Cali Armor nerf
Posts: 306
Also i dont care about realism becouse
A im pretty sure it wasnt a good thing having a bunch of explosives on top of your tank while being shot at. And
B you could not reload those rockets while being inside the tank.
So just reduce the armor to 110 to stop stupid rng moments.
Posts: 2458 | Subs: 1
Posts: 17914 | Subs: 8
Not a lightly armored carriage for a gun.
Its a regular tank with rocket attachment.
Why shouldn't it have tank armor?
Posts: 40
Caliope should get a main gun so it can fight the p4
Posts: 184
Its still a tank you know.
Not a lightly armored carriage for a gun.
Its a regular tank with rocket attachment.
Why shouldn't it have tank armor?
Because it isn't balanced, the Calliope is basically impossible to kill and it's the only rocket arty with that kind of surviveability.
Posts: 17914 | Subs: 8
Because it isn't balanced, the Calliope is basically impossible to kill and it's the only rocket arty with that kind of surviveability.
Its also lowest range rocket arty with acceptable performance at best and highest cost.
We're not talking about 90-100 fuel vehicle here that reliably wipes whatever you target it at from max range.
Posts: 282
Its also lowest range rocket arty with acceptable performance at best and highest cost.
We're not talking about 90-100 fuel vehicle here that reliably wipes whatever you target it at from max range.
It has the range and the scatter of a Katyusha, but you can't counter arty nor rush it with a tank.
Posts: 17914 | Subs: 8
but you can't counter arty nor rush it with a tank.
You can't counter arty any mobile piece, because its mobile.
You can rush it with a tank, but like self propelled arty, its not going to die in 1 shot.
It also costs significantly more then self propelled arty and that extra cost certainly did not go for its destructive power.
Seriously, at this point it just feels like we're forcefully looking for problems, because there is nothing to complain about anymore.
Posts: 282
You can't counter arty any mobile piece, because its mobile.
You can rush it with a tank, but like self propelled arty, its not going to die in 1 shot.
It also costs significantly more then self propelled arty and that extra cost certainly did not go for its destructive power.
Seriously, at this point it just feels like we're forcefully looking for problems, because there is nothing to complain about anymore.
Arty are reliably pen by P4, that's all this thread is about: Not being able to bounce P4 shell.
Posts: 17914 | Subs: 8
Arty are reliably pen by P4, that's all this thread is about: Not being able to bounce P4 shell.
It already was addressed by lowering its health.
Press that blitz button and go around it, its not going to be far behind enemy lines unlike -insert literally any other arty piece in game- you can just bumrush it frontally when it starts barrage.
Posts: 13496 | Subs: 1
Posts: 1096
Also, maybe make it doctrinal only.
I dunno. Just chucking ideas at the wall here so some may be too extreme.
Posts: 3114 | Subs: 2
It's still about 50% more expensive in fuel compared to other rocket artillery. If you dive a PWerfer or Katy but lose your tank, you always trade down (or at least even in the case of a T34). So the goal of these dives MUST be to calculate with a decent chance of getting your tank to safety.
If the price stayed the same but it's health got nerfed to 160, the dive would always be worth it.
However I'd argue that a armor nerf should be at least considered. If you only hit the frontal armor, a P4 currently needs an expected 4 hits (so probably 5 shots) to kill it. That gives plenty of time to get to safety and/or kill the P4 first. Unless the USF player makes heavy positioning mistakes or reacts way too late, the only way to reliably kill a Calliope is to get two vehicles behind the enemy lines or force a huge break through.
Posts: 1392
Posts: 17914 | Subs: 8
If you only hit the frontal armor, a P4 currently needs an expected 4 hits (so probably 5 shots) to kill it.
Calliope has 400 health, it dies in 3 hits or faust and 2.
Posts: 13496 | Subs: 1
Stuka costs 390/100
BM-13 Katyusha costs 360/85
Panzerwerfer 42 costs 360/85
Posts: 320
I personally find calliope HP and armour not necessary as it functions just like Katy and Katy doesn't need these extravagant features, after all it's a backline unit and should not engage in direct combat anyway. If Katy is a must in teamgames and works fine with its 160 HP and low armour then Calliope is trading useful features (lethality) for less useful ones (survivability). After all people build Calliopes to kill stuff with them from afar and not to sit safe in base waiting ~50% longer than other arty pieces to barrage cuz vet is trash.
Lowering armour and health too much would be so highly unrealistic that it's a no go anyway. It already is 3-shot to kill, so 1 less shot needed compared to other shermans. It also costs more than the M4A3 sherman.
Posts: 3114 | Subs: 2
Calliope has 400 health, it dies in 3 hits or faust and 2.
Exactly. Fausts are usually not available against a unit that sits far behind the frontline, and if you then apply basic maths on the basis of three shots to kill you will find out that the expectancy values I stated in my post are very reasonable.
Posts: 14
Also, maybe make it doctrinal only.
It is (Tactical Support & Urban Assault
Posts: 39
It is (Tactical Support & Urban Assault
That was the joke
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