Can we plz "fix" the CalliOPe?
Posts: 88
The stuka used to take 2 shots to die then people whined and whined until it's the overpriced squishy thingy it is now, I see similar complaints about the CalliOPe, why isn't it nerfed?
Posts: 282
Posts: 956
Posts: 148
(6 rockets 5 times)
walking-stuka can shoot WTFever range, it does the same result. that why it should never has more than 160HP
Posts: 282
Well he's right on all counts though. Though I suppose it'll end up like the Skill Howie, real changes vetoed at the end of the day apparently. I still cannot fathom the thinking behind keeping a pz iv bouncing off it.
He may be right, but at the end of the day nothing will change because you can't please everyone, especially those who have a religious faith in their believing. And since the balance team listen to the "community", regardless of their choice they'll be criticize, and you know exactly like everyone which part of this "community" you really don't want to mess with.
Posts: 219
-OST deliveres decent dmg and suppression, but has long flighttime
-OKW is accurate and powerful, but long flighttime plus requires skill and luck to be effective in most cases
-SOV is quick to launch, decent damage, but people normally retreat after 1st wave of rockets
-UKF cheap and can often be recrewed, but slow and extra squishy
-USF pros,pros,pros,pros.pros, cons: is a little expensive
Posts: 88
Katyusha: fires rockets in volleys of 4 so people can just move their units away when the 1st volley hits, the firing sound is noticeable too.
Land mattress: fires a huge number of rockets but the scatter is also huge.
Panzerwerfer: has a loud firing sound and long rocket flight time.
Stuka: obvious firing sound and the explosive rockets can only be fired in a line, requires lots of skills to hit moving infantry.
CalliOPe: unless you have vision at the moment the enemy deploys his close-range barrage, you are fcked. No window to react.
Posts: 2458 | Subs: 1
Posts: 13496 | Subs: 1
The unit should simply not be available to the commander.
Posts: 3423 | Subs: 1
Calliope is indeed ridiculous with its lethality, armour and HP. Not sure how this is considered balanced compared to Panzerwerfer, Stuka, Katjusha and LM?
It used to be even stronger and costed 140 fuel. Seems like they just didn't tone it down enough the first time, but the cost originally was supposed to balance it
I honestly wish it were weaker and made stock so I don't have to pick calliope 80% of the time in team games
Posts: 1116 | Subs: 1
Both Katy\Cali and PFwerfer (less so), are deadly when they are being fired at short range.
One can have 100 rockets per salvo, other can have 10, it doesnt really make any difference, considering that your shit will be most likely wiped before you can even reteat, if enemy shoot from close range.
Problem with Cali is its stupid survivability. It takes 3 shots to die, while it should take 2.
Aswell as its armor, it should give you protection only at long range against mediums. At medium\close range all mediums should have 100% chance of penetration.
All this will still make it distinct from any other arty unit and let it have its survivability, but it wont be THAT hard to kill if played\possitioned bad.
Posts: 219
maybe let it be immobile for a while before and after firing?
Posts: 5279
Posts: 1116 | Subs: 1
Tweaking health and cost alone isn't sufficient to have the unit unique and balanced for both players.
Well I dont see macking cali be 2 shot instead of 3 and slightly nerfing it armor, would make it less unique considering that all other rocket arty units die in 1 hit and can be killed even by small arms, let alone LVs.
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Posts: 52
Posts: 4928
Imo calliope shoulda been side grade for the regular Sherman and cost munitions to fire or some variation of this. Then you manage to get around the call in aspect, and have more metrics to balance it on while also keeping the commanders they are in thirsty. Tweaking health and cost alone isn't sufficient to have the unit unique and balanced for both players.
The Calliope should have been a rocket truck like every other faction, but Relic has a soft-spot for CoH1 nostalgia and now we have a rocket tank that nobody knows how to balance.
Posts: 88
It was already discussed.
Both Katy\Cali and PFwerfer (less so), are deadly when they are being fired at short range.
One can have 100 rockets per salvo, other can have 10, it doesnt really make any difference, considering that your shit will be most likely wiped before you can even reteat, if enemy shoot from close range.
Problem with Cali is its stupid survivability. It takes 3 shots to die, while it should take 2.
Aswell as its armor, it should give you protection only at long range against mediums. At medium\close range all mediums should have 100% chance of penetration.
All this will still make it distinct from any other arty unit and let it have its survivability, but it wont be THAT hard to kill if played\possitioned bad.
Not quite, the Katyusha's barrage is less frustrating to play against, since it's only 4 rockets that hit you initially, sure it can wipe but not always.
The Panzerwerfer's rockets has long flight time (they even make whistling sound while flying).
Posts: 5279
The Calliope should have been a rocket truck like every other faction, but Relic has a soft-spot for CoH1 nostalgia and now we have a rocket tank that nobody knows how to balance.
Calliope is a cool unit regardless of coh1 and its unique. Furthermore it's in the game now so instead of bitching that it is we should find a way to make it work and be unique, imo that way should be a munitions cost as it allows the calliope to be strong as it will impact BAR distribution to leverage. Might see some fighting over a munitions point RNGesus willing.
Posts: 4928
Calliope is a cool unit regardless of coh1 and its unique. Furthermore it's in the game now so instead of bitching that it is we should find a way to make it work and be unique, imo that way should be a munitions cost as it allows the calliope to be strong as it will impact BAR distribution to leverage. Might see some fighting over a munitions point RNGesus willing.
The problem with requiring it to use munitions is when you don't have them, you have a fat ass tank sitting around doing absolutely nothing but occupying popcap and taxing manpower income. I'm against units that require resources to use for that reason.
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