Calliope shotgunning nerf ideas
Posts: 789
During Miragefla’s stream, one of his ideas was to delay the firing of the rockets by a few seconds or to reduce its damage output so that your opponent has more time to react to the calliope. Another change could be to reduce its health, making shotgunning more risky.
However, reducing its health would take away its uniqueness, and adding a delay long enough or reducing the damage enough to allow AT guns to escape would probably require nerfing it to the state of the old calliope, which as we know, no one built.
Instead, I think a good change would be to make it take a main gun crit upon receiving damage at full health.
This would make shotgunning much more difficult because taking any damage would end the barrage. With this change, you would have to position the calliope behind cover to use the barrage or clear the area of all AT, just like other rocket artillery. Conversely, this would allow it to keep its post buff lethality.
Basically, if this change were implemented, the Calliope wouldn’t be able to shotgun opponents out in the open, as its barrage would be interrupted by taking damage. However, would keep its current lethality, and would still be more resistant to dives and allow for riskier plays due to it remaining a 3 shot kill.
Posts: 4183 | Subs: 4
I hope the calliope is addressed in the future in some form, and at the absolute minimum has its front armor lowered from 160 -> 110. Similar to the jackson, this unit has no reason to be bouncing shells from p4s. Other adjustments would be welcome, maybe HP nerf with a price reduction etc.
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Posts: 13496 | Subs: 1
]Lower the minimum range by about 20m but keep the current performance at all ranges.
And what exactly will that achieve? That would actually be a buff.
Posts: 3588 | Subs: 3
And what exactly will that achieve? That would actually be a buff.
Lower = reduce
CalliOP will lose 20m of minimum range and will have to fire from further away.
Posts: 8154 | Subs: 2
Lower = reduce
CalliOP will lose 20m of minimum range and will have to fire from further away.
You lower/reduce the maximum range or increase the minimum range. That's how a nerf would work.
I got your point but that's not how it will be understood.
Posts: 13496 | Subs: 1
Currently, the calliope is a bit too good at deleting team weapons. It gives barely any time to react, and is able to frontally assault AT guns and win....
Calliope should simply not be in commander that has AT rangers and upgunned shermans.
Lower = reduce
CalliOP will lose 20m of minimum range and will have to fire from further away.
That is an increase of minimum range.
I agree that this would be a step in the right direction and had actually suggested last time Calliope was patched.
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Posts: 5279
It needs to be a drain on the economy to use frequently to warrant being on a strong delivery system.
Posts: 486
All rocket arty except Land Mattress and SZF (cause it doesn't care about range for accuracy) has the same issue.
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Posts: 1220
Calliope should simply not be in commander that has AT rangers and upgunned shermans.
Why? Other factions can have in the same time heavy tanks, rocket Arty, stationary heavy arty and elite infantry.
Caliope is strong but why the rest of the commander in your opinion must be useless
i have no idea
Posts: 13496 | Subs: 1
Why? Other factions can have in the same time heavy tanks, rocket Arty, stationary heavy arty and elite infantry.
Caliope is strong but why the rest of the commander in your opinion must be useless
i have no idea
Ask Relic who designed the first commander with Calliope, this is not my idea but Relics.
If one want diversity in commander one has to bring all commanders at about the same power level.
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