties.