Ultimate Apocalypse is a mod for Dawn of War Soulstorm, which aims to create the most diverse possible unit and faction selection within the confines of the original DOW engine. We strive to create the most engaging and balanced Warhammer 40,000 game that we can, without sacrificing the fun factor. From hordes of Orks to the towering Titans, you can always find a new way to play UA. We invite all of you to join us on our Discord server to keep up with the development of the mod!

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Tau Empire - Balance and Suggestions (Games : Dawn of War : Mods : Ultimate Apocalypse Mod (DOW SS) : Forum : Feedback : Tau Empire - Balance and Suggestions) Locked
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Feb 27 2013 Anchor

Use this thread specifically to talk about the faction; Tau. The Ultimate Apocalypse mod includes 12 factions in total. We require your personal feedback to improve each and every faction. This thread will definitely help us improve this faction in the future, so if there is no discussion about this faction, it is possible to assume that this faction is perfect as is. We want your every opinion, constructive criticism, and thoughts to make this faction better!

No new content requests are allowed.
No bashing.

What do you feel this race lacks?
What needs to be nerfed?
What needs a buff?

Balance in general - rate out of 10 and state why?

All questions are optional by your choosing. Feel free to also talk about something else not mentioned, but only about this faction! This faction while fighting another race is acceptable.

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Chaos Space Marines - Balance and Suggestions
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Imperial Guard - Balance and Suggestions
Inquisition Daemonhunters - Balance and Suggestions
Necrons - Balance and Suggestions
Orks - Balance and Suggestions
Sisters of Battle - Balance and Suggestions
Space Marines - Balance and Suggestions
Tau Empire - Balance and Suggestions
Tyranids - Balance and Suggestions

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Also take a look at this Tau starter thread: Moddb.com

Very helpful feedback from version 1.71.

Edited by: Lord_Cylarne

Feb 27 2013 Anchor

When Tau Commander or Battlesuit Commander attatches themselves to their group (i.e. builds drones, battlesuits), they lose the ability to upgrade wargear or train honor guards... Also, any chance of giving Ethereal the ability to attach to squads? His bodyguards for example...

Feb 28 2013 Anchor

Definitely will investigate...

Feb 28 2013 Anchor

3/10

The main problem with the Tau right now is their Skyray Missile Gunships. They are able to produce them at a cheap cost, at tier one, while other races have to wait to tier 2 or even tier 3 to produce their artillery units, and at a much higher cost. A couple squads of fire warriors and a few battlesuits backed up by a Skyray missile battery can EASILY defeat any other army at tier one without a shadow of a doubt.

They are already extremely powerful at ranged combat, tier one artillery just makes them borderline overpowered. Melee infantry are literally useless against the Tau because they die before they even reach them. Vehicles are blasted apart by XV88 Battlesuits in only a few shots. The Tau are by far the strongest race in the game and the hardest to beat because they have very few weaknesses. It is not fun to fight against them at all.

Edited by: TheGreatGargoth

Mar 1 2013 Anchor

i think the sky ray shouldnt be allowed to get its artillary upgrades right off the bat. The skyray should have 3 different research upgrades. first the 2 smart missiles upgrade, then a Superior Artillery upgrade wich would allow them to have up to the four smart missiles, and last would be the Missile Barrage. Of course these upgrades come at different tiers. i think it will balance the gameplay of the sky ray to be less op in early game but still effective and devastating in late game.

Also the invisible flying drone is way op when spammed. make them have to buy a stealth upgrade and be more expensive

other than that i think tau are balanced for who they are (ranged gods of death / little girls slapping at space marine chainswords) :) perfect in my opinion

Mar 1 2013 Anchor

100% agree with TheGreatGargoth.

Mar 1 2013 Anchor

The lack of tier one detectors is another major flaw.. especially when fighting against Dark Eldar because their mandrakes can just cut your army to pieces and you can't do anything about it. My suggestion would to make Pathfinders available at tier one. Their mainly for reconnaissance duty, so I'm not sure why they aren't available at tier one because their not even that strong!

Also, stealth suits' burst cannons do damage equivalent to that of a squirt gun.

Mar 1 2013 Anchor

GG wrote: 3/10

Lol

Tau was mostly nerfed back in the older alpha versions of 1.72, so the problem was reduced at least by half. Then another problem occured via their research buffs... Skyrays, Broadsides were definitely fixed, and Fire Warriors with regarding to their cost was SLIGHTLY nerfed.

Giving Tau Battlesuits melee was another great idea of mine...

I can just add a keen sight radius for Kroot Alphas, give Kroots some love.

Other stuff... can't spoil, sorry. But Tau was worked on a lot during the past 3 weeks.

As for the other miscellaneous stuff mentioned, I will definitely note.

Sorry melee battlesuits was not my idea... but it is considered for 1.72.

Mar 3 2013 Anchor

i really like the idea of pathfinders as the first units instead of fire warriors. sounds like how it should be

Mar 4 2013 Anchor

Well with the damage and range the Firewarriors do I wouldn't be surprised. The Skyrays aren't a problem I thought until I saw that they have intense range and have knockback on every hit. Just that knockback is what making them game-breaking and make that a research at tier 3 or something. Other than that everything is pretty good.

Mar 4 2013 Anchor

TheGreatGargoth wrote: The lack of tier one detectors is another major flaw.. especially when fighting against Dark Eldar because their mandrakes can just cut your army to pieces and you can't do anything about it. My suggestion would to make Pathfinders available at tier one. Their mainly for reconnaissance duty, so I'm not sure why they aren't available at tier one because their not even that strong!

Also, stealth suits' burst cannons do damage equivalent to that of a squirt gun.


I believe the original intention was that since Tau have ridiculous range you kill their viewing range and supplement with pathfinders instead, creating a somewhat flawed scenario to fight back against Tau in. I don't see any reason for the forcing of this tactic since you can already easily melee harass the biggest offenders amongst Tau Infantry. Granted the Pulse Rifle damage is kind of absurd but the anti-tau tactics are still effective. Also since its difficult to fight back against stealth suit cap I assume the damage was reduced alot. The damage reduction wouldn't have been as big of a deal if it weren't for the dangerously small squad sizes I feel.

I would go as far as to say remove pathfinders as a squad and add them as the first leader unit to recruit for Fire Warriors. Personally I think pathfinders are too weak even for Tier1. Regardless though they need T1 presence.

Mar 15 2013 Anchor

I absolutely agree with TheGreatGargoth, the skyray and broadside issues are really problematic- one skyray at early tiers just STOMPS all infantry, no matter how numerous is it, i think that Gargoth s proposals are quite good, so it will be good to nerf the dist or uprades of skyray or do something with the artillery of other factions. About broadsides- its enought just to make them more expensive, longer to built and aviable on later tier(its kinda funny when tau ai just SWARMS me with them. I ve spent two days figting against tau with various races- as for me eldar ang guard suffer more than everybody cause eldars dont have arty at all and guard....well their arty not only is aviable later but can not counter skyray at all

Mar 24 2013 Anchor

The Pirhanna Skimmer is too slow don't you think? :S

Apr 8 2013 Anchor

In reference to the two different XV22 commanders reported. DC vs SS...

RT2 wrote: From a glance it looks like the difference between

Races/Tau/Troops/Commander_TGD

And

Races/Tau/Troops/commander_tgd_wargear
But I could be wrong.

It could be that they replaced the old commander_tgd, with the SS commander_tgd.
I will look into the XV22 closer as that was an area of interest making squads of XV22's as seen in my images.
Any other tau players notice the difference?


I would hope that the Races/Tau/Troops/commander_tgd_wargear could be FFE into the Races/Tau/Troops/commander_tgd.....

Im not a tau expert and need assistance, any help would be appreciated.

Moddb.com
Moddb.com
Moddb.com
Moddb.com

Now comes the crazy idea.

Copying the RGD for the DC XV22 and teh DC Commander and renaming it to XV22 Commander.
Using it as a Lt. for the XV2? series.

While the other commander_TGD stays as the Force Commander?
Moddb.com

Moddb.com
Shows the XV22 Squads that can be used in apocalypse. As there is no limitations on units numbers.

Either that or make the DC commander XV22 the force commander and the SS XV_22 commander the Lt for teh XV_22 squadrons... :P

It gets messy here. :P

Forums.relicnews.com ?

Edited by: RT2...

Apr 30 2013 Anchor

Computer-controlled Tau Empire AI doesn't seem to tech up past T2. It will be an hour into the game and they will be making the same units; skyray missile gunships and XV88 broadsides, while everyone else has titans and super units.

Edited by: TheGreatGargoth

May 3 2013 Anchor

OP Skyrays in tier 1? Come on, where are your problem solving skills. With all the grenades these guys gave us, use your heads. Tier 1 = Assault Marines/Stormboyz/etc with anti-tank grenades. Have a couple squads in reserve if you know youre going up against Tau, jump them in, toss the 'nades, then move up with the rest of your infantry. Cheap Fix. (you should have assault troops anyway vs. Tau)

I think Tau also get Vespids almost immediately. Kroot and Co. get no love apparently...

All in all, I think the Tau are nice and balanced. Have a lot of fun killing them.

Addendum: Perhaps a minimum firing range for Skyrays may make people happier.

Edited by: SoulsForSlaanesh

May 3 2013 Anchor

@SoulsForSlaanesh I think you are confusing 1.71 with 1.72.

May 3 2013 Anchor

Sorry, no.

I'm quite certain that I'm talking about 1.72. Just played a standard match as Orks vs Tau, and let them build up to Tier 1 before attacking, to ensure that they had enough Skyrays for me to smash up.

It takes no more than 4 anti-tank grenades to take out one glass cannon skyray. Just like you don't try to use sheer numbers to take out orks, but instead infantry disruption, dont try to out-artillery a strong ranged race. Get in close then chop them up good n' proper.

It's just good, basic counter unit tactics.

A minimum firing range might help, but they're pushovers if you play well enough.

Edited by: SoulsForSlaanesh

May 4 2013 Anchor

latest patch, the shield generator icon is purple until the actual shield power is ready.
the farseer power for creating an illusory titan shows the "fake monolith" icon and description.

May 6 2013 Anchor

I think Tau have been mostly balanced now, not played enough to know yet, except I know the skyrays are still far too strong, they shouldn't be so destructive so early...

Edited by: monkeynut

--


 

May 16 2013 Anchor

Why remove the Kroot shapers in favor of the Kroot alphas? I thought the attachable heroes added something to gameplay.

May 16 2013 Anchor

The Kroot Alphas beat any other t0 unit in the game easily, even the ones wich need two buildings, like seraphines. They span really fast and can kill comanders or anything in a few seconds, (maybe not necrons bugs, i didn't check it xD). But the most stunning thing its his resistance, they can even fight under towers without taking serious damage. I think they should be available at higher tier.

P.D.: I have been so active in the balance and suggestions posts... Recentlly i get the mod and its really awesome, a really good work and very funny. Just saying that i love how this work revive this game for my and my friends and that i'm very thankfull despite all my complaints about balance at low tiers :) I understand it's a hard and dificult work, but i trust you're doing your best and listening to us!

Edited by: aVelasco

May 17 2013 Anchor

SoulsForSlaanesh wrote: Sorry, no.

I'm quite certain that I'm talking about 1.72.


Exactly my point. There were no anti-vehicle grenades in 1.71.

May 20 2013 Anchor

Someone wrote: Why remove the Kroot shapers in favor of the Kroot alphas? I thought the attachable heroes added something to gameplay.

They honestly didn't for me, also they can be reinforced as a leader so you don't have to. And also they are now a full squad of leader units to command with.

Them, Banner Bearers, heroes, Apothecareys, Bad Doks, you name it, is not a full time strategy and takes time to do this process, whilst useful.

You can still also attach, aka, the Lesser Knarloc Rider provided in 1.72.

Kroot Alphas were slightly nerfed.

Someone wrote: I think Tau have been mostly balanced now, not played enough to know yet, except I know the skyrays are still far too strong, they shouldn't be so destructive so early...

Correction, so late. They cannot get such critical upgrades until later tiers.

Edited by: Lord_Cylarne

May 21 2013 Anchor

They exceptionally balanced Tau which pleases me. The skyrays aren't rape anymore and the race is really slow but powerful just liek they should be.

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