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but ye lategame Kauyon Tau is op
Though i'd day the Dark Eldar are weakest. I'm pretty bad with them I'll admit, but they just don't seem to have anything that works better than the other factions have.
.... the mighty squid of standard proportions...
Tau can be easy to learn, and hard to learn to beat. Maybe they're the most OP race vs new players, but against experienced players they're, at best, in the middle of the pack because most of their units are too expensive, don't help, or don't do what they are supposed to do, and any race with only a few viable unit options can be countered by experienced players. More than likely, they're near the bottom of the power scale. Even in T2, when tau are strongest, things like 2 SM squads with probes and 2 landspeeders can often wipe their entire army out. Defilers, stealth cultists with detection, and a chaos sorcerer can do much the same, as can a few T2 upgraded guardsman grenade squads with a couple commies attached, a psyker or two unattached, and 1-2 hellhounds... Etc, etc. Basilisks and sensor sweeps from multiple IG command centers followed by general /w 4 preists and ogryn /w priest, let alone vehicles, will pretty much ruin any sense of tau being the most OP race. If you're too slow building vespids in T1, DE, Chaos, Eldar, Orks, and even SM can rush you pretty much with impunity. Your lack of turrets and high initial squad costs in requisition means it will be GG. Mass guardsmen are a legit threat if you can't get T1 map control and all of a sudden 3-4 squads with grenade launchers are massing on you. They'll outrange your FW *and* beat you to T2 if they have more of the map, scan for and kill your capping stealthsuits, and after that it doesn't matter if your FW, TC, and vespids killed most of them. After T2, tau begin to lose whatever advantages they had as other races get indirect fire, hero abilities, deep strikers, and tons of other ways to defeat the pulse rifle, and get the econ upgrades to match or outpace the tau's income, while the tau get... pretty much nothing... A maximum of 7 combined new units and researches after T2 if my memory is right, and a minimum of 5.
Eldar, on the other hand, have a hard counter unit (max squad sizes of 6+ usually) for every occasion, crazy amounts of upgrades, tons of strategies and options. Eldar have stealthed, troop healing structures that can move infantry and other buildings around the map, a highly upgradable main hero that (if memory serves me) detects stealth while getting 2 aoe attacks and a buff that can be put on an allied squad or herself and aoe disrupts nearby infantry on about every 5th melee attack, turrets that can be upgraded to anti-vehicle status but retain usefulness against infantry better than most, the best teleporting/jumping ranged infantry in the game with great anti-vehicle grenades, plenty of stealth detection, nice utility abilities on guardian squads, teleporting builders that can freeze enemy structures for a time, jumping troop transports, cheap vehicles for infantry disruption, pop cap efficient and cost effective infantry, great walkers with the ability to add weapons, "sub commander" guns that can lower armor or deal damage, tanks that deal damage and have a wider disruption radius than a leeman russ, great listening post guns, universal speed upgrades, a late game melee unit that will make nob squads back off and gets automatic power weapons and stealth detection, a "sub commander" with a hard cap of 3 squads of 1 that will bounce around and disrupt packed infantry *continuously* while doing good damage and avoiding incomming damage with the ability to deal a huge blow on a recharge, and an ultimate unit that is a true beast while putting the Eldar over cap and increasing unit production speed by a very noticable margin... Oh, yeah, and flamer/melta weapons heal him if memory serves. Now, I suck with the Eldar, but, compared to Tau, they're the polar opposite in the best possible way. They can do just about anything, but are hard to learn because when you can do everything somtimes you wind up trying to do too much.... Expert players know the ins and outs of them, and make Eldar by far the most OP race in the game, in my opinion.
That is true, after playing the DE for a considerable amount of timeI have to say that they might be the weakest faction in the game. They are strong early game. If you manage to get something done there you can end the match at ~ midgame. If not, well you might just quit right there. Although their T2 units are quite strong I always feel that you still need some sort of advantage prior to fights to win them. There is now way you win at T3 against someone who has just the slightest idea how this game/his faction works. And if you plan on playing lots of team-matches forget about DE completely. Since it's easy to sit back and turtle up you're practically forced to play mid-/endgame, which again favors every other faction against DE.
That beeing said, strongest factions are in my opinion:
Tau: They got it all, extremely strong ranged units that get even better over the course of the game. Some decent melee units to tank damage and stealth units. If they get to T2/T3 you might just quit the game...
Space Marines: I consider SM to be one of the strongest factions, they got lots of well rounded units plust the best tactical options, at least in my opinion. Marines are can be geared to be effective vs every unit in the game, GK rape chaos and the terminators are great too. To top it off they can deploy their units everywhere on the battlefield within seconds. Have you ever had your entire army half way across the map? Better hope the SM doesn't drop 2 Cybots into your base... Oh and I almost forgot their orbital borbadement is probably the strongest ability in the whole game.
Imperial Guard:
It feels like they have no downside at all. Strongest vehicles in the game, long range, cheap infantry, excellent T3 units... can't go wrong with IG.
I consider the other factions to be equally strong. Except for Chaos, they're at a disadvantage vs. SM and SoB due to their bonus dmg vs. Demons....
I have to disagree. IF you can survive till mid game against them you will win. A skillful DE player will have invis melee and speeders so far up your azz building anything will be tough. Just saying ... I really like DE and its actually easy mode to win with them.
This makes 0 sense.