It's also "Avatar" ,not "Avitar" but we don't want to get annoying ,do we. Kurrect speling iz fer nerdz
It's also "Avatar" ,not "Avitar" but we don't want to get annoying ,do we. Kurrect speling iz fer nerdz
That which does not kill us, makes us stranger.
I don't get your logic, just because Tau has other good units is no reason for the knarloc to be so poor, especially when it costs 400/400. Necrons get a great relic, and on top of that the best counter relic unit in the game in the nightbringer, and there standard units are not exactly weak either.Originally Posted by SubakuGaara
Then there's that other detail, if you go HH the knarloc is already much weaker as it only has 8000hp, it's barely worth the 400/400 cost at those levels, so it's unlikely someone using HH tanks will even bother with one.
Teh cheek of itOriginally Posted by The_nuketrooper
if there was a nerf monolith thread I would be in support of it. In fact, I'd be in support of nerfing every vehicle uber at least in respect to their commander damage. it makes no sense that a bloodthirster does 46 dps vs commanders but a baneblade or landraider do 150+ and with ranged weapons to boot!
Apple wants to give everyone "the business."
btw, a bit off topic, but out of interest: how many monolith illusions can a necron get?
As many as they like.
And all of them can shoot.
If only Skirmish AI mod would incorporate that "strategy." It would be the lolz in 3v3 Necron AI games.
2 Days ago i said to my self i goig to try tau and this Knarloc.
So i joind a 2vs2 game and my mate was wipetout in tie3.
They attackt and i succeed in my defens, and send my 100% healthy "Greater" Knarloc in to a SM base.
Out side the base he got stuck in a SM AssultTermi squad.
SO i thing ok he is beter then a blood thirster in CC, and a blood thister crushes a SM AT squad.
OMG did i have wrong, the Knarloc was just standing ther and got the killd, without hiting them 1 time! i just standther and got a beating.
The AI the Knarloc needs to be inprovd ALLOT!
You know that Assault Terminators stun the units they hit, right?
*metalurgy for both motka and kauyon (or adleast make this have no efect on knarlocs hp)
*set krotox/knarloc movement adleast to 20 (just like avi) and make em turn around faster!
*one type of attack that causes feedback (20-30)
No need of other buffing...
Bloodthirster does not crush a SM AT squad for the reason outlined above.SO i thing ok he is beter then a blood thirster in CC, and a blood thister crushes a SM AT squad.
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sorry to bump a old thread but, Greater knarloc even in ss 1.1 is fairly weak compare to other relic units. It should be given a hp regen and maybe some kind of bonus. Seriously its pretty weak mostly i strip soul the thing and snipe it to death with assassin. Hell 3 gms with plasma and one commi can kill it.
No qaurter back men, only forward or we will hold this line forever!!!
Row Row Row Fight the Powha
yeah the GK is the weakest relic no question, but Tau T4 army makes up for it.
BTW im a tau player all the way so im not biased...
wouldent it be cool to have a super hammerhead as a montka relic unit, and GreaterChicken as kauyon relic unit?
also, the chicken does less DPS then the krootox to every building. lol
Originally posted by OmegaDestroyer, about Necrons in SS:
If you like the Necrons, you'll be disappointed. They aren't one of the strongest races anymore. They didn't get hit by a nerfbat or anything; a truck carrying a bunch of nerfbats accidentally crashed into a restored monolith
LOL. Yeh the chicken is kinda crappy a lot of the time. It's pathing is so bad, you can ignore it for quite a bit of time. Until it reaches your uber of course, that is. I reckon it should just get it's pathing problem fixed and then it'll be ok i.e. turning speed increased by A LOT and speed... increased by a bit as well.
"The difference between genius and stupidity is that genius has its limits." - Albert Einstein
Instead of a super hammer head they should give tau the Manta Ray i think it called. Its basicaly a flying bane blade, that carrys 50 troops 8 battle suits and two vechiles and has alot of asortment of guns
Buff the GK, then nerf the rest of Tau
Seriously though, the GK is nigh useless as of now, but Tau are like 879% ok without it, even when every other race is chucking their relic units into the fray.
I think it would be great if they gave the Knarloc Feral leap. Not only would it help close the distance and totally bypass a pathing problem, it would also look fruiting hilarious to see a dinosaur leap into the middle of an enemy army. You've also got your disruption built right in there as well.
That is a fucking beautiful idea.
Like a Squiggy Rampage that actually works, and has zero cooldown time.
Either that, or GK really should have a gunner (or 2) on its back. Even Krootoxen have gunners.
I think GK should have some better disruption
The GK was never mean to pwan an army, it was mean to pwan relic unit because it beat everyone 1 Vs 1, and the Tau only real weak point is relic unit.
Agreed. The GK may be weak but Tau's late game power lies in the rest of Kauyon T4 instead, and little less in Montka. Tau IMO has one of the best T4's in the game already, and buffing GK to make it even better isn't justified.yeah the GK is the weakest relic no question, but Tau T4 army makes up for it.
Uh, markerlight, EMP nade?Tau only real weak point is relic unit
Originally Posted by 4Servant
Knarloc doesn't beat any relic unit in 1v1.
Can't beat a bb because it has 11 err 10 guns shooting at it doing way more dps then he does per swing.
Bt just own the little guy so would kane. Only thing i see the knarloc kiliing is mabye the dias or livling saint .. maybe.
GK can walk within minimum range BB....
Admittedly, easier said than done with the kind of pathing übers have.
Anyway, the rest of what you say is false. Go read http://wiki.reliccommunity.com/Greater_Knarloc
Last edited by Chaingun; 28th Oct 08 at 9:22 AM.
...kauyon greater knarloc beats all relic units 1v1 (except for the bloodthirster i believe)
although this doesnt really matter much considering relic units, 99% of the time, are not alone.
Hmmm I never lost a bb to GreaterKnarloc in a 1v1, even so maybe there special conditions and really i haven't really seen it do much when fighting in game. Unless you can give him cover fire. Even through all of the mayhem you still can't get his health up fast even in 10 minutes his health would still be low.In the end i just press delete and mkae a new one >.>
considering the rest of the tau tier 4 army and the fact that in a straight 1vs1 against all other relic units the GK beats them AND the fact that it still can be used as a damage sink really makes this "issue" redundant.
In a replay I have seen a GK destroy the enemy BB when he had BB+Karssie+Orgryns and a Autocannon HWT.
It is in Battle Archive I think.
I hope this is a joke, firewarriors with terminator armour and hammerheads and crisis suits, tau would be nigh on unassailable come t4.Make this: *metalurgy for both motka and kauyon (or adleast make this have no efect on knarlocs hp)
The knarloc is there to compensate for tau's relatively poor damage versus uber daemon units (without a huge mass of ranged - massively cost ineffective) so was designed to be a direct counter to this, and to that end it works fine. It needs no disrupt - thats what your missile barrages are for greater knarloc works fine
Give GK feral leap so he can catch-up to other relics, ATM it is very slow.
Hmm. I approve of this. If for no other reason that it'd just look super funny seeing something as big as the Greater Knarloc make such a leap lol.Originally Posted by slay2rr
I suppose it would need both area of effect attacks and some disruption.
Oh yes the nerf to the rest of Tau, especially their T4. I like that.
Originally Posted by chelovek_veliki
change his voice to that of a chicken. he is a giant chicken and should sound like one.
I think giving the GK a feral leap would be a really cool ability. It would certainly help to get him into the thick of things a lot quicker and make him a lot more useful. I mean its all well saying how well he does against relic units, but he's so slow that you can retreat your unit long before he arrives. A leap would certainly shake things up!
Im sorry but in my opinion giving GK the feral leap is an utterly stupid idea. A race like Tau that has massive firepower over massive range should not also have a disrupting jumping relic unit, which would make inf even more useless against Tau then they already are.
There is a reason why GK is so crap, so deal with it. The only thing that needs to be fixed is pathing, and almost every relic unit has pathing issues
Nah, not in all cases. You can use an SS EMP vs. vehicle ubers to halt their movement.Originally Posted by Flagg
Not sure if Snare Traps work on daemon ubers though.
Still, Feral Leap to Greater Knarloc for ultimate win please ^_^.
It's too entertaining an opportunity to pass up on lol.
And why would it make inf more useless against Tau? I'm sure 2 Skyrays could do the same job, and both would have a very powerful disruptive ability that can reduce entire squads to half health within a matter of seconds.Im sorry but in my opinion giving GK the feral leap is an utterly stupid idea. A race like Tau that has massive firepower over massive range should not also have a disrupting jumping relic unit, which would make inf even more useless against Tau then they already are. There is a reason why GK is so crap, so deal with it. The only thing that needs to be fixed is pathing, and almost every relic unit has pathing issues
The reason why we want the GK to have feral leap is so it can actually catch something running away that isn't Flayed Ones.
Ofc while Giant Chicken gets a leap, the rest of Tau are getting proportionate nerfs.
Even if GC doesn't get leap, Tau should get nerfed.
Tau's been nerf in every patch since their release, including the SS patches. So why do they still need nerfing?
Because they're OP.
In my opinion Tau have been nerfed in the wrong areas, for this reason I wouldn't be in the least surprised if they turned into the next Cron's
Broadsides are pretty crappy AV currently, considering how expensive they are, the amount of weakness's they have and the crappy DPS per POP that they give.
As it stands, Tau rapes and they still rape because they just kill everything in T2 with FW/PF and using broadside as a last resort. That's what should have been nerfed, firewarriors should have had a damage nerf in T1/T2, tau racks should have build time increased and possibly cost more.
Heh, Tau still own in T3-T4... I would recommend FW damage nerfs throughout all tiers, not just T1/T2 actually.
I think that an attack speed nerf would better suit them, with their damage + range they would be like an sniping army.
dont nerf tau! they have been nerfed enough.
just use transports to get into range, or jump units.
Thats as easy to say as saying "mass Anti Air against Hell Talon mass or saying mass Anti Infantry against Fire Dragon mass".
I'd love to see you buy all that while tau was raping your arse off for all of T1. :P
Whats the talk about FW damage nerf? check relicwiki, they don't do that much damage, heavy holters, plasma, reapers. All do more damage.
The reason why FW are powerful is because of the long range(which also need spotters), not damage, and don't say nerf their range, their 5 range over HB is all there is to being completely ripped by HBs.
Heavy Bolters/plasma are available in T2/T3 (not sure if your talking about SoB/Chaos/SM) and cost a hell of a lot more resources.
FW are available in T1.
They do a lot of freaking damage in T1, considering they only cost 210 req (considering what they do) and Tau also have invisible jumping cappers (and snare traps).
As I said, FW need a nerf (either direct or indirect) in T1-T2 (especially T2 where it really starts getting shitty with PF) and they could buff their damage in T4. As it stands, in T4 you actually need to fill your pop with FW to survive against the heavy tankers such as nobs and whatnot because their damage doesn't scale too well into T4
well that is the point of the tau, and the FWs cost alot for that damage. 3 units who do about 15.5 dps each isnt that much... you need a mass of them to be effective.
shoota boys, space marines, all do better damage for cost while having better melee (shoota boys have better melee then slugga vs some infantry for some odd reason) and way better hp/cost. also no setup time. and what do the FWs get? better range. so dont nerf their damage, its not high as you make it at all.
no, they dont. get your facts right before confusing other people like that.They do a lot of freaking damage in T1, considering they only cost 210 req
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