So. People have been rather mad at their vetted troops being whiped out by the rather destructive Land mattress and Calliope. People demand a nerf, perhaps in the damage output of each rocket, or increasing its cost/CP requirement.
I disagree with the first option. The damage of the rockets is needed to dislodge hard- to- crack defensive positions that OH and OKW are known to do, in an attempt to camp it out till heavier armor is available. OKW esspecially, with their lorry emplacement, can become quite problematic with the lacking, powerfull nondoctrinal options with USF/UKF.
Nerfing the damage of these rocket launchers will make these camping- strategies more rewarding, thus not only becoming boring to play against, but also a possible new meta(if it isnt one already.).
My suggestion would be to split up the barrage in 3-4 "sections" like the katyusha does; making it less capable of squadwhipes, but retaining its capability against defensive positions, its primary use!
Opinions? Be civil against eachother.
How to fix the Mattress and calliope?
28 Jan 2017, 09:57 AM
#1
Posts: 249
28 Jan 2017, 10:22 AM
#2
Posts: 401
Just 1 can be fielded at a time (Both sides' variants, which include Panzerwerfer, Stuka as well). One of these rocket arty things can do exactly what they're meant to do: Aid your frontline troops in making a breakthrough. When there're more than 1 of each types, they will turn into the breakthrough themselves! Therefore, only 1 at a time! Make good use out of that 1 barrage at a time, god dammit! Not just lauch 2, 3 barrages at the same time (No-brainer style) and immediately wipe everything.
28 Jan 2017, 10:47 AM
#3
Posts: 500
Increase time to react to Stuka tier.
This will make axis team weapon play feasible, but not impossible, all the while keeping Axis from turtling.
People forget that both LM and Calliope can take down OKW truck HQs in one barrage.
This will make axis team weapon play feasible, but not impossible, all the while keeping Axis from turtling.
People forget that both LM and Calliope can take down OKW truck HQs in one barrage.
28 Jan 2017, 11:37 AM
#4
Posts: 8154 | Subs: 2
1-No brainer change. Replace vet2 +25% damage
2-Increase by say 0.1 cd between each shot, thus increasing overall time to unload barrage by 3s. Even better if possible would be to have it start a bit slower and then ramp to get an equivalent overall result.
2-Increase by say 0.1 cd between each shot, thus increasing overall time to unload barrage by 3s. Even better if possible would be to have it start a bit slower and then ramp to get an equivalent overall result.
28 Jan 2017, 11:40 AM
#5
Posts: 249
Just 1 can be fielded at a time (Both sides' variants, which include Panzerwerfer, Stuka as well). One of these rocket arty things can do exactly what they're meant to do: Aid your frontline troops in making a breakthrough. When there're more than 1 of each types, they will turn into the breakthrough themselves! Therefore, only 1 at a time! Make good use out of that 1 barrage at a time, god dammit! Not just lauch 2, 3 barrages at the same time (No-brainer style) and immediately wipe everything.
But what about blobs? You're simply hurting the best counter against them! Thats not the way to go.
28 Jan 2017, 12:33 PM
#6
Posts: 509 | Subs: 1
Calliop/matress still are a problem no matter if you blob or not. Each barrage that hits a squad its a dead squad (90% times) -even you retreat the squad at first sign-. So at the end its just a matter of time to lose all your squads barrage after barrage letting your army without any infantry left.
Indirect fire should not cause wipes, perhaps the solution is reduce hp of squads being hit instead of dropping models (something like white phosporous).
Indirect fire should not cause wipes, perhaps the solution is reduce hp of squads being hit instead of dropping models (something like white phosporous).
28 Jan 2017, 12:44 PM
#7
1
Posts: 2885
1-No brainer change. Replace vet2 +25% damage
2-Increase by say 0.1 cd between each shot, thus increasing overall time to unload barrage by 3s. Even better if possible would be to have it start a bit slower and then ramp to get an equivalent overall result.
+1 This sounds reasonable.
28 Jan 2017, 15:21 PM
#8
Posts: 773
Am I the only one that remembers the pre brits 'Arty patch'? Where the game turned into company of arty spam. What were the stats of indirects there as they were never as potent as they are now.
29 Jan 2017, 20:03 PM
#9
Posts: 3053
1-No brainer change. Replace vet2 +25% damage
2-Increase by say 0.1 cd between each shot, thus increasing overall time to unload barrage by 3s. Even better if possible would be to have it start a bit slower and then ramp to get an equivalent overall result.
I like that last bit, and also point number 1. No rocket arty should be getting more damage per rocket with vet, thats just kinda weird. Replace it with faster movement speed or shorter cooldown (or both).
29 Jan 2017, 20:29 PM
#10
Posts: 3053
But what about blobs? You're simply hurting the best counter against them! Thats not the way to go.
Yeah that's the only reason I don't agree with limiting to 1 rocket arty. All factions should be able to counter blobs with rockets.
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