COH: Europe In Ruins

EIR Main Forums => Balance & Design => Topic started by: Dnicee on July 06, 2009, 06:58:44 pm



Title: PP cost on calliopes
Post by: Dnicee on July 06, 2009, 06:58:44 pm
I think the 10 pps is to much, its dead meat as soon as you meet a defensive player. It should be reduced to half 5 pps. Really its soo fucking hard to vet one up and its not that many who will survive more then 5-7 games.
But anyway its only my opinon....


Title: Re: PP cost on calliopes
Post by: AmPM on July 06, 2009, 07:02:27 pm
Only 5-7 games?

Seriously?

7pp per game = 35-49pp, and thats the low end gain.

How is 10pp hard to replace out of that?


Title: Re: PP cost on calliopes
Post by: acker on July 06, 2009, 07:05:28 pm
It's a lot and I would mind a small decrease, but it isn't too difficult to vet up.

Keep it at your spawn during the recharge cycle. Move it up at the 20-second mark or so. Fire, then shift-click it back to the spawn.

Watch for storms and clown cars. Storms are, frankly, impossible to predict until they blow up your calliope. Therefore, constantly switch spawns when moving back your calli, and when selecting your target (never fire more than once from the same area unless you know what you're doing). Buy Flank Speed and Smoke, they'll help a lot if you get lucky and survive the first volley.

STAY OFF THE ROADS UNLESS YOU KNOW THEY AREN'T MINED.

Storms are the most dangerous things, once again. They can cloak and Fire Up with the right doctrine choices. Hate those things...


Title: Re: PP cost on calliopes
Post by: Dnicee on July 06, 2009, 07:41:16 pm
park at spawn and die by rocket arty or park in a corner and die by stormies! either im fucking bad with the calli or it is way to high price....and i said its not many that make it 5-7 games lets say your calli did make it then its fucked either way couse its vet 3 then and its a yummy target.


feel free to correct me if im wrong!


Title: Re: PP cost on calliopes
Post by: Glaze on July 06, 2009, 07:54:49 pm
Maybe you're just getting unlucky?  I don't think I've ever seen a cally die, mind you I hear about it quite often.  I'm still on my first cally, and it's lasted me more than 5-7 games.  But then maybe I'M the lucky one.


Title: Re: PP cost on calliopes
Post by: wildsolus on July 06, 2009, 08:11:40 pm
mine lasted like 20-25 games before it got killed...do you put it on your front lines?


Title: Re: PP cost on calliopes
Post by: Smokaz on July 06, 2009, 09:27:59 pm
Smoke, they'll help a lot if you get lucky and survive the first volley.

Buy some smokez and you can have a cig when some asshole blows up your calli

relaxing, but i think dnice already smokes.


Title: Re: PP cost on calliopes
Post by: Killer344 on July 06, 2009, 09:30:45 pm
yes, he sometimes attacks the enemy with it Lol.


Title: Re: PP cost on calliopes
Post by: Tymathee on July 06, 2009, 09:47:40 pm
dont get it killed? flank speed? smoke? whats so hard about keepting it alive...i rarely lose a callie. I think in all the time i've had a c allie playing EIR, i can count how many i've lost on one hand.


Title: Re: PP cost on calliopes
Post by: Killer344 on July 06, 2009, 09:48:17 pm
smoke ftw.


Title: Re: PP cost on calliopes
Post by: EliteGren on July 06, 2009, 09:53:54 pm
Lawl, I think I killed 3 of dnicee's vet 2 callis now.

Always a sexually turning on experience.


Title: Re: PP cost on calliopes
Post by: brn4meplz on July 06, 2009, 10:02:02 pm
It's funny when people say Stormies are the most dangerous things for Callies. Rocket Arty is far deadlier to a calliope then stormtroopers are


Title: Re: PP cost on calliopes
Post by: EliteGren on July 06, 2009, 10:04:01 pm
Yep, requires you to use a T3 in combination with a T2 though, and with the upcoming MI nerf im not sure if it will still be possible the way it is atm.


Title: Re: PP cost on calliopes
Post by: Killer344 on July 06, 2009, 10:07:22 pm
It's funny when people say Stormies are the most dangerous things for Callies. Rocket Arty is far deadlier to a calliope then stormtroopers are

mmm... storms with blitzrkieg will always kill the calli or make it retreat... RA can miss enough times to not kill it..


Title: Re: PP cost on calliopes
Post by: SaintPauli on July 06, 2009, 10:08:47 pm
There are only 2 things that can kill a Cali: Rocket arty or vet 3 Storm troopers.


Title: Re: PP cost on calliopes
Post by: Killer344 on July 06, 2009, 10:09:38 pm
Panther + conviction ftw.


Title: Re: PP cost on calliopes
Post by: EliteGren on July 06, 2009, 10:15:18 pm
Sticky - button.


Title: Re: PP cost on calliopes
Post by: bbsmith on July 06, 2009, 11:54:40 pm
Volksgrenadier + Medkit


Title: Re: PP cost on calliopes
Post by: brn4meplz on July 07, 2009, 02:13:18 am
You've gotta get the storms behind the lines to begin with. which in itself can be quite the difficult task. I always have jeeps on the field in my Armoured company and with the Tier 1 that increases detection range i've stumbled across more stroms then i can count


Title: Re: PP cost on calliopes
Post by: Baine on July 07, 2009, 02:54:03 am
What about two ninja paks?


Title: Re: PP cost on calliopes
Post by: NightRain on July 07, 2009, 03:08:06 am
What about two ninja paks?

Doesnt work that well. camo movement not finished in Def Doctorine :(


Title: Re: PP cost on calliopes
Post by: Tymathee on July 07, 2009, 03:53:47 am
What about two ninja paks?

only in the old version before the pak nerf, even then you can hear it moving and with the pak doing 100 or so damage and the pak having 636 health, that's 6-7 shots, good luck on that.

I usually lost my callies to Mi+Rocket arty. I've probably esxcaped rocket arty once by popping field repairs while it was dropping, other than that, forget it. Rocket arty hits in the same spot 3 times and then there's the splash damage. I think ocket arty does 200 dmg or so each hit, maybe 250 i dunno but all you need are those 3 hits and boom done.


Title: Re: PP cost on calliopes
Post by: Baine on July 07, 2009, 03:57:30 am
What about two ninja paks?

only in the old version before the pak nerf, even then you can hear it moving and with the pak doing 100 or so damage and the pak having 636 health, that's 6-7 shots, good luck on that.

Wrong. Defensive gets pak ambush, and believe me, when i get that, i will hunt them down with it!
I already did that once. Wait until it starts firing and bam.


Title: Re: PP cost on calliopes
Post by: Mysthalin on July 07, 2009, 04:10:32 am
I once killed a vet 3 calli while it was sitting in it's spawn with ninja paks ^^.

Remember, the pak would deal this damage :
144 with first strike
110 with every subsequent shot.
144 + 4*110 = 584, which usualy also results in the calliope getting engine damage, so it can't get away any more ^^.
That's basicaly 25 seconds worth of firing, not more.


By the way, why exactly does the calliope have the critical table "tp_supply_truck", which means that it can still get immobilised at green health by LATHTs, that it can get engine damage from shreks in the front at yellow HP, etc.

Please change to "tp_armor"


Title: Re: PP cost on calliopes
Post by: Killer344 on July 07, 2009, 06:34:15 am
yeah, lets buff its armor even more :p.


Title: Re: PP cost on calliopes
Post by: Piotrskivich on July 07, 2009, 06:36:35 am
Complaining about the calliope?

The hummel is slower and weaker armored... At least the axis don't have piat, rr, or tetrarch gliders dropping on the calliope.


Title: Re: PP cost on calliopes
Post by: Tymathee on July 07, 2009, 06:40:33 am
I'd have ot agree on that, its so easy to kill a Hummel it's ridiculous. It goes down easily to armored cars even. Look at the Stuart, it gets a damage bonus vs Hummel armor, just great...and yea, why does the callie have tp_supply truck crit table lol thats just weird.

We changed the Tiger crit table, now its time to change the callie crit table :D


Title: Re: PP cost on calliopes
Post by: Malevolence on July 07, 2009, 06:43:12 am
To be frank a Priest also can die to a puma. In fact I've killed a Priest with a Puma once.


Title: Re: PP cost on calliopes
Post by: Tymathee on July 07, 2009, 06:49:02 am
To be frank a Priest also can die to a puma. In fact I've killed a Priest with a Puma once.

ditto.


Title: Re: PP cost on calliopes
Post by: Mysthalin on July 07, 2009, 08:24:56 am
Quote
yeah, lets buff its armor even more :p.


It's not an armor buff, it's a critical table fix, so it doesn't get immobilised from a LATHT at green health every single time(like every other tank and light vehicle in the game).


Title: Re: PP cost on calliopes
Post by: Killer344 on July 07, 2009, 09:04:10 am
no, it isn't, it's obviously a nerf like the change of the elite armor on tigers,

so it doesn't get immobilised from a LATHT at green health every single time.

lolz, sure, "every single time".


Title: Re: PP cost on calliopes
Post by: Mysthalin on July 07, 2009, 09:33:58 am
Versus the tp_supply truck these are the critical rates of a panzershreck :

Green health - 5 percent chance of engine damage.
Yellow health - 20 percent chance of engine damage or nothing.
Red health - 100 percent chance to kill (no 5 hp bug).

Versus the tp_supply truck, the panzerfaust has :

Green health - 5 percent of engine damage.
Yellow health - 20 percent of engine damage.
Red health - 100 percent chance to kill (no 5 hp bug).

The panzerfaust has these stats vs tp_armor :

Green health - 15 percent chance of engine damage.
Yellow health - 30 percent chance of engine damage.
Red health - 75 percent chance of engine destruction, or nothing at all(can't kill).

So, it would be way more potent than it is now vs higher health calliopes(you're unlikely to get a fausting volks squad at any other health than full vs a calliope, anyway), at the expense of being less potent at no health.

Now about the treadbreaker, killer, just to make you eat your words :

Green health - 100 percent chance of imobilise.
Yellow health - 100 percent chance of imobilise.
Red health - 100 percent chance of kill.

It would be a fix, more than a buff, really. No other vehicle can be imobilised 100 percent at any health, by anything at all.


Title: Re: PP cost on calliopes
Post by: Killer344 on July 07, 2009, 09:52:57 am
I don't, I've yet to see one of my LAHTs making it immobilized instead of engine damage tbh, your stats are wrong.


Title: Re: PP cost on calliopes
Post by: EliteGren on July 07, 2009, 10:39:17 am
Wtf dont, such a "fix" would indeed be a buff.
And if you ever get your calli immobolized by a fragile platform like the AT HT that has to get way behind enemy lines through all at guns..fail is you.


Title: Re: PP cost on calliopes
Post by: Smokaz on July 07, 2009, 11:43:13 am
ATHT is quite fast, and I have immobilized Two's vet 3 calliope at full health, so Im reluctant to dismiss the possibility of the atht having bugged crit tables.


Title: Re: PP cost on calliopes
Post by: Mysthalin on July 07, 2009, 01:54:38 pm
I don't, I've yet to see one of my LAHTs making it immobilized instead of engine damage tbh, your stats are wrong.
Probably because of the reason elitegren just stated :
Quote
if you ever get your calli immobolized by a fragile platform like the AT HT that has to get way behind enemy lines through all at guns

it doesn't happen too often, as most people keep their calliope in the spawn. I for one, like to charge my shit at enemy units I want dead - every single calliope I've shot with a treadbreaker got imobilised.

If you don't believe me, ask gamesguy to check it up, heck, check it up yourself. I know I am indeed right.