MadDemiurg wrote:As for reducing Tau launchbay count - I can only see it along with a massive point cost drop, and not really necessary. Currently Tau ships are priced pretty well imo, protector would be worse than missile emissary with 1 LB.
I think that's mainly because the Emissary class has heavier railguns than the Protector. Dropping a launch bay could be balanced with either a cost cut or kitting them out with bigger guns (which would admittedly also lead to kvetching about balance). I'd say the most important thing would be bumping Manta survivability if there were a launch bay drop, so that some would still get through.
I'm inclined to agree that Tau are more or less balanced as is, but a lot of folks I've played against feel that the Tau are too strong, and that Demiurg are especially overpowered. The combination of adaptive deflectors, prow weapons, and a bunch of ordnance can be hard to deal with. Having been on both sides of Imperial Navy vs. Tau battles, I have had a markedly easier time with Tau, but that may be because they fit my play style significantly better.
MadDemiurg wrote:As for Custodian and gravihooks - I agree that Wardens are not pulling their weight (just as most of 100 hp combat escorts), but with dhows it's pretty decent. I'd like to see an option not to attach any escorts as I said as well as +100 hp to wardens, they'd become fairly viable at 200 hp (Water caste call in changed to Wardens too). Dhow upgrade is the only way to have them in the game atm, so I don't see it going away any time soon.
Yeah, they're not going to pull the Dhow upgrade unless there's another way to bring them. Giving (admittedly hypothetical) Nicassar caravans the ability to take crew, and a lack of the Mercenaries trait (they're more integrated into the Tau empire, as I recall) would make them more compelling as auxiliary choices. Don't know if the devs are going to be able to get another Tau ship into the game, since they're probably already working on Tyranids or Necrons.
I agree that Wardens would be loads better at 200 hit points, as would all the 100 hit point escorts. The heavier escorts still die quite easily to ramming and boarding, especially since most people focus on managing their cruisers.
MadDemiurg wrote:Demiurg are only decent when you get them - they're too weak compared to fully upgraded ships in latgame fleet. They're also way too expensive to upgrade in ranked for what they do (along with Kroot spheres). They need a way to counter insubordination (upgrade, favour, skill, whatever) and they need to cost far less renown to upgrade imo. You can counter insubordination by using MWJ ASAP atm but it's kinda silly.
I only recently leveled my Tau admiral to 8, so I can only speculate about the Stronghold's lack of staying power against level 10 ships. Hadn't thought about the micro warp jump as a counter for insubordination, but I suppose that'd work well enough.