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Fordítási probléma jelentése
You just need to use their tools. Use Commanders' offensive buffs, use the markerlights, get the Kill Team bonus on battlesuits that have it, use drones to distract enemies and protect yourself, use Builder Drones to heal (don't rely just on Ethereals), get the support systems (especially the accuracy one).
The "increase number of attacks on ranged" is currently bugged on some skills like Volley Fire, not sure about the overwatch bonuses, so the Fireblade is underperforming but his ability to destroy morale (Break Composure) is awesome and doesn't cost an action to use. Units with broken morale take 50% more dmg and just crumble.
Once the armor pen for missiles and flamers comes out Crisis Suits can punch out almost anything except the super heavy stuff. Broadsides lose accuracy if they move which needs to be taken into account but are very strong. Riptides paired with Hammerheads crush things.
Sure, fighting tanks with just Fire Warriors and Pathfinders isn't great, you need to bring out your own mechanization to the field and the Tau rely a lot on teamwork but you can destroy enemy armor just fine, more than fine even.
I can see the AI do poorly with Tau though since their actions are a bit more elaborate, using the drones right, the buffs, making sure everything is positioned right. AI's propensity for just throwing things at you and using buffs at random hurts the Tau more than other races.
The Utopia mechanic isn't that big of a deal (not sure about higher difficulties though). You can still get multiple copies of a building without problems, you just can't super spam. As your economy grows get more and more Fireblades (I had 4 in my hard game by the end), they'll start out at a higher level later on, to keep the loyalty up, buy Tantalising Icons to generate more influence and you'll be fine.
Unless i’ve missed something, no building provide it (except the generic one, so i build 2 of them per city), while we have other means to gather other resources from factory building.
We can buy from Influ, but it’s something i’m not fond of this.
Ill try what you suggested. I added an EDIT to my post, regarding my scout bikers only playthrough. I think the Tau are broken at the moment. Ill give your ideas a shot
1. Do not underestimate drones and marker lights. Drones can move and attack the same turn they're summoned, and they are also excellent for triggering overwatch attacks so that your fragile troops don't get shot to hell before they can do the same
2 Emp grenades are excellent against cities
3. Fireblade hero: His normal attack is terrible. His cooldown 3 ranged attack is okay. His ability to sap enemy morale is fantastic. If he's not in a position to use that or his cooldown attack, use him as a marker light, and you'll see your damage increase significantly. This is particularly true if you can get a turn where your gunline doesn't have to move; he can relocate as needed to give his bonus to those who held still.
4. The tau commander is a beast. His weapons are good against almost anything, and his tactical abilities are HUGE, affecting everything within 3 hexes of him. All 3 of them are amazing in the right circumstances. About to take a beating from an AM firing line? Use Kau'yon. About to begin your attack? Use Rin'yon. Enemy have something that just absolutely needs to die, such as a doomsday ark, or their city center? Use mont'ka.
5. Crisis suits work exponentially better at short range; their flamers ignore cover, which should not be underestimated. Spawn drones, use them to draw the overwatch attack, then fly in and roast em.
6. Utopia: At the beginning, focus on getting one of everything. This will give you a buffer of loyalty for later. I've gotten my loyalty up to over 20 with this and the fireblade. This is right about when you're looking to expand, do so, and use your new city to start doubling up. By this point, you should also have the loyalty structure (totem), so you'll be able to afford a few duplicates by now. Make sure that whatever you pick is a good one. I find it's also incredibly important to place your cities next to resource multipliers; Focus on power and influence, so promethium pipelines and/or jokaero camps are extremely valuable. Power, because it's hard to get, and influence for your ability to trade and assimilate auxiliaries.
7. Ethereal. This hero is near broken at high levels. His ultimate ability allows adjacent units two attacks. His healing ability affects everything around him AND himself. The additional attacks he can give out as a free action is just gravy on top. His only downside is how fragile and weak he is himself.
8. Half of the tau army isn't affected by wireweed. Use this to your advantage.
The issue with sending drones to catch overwatch is then, they die, and you get hit by morale loss.
Would be much more acceptable if drones would not impact moral, or if they do, they should last until death (not 3 turns) and lock down the summon so you can’t summon more than one per unit.
I manage to hold my corner, by i struggle to push. After a while, the map is painted to the couple of factions left, and i’m submerged like 4vs1.
Fittingly enough, the tau seem to be pretty good at dismantling enemy commanders and morale. I had food problems though, so having at least two cities, one industrial, another agricultural, were cornerstones to success.
Both Ghostkeel or whatever it's name is and Riptide are really good IMO. I use both a lot since the damage stacks up fast. I barely use the tanks tbh, they ARE nice but there is something special with flying in with a lot of mecha units :P
A side note; I think the ion weapons you toggle are only good against big groups of enemies. Should be atleast 5+ else it's not worth it. Don't know how accurate that is but that's the only time I use it. Great for the start since you can toggle your cities range 3 weapon also :P
You absolutely have to rush xv8 battlesuits. Research as hard as you can, and get the Ghostkeel with at least 3 or 4 of its buildings. Ghostkeel is the saving grace of this faction along with the speed boost mod. It gives +1 speed and ignores enemy zone of control. I built 3 cities. Original producing research and ghostkeels (stopped making xv8's once the ghostkeels came out). Second, was ore and energy. Third was builders and ore influence.
Because of the excellent movement speed they have and ignoreing zone of control, they can get into good positions quickly, and exit battle to go and heal whenever they want. I didnt go drones, as they are more harmful that anything else because of the gigantic morale drop when one dies.
Ghostkeels out perform Hammerheads against heavy targets AND infantry, and cost less if you consider the punishing effect of Utopia.
I pumped out a ghostkeel every round, and with the builder healing them for 30% every round, I never lost a single one. They arent as good as the xv8 battlesuit vs infantry groups, but they are cheap so I just use 2 and all infantry person groups die.
Their aircraft are average. The first one, the fighter, is ok. Nothing special. Like all other units (except the base and pathfinders) the alternate fire is broken and doesnt much more dmg vs groups. The ghostkeel loses damage with its alt fire against every type of enemy I faced. The bomber is seriously weak, dont build that ♥♥♥♥ ever.
Ill try again with them, see if its possible to use something else than waiting for tier 4 to produce my first unit.
You also don't need to 100% respect the utopia system you can very easily get away with building multiple resource buildings, *especially* once you start getting fireblades to level 6 and I strongly recommend you get 2-3 of them at least and keep them safe.
Usually by the end of the game I'll have 3-4 cities with 15-20 loyalty each combining Utopia, Siren Casters and the Fireblades 'Unity' ability.
The alt-fire of all the Tau units exists for clearing out low-armor chaff units like Guardsmen & Orks.
Hammerheads are your first 3-range siege units and can be gotten a tech level earlier than battlesuits and make great fire-support for your battlesuits once you get them.
If you're ever struggling with resources or city growth you can just *buy* resources and pops with some cheap researches and the influence needed for buying stuff is super easy to get because ALL of your production structures produce influence as well.
Veterancy is pretty important for the Tau, they get a lot out of their experience levels with the boosts to weapon damage, keep your Firewarriors alive and they'll outperform most other T1 infantry, plus the markerlight ability makes them potent support units for helping wipe out enemies in cover.
The alt-fire as it stands is broken. Doesnt work for most units. On the ghost keel for example, you lose about half of your damage if you alt fire against groups. Only pathfinders truly benefit from it.
If im struggling with resources, a 2:1 trade is not something I can afford, cause I have to get fireblades. 15-20 loyalty in endgame isnt bad, but their economy at that point is behind everyone elses even a lower loyalty.
Im with you on the veterency. They need it badly. With the fireblades being as soft as a sponge, its kinda hard to level them. Have to keep them safe literally always. The firewarriors, even with the fireblade (in its current broken state) will absolutely not out perform half the t1's in the game. They cant drone, cause you lose morale like its nobodies business, and marines, chaos marines and gargolyes and necrons are stronger on paper and on the field. If you want infantry, pathfinders are quite good, but doesnt come close to tyranid warriors for t2 champs
I am finding the Tau to be VERY powerful if used in combined arms teams.
Use the Kroot and Vespid throughout your campaign - level them up and you will learn to love them a lot.
Use the marker lights and drones from your Firewarriors, use the Pathfinders overcharged shots, and I recommend using Commanders to lead each battle group you form with at least one etherial backing them up for healing.
Builder drones heal vehicles and battle suits. Etherial heals work on everything - just group your wounded around one and heal up to 6 units at once.
The standard battlesuit squad (with flamers) will one shot many infantry once leveled up.
The pathfinders overcharge shot will one shot Enslavers once leveled.
Ghostkeel battle suits are strong against hard targets and heroes.
Stealth suit infantry is great against robots, ambuls, buildings and other high armor targets.
BUT none of these are worth a darn if used alone. Used in a combined arms team they are quite amazing.
Tau flaws currently:
In my current hard level game, I can not research the Stormsurge - not sure why.
The Tau lack any method to move long distances across the map.