I've thought of various bile bomb implementations that would alleviate the current dominance they have as a tactic. Here's a few.
(These are all exclusive functions; I am not suggesting to make the bile-bomb do everything in this list, just to do at least one of them)
-Bile bombs don't damage structures but make them take 1.5 times as much damage from damage
-Bile bomb slows marines by 30% and makes jet pack fuel be consumed twice as fast.
-Makes turrets stop functioning
-Slows arcs by 70%
-Makes arcs take 2 times as much damage
-Slows welding speed by 30%
-Removes effects of nano-shield (nano stays on, just is nullified)
-Severely slows construction
-Halves the effects of med-kits and armory healing
All these, however, reside on the premise of removing the damage
from the bile bomb itself and its AoE
down to one target
The idea behind this is that the lerk should be a disrupting class that supports the main attackers which it would do so without being an super-dominant tactic. By removing the damage the bile bomb loses its ability to swoop in and cause serious damage to the marine base as a solo attacker and changes it to a supporting tactic that requires coordination. These implementations that I have suggested (and by no means do I suggest implementing all of them, as few as one or two would suffice) would allow the bile bomb to still retain a definite strength in its applications while fitting what I believe is the role of the lerk.
(and no I don't think bile bomb should be put back to gorges, it fits the role of the lerk better than the role of the gorge in my opinion)
These are just suggestions I'm putting forward to you guys as a whole for your feedback and your ideas so that we can collectively offer the devs a solid, thought-out design change for the bile-bomb.