It gets extra HP as a vet bonus which is better than armor and it has a turret which is a huge plus.
I prefer armor, so it maybe can take some bounces... Pak wall + shreks just destroy the 105 easy. |
Sherman 105 is already close to Brumbar levels...
It has less armor, less hitpoints and is slower... and doesnt have Rapidfire vet1 bombardment that outranges and kills at guns easy |
Make the Caliope less mobile, buff the Sherman 105 to be a brumbär. So USF can deal with big blobs without caliope |
SupremeStefan.
I appreciate your input but:
since urban assault has the smoke thing that makes infantry move faster, hitting 3x rangerzooks with werfer that already has a notable delay between firing and impact, makes it EASY to dodge/spread infantry out.
plus pzgrens shreks get slaughtered by calliopes with barely a second warning before impact.
other useful tips would be welcome
Also try playing with Elefant commander + Spotting scope, it helps alot to see them coming and after the 2nd brumbär shot infantry has to retreat |
FireflyAT.
must confess i struggle alot against Urban thingamjig doctrine, while playing OST.
say USF has 3x Rangers+zooks and 3x calliopes, how would you deal with the calliopes as OST?
Well 3 Calliopes are sooo much fuel, well if you have Panzerwerfer, Brumbär and a Panther, as soon as the Ranger retreat you can try to push in a bit, but generaly Brumbär is the most important tank as ost, with vet1 he gets longrange bombardment that outranges AT guns. . Also Panzerwerfer ofter wipes multiple squads like the Caliope.
imho the only other lategame USF you can pick is IR Pathfinder, they can wreck Superheavys so your jacksons are not completly useless. |
Then you win every time with that cancerous unit unless your teammates are dumb enough to let the enemy team rush you with massed Panthers.
As long as Calliope exists, there is no late game infantry for Axis.
No, axis still can counter caliope, but not as easy as everything else |
Jacksons and Zook'ed Rangers, even AT guns (with its active ability).
I wouldn't risk losing my super expensive Panther over your Calliope like that since it has a slow ROF and bad accuracy on the move.
Meanwhile you can just suicide dive with some Shermans or T-34s and can take out all of our rocket artillery, since they die in 1 shot anyway and those mediums are cheap to replace.
"cheap sherman" lol... dude you dont dive a sherman against axis, who all have snares to maybe kill enemy arty - maybe if they are braindead and leave them close by.
Fact is, if you ever played 4v4 as USF, Caliope is the only unit that keeps you alive. |
The easiest "fix" would be to limit this stupid thing to 1-2 per player and nerf its damn firing speed.
Seriously every damn game with USF I always see this kind of crap obliterating my infantry even when I hit the retreat button.
Remember when the Sturmtiger can shoot through shot blockers? This thing gives the same feeling as that, 10 times worse.
USF: best mainline, best TD, now best doctrinal artillery? God forbids me from having fun as Axis in team games.
Do you know why you see so much Caliope in team games? Because without it, lategame USF has nothing for team games. Jacksons are easy to counter with pak walls / Super heavy. and Pakhowi is useless against Axis Rocket arty. Brumbär shreds infantry. So... either you dominate earlygame or you have to go RangerZooks + Caliope. |
Ok, this may be considered a bit of rant but I think its very true when it comes to team games. I noticed as axis, the early game is a complete struggle in team games. when volks and grens have to go up against, riflemen, Infantry sections and/or penals, its a complete mis match and my team just gets completely steam rolled in the first 5-10 minutes. The only time I've managed to stem the tide is with the ostheer mg42 play, but even then thers only so much it can do. I simply do not know what to do, especially as OKW. Previously, you could outspam the enemy with volks, but after the nerfs you cant, you either have the same amount of inferior inf or less.
Now idm how riflemen are, since they have no access to early MG but there is no reason for IS to the way that they are, completely annihilating axis inf at all ranges. For people that play axis in team games (i'm talking 3s and 4s) what is that you can reliably do in the early game?
Before, some bafoon comes in and says its team games who cares blabla, most of the playerbase plays it and many changes have been in patches to compliment team games. I've put this in balance because I believe its a balance issue.
All depends what are you up against, but as axis its defenetly hard early game. A lot also comes down to the map, but as ost you need a good mg play, and constantly move and reposition it, play defensive around it and conserve mp. against brits use indirect fire. and brumbär is always your best friend.
Also i think USF is forced into Caliop + Rangers, because they dont have anything else lategame. |
Thanks for taking the time, about the major ability of paradrop.. it's when you desperately needed an mg or AT and you don't want to tech back for a variety of reasons.. it buys you some time and save manpower... the ability has requirements and it's not you can paradrop support weapons as you want, I will give you examples if you went LT - stuart then the major only paradrop AT.. if you built Captain - AA HT then the major only paradrop MG.. if you go LT - Captain then the major cannot paradrop any so there's a number of limitation that hinders this ability.
Pathfinders and JLI snipe ability I feel it's the only effective way to deal with a sniper so I offer it. Considering it only commanders unit also the requirments so the ability can put in place there's enough room for the enemy sniper before it get counterd.
skipping tech and lacking something is a risk, so you can get punished for greed. That would be the biggest boost for USF ever. Everyone would just go Captain - AA HT, Howi and AT Gun, and as a bonus you get a .50 drop with your forward retreat point omg |