Okay here’s an update for you. I just dug into some of the Tau code with Mark and we rebalanced the Tau’s charged damage curves a bit. This will be deployed with the ST Update. We also found a bug in the Tau code which was likely overpowering it a little. These two changes together should reduce the Tau’s effectiveness overall, though it will still remain very powerful.
Firstly, The Tau was using a function called overcharge bias to dictate its curves. Before, the bias value adjusted the smoothness of the charge curves. We adjusted the code for bias so it now instead dictates the mid point (50% damage) of the charge. We also changed the bias from 0.9 to 0.85 to compensate. For reference, here are graphs of the respective damage values:
Tau Damage Curves - Before (Old)
[attach=4754,none,2582][/attach]
Tau Damage Curves After (New)
[attach=4753,none,2344][/attach]
The idea being, you now have to fully charge a shot for it to be useful. You can no longer keep chaining together half charged Tau shots in quick succession to get 100 damage (enough to kill an unshielded player, or instantly kill even a shielded player with a headshot). This is what made the Tau so brutal in the hands of a skilled player. You’ll still basically instagib people with a full charged shot (that’s the weapon’s core design, really), but you do have to fully charge it now to be effective.
The other thing we fixed is that the charge code was not using a normalised value. This meant the 0 - 1 in code wasn’t as an amount of the Tau’s overall charge time, but instead was just 0 - 1 seconds. Considering the Tau’s overall charge time in MP is 1.25 seconds, this meant the Tau was reaching 100% charge 0.25 seconds faster than it was meant to. Seems small, but can make a big difference in practise.
I also increased the Tau jump velocity from 500 to 650. This means that not fully charged shots can still sometimes be useful for something - jumping. Plus the Tau jump felt a bit weak anyway.
Hopefully this will make the Tau much more balanced and fun in MP. If it continues to be overpowered post-patch, I might reduce the charged damage slightly (say, from 200 to 175 or 150). We’ll see, let’s see how this current set of changes plays out.