Well, if you annoying bastards really do care so much about what I was thinking, I will give it to you. Don't cry if it wasn't worth your time.
But only because I'm tired of thinking about other things right now.
And the dramatic posts about leaving are in vogue everywhere on the internet, as message boards often draw "dramatic" people. The non-dramatics usually stick to playing the game and viewingt he boards.
But anyway, my outline. Oh yeah, it's long:
The aliens only way of destroying the human team is by getting through their defenses. This is not an issue. What is the issue is the way it's done.
The fun part of playing aliens is being sneaky, clever, predatorial. The dretch holds this style of play best. But for each upgrade beyond the dretch, your aliens get bigger and beefier, and generally lose these traits. The ultimate representative being the Tyrant. Tyrants are boring to play; charge, slash slash, charge, slash, run away, heal, charge, slash.
This is a classic gameplay conundrum found in MMOs with tanks and mages. Tyrants and tanks are also almost impossible to balance, as their style of play is so one dimensional: Either the tyrant/tank gets to the human/mage and smashes them before they shoot it down; or they shoot it down before it gets to them. So they are either too tough, or not tough enough. In the end, "balance" becomes an average that more or less marginalizes player skill.
So the game comes down to a contest between human spam rates and Tyrant beefiness. This is fun until you realize that this is as far as the game will go.
The humans also have issue with this: Human weaponry is balanced to allow for the slugging contest. Anything with an appreciable rate of damage has some giant technicality which limits the human's ability to kill things. When I'm a human, I want a choice between GUNS and MORE GUNS, not a choice between peashooters and giant massive firey weapons that can't reach anything that sees me shooting at it but hurt the hell out of me.
There, the basic problem stated. Next: My new paradigm.