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The Final Calliope Debate
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Topic: The Final Calliope Debate (Read 18596 times)
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Stuart750
EIR Veteran
Posts: 438
Re: The Final Calliope Debate
«
Reply #20 on:
April 04, 2008, 10:06:56 pm »
Arg... Never mind...
I liked the Bold font, and the Italics, and organized everything...
«
Last Edit: April 04, 2008, 10:09:19 pm by Stuart750
»
Logged
TodlichPanther
EIR Veteran
Posts: 442
Re: The Final Calliope Debate
«
Reply #21 on:
April 04, 2008, 10:07:04 pm »
Quote from: asmithally on April 04, 2008, 08:54:20 pm
Quote from: ADOLFPWNZOR1000 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.
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.
people are already doing only calliopes, they just bring two :/
If people want more tanks, put more rb's into fuel. hell, ive got 40 somthing rbs in fuel just for an extra stuh or 2.
Logged
Quote from: Ucross on April 11, 2008, 09:15:48 am
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.
DerangedGerman
EIR Veteran
Posts: 448
Re: The Final Calliope Debate
«
Reply #22 on:
April 04, 2008, 10:10:32 pm »
That's how useful RBs are now. 40 battles for 2 stugs/stuhs.
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Proud mapper for both OMG and EIR.
TodlichPanther
EIR Veteran
Posts: 442
Re: The Final Calliope Debate
«
Reply #23 on:
April 04, 2008, 10:13:22 pm »
when i was attacking at the beginning i think i got 3 for each game, so not that bad really
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Avalanche
EIR Veteran
Posts: 389
Re: The Final Calliope Debate
«
Reply #24 on:
April 05, 2008, 02:28:57 am »
2 population value
for a unit that dictates battlefield. dominate your opponent, kills everything, 14 popcap is extremly low compared to tiger or king tiger or panther, yet they are priced similarly
no axis player in the wolrd will bringing one of these heavy tank in their first calling. they will have nothing else to support them, they can only call in a gren squad, and a pio along with the heavy tank, the allies can just cap the map, or focus fire on he heavy tank with hard counters, because axis player have no support
on the otherhand, calliope can come in with 11 popcap to spare, couple with tank command tier3 ability that armour player will eventually get, it will raise their initial popcap to 28, which allows 14 popcap to spare, its enough to bring in 2 rifle with bar and sticky, and an atg
these support is enough to protect the calliope against 25 popcap axis side, while calliope will strike any location on the map every 40 second at the effect of a tiger while not exposing it self to danger.
axis cannot cap the map with constant 40 second barrage.
unlike tiger start, tiger moves so slow, and have to be actually in the area to dominate that area, this gives allies player the chance to cap the entire map. calliope is able to respond to any threat on the map every 40 seconds and dominate that area without exposing it self like tiger.
so in conclusion, calliope at current effectiveness needs popcap increased to match their performance
Logged
TheDeadlyShoe
Weapon of Math Destruction
EIR Veteran
Posts: 1399
Re: The Final Calliope Debate
«
Reply #25 on:
April 05, 2008, 02:33:47 am »
Quote
axis cannot cap the map with constant 40 second barrage.
It's possible. Just difficult. Depends on the map.
Logged
Sach
EIR Veteran
Posts: 1211
Re: The Final Calliope Debate
«
Reply #26 on:
April 05, 2008, 09:43:36 am »
All this talk of price and popcap seems a little irrelevant. Most axis players seem to have a problem with the actual unit so i fail to see how tweaking those variables would change anything.
Logged
Sach Wins!
Would people please stop killing my AVREs. Not cool.
Days of War
Official Axis Propoganda Minister
EIR Veteran
Posts: 1164
Re: The Final Calliope Debate
«
Reply #27 on:
April 05, 2008, 09:50:37 am »
Quote from: fldash on April 04, 2008, 09:10:21 pm
We already have a solution planned for the next patch. Thanks for your efforts however.
Reduced pop cap, lower price, and it's main gun back, right? =D
Logged
Stuart750
EIR Veteran
Posts: 438
Re: The Final Calliope Debate
«
Reply #28 on:
April 05, 2008, 09:51:45 am »
Quote from: TheDeadlyShoe on April 05, 2008, 02:33:47 am
Quote
axis cannot cap the map with constant 40 second barrage.
It's possible. Just difficult. Depends on the map.
It also depends if the player has the Tier 4 ability. Calm down, and please stop generalizing. I believe only one person has the Tier four ability.
Logged
Ucross
Honoured Member
Posts: 5732
Re: The Final Calliope Debate
«
Reply #29 on:
April 05, 2008, 09:51:52 am »
The allies are not allowed to post in this thread anymore. We are losing a shitwad (that's a technical term) of territory! GET OUT THERE AND WIN!
Logged
Apex
Honoured Member
Posts: 2971
Re: The Final Calliope Debate
«
Reply #30 on:
April 05, 2008, 09:54:55 am »
A simple standard cooldown increase to 180 secs (90 secs with rocket racks) would be the best solution imo.
Logged
Days of War
Official Axis Propoganda Minister
EIR Veteran
Posts: 1164
Re: The Final Calliope Debate
«
Reply #31 on:
April 05, 2008, 09:56:23 am »
Quote from: Apex on April 05, 2008, 09:54:55 am
A simple standard cooldown increase to 180 secs (90 secs with rocket racks) would be the best solution imo.
3 minutes is to much, imo. Two is fine.
Logged
Unkn0wn
No longer retired
Posts: 18379
Re: The Final Calliope Debate
«
Reply #32 on:
April 05, 2008, 10:59:40 am »
If the calliope gets a base cooldown increase, the walking stuka needs to be adjusted accordingly.
And its price should definately go down again.
Also, its vet 3 needs to be revisioned, a cooldown decrease simular to the nebelwerfer's for instance should be considered (this depends on how much they make the new base cooldown). But anything other than the utterly useless +10 range works.
«
Last Edit: April 05, 2008, 11:01:26 am by Unkn0wn
»
Logged
Days of War
Official Axis Propoganda Minister
EIR Veteran
Posts: 1164
Re: The Final Calliope Debate
«
Reply #33 on:
April 05, 2008, 11:02:26 am »
Quote from: Unkn0wn on April 05, 2008, 10:59:40 am
If the calliope gets a base cooldown increase, the walking stuka needs to be adjusted accordingly.
And its price should definately go down again.
Also, its vet 3 needs to be revisioned, a cooldown decrease simular to the nebelwerfer's for instance should be considered (this depends on how much they make the new base cooldown). But anything other than the utterly useless +10 range works.
How about like, +50 range? That's another 20%.
Logged
DBSights3
EIR Veteran
Posts: 87
Re: The Final Calliope Debate
«
Reply #34 on:
April 05, 2008, 11:27:42 am »
Unknown, I don't see much complaining about axis artillery and I have never found it to be unduly powerful. Lets focus on the calliope.
It needs a nerf.
Buffing it while nerfing it just makes the changes harder to quantify and decide upon. I say we focus on purely negative changes: so no increase cost and improve veterancy or decrease pop to reduce rate of fire.
Personally, I think a longer windup and slower moving missiles would be a sufficient nerf. The lack of warning is the calliope's greatest power.
Also, Fl-, care to share your solution? Then you could get some feedback on it and perhaps even improve it.
«
Last Edit: April 05, 2008, 11:31:13 am by DBSights3
»
Logged
Time will tell. Sooner or later, Time will tell.
snipes
retarded one
EIR Veteran
Posts: 313
Re: The Final Calliope Debate
«
Reply #35 on:
April 05, 2008, 11:40:16 am »
the thing is though is that u can get 2 walking stukas for the price of one calliope, and i think the 2 walking stukas are less pop than the one calliope so dont complain, and every axis player can get 2 nebels for the price of one calliope, not to mention the callipe is a doctrine ability and the nebel isnt, and the callipe costs double the cps to get than the walking stukas so we are arguing about a stupid topic about a doctrine ability, like stormies costing more than knights cross which are better, in my words just drop the subject
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http://slazengerkt.myminicity.com
DBSights
EIR Veteran
Posts: 373
Re: The Final Calliope Debate
«
Reply #36 on:
April 05, 2008, 11:53:21 am »
wait, what?
Logged
|-|Cozmo|-|
Lieutenant General of all Ninja's.
EIR Veteran
Posts: 4950
Re: The Final Calliope Debate
«
Reply #37 on:
April 05, 2008, 11:53:52 am »
snipes what are you on about?
Logged
Thtb
The German Guy
EIR Veteran
Posts: 3875
Re: The Final Calliope Debate
«
Reply #38 on:
April 05, 2008, 11:55:17 am »
He is trying to derail by chanceing the subject to axis units, but we already "found out" that the calliope needs a nerf most likly cooldown increase.
Logged
Quote from: Unkn0wn on December 20, 2008, 05:57:19 am
Germans like to cause total chaos.
Tips and Tricks:
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Mobius
EIR Regular
Posts: 49
Re: The Final Calliope Debate
«
Reply #39 on:
April 05, 2008, 12:08:59 pm »
Quote
snipes what are you on about?
He's just saying that the main issue some people (salan) had with the Calliope is that 2 can be fielded simultaneously, thereby halving the cooldown time, but that this can be done with the Nebelwerfer and Walking Stuka just the same.
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