Dawn of Warhammer 40,000: Firestorm Over Kaurava

The definitive Table Top conversion mod for Dawn of War.
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 Post subject: FoK 3.5 Tau Master Bug List
PostPosted: Mon Sep 14, 2009 10:15 am 
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post your bug findings here. first post will be updated along the way.
Tau

-Firewarriors should be named Fire Warriors DONE
-Skyray should be named Sky Ray DONE
-The Shas'el of the Honour Guard Firewarrior is huge , seriously he towers over Terminators. FIXED
-Piranhas and tetras go about 3x faster with one of their upgrades FIXED
-Ethereal cannot be retrained until the squad is remade fresh from HQ Not BUG
-Plasma Rifle reload time is 3sec and not 1.5 FIXED

Yellow is important green is less important red is very important!-Rock!
-Failsafe detonator can't be activated in melee, wich makes it a not very usefull ability
-Tooltips for devilfish upgrade completion messages are wrong.
-Tau listening post construction animation is not fixed
-Krootoxes, when on stand ground stance (blue) have to be ordered to shoot, and will not do it automatically.

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 Post subject: Re: Tau Master Bug List
PostPosted: Mon Sep 14, 2009 11:50 am 
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1. If Ethereal is taken down it's impossible to add him back to the honour guard - requires him to be alive, so the squad must die and be rebuild just to get the ethereal back.


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 Post subject: Re: Tau Master Bug List
PostPosted: Tue Sep 15, 2009 2:27 pm 
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Tooltips for devilfish upgrade completion messages are wrong. Seem to be from the Space Marines Troop power sword upgrade.


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 Post subject: Re: Tau Master Bug List
PostPosted: Wed Sep 16, 2009 9:41 pm 
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Failsafe detonator can't be activated in melee, wich makes it a not very usefull ability, as the explosion is short ranged.

Or was it intended like this?


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 Post subject: Re: Tau Master Bug List
PostPosted: Wed Sep 16, 2009 10:06 pm 
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Did you try to activate it near death? If so that might be why it didn't work. The tooltip tells you it's too badly damaged if you're in the red, at least that's how it worked for me.


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 Post subject: Re: Tau Master Bug List
PostPosted: Thu Sep 17, 2009 2:21 am 
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When I used the failsafe, it kinda failed epicly, I wanted to try it for the sheer lulz, and all that happened was that my commander keeled over and died surrounded by orks, with no explosion. It made me very sadfaced.

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 Post subject: Re: Tau Master Bug List
PostPosted: Fri Sep 18, 2009 11:18 am 
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Tau listening post construction animation is not fixed. The listening post structure suddenly appears out of the construction once it is complete.

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 Post subject: Re: Tau Master Bug List
PostPosted: Sun Sep 20, 2009 3:53 am 
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etherial can reenforce anywhere.


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 Post subject: Re: Tau Master Bug List
PostPosted: Sun Sep 20, 2009 3:59 am 
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Sabre wrote:
etherial can reenforce anywhere.


The ethereal is a reinforce point. Any squad near him can reinforce.

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 Post subject: Re: Tau Master Bug List
PostPosted: Sun Sep 20, 2009 5:02 am 
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He isn't a reinforce point anymore I think. But his bodyguards can reinforce anywhere. Other squads around him no longer do so.

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 Post subject: Re: Tau Master Bug List
PostPosted: Sun Sep 20, 2009 8:40 pm 
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The Shas'el of the Honour Guard Firewarrior is huge , seriously he towers over Terminators.

Either resize him , or better yet make him use the XV22 suit and give Kais the XV89.

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 Post subject: Re: Tau Master Bug List
PostPosted: Sun Sep 20, 2009 8:44 pm 
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Quote:
The Shas'el of the Honour Guard Firewarrior is huge , seriously he towers over Terminators.

Either resize him , or better yet make him use the XV22 suit and give Kais the XV89.
please explain better. I have no clue what you are talking about. campaign?

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 Post subject: Re: Tau Master Bug List
PostPosted: Sun Sep 20, 2009 9:04 pm 
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Yes , i tried it yesterday and noticed it after i got the Fire Warrior guards.

EDIT: Image

Voala.

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 Post subject: Re: Tau Master Bug List
PostPosted: Mon Sep 28, 2009 6:11 am 
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I found one when the Piranhas go about 3x faster than usual, it was after I did all the upgrades for them, In fact, Rocktober saw it too.
Also the Tetra flat out speed is combat speed.


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 Post subject: Re: Tau Master Bug List
PostPosted: Mon Sep 28, 2009 2:21 pm 
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already fixed.

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 Post subject: Re: Tau Master Bug List
PostPosted: Mon Sep 28, 2009 2:50 pm 
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I don't know if this is a bug but the Krootoxes, when on stand ground stance (blue) have to be ordered to shoot, and will not do it automatically.


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 Post subject: Re: Tau Master Bug List
PostPosted: Wed Oct 07, 2009 4:53 am 
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  • Not all plasma guns use the same FX.
  • Shoulder-mounted missile launchers on SunFire crisis team rarely (if ever) seem to fire.
  • Gun drones belonging to an allied Tau use their secondary colour for their primary.
  • Sniper drone shots all go through the ground instead of hitting their target, presumably because of the recoil animation. Does not affect gameplay but looks silly.
  • Placeholder FX (smoke) for certain vehicle upgrades puts a lot of unnecessary strain on computer when many vehicles are present.
  • Vehicles seem too large. The railgun on the hammerhead is supposedly the exact same weapon as the ones on the broadsides, yet it is somehow twice as big. 10% decrease in size would work wonders.

Not much here, because overall Tau are really well done now. :P

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 Post subject: Re: Tau Master Bug List
PostPosted: Sat Oct 24, 2009 7:14 am 
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Melancholic wrote:
  • Vehicles seem too large. The railgun on the hammerhead is supposedly the exact same weapon as the ones on the broadsides, yet it is somehow twice as big. 10% decrease in size would work wonders.

Not much here, because overall Tau are really well done now. :P


Hammer head railguns are bigger then xv88's in model size, because of available sub-munition rounds in table top.


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 Post subject: Re: Tau Master Bug List
PostPosted: Wed Oct 28, 2009 4:49 pm 
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slimcartman wrote:
I found one when the Piranhas go about 3x faster than usual, it was after I did all the upgrades for them, In fact, Rocktober saw it too.
Also the Tetra flat out speed is combat speed.

Just found out it applies to Piranha's too.

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 Post subject: Re: Tau Master Bug List
PostPosted: Thu Oct 29, 2009 2:33 am 
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 Post subject: Re: Tau Master Bug List
PostPosted: Sat Nov 14, 2009 5:54 pm 
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  • Firewarrior Team should be spelled Fire Warrior Team
  • Skyray should be spelled Sky Ray


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 Post subject: Re: Tau Master Bug List
PostPosted: Sat Nov 14, 2009 5:58 pm 
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done

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 Post subject: Re: Tau Master Bug List
PostPosted: Sun Nov 15, 2009 8:42 am 
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Riotlung wrote:
"I found one when the Piranhas go about 3x faster than usual, it was after I did all the upgrades for them"
"flat out speed is combat speed"

I confirm that too! And while they in the 3x faster flat out (which currently the combat speed) also fire 3x faster than normal.
If you swich to combat speed (now flat out), they fire with normal rate.
Not tried, but I think the tetra too.


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 Post subject: Re: Tau Master Bug List
PostPosted: Sun Nov 15, 2009 11:53 am 
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bug already fixed for 3.6pacth, can you confirm pat?

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 Post subject: Re: Tau Master Bug List
PostPosted: Sun Nov 15, 2009 12:50 pm 
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yes, ages ago.

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 Post subject: Re: Tau Master Bug List
PostPosted: Sun Nov 15, 2009 3:09 pm 
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Oh, sorry, I didn't know! I can't hang around much.
There is a patch alredy??


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 Post subject: Re: Tau Master Bug List
PostPosted: Sun Nov 15, 2009 6:26 pm 
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JuronValor wrote:
There is a patch alredy??


It's a work in progress. It'll be released at some point in the future.

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 Post subject: Re: Tau Master Bug List
PostPosted: Fri Dec 04, 2009 6:29 am 
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Has anyone noticed that Smart Missile Launchers on Tier 2 Listening Posts seem to do little to no damage?


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 Post subject: Re: Tau Master Bug List
PostPosted: Fri Dec 04, 2009 7:04 am 
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Really? Because I thought that they were the BEST listening post weapon and were a little OP'd. Also there probably Missile Pods from what I see from the damage, or are you talking about the Burst Cannons?

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 Post subject: Re: Tau Master Bug List
PostPosted: Sat Dec 05, 2009 5:11 pm 
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The red lights on the end of the devilfish are not connected, they floating in the air separately from the hull.
You can see it in the army painter.


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 Post subject: Re: Tau Master Bug List
PostPosted: Sat Dec 05, 2009 10:56 pm 
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Warforger wrote:
Really? Because I thought that they were the BEST listening post weapon and were a little OP'd. Also there probably Missile Pods from what I see from the damage, or are you talking about the Burst Cannons?


I'll have to check these again. I've watched a Tier 2 Tau Listening Post fire Smart Missile clusters at a vehicle for minutes...actual minutes and do no damage whatsoever. I've also seen them hit infantry units and deal slight damage every four hits or so. The only benefit I've seen to using the Smart Missile systems for any unit is that they knock down enemy infantry, is my version bugged or something?


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 Post subject: Re: Tau Master Bug List
PostPosted: Sun Dec 06, 2009 12:36 am 
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Well even the smart Missile Launcher IME does a good amount of damage, perhaps it was attacking a vehicle with Armor 14.

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 Post subject: Re: Tau Master Bug List
PostPosted: Sun Dec 06, 2009 5:36 am 
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Smart missile systems have the same strength as a heavy bolter, with slightly increased rate of fire, and 1 less AP.

Rng24" S5 AP5 Heavy4

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 Post subject: Re: Tau Master Bug List
PostPosted: Sun Dec 06, 2009 5:39 am 
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Yes I know, but they still do a good deal of damage anyway.

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 Post subject: Re: Tau Master Bug List
PostPosted: Sun Dec 06, 2009 5:41 am 
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Warforger wrote:
Yes I know, but they still do a good deal of damage anyway.


Sorry, was merely pointing out why they didn't do much damage to a vehicle. Anything Vehicle armour 3 or better is unaffected. ;)

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 Post subject: Re: Tau Master Bug List
PostPosted: Mon Dec 07, 2009 9:50 pm 
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Des Major wrote:
Warforger wrote:
Yes I know, but they still do a good deal of damage anyway.


Sorry, was merely pointing out why they didn't do much damage to a vehicle. Anything Vehicle armour 3 or better is unaffected. ;)


Thanks a bunch, was just wanting a clarification :)


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 Post subject: Re: Tau Master Bug List
PostPosted: Thu Dec 10, 2009 8:33 pm 
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Piranhas and Tetras don't regenerate health.

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 Post subject: Re: Tau Master Bug List
PostPosted: Sun Dec 13, 2009 4:14 pm 
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VooV wrote:
Maybe in internal. In 3.5 Tau plasma weapons have reload 3 just like imperial plasma guns. This might be a bug - they have damage 50-60.

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 Post subject: Re: Tau Master Bug List
PostPosted: Sun Dec 13, 2009 4:15 pm 
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SpardaSon21 wrote:
Piranhas and Tetras don't regenerate health.

yes they do, but very slowly and when idle

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 Post subject: Re: Tau Master Bug List
PostPosted: Sun Dec 13, 2009 6:24 pm 
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Really? I had some Tau and Piranha will all upgrades, most of the ones in the squads were damaged, just sitting there in a corner of Valley of Khorne, not shooting at anything or being shot at, and they weren't regenerating.

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 Post subject: Re: Tau Master Bug List
PostPosted: Thu Dec 17, 2009 4:00 am 
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Okay, did further testing. I have the Tau Codex next to me.

All Tau Smart Missile Launchers (The six little cluster missiles that fire from most Hammerheads and Tier 2 Listening Posts) are dealing little to no damage to all units. None to vehicles and about 15-25 damage (In Hit Points) to infantry, per missile impact. Sorry, that's no damage to a troop with a thousand hit points. There has to be some mistake here.


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 Post subject: Re: Tau Master Bug List
PostPosted: Thu Dec 17, 2009 5:16 pm 
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Silencer001 wrote:
Okay, did further testing. I have the Tau Codex next to me.

All Tau Smart Missile Launchers (The six little cluster missiles that fire from most Hammerheads and Tier 2 Listening Posts) are dealing little to no damage to all units. None to vehicles and about 15-25 damage (In Hit Points) to infantry, per missile impact. Sorry, that's no damage to a troop with a thousand hit points. There has to be some mistake here.


They now count as IA3 Hammer Missile Pods.......so S7 AP4? Heavy4?.....patman knows more about this :P

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 Post subject: Re: Tau Master Bug List
PostPosted: Fri Dec 18, 2009 4:38 am 
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Melooo wrote:
Silencer001 wrote:
Okay, did further testing. I have the Tau Codex next to me.

All Tau Smart Missile Launchers (The six little cluster missiles that fire from most Hammerheads and Tier 2 Listening Posts) are dealing little to no damage to all units. None to vehicles and about 15-25 damage (In Hit Points) to infantry, per missile impact. Sorry, that's no damage to a troop with a thousand hit points. There has to be some mistake here.


They now count as IA3 Hammer Missile Pods.......so S7 AP4? Heavy4?.....patman knows more about this :P


I hope those are only the ones on the listening posts then.

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 Post subject: Re: Tau Master Bug List
PostPosted: Fri Dec 18, 2009 10:10 am 
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The Tau Codex shows them as:

Smart Missile Launcher
AP: 5
Str: 5
Heavy 2

Very similar to an Assault Cannon, which works fine in FoK. The bottom line is, these Missile launchers do as much or LESS than Imperial Guardsman Lasguns. Sorry, that isn't right.


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 Post subject: Re: Tau Master Bug List
PostPosted: Fri Dec 18, 2009 5:53 pm 
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Don't you mean they're Heavy 4?

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 Post subject: Re: Tau Master Bug List
PostPosted: Fri Dec 18, 2009 9:53 pm 
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Silencer001 wrote:
The Tau Codex shows them as:

Smart Missile Launcher
AP: 5
Str: 5
Heavy 2

Very similar to an Assault Cannon, which works fine in FoK. The bottom line is, these Missile launchers do as much or LESS than Imperial Guardsman Lasguns. Sorry, that isn't right.


SMS
R24" S5 AP5 Heavy4
Ass. Cannon
R24" S6 AP4 Heavy4, Rending

Only thing that is similar is RoF and range. :?

As for the damage, I have noticed that they are a bit on the shabby side.

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 Post subject: Re: Tau Master Bug List
PostPosted: Fri Dec 18, 2009 11:07 pm 
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Yeah, Smart Missile Systems don't seem like Heavy 4 bolters.

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 Post subject: Re: Tau Master Bug List
PostPosted: Fri Dec 18, 2009 11:08 pm 
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Des Major wrote:
Silencer001 wrote:
The Tau Codex shows them as:

Smart Missile Launcher
AP: 5
Str: 5
Heavy 2

Very similar to an Assault Cannon, which works fine in FoK. The bottom line is, these Missile launchers do as much or LESS than Imperial Guardsman Lasguns. Sorry, that isn't right.


SMS
R24" S5 AP5 Heavy4
Ass. Cannon
R24" S6 AP4 Heavy4, Rending

Only thing that is similar is RoF and range. :?

As for the damage, I have noticed that they are a bit on the shabby side.


A bit?

They are totally useless.

Let's compare Tier 2 Listening Post Turrets.

Space Marine, Black Templar and Chaos Space Marine Tier 2: Pretty solid, the Assault cannon rips up infantry and even hammers light vehicles given enough time.

Eldar Tier 2: Monstrously powerful. They retain the twin-linked Star Cannon and gain a twin-linked bright lance. That's two major anti-infantry/vehicle weapons.

Imperial Guard Tier 2: Twin-linked Heavy Bolter. Rips up infantry and is very tough, also joins with tunneling. Pretty solid.

Necron Tier 2: This thing is sick. Can kill a whole squad in one volley. However, they're kind of soft, so there is a balance there.

Ork Tier 2: Excellent balance. Those rockits deal sick damage and are fairly accurate without being overly hardened.

Tau Tier 2: Twin-linked Smart Missile Launcher deals almost ZERO damage. The second twin-linked Burst Cannon upgrade does decent damage. It hurts infantry and even light vehicles, but that Smart Missile Launcher is nigh on useless. Try a map with a lot of strategic points, built up your posts to Tier 2 and don't support them with troops and you will see just how utterly useless these Tau Tier 2 posts really are.


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 Post subject: Re: Tau Master Bug List
PostPosted: Sat Dec 19, 2009 1:31 am 
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Must be a bug, because I never had the impression when playing Internal that Tau T2 turrets suck, in fact I was under the impression they where the best. :|

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 Post subject: Re: Tau Master Bug List
PostPosted: Sat Dec 19, 2009 3:14 am 
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They fire fast and have knockback. That's about it, at least in 3.5.

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