PDA

View Full Version : [DC 1.51] Tau's Listening post armor and damage



taskmaster-
18th Nov 06, 9:02 AM
Don't you think that since tau do not have turrets, should have at least a stronger LP?
The one of SM and Eldar have a stronger armor and do more damage... Tau are the glass army ofthe game, but imo at least their LP should be stronger...

:notadd:

s1_ONE
18th Nov 06, 9:43 AM
the last LP upgrade should increase also dps, but practically the latest weapon miss 2 shots on 3, so the really problem is: do u want more hp or more dmg?

pintocat
18th Nov 06, 9:47 AM
I wouldn't mind tau LP's being detectors, since they have no turrets to detect with...

Makille
18th Nov 06, 9:49 AM
Everyone's LPs detect in a radius around them. However, the radius is rather small (Stealth Suits can fire past it). An increase in the detect range for Tau LPs is probably a good idea. An increase in damage/range is a big no. A Tau force can EASILY hold any position against an equally sized foe.

Hiroshi_Tea
18th Nov 06, 10:05 AM
yep
detection increase would be nice for them
considering their detector list
could use a boost

taskmaster-
18th Nov 06, 10:12 AM
the problem is that in maps where the lp are spread and far and your forces are not near the attacked LP, it comes down in a small time doing almost no damage... (eg to a necron wariors squad or marine..) and you may not have the time to come and help...

JoeSocksXD
18th Nov 06, 1:35 PM
I think their lp's dmg should be brought up to par with those of the other races, right now they seem to only tickle enemy units rather than kill them. (I haven't checked the dps yet, but from my experience they are quite low.) A detection range boost is also needed to fight off stealth units. A detection range equal to its firing range would be good imo.

edit: health buff is not needed imo.

Chris
18th Nov 06, 2:03 PM
Don't you think that since tau do not have turrets, should have at least a stronger LP?

No?

How many times do you see people actually building turrets outside of trying turret rush anyway?

...

...

Yeah that's what I thought.

Tau have got some of the most powerful range and firepower in the field, the last thing we want to do is give them better defenses to boot.

Can anyone give a solid reason that is preferably backed up with evidence as to why tau actually NEED these things? So far it's just a case of "I'd like my tau to be better plz, thx".

Darzok
18th Nov 06, 2:10 PM
They do not need damage boost or hp boos Your fire warrior's can shoot half way acorss the map more or less its not like you need boosted lp's.

JoeSocksXD
18th Nov 06, 2:17 PM
I actually see turrets quite often in games, there usually is 1 in most bases to hold off rushes. Having a decent lp to fall back to can save you, if my fw get overrun, right now, i have no where to fall back to and the lp's get ignored completely because of their pathetic damage. Right now, unless tau rush with kroot and vespids, they are quite vulnerable to rushes imo, with only a commander and a few fw melee and jump troops can easily tie them up. Dancing and running around is extremely hard to do on small maps where there is barely any space and if you're in your base your in even more trouble.

taskmaster-
19th Nov 06, 12:03 PM
infact.... vs an enemy that tries to come close to malee if i start to dance around an upgraded LP it just start tickling him... they should do defenetly a bit more damage.... or have some more hp at least....

njc282
19th Nov 06, 5:40 PM
This is definitely not needed. Tau already have the strongest ranged army in the game, just utilize what you already have which is an overpowered army.

Unstable[7]
19th Nov 06, 6:01 PM
afaik. Tau have one of the better ways to stop an early rush of medium - small groups of tier1 units with the tau commander.
His ability to jump around, laying traps and still being able to desimate the attackers from distance really doesn't add to any argument as to why listening posts should be upgraded, which I for one think they shouldn't be.
I could support the idea of mines for tau, as even they seem vulnerable when it comes to econ harass by units which focus on cc and have decent building damage like vespids, ASM or raptors.

HarmlessPenguin
19th Nov 06, 8:06 PM
for those of you complaining, the Tau LP2 actually does about the same dps as all other LP2's, it's just that the LP3's actually a dps downgrade, that's it

re-con
20th Nov 06, 12:26 AM
"Can anyone give a solid reason that is preferably backed up with evidence as to why tau actually NEED these things?"

higher dps for fortfied lps might be handy to counter jumptroop spam.......

"They do not need damage boost or hp boos Your fire warrior's can shoot half way acorss the map more or less its not like you need boosted lp's."

Ummm.....thats a very big exaggerations. Mass CC counter to Tau fw really is hard to counter even with god-like micro, for the simple reason Tau don't fotm and they have a long set up time.

Jaimas
21st Nov 06, 7:56 PM
I've noticed that a LP2 can fire on one of my units for several minutes without so much as bruising it, so I'd definitely say something's sketchy on it, especially when their primary LP seems to be fairly effective.

Quex13
22nd Nov 06, 2:30 PM
Detector range is the only thing that needs to be boosted. LPs are just for delaying the enemy. Tau currently lack major in the detector category.

CorsairX
22nd Nov 06, 2:37 PM
i would not mind tau LP3 to have a 99% chance of hitting (i`m not a tau player)

Jaimas
25th Nov 06, 7:43 AM
There's definitely a bug with the Tau LP3. It doesn't ever fuggin' hit. I'd say that's a pretty gosh-darn big balance issue.

Earlier I said LP2 by mistake, when I was wrong. My current group refers to LP1s as LPs, LP2s as LP1s, and LP3s as LP2s.

This in mind, I'll update them to the new coding.