I'm playing on balance mod only since it was released, as that is not part of the ladder for obvious reasons, my ranks will be hidden
![](https://i.imgur.com/Doygw7A.jpg)
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Posts: 1958
This is the unit I personally feel needs rebalancing the most:
- Almost impossible to kill unlike other mobile arty like Stukas or katushas cause...well..its a TANK.
- Therefore heavily promotes defensive camping playstyle where u just bleed out your opponents manpower by constant barraging.
- Very low popcap for this unit makes it quite spammable.
- Does massive damage per rocket.
- Shoot a massive amount of rockets.
- Kills units/squads on retreat like flies. Defensive bonuses when on retreat seem almost completely negated. It's really not uncommon for me to lose 2 squads instantly to a barrage when I'm just a fraction of a second too late with my retreat, very much unlike other arty barrages in the game.
All in all in it's current form I personally find this unit to be nothing but OP cheese. It promotes a playstyle that I heavily dislike (campy, non mobile, non flanking).
A bit of a disclaimer here is that my experience mostly comes from a lot of 2v2's. Not really sure how this unit works out in 1v1, but in 2v2 I think it's as close to broken as they get personally.
From now on I propose a namechange for this unit to: CalliOP.
Posts: 871
dont laugh us,pls! so u can dodge it? are u david cooperfield? atleast u lost some infantries even in long range . btw most dodgable unit is stuka(linear)
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- Gives access to Panzer3 (or Hotchkiss, if you are Tobis)
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stuff
1) They are stronger/on-par with the best non-doc indirect fire unit in the game (Panzerwerfer)
more stuff
Posts: 97
UKF normally have no access to adequate indirect fire support.
Posts: 1958
meh, i stopped using that calliope doctrine when it got that double nerf. Now it costs too much for a lesser barrage and it's on cooldown forever. if your opponent squeezes out a calliope then he isn't getting tanks for a while. that means you can make a tank and be even more aggressive since that doctrine has no mines and is very defensively oriented.
Priest is way better if you ask me when comes to cost and performance.
Posts: 90
+1, I took it out of my 2v2 loadout in favor of Infantry. The other abilities in Tactical Support aren't that great. The strafing run is pretty lackluster, the recon run is almost the same as the Major's recon, and the muni's on the call-in HT are way too much for such a fragile vehicle.
Posts: 1958
The other great part about the priest is how you can decrew. In some super late 2v2s where usf floats hard i'll give one to my sov player who needs arty but can't afford t4 or my brit partner who doesn't have an indirect fire commander.
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Posts: 90
If you want to see something funny, download one of TheWalt's replays where he spams Priests - or check this out:
http://i.imgur.com/3pqoeth.jpg
If a shrek blob gets to them or a pair of p4's/p5's then it isn't so funny but otherwise........
Posts: 2636 | Subs: 17
For another comparison you have the puma already, which is the most popular Ost doctrine in 1v1.
It really is a tragedy and a travesty when a docrinal Allied unit is as good as a non-doc Axis unit. Axis units should always be better. That's how they won the war.
Posts: 1063
But even the Puma doesn't cover every single disadvantage of Ostheer early-game.
My point is that the choice is completely bipolar:
1) If you don't pick the doctrine, your indirect fire options are shit (i.e., on par with UKF).
2) If you pick the doctrine, you are the god of indirect fire.
Now there are two cases:
- The faction has been designed to perform well without indirect fire. This means that they should become insanely strong when they ALSO get access to Calliope (and LMGs, and tier-free AAHT). Calliope is P2W.
- The faction was shit to begin with, and absolutely needs the Calliope to perform in the late game. In this case, the Calliope doctrine is a pay-not-to-lose doctrine.
Regardless of what situation the USF was in pre-Calliope, wouldn't it be better for the game if Calliope was weaker and (if necessary) USF core became stronger/more versatile?
Posts: 658
I think you have several complains which are based on wrong facts.
IMO the unit is not OP but it has been balanced on the wrong direction. The problem is how the barrage works. It would had been better to spread out the rockets into 3 equal sets, rather than leaving the first barrage fire 10.
Off: that pic![]()
Posts: 333
Sure it can't be dodged all the time but still quite a bit. I beat a then ranked 12 Allies AT team yesterday who used Calli's. Didn't dodge all but still a decent amount
Since OP seems to have forgotten to post his playercard (bit naughty after attacking Katitofs)
https://www.coh2.org/ladders/playercard/viewBoard/0/steamid/76561197972918936
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