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LotV Custom - Unofficial Fan Alpha - Page 16

Forum Index > Legacy of the Void
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Existor
Profile Joined July 2010
Russian Federation4295 Posts
Last Edited: 2014-11-28 15:41:27
November 28 2014 15:35 GMT
#301
Was the range of the Cyclone also fixed in the bug-fix patch? Didn't see anything about that.

it will be fixed in future updates
Destructicon
Profile Blog Joined September 2011
4713 Posts
November 28 2014 15:57 GMT
#302
I'm surprised so many people like the Cyclone concept. I personally hated it, feels like such an anti-micro unit. You lock on to a unit and then it just does it thing. The fire and forget aspect of it is very stupid and devoid of skill and its such a far cry from the beauty of moving shot. And there is no numbers adjustment that can fix a broken concept.
WriterNever give up, never surrender! https://www.youtube.com/user/DestructiconSC
mishimaBeef
Profile Blog Joined January 2010
Canada2259 Posts
November 28 2014 16:04 GMT
#303
Fire and forget? You need to be attentive as to whether the units are moving out of your lock range or if they are moving in to attack your cyclone.
Dare to live the life you have dreamed for yourself. Go forward and make your dreams come true. - Ralph Waldo Emerson
Destructicon
Profile Blog Joined September 2011
4713 Posts
November 28 2014 16:13 GMT
#304
On November 29 2014 01:04 mishimaBeef wrote:
Fire and forget? You need to be attentive as to whether the units are moving out of your lock range or if they are moving in to attack your cyclone.


The range on them is so ridiculously large that its basically fire and forget. The only way to make that unit remotely interesting is if the lock range was 7 with no upgrade. Long enough to out range stalkers and immortals but short enough that they can't just way point them around while you macro. Still, I'm in no way a fan of the concept.
WriterNever give up, never surrender! https://www.youtube.com/user/DestructiconSC
Existor
Profile Joined July 2010
Russian Federation4295 Posts
November 28 2014 16:21 GMT
#305
On November 29 2014 01:13 Destructicon wrote:
Show nested quote +
On November 29 2014 01:04 mishimaBeef wrote:
Fire and forget? You need to be attentive as to whether the units are moving out of your lock range or if they are moving in to attack your cyclone.


The range on them is so ridiculously large that its basically fire and forget. The only way to make that unit remotely interesting is if the lock range was 7 with no upgrade. Long enough to out range stalkers and immortals but short enough that they can't just way point them around while you macro. Still, I'm in no way a fan of the concept.

The thing is that you must control that cyclone to not get out of range.; Also cyclones are enouhgly expensive to be massed. And they don't work vs unit spams and fast units, i.e. marines / speedlings. Only protoss can have troubles against them, but I think protoss will have another new unit at tier1. Protoss can also open stargate to counter cyclones.
mishimaBeef
Profile Blog Joined January 2010
Canada2259 Posts
November 28 2014 16:28 GMT
#306
On November 29 2014 01:13 Destructicon wrote:
Show nested quote +
On November 29 2014 01:04 mishimaBeef wrote:
Fire and forget? You need to be attentive as to whether the units are moving out of your lock range or if they are moving in to attack your cyclone.


The range on them is so ridiculously large that its basically fire and forget. The only way to make that unit remotely interesting is if the lock range was 7 with no upgrade. Long enough to out range stalkers and immortals but short enough that they can't just way point them around while you macro. Still, I'm in no way a fan of the concept.


You mention changing unit stats. Speed of cyclone and range of cyclone can be tweaked.
Dare to live the life you have dreamed for yourself. Go forward and make your dreams come true. - Ralph Waldo Emerson
Destructicon
Profile Blog Joined September 2011
4713 Posts
November 28 2014 16:32 GMT
#307
Also, two changes in particular in TvZ seem really bad. Marauders changing from 10 (20 vs armor) to 2 attacks of 5 each (10 each vs armor). Its obviously a nerf against armored units but its even bigger if you consider ultralisks will start with 1 more base armor and it will make Ultras even harder then they are now to kill with marines. I don't get the point of this, Ultras are already tanky enough and hard to deal with as bio and they require a ton of micro to do effectively. If this is some sort of an attempt to make terran switch into some other tech then its a poorly thought out one. Terran can't tech switch because of their production, to a certain extent, bio needs to be somewhat able to cope with higher tech units.
WriterNever give up, never surrender! https://www.youtube.com/user/DestructiconSC
-Archangel-
Profile Joined May 2010
Croatia7457 Posts
November 28 2014 17:03 GMT
#308
On November 29 2014 01:21 Existor wrote:
Show nested quote +
On November 29 2014 01:13 Destructicon wrote:
On November 29 2014 01:04 mishimaBeef wrote:
Fire and forget? You need to be attentive as to whether the units are moving out of your lock range or if they are moving in to attack your cyclone.


The range on them is so ridiculously large that its basically fire and forget. The only way to make that unit remotely interesting is if the lock range was 7 with no upgrade. Long enough to out range stalkers and immortals but short enough that they can't just way point them around while you macro. Still, I'm in no way a fan of the concept.

The thing is that you must control that cyclone to not get out of range.; Also cyclones are enouhgly expensive to be massed. And they don't work vs unit spams and fast units, i.e. marines / speedlings. Only protoss can have troubles against them, but I think protoss will have another new unit at tier1. Protoss can also open stargate to counter cyclones.

Cyclones target air and have crazy DPS and speed.
Big J
Profile Joined March 2011
Austria16289 Posts
Last Edited: 2014-11-28 17:30:08
November 28 2014 17:12 GMT
#309
On November 29 2014 01:32 Destructicon wrote:
Also, two changes in particular in TvZ seem really bad. Marauders changing from 10 (20 vs armor) to 2 attacks of 5 each (10 each vs armor). Its obviously a nerf against armored units but its even bigger if you consider ultralisks will start with 1 more base armor and it will make Ultras even harder then they are now to kill with marines. I don't get the point of this, Ultras are already tanky enough and hard to deal with as bio and they require a ton of micro to do effectively. If this is some sort of an attempt to make terran switch into some other tech then its a poorly thought out one. Terran can't tech switch because of their production, to a certain extent, bio needs to be somewhat able to cope with higher tech units.


Terrans don't have a problem mixing in 2-3factories of Thor/mine/hellbat/tanks in their bio currently. Marauders still probably counter Ultras with that, just less. (assumption) Mixing in Cyclones shouldn't be too hard. Even more, Cyclone's are designed to be an amazingly smooth transition unit for bio, because the gas:mineral ratio is so high, which allows bio to take fully use all of their economy (take all gases; spend the gasbank they build).

Edit: This is a theorycraft, but basically what I think blizzard is intending. In general this is mainly a balance change, and I think blizzard is usually quite good getting balance right eventually. Whether the change is the most fun one, I don't know, but the relation between ultras and units that just kite them forever isn't that good to begin with. It's more like they are not fixing that, but not really making it worse I think.

Edit2: Though the change in that relationship might be really way too big. 5(+5)x2 Marauders not only have double armor applied, and ultras not only have +1armor, but marauders also only upgrade with +1 then I guess? So 3-3ultras with the armor upgrade vs 3-3marauders would receive 12damage per attack, compared to 20 right now.
Destructicon
Profile Blog Joined September 2011
4713 Posts
November 28 2014 17:17 GMT
#310
Ok, will check it out more to get a feel for it.
WriterNever give up, never surrender! https://www.youtube.com/user/DestructiconSC
Big J
Profile Joined March 2011
Austria16289 Posts
Last Edited: 2014-11-28 19:26:46
November 28 2014 18:01 GMT
#311
Some Terran bugs:
Cyclone upgrades with +1, should be +2.
Cyclone cannot lock on enemy structures and move. Moving will break the lock.

Hercs don't do damage to friendly units/structures (at least after the upgrade).
Hercs upgrade with +2, should be +3.

Marauder upgrades don't work properly. From my testing, I'm assuming only one of their shots gets upgraded, the other one always stays at 5(+5). And the upgrading should be adjusted to +1(+0) from +1(+1).

--> All of those upgrade values that I say should be implemented follow the usual SC2 pattern: 10% of the unit's damage rounded to integers. Minimum of +1, maximum of +5.
All of this in on the European Version. Only tested +1 upgrades.
SmileZerg
Profile Joined March 2012
United States543 Posts
November 28 2014 19:10 GMT
#312
On November 29 2014 01:32 Destructicon wrote:
Also, two changes in particular in TvZ seem really bad. Marauders changing from 10 (20 vs armor) to 2 attacks of 5 each (10 each vs armor). Its obviously a nerf against armored units but its even bigger if you consider ultralisks will start with 1 more base armor and it will make Ultras even harder then they are now to kill with marines. I don't get the point of this, Ultras are already tanky enough and hard to deal with as bio and they require a ton of micro to do effectively. If this is some sort of an attempt to make terran switch into some other tech then its a poorly thought out one. Terran can't tech switch because of their production, to a certain extent, bio needs to be somewhat able to cope with higher tech units.


Yeah man, god forbid you can't counter a Tier 3.5 Zerg unit with your Tier 1 infantry anymore.
"Show me your teeth."
Lexender
Profile Joined September 2013
Mexico2656 Posts
Last Edited: 2014-11-28 19:23:48
November 28 2014 19:23 GMT
#313
On November 29 2014 01:13 Destructicon wrote:
Show nested quote +
On November 29 2014 01:04 mishimaBeef wrote:
Fire and forget? You need to be attentive as to whether the units are moving out of your lock range or if they are moving in to attack your cyclone.


The range on them is so ridiculously large that its basically fire and forget. The only way to make that unit remotely interesting is if the lock range was 7 with no upgrade. Long enough to out range stalkers and immortals but short enough that they can't just way point them around while you macro. Still, I'm in no way a fan of the concept.


I don't know, right now the cyclone is really buggy right now but its far from what it looked like in blizzcon, is really hard the use and seems really easy to counter, I think the range upgrade is ok but it should come later, maybe with an armory or a fusion core, they are quite fragile, and are actually bad vs flying units, I wonder how it would change once its fixed but right now is not that strong, something I quite liked from this is the fact that the lock on comes off once you move, once they fix this something I would them to do is to reduce the cooldown but make it so lock on only last for 4-5 shots before having to use lock again, it makes it require a lot of atention and gives plenty of chances to counter attack the cyclone.

Overall I really like the cyclone, it needs some tweaks for sure but is a greath concept
Caihead
Profile Blog Joined July 2011
Canada8550 Posts
November 28 2014 19:39 GMT
#314
On November 29 2014 04:10 SmileZerg wrote:
Show nested quote +
On November 29 2014 01:32 Destructicon wrote:
Also, two changes in particular in TvZ seem really bad. Marauders changing from 10 (20 vs armor) to 2 attacks of 5 each (10 each vs armor). Its obviously a nerf against armored units but its even bigger if you consider ultralisks will start with 1 more base armor and it will make Ultras even harder then they are now to kill with marines. I don't get the point of this, Ultras are already tanky enough and hard to deal with as bio and they require a ton of micro to do effectively. If this is some sort of an attempt to make terran switch into some other tech then its a poorly thought out one. Terran can't tech switch because of their production, to a certain extent, bio needs to be somewhat able to cope with higher tech units.


Yeah man, god forbid you can't counter a Tier 3.5 Zerg unit with your Tier 1 infantry anymore.


That would be a problem, if there was a single other terran answer to ling ultra w/ queen infestor aside from marauders. Building billion tanks with planetaries and ravens and missile turrets and battle cruisers doesn't count.
"If you're not living in the US or are a US Citizen, please do not tell us how to vote or how you want our country to be governed." - Serpest, American Hero
Lunareste
Profile Joined July 2011
United States3596 Posts
Last Edited: 2014-11-28 19:52:00
November 28 2014 19:51 GMT
#315
On November 29 2014 04:10 SmileZerg wrote:
Show nested quote +
On November 29 2014 01:32 Destructicon wrote:
Also, two changes in particular in TvZ seem really bad. Marauders changing from 10 (20 vs armor) to 2 attacks of 5 each (10 each vs armor). Its obviously a nerf against armored units but its even bigger if you consider ultralisks will start with 1 more base armor and it will make Ultras even harder then they are now to kill with marines. I don't get the point of this, Ultras are already tanky enough and hard to deal with as bio and they require a ton of micro to do effectively. If this is some sort of an attempt to make terran switch into some other tech then its a poorly thought out one. Terran can't tech switch because of their production, to a certain extent, bio needs to be somewhat able to cope with higher tech units.


Yeah man, god forbid you can't counter a Tier 3.5 Zerg unit with your Tier 1 infantry anymore.


That's facetious and you know it.

If Terran tech units were any good we'd use them now. We have to hope the new units and buffs to old ones will suffice, or it will make an incredibly imba unit even more imba with less of a counter.

Not to mention the timing of teching to Hive and producing the Ultralisks may no longer line up well with the economic opportunity where Terran sets down more Barracks and Tech labs, but that's probably thinking too hard about the meta.
KT FlaSh FOREVER
Existor
Profile Joined July 2010
Russian Federation4295 Posts
November 28 2014 20:04 GMT
#316
On November 29 2014 04:23 Lexender wrote:
Show nested quote +
On November 29 2014 01:13 Destructicon wrote:
On November 29 2014 01:04 mishimaBeef wrote:
Fire and forget? You need to be attentive as to whether the units are moving out of your lock range or if they are moving in to attack your cyclone.


The range on them is so ridiculously large that its basically fire and forget. The only way to make that unit remotely interesting is if the lock range was 7 with no upgrade. Long enough to out range stalkers and immortals but short enough that they can't just way point them around while you macro. Still, I'm in no way a fan of the concept.


I don't know, right now the cyclone is really buggy right now but its far from what it looked like in blizzcon, is really hard the use and seems really easy to counter, I think the range upgrade is ok but it should come later, maybe with an armory or a fusion core, they are quite fragile, and are actually bad vs flying units, I wonder how it would change once its fixed but right now is not that strong, something I quite liked from this is the fact that the lock on comes off once you move, once they fix this something I would them to do is to reduce the cooldown but make it so lock on only last for 4-5 shots before having to use lock again, it makes it require a lot of atention and gives plenty of chances to counter attack the cyclone.

Overall I really like the cyclone, it needs some tweaks for sure but is a greath concept

Right now range upgrade is bugged and does not works at all, as I remember.
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
November 28 2014 20:22 GMT
#317
On November 29 2014 04:10 SmileZerg wrote:
Show nested quote +
On November 29 2014 01:32 Destructicon wrote:
Also, two changes in particular in TvZ seem really bad. Marauders changing from 10 (20 vs armor) to 2 attacks of 5 each (10 each vs armor). Its obviously a nerf against armored units but its even bigger if you consider ultralisks will start with 1 more base armor and it will make Ultras even harder then they are now to kill with marines. I don't get the point of this, Ultras are already tanky enough and hard to deal with as bio and they require a ton of micro to do effectively. If this is some sort of an attempt to make terran switch into some other tech then its a poorly thought out one. Terran can't tech switch because of their production, to a certain extent, bio needs to be somewhat able to cope with higher tech units.


Yeah man, god forbid you can't counter a Tier 3.5 Zerg unit with your Tier 1 infantry anymore.


We need to get out of this stupid mentality of "my T3 of course should hard counter your T1 units!!"

It's ridiculous. What matters is how the gameplay and balance works out. Rest is entirely irrelevant.
Bastinian
Profile Joined October 2014
Serbia177 Posts
November 28 2014 20:33 GMT
#318
I like this very much! As far as I can say, LotV will look like Brood War,with massive base spreading all over the map! But what I would say that maps for more players should be way bigger, or else its impossible to play.
Tryhard, road to pro-gamer! :) | twitter.com/bastiniansc2 | twitch.tv/bastinian |
VegaMatt
Profile Joined April 2014
United Kingdom11 Posts
Last Edited: 2014-11-28 20:34:55
November 28 2014 20:34 GMT
#319
delete
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
November 28 2014 20:39 GMT
#320
On November 29 2014 05:33 Bastinian wrote:
I like this very much! As far as I can say, LotV will look like Brood War,with massive base spreading all over the map! But what I would say that maps for more players should be way bigger, or else its impossible to play.


I still like the idea of depleting mineral yields (the visuals are already there). Patches are still 1,500, but at 1,000 the yield may drop down to 4 or 3, and at 500 it drops down to 3 or 2. Gives the incentive to expand but also you can still maintain income if you're going for an all-in.
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