Kind of surprised noone ever made this, considering that space bugs are pretty popular. I'll be the first to break silence then. Any high level Nid player out there willing to add something to this thread would be great, please don't shy away!
About myself? Right now I'm 2nd on a Nid leaderboard (for whatever that's worth anyways). At the very least I'm pretty confident in my knowledge about their strengths and weaknesses, matchups and most disgusting meta fleets ever. Also English isn't my 1st language. It'll be a hard read, please bear with me, haha.
1. About 2nd update and Nid rebalance overall.
Mostly, a fail. Point cost reduction is always welcome, especially on escorts. Adding new orders however, how should I put it? Questionable decision, I guess. As a result, Nids competitive fleets became stronger and bad fleets are still bad. I'll try to break this down point by point as to show how and where rebalance was a miss (and where it was a hit, even if as collateral).
2. Reclamation Pools (aka infinite ordnance).
Must go. No matter how I like the concept of carriers and ordnance play, adding limited charges on abilities is one of the most basic design desicions in the game. One must balance things around it, not break it right away. Right now ordnance is in very weird spot (fighters and bombers mostly, torpedoes not so much). It can deal huge amount of damage to an unprepared opponent, but a good player has many ways to shut it down (like break line of sight, kite, blob&brace or combination of everything). A powerful tool, but it badly lacks finesse. Instead of breaking rules you guys created yourself I'd advise make ordnance more reliable, give player more control over it (like, literally give control over strike craft) and balance it's actual firepower around that.
3. Spawning Sacs.
Is what makes 'infinite ordnance' truly infinite. As for it primal function - anti-boarding mechanism - it's pretty meh. You need to time it right to get any value at all, which in many cases is impossible in the middle of a battle. Still better than nothing, I suppose? If it stays, I advise make it to refill troops over time instead.
4. Adrenal Glands (aka DoUbLe RuSh)
Contrary to popular belief, isn't OP (after rush distance nerf, that is). Nids gain 20% increased mobility on average compared to 1.1 update and they are still 2nd slowest race in the game (if orks dont take speed upgrade, if they do then nids are slower). The most complaints come from players that preferred to kite Nids to death before update, do I feel them? I sure do. I don't paly solely Tyranids, as Necron and Tau I deal with jaw Nids on a regular basis in legendary/epic rank. The thing however, when melee brawler fleet meets ranged kite fleet, melee one should eventually catch up. Asking for mobility nerf on an already very slow faction is basically asking for a 100% free win. The balance point should lie in how much damage runaway fleet is able to do before it's caught, and that is actually a pretty well known complaint as well.
As for actual double ram that jaw Nids got as a free bonus - eeehhhh? I'm not sure, honestly. It sounds powerful on paper, but when chasing I usually burn it to actually get in range at all, and when against brawling fleet, second ram when already chewing a ship usually is a waste. Somehow, my worst matchup (Orks, which is basically a free win for them if opponent is even remotely skilled) didnt change at all. Likewise, my best matchup against jaw Nid (as Necron. Seriously, just dispose of your precious Mass Recall, take damage skils and go crit their jaws and kill them. Nids have zero staying power) is the same too. Overall the very concept of a melee fleet is skewed so heavily I doubt those ever become balanced in a way everyone be happy about. Down below I have a couple suggestions on how to lessen their impact without touching rush nor jaws as a weapon.
But that is all about strong, meta Tyranid compositions. We all know that the reason for rework in the first place was them being destroyed in higher tier play. So why and where do Tyranids suck? There is substantial number of bad fleets deflating their winrates and all of them rely on mechanics that are flawed at their core, but those mechanics get completely negated or bypassed by meta comps which basically what makes those meta comps strong.
And of course, I'm talking about Tyranids actual DPS and Synaptic Link.
5. Synaptic Link.
The idea was there, I get that. Planning battle around killing/protecting one high valuable target adds a good amount of tactical play and mindgames to every match, which is what I personally like so much in RTS, especially when put against a human opponent. In reality however, the amount of firepower needed to bring down any single given ship - is not so great. Which basically forces every Tyranid player to make a choice - do I want to hide my Synapse ship and basically gimp my fleet by throwing away both flagship and it's skills? Or do I use this juicy juicy Synaptic Relay upgrade that nullifies the problem but limits my fleet diversity to 4 (2 really) ships? You get the point so let me put it bluntly.
You either Rework Synaptic link effect and debuffs
Remove Synaptic Relay upgrade from the game and make Nid ships stronger to compensate. That's all.
(I personally like second option more becuz mindgames but whatever)
6. The Damage
Is bad. Is what everyone thinks of it, but it's actually terrible. On top of not-so-inspiring DPS numbers all Nid ships have 'Instinctive' trait that does not let them focus fire. They always attack target closest to them, which believe me or not is a huge deal. It basically gives control over what to shoot to your opponent - by microing ships with shield down back you make sure Nids can never ever do any damage. This is further complemented by poor range, making shield DoT pretty reliable source of damage by comparison. Funny, but true.
I advise to make clear what you want Tyranid race to be. If a purely boarding and hulking race - be prepared to every ship without means to do additional boarding action to be obsolete (which is what we have now). If you want diversity and use for a ships with no hangars - give them dakka. A lot. There is no need to dispose of an Instinctive trait, just make them really dangerous 'almost melee' brawling shooting kind of ships. Even if numbers would look scary, the real impact will be lessened by micro and counterplay which is how things should be.
Also if you ever consider something of this scale, take a look at Nid ships turn rates. For a race that needs to be in melee most of the time those are absolutely atrocious. You know, just a reminder.
And that's a wrap! Thanks for reading, any kind of feedback would be much appreciated. As of now Tyranids remain the most disbalanced race in the game and are still in need of attention. I myself was pleasantly suprised that developers are still willing to make such drastic changes even after game release, so I'm not giving up on hope to ever see this game to realise it's full potential.