1. this is a problem. 640hp with that range is weird. because the range is long enough that calliope does not require extra tanki-ness to survive while barraging.
so it works like katyusha in terms of how players move up and back when barraging. and obviously it does not promote good flanks from anybody versing it.
i rather make it 320hp or give like 800 or 960 hp and shorten its range so it can barrage maybe about 40 range? a bit like sturmtiger.
this argument of 'oh its 140 fuel so it deserves 640hp' is a cop out. when your sov teammate can get katyusha or you (US) can get a calliope, do you choose calliope because it has extra health? no, you choose calliope (when affordable) because it wipes much better.
2. just because calliope is tankier than its counterparts, that does not mean it makes defensive play more effective. i agree having unit wiping units help defensive plays but even if calliope had 320hp, it will promote same kind of defensive plays.
3,4&6. 140fuel is not spammable at all. seeing how as USF, you need at least one jackson plus other AT to effectively stay AT competitive.
same damage i am pretty sure.
defensive bonuses when retreating is reduced received accuracy which has no effect with any explosives.
5. this is also a problem. I do not want to derail your thread, but this is a part of a much bigger problems, all squad wiping explosives that are almost impossible to dodge.
the nerf of 22 rockets to 18 rockets? did almost nothing because calliope still fires 10 rockets in its first salvo which can handily wipe squads on its own.
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calliope is expensive and not uncrewable which are big things. but no matter the cost, the wipe-ability of calliope's scale is inexcusable. dont blob dont count because it can wipe one squad by itself consistently as well. not as consistently as ST or demo or goliath but still.
Thanks for, what is in my opinion, pretty much the only intelligent reply in this topic so far (and hence the only one I will bother replying to).
1. Fully agree, such a range, such a truckload of damage combined with such a truckload of hp is insane. Units like these should be glass cannons imo, there is a risk going for them (theyre fragile), but the reward can be worth it. Here, the risk seems minimal.
2. I think the reason the Calli promotes defensive play (especially in 2v2s) is because the unit is pretty much one of the best defensive options in the game right now. Especially combined with a decent brit player you can untick all the bigger maps with a lot of flank options, and your calli is golden. It will be pretty much unkillable with any kind of decent defensive accompanying it, and can shoot all over the map.
3/4. I meant spammable in terms of popcap. We all know those lategame 2v2s that eventually mean u reach 100/100 and have to make hard choices of what your army composition will be. Afaik the popcap of Calli's is very low isn't it? I do agree with you that the fuel cost of 140 is high enough as it is.
5. So many of these lategame 2v2's (especially on smaller maps!) turn into big arty, campy games where it's impossible to micro in a way that u can make a difference anymore. The Calli, by design, is a prime example of this because it fires an absolute whirlwind of rockets, and wipes squads WAY too fast. I've had a good couple of close, exciting games now where I hear a Calli fire, mash my retreat button, and then still lose 2 squads on retreats making it almost insta-gg basically. It just feels like easymode for the person using the Calli imo.