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Author Topic: The Final Calliope Debate  (Read 18814 times)
0 Members and 2 Guests are viewing this topic.
Stuart750 Offline
EIR Veteran
Posts: 438



« on: April 04, 2008, 08:25:54 pm »

Alright folks, seems that the word(s) "Calliope!! ARG!" is becoming more common than "She's a Witch!" [See Monty Python] and "They took ar' j---bs!" [See South Park] in terms of angry-mob lingo.

Let's see if we can resolve our issues here and now. I'm going to put up what I think are issues concerning the Sherman 'Calliope', and I strongly encourage you to post any issues I've missed, so I can update the post, and we can get the issues resolved.

Also, I'm going to number the issues, so you can begin your response/solution/angry cry with the number that corresponds to the question, so we know what you're talking about, and so we don't get off topic and start talking about Japanese candy, drafty apartments, or a conspiracy about Minehold really being Bonte.

1) Cooldown Time - Currently at 80 Seconds, Originally at 120 Seconds. The corresponding Tier 4 (24CP on top of the total 22CP for the Calliope and corresponding Tier 1 + 2) cuts the cooldown in half. Do the math yourself.

2) Population Value - Currently at 14, recently at 13, and originally 15. A suggested solution was to raise the popcap (to a currently debated value).

3) Vet 3 Abilities - Some have discussed that the Calliope's Level 3 Veterancy ability is not particularly useful. Currently, the Vet 3 ability is a 10 point range bonus (I don't think %, and I don't know point value very well, but as a Vet 3 calliope user, it isn't anything significant).

4) Unit Cost - Not a hotly debated topic, but a valid proposal as a resolution.

5) Other Suggested Solutions - If your suggestion does not correspond with the previous four, please number it as a five.

Please remember, if you want a change, to try and propose a solution (be specific please [i.e. numeric values, etc]), rather than just complaining, so the Developers (whether they care or not) can get a general public consensus of how you feel.
« Last Edit: April 04, 2008, 08:31:41 pm by Stuart750 » Logged
TodlichPanther Offline
EIR Veteran
Posts: 442


« Reply #1 on: April 04, 2008, 08:41:38 pm »

considering a tiger is now 750, i would expect the calliope to be significantly more.
Logged


Also, I lost a game due to not enough anti-infantry units, so airborne get double damage at each vet level.

More changes to come.
Demonic Spoon Offline
EIR Veteran
Posts: 538


« Reply #2 on: April 04, 2008, 08:45:59 pm »

A calliope is the only artillery piece without a significant warning effect.


I'd be content with a massive cooldown (300/240 seconds?) and a cost reduction. It would still be devastating because you can't dodge it, it would allow Armor players to have something other than callis for tanks, and it would make the game less centered on the calli.
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ADOLFPWNZOR1000 Offline
EIR Regular
Posts: 16


« Reply #3 on: April 04, 2008, 08:46:31 pm »

I would like to propose a price increase for it. 1000FU range and then make the T4 a price reduction.  The 80second fire is really fast.  40seconds is ridiculous.  And yes I played with it.
Logged
Days of War Offline
Official Axis Propoganda Minister
EIR Veteran
Posts: 1164


« Reply #4 on: April 04, 2008, 08:48:28 pm »

A calliope is the only artillery piece without a significant warning effect.


I'd be content with a massive cooldown (300/240 seconds?) and a cost reduction. It would still be devastating because you can't dodge it, it would allow Armor players to have something other than callis for tanks, and it would make the game less centered on the calli.

Remember what happened when the Howitzer got an insane cool down increase?

Here we go. Put it back to what it was pre-patch. 120 second cooldown, 15 pop. Problem solved. No over zealous balances, put it back at what it was before when no one complained.
Logged

AmPM Offline
Community Mapper
*
Posts: 7978



« Reply #5 on: April 04, 2008, 08:49:48 pm »

Increase price and pop to be on par with the KT. Remove the cooldown reduction from the t4, add in a number of rockets fired modifier as the t4.
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ReapersWarrior Offline
EIR Veteran
Posts: 100


« Reply #6 on: April 04, 2008, 08:50:01 pm »

were trying to make everyone happy here. a 4 minute cooldown will not work.

i would say make the cooldown with the T4 abitlity 80 seconds and without it 120.
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asmithally Offline
EIR Veteran
Posts: 165


« Reply #7 on: April 04, 2008, 08:54:20 pm »

I would like to propose a price increase for it. 1000FU range and then make the T4 a price reduction.  The 80second fire is really fast.  40seconds is ridiculous.  And yes I played with it.

1000 fuel. So, you get a callie and an M-10, and no other tanks. you have no other doctrine units, and all your other CP abilities devoted to tanks are worthless. Yes, that'll work.
Logged
zomgzombiescalliope Offline
EIR Veteran
Posts: 113


« Reply #8 on: April 04, 2008, 08:57:26 pm »

Increase the cooldown to 60 or 70 seconds with the T4, and 100ish without the T4.  Adding more rockets is bad, because you can't cancel the Calliope fire, so it might actually put your Calliope in more danger than help it.  Actually, maybe the rockets addition would work, but only if you made it so the T4 also allowed you to cancel the barrage.

Either do that, or keep the cooldown at 80 seconds, and give it a totally different and unrelated T4.  Tightening the spread might be a good idea for a T4, but people might not want that.  I would only say it might work because then taking that T4 makes your Calliope a specific sort of hunter that people might want. 

Perhaps make the T4 increase the range on the Calliope, and adjust the spread accordingly? 
Logged
DasNoob Offline
EIR Veteran
Posts: 3430



« Reply #9 on: April 04, 2008, 08:57:46 pm »

I would like to propose a price increase for it. 1000FU range and then make the T4 a price reduction.  The 80second fire is really fast.  40seconds is ridiculous.  And yes I played with it.

1000 fuel. So, you get a callie and an M-10, and no other tanks. you have no other doctrine units, and all your other CP abilities devoted to tanks are worthless. Yes, that'll work.

Right now the callie is that good.  So yes, unless they balance it back to its old numbers.  Which I don't know why they didn't in the first place.

I truly blame the devs for this.  You can't tell me that sweeping relic changes that go unbalanced by EIR is a good idea.  Look, they "balanced" the faust, the shrek, and not the callie.  And look what unit is broken.
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Quote from: fldash on Today at 06:22:34 PM
DISASTER AVERTED... IM A MOTHER FUCKING GENIUS!

You have DasNoob who uses the mod as COHTV
Lionel-Richie
Guest
« Reply #10 on: April 04, 2008, 08:59:48 pm »

So instead of reverting the balance changes we should, instead, wade in swinging with a banhammer of doom and neuter armor players?
Logged
zomgzombiescalliope Offline
EIR Veteran
Posts: 113


« Reply #11 on: April 04, 2008, 09:01:44 pm »

Folks, folks, let's keep this civil.
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asmithally Offline
EIR Veteran
Posts: 165


« Reply #12 on: April 04, 2008, 09:02:12 pm »

DasNoob, My comment wasn't about inter-faction balance, it was about internal balance. Armour would essentially become a choice between a callie and everything else, while every single other doctrine gets bonuses from every tree. Why? Because having a 1000-fuel Callie prevents you from fielding anything else that actually benefits from the other abilities.
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ReapersWarrior Offline
EIR Veteran
Posts: 100


« Reply #13 on: April 04, 2008, 09:04:43 pm »

i would not care if the callopie was 200 fuel if it wasnt such a pain in the ass in game. it just is a pain with constant arty and that is the problem and the only problem.
Logged
Stuart750 Offline
EIR Veteran
Posts: 438



« Reply #14 on: April 04, 2008, 09:08:20 pm »

Folks, folks, let's keep this civil.

Hey pal! You keep your slimy little claws away from my lingo! Hear me???

Civil... Civil my foot!
Logged
Stuart750 Offline
EIR Veteran
Posts: 438



« Reply #15 on: April 04, 2008, 09:09:34 pm »

Please! Put a bloody number beside it! It's much easier for me to update the post with new solutions!
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fldash Offline
Founder
*
Posts: 9755


« Reply #16 on: April 04, 2008, 09:10:21 pm »

We already have a solution planned for the next patch.  Thanks for your efforts however.
Logged
Akranadas Offline
Honoured Member
*
Posts: 6906


« Reply #17 on: April 04, 2008, 09:22:56 pm »

'Calliopes now operate on a randomly generated cool down timer. After every barrage; it is giving a random cool down between 5 seconds and 5 minutes'
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zomgzombiescalliope Offline
EIR Veteran
Posts: 113


« Reply #18 on: April 04, 2008, 09:26:38 pm »

Unit changes

-Calliope cooldown reduced to 10 seconds

=P
Logged
XNiichts Offline
EIR Veteran
Posts: 78


« Reply #19 on: April 04, 2008, 09:48:53 pm »

Unit changes

-Calliope cooldown reduced to 10 seconds

=P

Too short.  As much as it'd suck, I'd love to see a constant stream of rockets comming out. Cheesy
Logged
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