
This is the biggest balance problem and fun killer in the game. Not eruptor, not recoilless rifle, not even AP4 GL. This is not ok.
Picture this: you're playing HD2 because you want to have a fun, co-op, horde shooting experience. You see your teammates brought AT - but with a pure AT support weapon, they might struggle with chaffclear, even with their well-balanced build. So you bring something to complement the team - a stalwart, grenade launcher, MG-43, autocannon etc.
You play alongside them, running around, skewering a few piddly patrols, but you know the big fight's inevitable. Where your team's gonna have to pull out all the stops, hunker down and blast through a massive enemy swarm, with you and your teammate's weapons working in concert to deal with all of the enemies, adding value and covering your allies where you can. This is where the fun of the game's about to hit its full stride, as a bug breach gets called.
And then that guy with the dedicated AT weapon throws a napalm barrage. You sit there, wondering what you brought this weapon for. The breach is still going, but so is the napalm barrage, killing 90% of the reinforcements (and 100% of non-heavies). There's a few superheavy units crawling out of the hole - they each get one-shot as they spawn by the AT guy. You look around, hoping that there's a few units flanking you from a patrol - maybe there is, maybe there isn't. They get wiped instantly if they are, because it's just one patrol against 2-4 divers that still have another 10-15 stratagem slots to nuclear bomb the coughing babies.
The napalm barrage is still going. There's nothing to do for now. You leave the area to do objectives, hit a few buttons, walk to another POI, kill maybe three enemies. The napalm barrage is over, but the breach doesn't last for much longer - your team easily cleans up any remains, and there's once again very few enemies on the map. Less enemies, less pressure, means even less enemies successfully calling in breaches. Finally, an enemy does - aaand napalm barrage is off cooldown, so repeat.
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This is what D10 terminids currently looks like in most games. Napalm barrage has a horrifically distorting effect on the difficulty, knocking D10 down to D4 at best. It is ABSOLUTE night and day, playing a match with even a single player bringing napalm barrage and doing nothing but throwing it on bug breaches, whilst also heavily skewing the meta for support weapons towards AT, enables players to even more easily lone-wolf the map as breaches aren't even a concern, and removes the fun for anyone who likes actually fighting enemies as a team.
All the kerfuffle about marginally overpowered primaries, secondaries that one-shot heavies, or whether or not coyote should ignite in 1 or 2 bullets absolutely PALES in comparison to how absolutely, disgustingly, fun-killingly powerful napalm barrage is. This is the EXACT thing that people were trying to warn about when it came to power creep, and how unchecked powercreep could lead to an unfun, unengaging experience that only gets dopamine from Warframe-style number-go-up. And it's been in the game since the 60 day update, festering and making terminids practically an unplayable faction in pub lobbies. We've just been ignoring it because it stopped being as big of a problem with hive worlds, and we've been focused on bots and squids for so long (thank everything that people haven't figured out it's almost as strong on bots too - squids are already easy so nobody cares lmao). But now that vanilla+ terminids are coming to the forefront again - this POS has completely destroyed any fun in public lobbies unless you decide to be a complete chud and kick the 5 or so people in a row that join with this thing.
This thing is the 'light pen peacemaker that instantly wins the match for you' people meme on. I am not exaggerating with any of this, it's just that fucking OP and many have probably not experienced how fun D10 bugs can still be without it, even to masochists. AP4 grenade launcher has NOTHING on this. And as the game gets harder, more and more people are choosing the easy route as they want to stay on D10 - I expect its usage rate to hit above 40% if they make an even harder terminid subfac. (Heck, it hit 53% usage rate on rupture strain last patch).
The worst part is, it's fucking awesome and I want to use it - it could even be balanced, even without giving it limited uses or drastically longer cooldown. But it requires so much additional effort on the part of the devs, and we all know that this studio is glacial at best. Make the reinforcement breach avoid active hazard zones and move around - make a lot more enemies spawn in patrols and less in reinforcements - make some enemy that counters it, could all work. Ofc, the fact that it needs the game to warp around it is another warning sign that it's just that hilariously OP. But I don't care what they do with it at this point - the game is essentially non-functional when this is in your lobby. It needs changing before anything else if D10 is to ever have any hope of providing a fun, balanced experience. It needs to be taken out back.
If there's any one thing that should band the playerbase together to fix, it's this. All other balance issues are small fry - this one just breaks the game over its knee, pushes players hard into an AT meta, and makes players just plain feel superfluous and unneeded for the completion of the mission. Next time you give AH feedback, mention that they should do something about napalm barrage, since it's neutering their latest content (spore burst).