I stand by what I said. If it's less durable, you have counter play, it then becomes a l2p issue of losing squads to it.
Game shouldn't just be "I know how to retreat my infantry so I have 999 infantry squads blobbing around late game" because let's be real, infantry preservation is something you learn after 100 games. It's really not that hard to keep your infantry alive.
If you don't take the action to destroy the arty countering your giant inf horde/battlegroup cluster fuck of infantry.
you should get rekt by it. Problem with calliope is you cannot do shit about it since its too durable.
I personally don't mind werfer lethality to an extent because you can always hunt it down or counter battery it. Or just win before it comes.
Profile of CookiezNcreem
General Information
Register Time: 19 Dec 2013, 18:31 PM
Broadcast: https://www.twitch.tv/CookieZR6
Website: http://steamcommunity.com/groups/USFOPCOH2/members
Steam: 76561198094724817
Residence: United States
Nationality: United States
Timezone: America/Indiana/Knox
Game Name: CookiezNcreem
Register Time: 19 Dec 2013, 18:31 PM
Broadcast: https://www.twitch.tv/CookieZR6
Website: http://steamcommunity.com/groups/USFOPCOH2/members
Steam: 76561198094724817
Residence: United States
Nationality: United States
Timezone: America/Indiana/Knox
Game Name: CookiezNcreem
Post History of CookiezNcreem
Thread: A way to nerf calliope without overnerf11 Jan 2016, 04:18 AM
In: COH2 Balance |
Thread: A way to nerf calliope without overnerf11 Jan 2016, 02:37 AM
So long as the same "crit shots" are applied to any unit with rockets on top. Crit shots? well werfer and Katy die in one hit, Stuka in 2. In: COH2 Balance |
Thread: A way to nerf calliope without overnerf11 Jan 2016, 02:23 AM
You missed the point....The calliope would still be a calliope.... It would just have actual weakness inspired by logic. Yes it's a tank and should be more durable than the other rocket halftrack and trucks. It's also a tank strapped with 30 high explosive rockets on a massive rocket rack. Logically it would be easy to disable this with a stray shot, and easy to blow it up compared to a normal Sherman. No need for a history argument, it's basic logic. It would still be the most durable rocket arty and lethal as all hell. It just wouldn't be blatantly unbalanced. Please don't tell me you think the 640 hp 180 armor rocket arty is ok because that's the main focus of my suggested nerfs. The cost compassion is irrelevant because you don't have to tech for it. The werfer costs a billion fuel to get out in a faction that struggles early and mid, especially vs USF. The Stuka comes fast but isn't as lethal. Again, USF is so strong early and mid that you can get away with no major either unless you're facing a KT or tiger. The calliope can also hit and wipe from way beyond "point" blank. It's not like you HAVE to shotgun it to wipe everything. In: COH2 Balance |
Thread: How do you decide between going T1 or T2 11 Jan 2016, 01:58 AM
Tactical support all day. Quad replaces LT tier like I said, you can then go captain and Stuart to protect your quad from puma and stuff. Combined with pak howie... Omg. Later spam recon sweep and calliope + major Jackson. Can't beat it. Even if they nerf calliope this commander is still the best choice M1919 too. |
Thread: A way to nerf calliope without overnerf11 Jan 2016, 00:58 AM
360hp too low. At least 400. The point is all rocket arty is vulnerable and balanced because they can die to a cheapish unit driving up and killing it quickly if you don't protect it 360 makes it a 3 hit kill for puma, p4, Panther, shrek blob whatever you want to dive and kill it with. A pak43 or JT also can't just snipe it and wtfbbq it like it can a Scott or Priest.(truu story) It's not like, a 222 or luchs will be able to kill it either cause it still has 180 armor which can bounce shots from all the aforementioned units, giving it more than effective 360 hp unless you're having a bad day with RNGJESUS 400 makes the puma a bad counter when it should be THE counter. In: COH2 Balance |
Thread: A way to nerf calliope without overnerf10 Jan 2016, 23:57 PM
The constant QQ on here lately about the calliope has got me thinking; how can we nerf this thing without making it useless? Cuz a nerf is coming. The whine is too stronk. So, as unbiased as possible I will suggest some nerfs: The main complaints are -lethality Everyone swears this thing is firing 30 demo charges when it fires. Agreed. It's also the only USF unit that can DELETE cancerous blobs or turtles once the late late game rolls around. Especially in bigger modes. And this is perfectly fine IMO. So before you start bitching and moaning at me Werfer is just as bullshit lethality wise Stuka is just as bullshit lethal vs support weapons Katyusha should be buffed to match these "Well cookies, we have all this Insta wiping arty! This sucks!!!!one!!" GOOD. Artillery is he main cause for death during WWII. It was a GREAT INVENTION. Or else infantry concentrations aka blobs are a pure bitch to kill in this game. Rocket arty is a GOOD THING. Don't gimp it. Be careful what you wish for. Well This brings me to my next point -durability All rocket Artie's are and should be balanced by durability. They are vehicles with damn rockets on them. The calliope is literally the only USF unit that is more durable than its axis counterpart. And it should stay this way. Get over it axis fanboys. HOWEVER. A few nerfs are in order Right now it has the same armor and hp as a normal Sherman. Obviously, it's a tank with rockets and rocket fuel attached. If any of you played war thunder ground forces with the calliope, you'll know the calliope is extremely easy to "ammo rack" killing it instantly if it's racks are hit. So I think Armor ahould stay the same Hp to 360!!!! Why? so ITS A 3 hit kill to ALL sources including something cheap and lower damage like a Puma, or something low DPS like a lone Panther. so the USF player can be punished/traded effectively. Too many times I've seen someone send a puma, or a panther after callieOPIE only to fail epically. Still more durable than Stuka, but not twice as durable. We can all agree 640 hp is ridiculous. And I suggest another change. Right now, it always loses its main gun when it drops to around ~40% hp. This should be changed to 80%!! Hp. Which means, if a calliope isn't full health it cannot fire. It means, shooting t once should force the USF player to fix its racks to full health before firing. This Critical cannot be repaired by repair critical because it's "catastrophic". (This same change should be applied to all USF vehicles; repair critical shouldn't be able to fix "catastrophic" damage like destroyed engines or immobilization ,including ruptured rocket tubes.) One final note on lethality though: If we insist on nerfing it and other rocket arty lethality, give infantry (not snipers)-50% damage modifier to explosions on retreat. So retreating can save you from these rocket arties Agreed? No over nerfs, unit still powerful vs inattentive BLOBBERS and forward retreat point abuse as they should be! In: COH2 Balance |
Thread: This game has the worse balance EVER in gaming history.10 Jan 2016, 22:31 PM
Play more than 100 hours before you make balance judgements man In: COH2 Balance |
Thread: #USFOP vs. SOE #1 Team10 Jan 2016, 21:37 PM
LMAOOOOOOO In: Replays |
Thread: #USFOP vs. SOE #1 Team10 Jan 2016, 21:37 PM
AYEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE In: Replays |
Thread: How do you decide between going T1 or T2 10 Jan 2016, 16:16 PM
its both playstyle and reaction. but in my honest opinion LT tier(t1?) is underwhelming trash in 99% of situations with tactical support released. Might as well go straight captain(T2) stuart+packhowie, and then get quadmount M5 halftrack from tactical support if you want suppression+ a light vehicle or even a sniper hunter/flanker. Whether you go major+jackson at that point or calliopes+zook+57mm+blob is up to you. Any other strat/officer is pretty weaksauce compared to that. im just being real |
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VSatank MarkedRaptor ⍟USF⍟QueenRatchet123 CookiezNcreem ✪[ƒocus]™SHS海 德意志非洲军团 [ƒocus]™Alexandro 千影USF WHOOPING ASS IN TEAM GAMEby: CookiezNcreem map: La Gleize20-3,094
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Company of Flames 2: VS BRAD from relic(DEC Balance preview)by: CookiezNcreem map: Angoville-6,412
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