View Full Version : Tau paths should be more balanced to eachother
TheMiracul
29th May 08, 1:42 AM
I would say that Kauyon >>> Mot'ka... shouldn't it be realy balanced so that people can realy chose what to get? Or maybe the Tau player should get the option to play both paths at once...
Your opinions? :corn:
steel_tomatoes
29th May 08, 1:49 AM
Both paths at once...Uber fire warriors, gnarlac, 2x krootox, 2x hounds, 3 x Crisis suit, 2 x hammerheads. Now justify how that would be balanced?
Also the two different paths are meant to be different... read the thread open in the general forum at the moment people discuss it quite accurately
DeadlyFred
29th May 08, 2:09 AM
There's really a time and place for each and neither one is really the overall "better" of the two, in my opinion.
As I'd said in the other thread, I'm not particularly a fan of the Krootox or Hounds, really, but I will take Kauyon none the less in order to get the global upgrades it offers. To the contrary, if I don't feel it necessary to amp my general army up I will definitely opt for the much more immediately-satisfying Mont'Ka path as I quite love my Crisis suits and Hammerheads. Each one suits its purpose pretty well and neither is really restricted to any certain scenario but, as with any tactic, they each favor certain playstyles and conditions.
If the Krootox felt a bit less like a 5 ton quadrupedal brick, I'd probably like it much more as a unit; it just feels too clunky. Thus my general preference tends to be for Mont'ka.
It probably would've been a bit more interesting and clearly-defined had they made it more of a Tau/Kroot split insofar as what units you got and what sorts of upgrades you gained access to. Ergo: one path for Crisis/HH + buffs for Tauish units and the other with Krootox/Hounds + buffs for Krooty units, maybe? I dunno. I do think they work well enough as is; getting access to some hard-hitting CC units is a pretty good compliment to extra shooty buffs, no? And conversely both CS and HH are nicely mobile and hard-hitting units in their own right which compliments the general Tau battle doctrine.
konfeta
29th May 08, 2:30 AM
The best way to balance them is to shift the Metallurgy update to the Mont'Ka. It makes sense that the killing blow army is actually durable to move in and do that killing blow.
4Servant
29th May 08, 2:52 AM
I would say hammerhead tech > krootox tech anyday of the week afaik.
Theres just to much in the killing blow path you can combine to make it exponantioly better.
ImmortalChaos
29th May 08, 3:01 AM
Yeah, pretty much. Mont'ka > kauyon.
However, play in a FFA or team game, and nothing beats 10 squads of 50 range FWs.
Hawillis
29th May 08, 3:24 AM
Eh. its hard it say which is better IMO.
Im a fan of kayun personally, and going montka v IG is just suicide for instance.
I do wish there was moar to montka FW though but Im less and less upset by it as time goes on.
Zany Reaper
29th May 08, 3:52 AM
In general, I see Kau'yon being veered more towards demolishing buildings easily (something I wish there was more of in this game) and more durable & reliable troops. Mont'ka is more about dealing as much damage to a general army as possible whilst taking few casualties.
Kau'yon IMO would be a lot better if the Krootox & Knarloc scaled/buffed more suitably. Ideally a research in the Kau'yon path would slightly improve the movement speeds of both of them units, just to make dancing them a little harder.
Then there's the matter of the Krootox's gun too. It's damage is actually pretty good, but the combination of crap range & cocaine-rigged fire-on-the-move accuracy make the damage output in the majority of situations pretty low. A SM dreadnought assault cannon upgrade beats the damage of the kroot gun purely because it has its full FotM accuracy.
Kroot hounds are excellent though. Definately a deserving unit for Kau'yon.
SM dread assault cannon upgrade now has crap FOTM just like every other walker, in SS.
D-coy
29th May 08, 6:10 AM
Kroot Hounds are plain ridicilous IMO. They are like Possessed lite.
Anyway, I, too, would like to move the Metallurgy upgrade to Mont' Ka.
And increase the accuracy and range of the Krootox gun, change the unit's armour type to heavy_high or med and increase hp regen in combat and speed. It would have the same melee durability because during sync-kills it would regain a lot of hps.
Cheers
You move upgrades to Mont'Ka, and no one will ever take Kauyon.
If you want something that makes sense but is also gameplay-viable, you'll have to reinvent the entire techtree.
War-Reborn
29th May 08, 10:30 AM
Well if krootox and the big chicken got some good quality health regen, and the chicken a faster turn speed and slight speed buff when moving then there might be more advantage to going for a strong chicken with krooty support, as it is i prefer HH since they have great range, with markerlight can take down even the hardest tanks, and can be quickly repaired in the field
TheMiracul
29th May 08, 11:11 AM
i would make krotox/knarloc hp regen better and put advanced optics into motka path...
_McGr3g_
29th May 08, 11:24 AM
...and u would make tau from just imba to ridiculous unbeatable imba of all time.
gr8 idea imo. what would beat tau in t3/t4 then? best t4 tanks(lol 3 pop), very cheap elites, and whole t2 infrantry scaling into t3.
have enough boring as hell tourneys solely consisting of elf/de/tau, with orks thrown in from time to time, lets make it purely tau.
Slow_Runner
29th May 08, 11:28 AM
Balance guidelines (http://forums.relicnews.com/showthread.php?t=183548). This is pretty much exactly the "Hai guys, how do you feel about Orks?" bit. Just swap 'Orks' with 'Tau paths'.
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