So this is a continuation of the mod made by one Gabriel Gorgutz forever ago, it has been seemingly dropped without any support and has obtained a lot of bugs and a lot of CTDs, I've made updates to the mod which reduce these issues as well as include the Tau and several balance changes, though the gameplay is still very similar to what was featured by Maestro Casts on YouTube a few years ago. If Gabriel has any issue with me uploading this, get in touch, I will be more than happy to take this mod down if he asks me to, but I hope that he and others will enjoy the work that I've put into his original project to make the mod work again with the current build of Retribution.

Forum Thread
  Posts  
Tau feedback (Games : Dawn of War II: Retribution : Mods : DoW II: Codex Edition (Unofficial Continuation) : Forum : Tau : Tau feedback) Locked
Thread Options
Feb 21 2018 Anchor

From what i've witnessed so far the Tau is a pretty unique and awesome faction. Really like the fact that you used the last stand Tau commander as a base model instead of the sentinel. Only complaint is that their roster is a little limited compared to everyone else but for the resources that are available it's sufficent. Hopefully you could add in the broadside in some way or another. Anyways, this is all the feedback that i've gathered so far, not neccessarily 100% accurate but nonetheless here you go.

Tau Kroot warriors should have their stance automatically set to melee instead of ranged to complement their savagery and prowess in melee. Also they could need a little buff to their melee damage since they can barely take on a ranged focused squad of let's say scouts. In addition they could really need a upgrade or two, like some form of kroot shaper which could also come with a weak psychic power like something that makes the squad more resistant to melee damage.

Tau Fire warriors: These guys are absolutely brutal for a tier 1 unit. Their damage should be reduced a little bit since they already have a major advantage with the sheer range of their weapons. Everything else is fine from what i've seen so far.

Skyray missile gunship: A bit too powerful for tier 2 despite it's cost. Near global range, able to threaten both infantry and vehicles and the fact that it has a standard weapon unlike other artillery vehicles. Since the Whirlwind is tier 3, it would make sense to move this thing to tier 3 as well.

XV8 stealthsuits: Right now they function pretty similar to fire warriors, only with infiltration ablities. If possible (and to make them stand out) they should be able to be upgraded with special weapons such as fusion blasters or burst cannons like in the lore and DoW 1. Also a EMP (melta bomb equivelant) when you add the squad leader would be nice.

Gun drones: One of the best and unique units for the Tau, would be absolutely kick-ass if they could have the option to have a shield drone to gain more resistance against ranged fire or maybe more squad members when in tier 3. Otherwise, they excel perfectly at their role.

Crisis veteran battlesuit: Very efficient and personally my favorite unit out of the roster. Could really need some more flavor if they could replace their plasma rifle with another weapon like the commander can, only slightly weaker perhaps. Burst cannons, fusion blasters, plasma flamers etc.

Edited by: Khoran_Gutsplitter

Feb 22 2018 Anchor
Khoran_Gutsplitter wrote:

From what i've witnessed so far the Tau is a pretty unique and awesome faction. Really like the fact that you used the last stand Tau commander as a base model instead of the sentinel. Only complaint is that their roster is a little limited compared to everyone else but for the resources that are available it's sufficent. Hopefully you could add in the broadside in some way or another. Anyways, this is all the feedback that i've gathered so far, not neccessarily 100% accurate but nonetheless here you go.

Tau Kroot warriors should have their stance automatically set to melee instead of ranged to complement their savagery and prowess in melee. Also they could need a little buff to their melee damage since they can barely take on a ranged focused squad of let's say scouts. In addition they could really need a upgrade or two, like some form of kroot shaper which could also come with a weak psychic power like something that makes the squad more resistant to melee damage.

Tau Fire warriors: These guys are absolutely brutal for a tier 1 unit. Their damage should be reduced a little bit since they already have a major advantage with the sheer range of their weapons. Everything else is fine from what i've seen so far.

Skyray missile gunship: A bit too powerful for tier 2 despite it's cost. Near global range, able to threaten both infantry and vehicles and the fact that it has a standard weapon unlike other artillery vehicles. Since the Whirlwind is tier 3, it would make sense to move this thing to tier 3 as well.

XV8 stealthsuits: Right now they function pretty similar to fire warriors, only with infiltration ablities. If possible (and to make them stand out) they should be able to be upgraded with special weapons such as fusion blasters or burst cannons like in the lore and DoW 1. Also a EMP (melta bomb equivelant) when you add the squad leader would be nice.

Gun drones: One of the best and unique units for the Tau, would be absolutely kick-ass if they could have the option to have a shield drone to gain more resistance against ranged fire or maybe more squad members when in tier 3. Otherwise, they excel perfectly at their role.

Crisis veteran battlesuit: Very efficient and personally my favorite unit out of the roster. Could really need some more flavor if they could replace their plasma rifle with another weapon like the commander can, only slightly weaker perhaps. Burst cannons, fusion blasters, plasma flamers etc.

Yeah, Kroot will be adjusted to be melee focused next patch. I'm thinking of adding a Kroot Shaper, just to buff their resilience slightly. They're mostly designed to get up close and distract the enemy moreso than kill them, they'll tear through a squad of Guardsmen no problem but Scouts will have a much better time against them.

Honestly, I don't think so with Fire Warriors, they're certainly very strong but clever use of shot blockers and melee units allows you to absolutely brutalize these guys as any faction, even pistols can tear them apart up close - an Assault Squad and a Fire Warrior squad at long range is no contest for the Fire Warriors but up close, the assaults will devastate them with bolt pistol fire. The Tau just don't have the resilience to fight up close. I'm not too sure what I might do on this end, there's not a lot of other units so I'm probably going to leave Fire Warriors as are, they're very powerful early game but as a basic unit, they cost a pretty hefty amount of requisition and for an early game unit, power. This makes them balanced IMO, they're definitely going to be incredibly strong in team games though, I could see a Tau firing line just obliterating anything infantry you send at them.

I think the Skyray fits in tier 2, mostly because the Tau do not have any line breaker units. Melee heavy armies such as Space Marines focusing on assaults, vanguards & commander with jump pack can almost entirely negate the ranged advantage which the Tau have so they definitely need some sort of support vehicle which can drive back attackers from long range in this tier, the Skyray is also very squishy - two melta shots or three power fist strikes will take it out of action, which I think is more than fair.

I will definitely be adding stuff to the XV-8 Stealth Suits, probably fusion guns and stun mines. I'll probably give them an EMP which functions like the Eldar Haywire grenade. Just a stun for vehicles.

I was honestly planning more for the Gun Drones, I'm thinking of giving them different weapons and a squad size boost, I might also make them be able to upgrade to a heavier plasma blaster which requires them to setup.

I'm not sure with the Crisis battlesuit though, I don't want them overshadowing the commander, they function as 'vanilla' commanders to allow your primary commander to use more specialist tools without losing out on the Plasma Rifle's range and firepower.

Appreciate the feedback though, I'll definitely take some of it on-board when making changes. Hope you're enjoying the mod :)

Edited by: SquadBroken

Feb 23 2018 Anchor

I'm enjoying it excessively lately, the amount of passion and time you put into this is commendable. Keep up the good work sir, no matter what happens i'll be keeping a keen eye on this one.

Yeah, i guess it would be wiser to actually make more frequent use of assault marines against Tau in general, with the support of heavy bolters or if you're willing to risk it plasma cannons for maximum carnage. Also i'm glad you didn't give the fire warriors EMP grenades, that would make them too powerful for a anti-infantry focused squad, maybe in tier 3 but meh, it's better to leave it to the stealthsuits.

Awesome to hear about the gun drones, i will be looking forward to that.

I fully understand what you mean with the crisis battlesuit, they're already pretty potent. But the option to at least replace their repulsor shield with a ion shield would be nice.

Edited by: Khoran_Gutsplitter

Reply to thread
click to sign in and post

Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.