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I don't think they're useless. They are more difficult to deal with considering the lack of armor you're faced with.
But, robot limbs are very nice... :) And, Hivers can nearly have their limbs spontaneously pop off in expectation of a new, shiny, Robot Arm or Leg!
https://kenshi.fandom.com/wiki/Hive
Take a look at the three variants of Hiver. Warriors can't wear vanilla helmets. That's probably one of the more serious issues with Hivers. They've got good hitpoints there, but not a bunch of mitigation against damage. You can replace arms and legs with bright, shiny, new Robot arms and legs, but not... heads.
The most important thing is that you have fun. There are plenty of Hivers to recruit and you'll get a lot of good bonuses from individual Hivers in certain skills/jobs. They don't eat much, either.
It's an "advanced" kind of starting setup, but Hivers are pretty popular. They're not "tanks," though. But, sufficiently trained and equipped, you'll still be able to do everything in the game with a band of Hivers.
HN won't like you much, UC tolerates you, Shek don't really care either way. Most hivers will shun "hiveless," too. That makes it difficult, but many players have overcome it.
PS - And, you need to find a certain Hiver and make him strongest warrior! "There will be changes!"
Sure, not a problem. It might take a bit longer for certain things, but anything can be solved in Kenshi with enough firepower. :)
I haven't played Hivers a ton, but have no fear of recruiting them. Pay attention to their type and what role you need filled at that time. And, remind yourself that many of your Hivers are going to end up with shiny new sparkly robot parts that can help them survive hits and dish out good damage.
There are mods that allow for Hiver armors and the like, too, if you want to do that. I don't think you have to use those, but they're there if you want to. There are also some really good "big" Hiver-specific mods out there, too.
Rhadamant has a current Hiver series going with some added Hiver mods that really focus on a "Hiver" playthrough, if you're interested in that: (The mods he's using are listed in the description.)
https://www.youtube.com/watch?v=dChcrfqtG9A&list=PLHqSuWJSw8SDh7_Bq7AjdVu2xJmbWvTlb&index=1
(Am considering a Hiver or Skeleton playthrough, myself.)
As for any other, when fully robotized, they'll have quick repairs for their limbs.
You also have some mods enhancing them a little.
Its hive soldiers that are bad late game. Primarily because of their lack of head protection, the extra HP for their heads mean nothign when you take a hit to the noggin from a mob thats got 90+ combat stats and armed with a heavy weapon or a 90+ skill martial artist. You need the damage resistance of a good helmet to avoid being 1 shot in those circumstances, even with good toughness.
Workers are incredibly fast, give them scout legs and you have a small army of Roadrunners MEEP MEEPing across the wasteland at 50+ MPH. They make great scouts and guerilla combatants (hit and run style combat). Heck, I even have a few worker tanks.
Princes are great thieves and scientists. They can make decent fighters in a pinch since they have more health than workers, but it takes them a little longer to get their combat skills up.
Warriors are great for dying in almost every fight in the Ashlands.
Agree.
All crossbows in the vanilla game are "overpowered." :) They're the only way to get past the 1:1 combat ratio aside from AOE effect melee weapon swings and all of them have "Stagger" effects... Even Toothpicks are awesome.
A mix of Hiver Worker and Prince variants with lots of crossbow support would put a Hiver group "over the top" in most combat situations... just like it would with many other group compositions. Throwing in some Martial Arts specialists with high Dodge would probably work well just as long as a bunch of them aren't subjected to multiple AOE.
And... using Sneak/Knock-out mechanics, Hivers could do a lot of things that might otherwise require beefier melee combat characters. (Just like any other group that uses those tactics, too.)
It's a shame about Hiver Soldiers, though. Something, even if it's the ability to wear a leather or chain hat of some type would be helpful. But, they're seemingly designed to be expendable members of their race and are obviously not expected to do more than fight and die.
The workers, while fragile, are the most efficient laborers/farmers you can employ in your base. Their wide food preferences means you can mass employ many of them and their extra speed boost makes them work more efficiently even when doing the grunt work of hauling things around. And they're proficient at turrets so they are most at home at your home (pun intended).
Princes make for great thieves where nearly everything you can think of revolving around being a thief (lockpicking, thievery, dexterity, athleteics and stealth) gets a boost. They also get significant boosts to ranged combat in perception, crossbows AND turrets. They can prove to be good at the science field too where they are fast learners in first aid and in researchers. And the toughness boost makes up for their lack of being able to wear boots. You're going to want their legs to pop off anyway so its a bonus is the long run. The one downside of a prince is that they become pickier eaters, no more picky than a greenlander but definitely more picky than their worker brethren. A small price to pay for all the boosts they do get. They are equally at home in base or roaming the world fighting the natives.
And then the soldiers are bad. As mentioned above they cannot wear helmets or boots. They're good for the early game for tanking shots for the workers and princes in your company but long term they are bad. They are streamlined to be melee fighters where they get boosts to melee attack and toughness. The melee attack boost will prove useful but the toughness is a moot point when you cannot equip armor on half your body. They also get the most stat penalties. They make awful workers where they get penalties for any crafting or science ability as well as farming and building. They do not have a penalty for laboring but that's what workers are for. They are planned to be fodder to protect the more important members of their race into the late game because the other two races are notably fragile.
The two best traits about hivers are their food preferences being very lax and they are immune to acid. You have more real estate to settle down in if you play as a hiver and food, while still a need, is much easier to fulfill in the grand scheme of things.