• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 09:51
CEST 15:51
KST 22:51
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
Code S Season 2 (2026) - RO8 Preview3[ASL21] Finals Preview: Two Legacies21Code S Season 2 (2026) - RO12 Preview2herO wins GSL Code S Season 1 (2026)5Code S Season 1 (2026) - RO4 & Finals Preview5
Community News
Weekly Cups (May 18-25): MaxPax wins doubles0Crank Gathers Season 4: BW vs SC2 Team League4Weekly Cups (May 11-17): Classic wins double0Code S Season 1 (2026) - RO8 Results2Weekly Cups (May 4-10): Clem, MaxPax, herO win1
StarCraft 2
General
Code S Season 2 (2026) - RO8 Preview Weekly Cups (May 18-25): MaxPax wins doubles herO wins GSL Code S Season 1 (2026) Code S Season 2 (2026) - RO12 Preview Weekly Cups (May 11-17): Classic wins double
Tourneys
Crank Gathers Season 4: BW vs SC2 Team League GSL Code S Season 2 (2026) GSL Code S Season 1 (2026) Sparkling Tuna Cup - Weekly Open Tournament Maestros of The Game 2 announcement and schedule !
Strategy
Custom Maps
[D]RTS in all its shapes and glory <3 [A] Nemrods 1/4 players
External Content
Mutation # 527 Hell Train The PondCast: SC2 News & Results Mutation # 526 Rubber and Glue Mutation # 525 Wheel of Misfortune
Brood War
General
ASL21 General Discussion Pros React To: ASL S21 Finals [ASL21] Finals Preview: Two Legacies 25 Years Since Brood War Patch 1.08 BGH Auto Balance -> http://bghmmr.eu/
Tourneys
[ASL21] Grand Finals [Megathread] Daily Proleagues Escore Tournament StarCraft Season 2 Small VOD Thread 2.0
Strategy
Any training maps people recommend? Muta micro map competition [G] Hydra ZvZ: An Introduction Fighting Spirit mining rates
Other Games
General Games
Path of Exile Nintendo Switch Thread Stormgate/Frost Giant Megathread Dawn of War IV ZeroSpace Megathread
Dota 2
The Story of Wings Gaming
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas TL Mafia Community Thread Five o'clock TL Mafia
Community
General
US Politics Mega-thread Trading/Investing Thread Russo-Ukrainian War Thread Dating: How's your luck? European Politico-economics QA Mega-thread
Fan Clubs
The herO Fan Club!
Media & Entertainment
[Manga] One Piece Anime Discussion Thread [Req][Books] Good Fantasy/SciFi books
Sports
2024 - 2026 Football Thread McBoner: A hockey love story TeamLiquid Health and Fitness Initiative For 2023 Formula 1 Discussion
World Cup 2022
Tech Support
streaming software Strange computer issues (software)
TL Community
The Automated Ban List
Blogs
Customization Drives Loyalty…
TrAiDoS
Why RTS gamers make better f…
gosubay
ramps on octagon
StaticNine
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2033 users

Fixing the Cyclone - Page 3

Forum Index > Legacy of the Void
Post a Reply
Prev 1 2 3 4 5 Next All
Athenau
Profile Joined March 2015
571 Posts
October 16 2015 14:19 GMT
#41
They aren't going to remove it at this point. Anyone thinking otherwise just fooling themselves. Worst case, they'll run out time and they're left with an undertuned unit that they'll balance after release. An unused unit doesn't do any harm, after all.

More likely they'll push the poking/map control role they want for it until they're happy, Goliath 2.0 boosters be damned.
AlphaAeffchen
Profile Joined June 2015
110 Posts
October 16 2015 14:26 GMT
#42
@Athenau

David Kim said that it may be possible thet the unit gets removed if it doesnt work! Also it can be possible that we get the Goliath back or the cyclone will be the Goliath 2.0.
Athenau
Profile Joined March 2015
571 Posts
Last Edited: 2015-10-16 14:36:00
October 16 2015 14:33 GMT
#43
DK's just acknowledging that anything's possible. It's possible that the Cyclone causes such an uproar in the next two weeks that Blizzard removes it entirely. But if you think that's going to happen, I have a bridge to sell you.

As it happens, I agree with the direction they're taking it. Vulture 2.0 is much more interesting than Goliath 2.0. If Terrans have a problem with mass air, Blizzard should fix that at the source rather than tacking on more bandaid solutions.
ElMeanYo
Profile Joined March 2011
United States1032 Posts
Last Edited: 2015-10-16 20:15:53
October 16 2015 20:15 GMT
#44
Cyclone is a pretty 'micro-y' unit. Many below diamond will never use it because of this. I know I won't. Easier to just make Hellbats, Tanks and Thors.
“The only man who never makes mistakes is the man who never does anything.” ― Theodore Roosevelt
jinjin5000
Profile Joined May 2010
United States1521 Posts
Last Edited: 2015-10-16 21:53:51
October 16 2015 20:35 GMT
#45
Now does 57.1 DPS over 14 seconds instead of 42.7 dps over 13 seconds, but with 120 hp instead of 160hp

I feel like my point will stand out even more now that it is 150/150 120hp unit with 3 population, with no "power of numbers" to ward off the damage drop off.

Early game cyclone may be absurd but late game it will quickly drop off. All this patch did was make terran early-mid game stronger while the lategame got weakened more.
Athenau
Profile Joined March 2015
571 Posts
Last Edited: 2015-10-16 21:46:56
October 16 2015 21:46 GMT
#46
Now does 57.1 DPS over 14 seconds instead of 48.7 dps over 13 seconds, but with 120 hp instead of 160hp


Nit, it was 42.8 dps before, not 48.7 (lock-on duration has always been 14 real-time seconds).
jinjin5000
Profile Joined May 2010
United States1521 Posts
Last Edited: 2015-10-16 21:54:15
October 16 2015 21:51 GMT
#47
On October 17 2015 06:46 Athenau wrote:
Show nested quote +
Now does 57.1 DPS over 14 seconds instead of 48.7 dps over 13 seconds, but with 120 hp instead of 160hp


Nit, it was 42.8 dps before, not 48.7 (lock-on duration has always been 14 real-time seconds).


EDIT: Whoops yea it was 42.8 dps before. I mistyped it. Little fumbling there.

I mean rest of my posts points to 42.8 dps and thats what I had in mind entire time :p
Athenau
Profile Joined March 2015
571 Posts
Last Edited: 2015-10-16 21:54:30
October 16 2015 21:54 GMT
#48
Edit: NM
jinjin5000
Profile Joined May 2010
United States1521 Posts
October 18 2015 21:10 GMT
#49
seeing streams, yea cyclones are extremely strong early-midgame unit but falls off rather quickly lategame as it has same problem as before but with less hp...
Athenau
Profile Joined March 2015
571 Posts
October 18 2015 21:42 GMT
#50
Can't mass them in the late game (maybe you can go Cyclone/Mine in mid though). Will never be a massable unit, and shouldn't be IMO.

With the current stats will always be a specialist unit to poke and snipe buildings/static d/high value units.
jinjin5000
Profile Joined May 2010
United States1521 Posts
October 18 2015 22:00 GMT
#51
On October 19 2015 06:42 Athenau wrote:
Can't mass them in the late game (maybe you can go Cyclone/Mine in mid though). Will never be a massable unit, and shouldn't be IMO.

With the current stats will always be a specialist unit to poke and snipe buildings/static d/high value units.


Yea it will be- but the hole left void on mech AA role is still there and mech playstyle didn't really need that kind of unit as much as it needs G2A factory role
Athenau
Profile Joined March 2015
571 Posts
Last Edited: 2015-10-18 22:47:37
October 18 2015 22:42 GMT
#52
Yea it will be- but the hole left void on mech AA role is still there and mech playstyle didn't really need that kind of unit as much as it needs G2A factory role

Like I've said before, that's due to the strength of mass air compositions (mostly just mass carriers and BL/Viper, though liberators might be problematic as well).

Factory G2A isn't an interesting role. Goliaths were boring in BW and will be even more boring with SC2's perfect pathing. They will forever be units that you add to your deathball for AA and nothing else. Furthermore, there are already _two_ AA units in the starport. Adding one to the factory just makes the overlapping unit "problem" worse (though I suspect the people promulgating this argument are making it out convenience, rather than any real conviction).

So in conclusion, I see three ways around this problem:
1. Best: Nerf mass air directly. Best, because it fixes the problem without introducing more bandaids.
2. Worse: Buff existing starport tech to handle the problem (most likely a speed or range buff to vikings, possibly via upgrade). This is worse, because it introduces more power creep, but at least it adds utility to existing units rather than making them obsolete.
3. Worst: Cyclone as Goliath 2.0. This is the worst option, because not only does it invalidate existing Terran units, it also comes at the cost of a new unit doing something interesting.
Lexender
Profile Joined September 2013
Mexico2656 Posts
Last Edited: 2015-10-18 23:51:30
October 18 2015 23:51 GMT
#53
On October 19 2015 07:42 Athenau wrote:
Show nested quote +
Yea it will be- but the hole left void on mech AA role is still there and mech playstyle didn't really need that kind of unit as much as it needs G2A factory role

Like I've said before, that's due to the strength of mass air compositions (mostly just mass carriers and BL/Viper, though liberators might be problematic as well).

Factory G2A isn't an interesting role. Goliaths were boring in BW and will be even more boring with SC2's perfect pathing. They will forever be units that you add to your deathball for AA and nothing else. Furthermore, there are already _two_ AA units in the starport. Adding one to the factory just makes the overlapping unit "problem" worse (though I suspect the people promulgating this argument are making it out convenience, rather than any real conviction).

So in conclusion, I see three ways around this problem:
1. Best: Nerf mass air directly. Best, because it fixes the problem without introducing more bandaids.
2. Worse: Buff existing starport tech to handle the problem (most likely a speed or range buff to vikings, possibly via upgrade). This is worse, because it introduces more power creep, but at least it adds utility to existing units rather than making them obsolete.
3. Worst: Cyclone as Goliath 2.0. This is the worst option, because not only does it invalidate existing Terran units, it also comes at the cost of a new unit doing something interesting.


Mass air vs mass air is a problem, the fact that the only answer to air from your enemy is to go air yourself makes it so its just a race for air, seeing terrans mass liberators and protoss rush for carriers is not interesting gameplay it just promotes turtle.

And Factory NEEDS AA, and not just AA for the sake of AA, it needs a mobile OK somewhat cheap AA, the fact that if your enemy goes air you need to build 3 starports and starting massing liberators its just bad fucking gameplay, not mention that starport units AREN'T a core part of mech, mech is and has always been Factory units, air units should be support, otherwise we end up with HotS like play where they simple go mid-game with some tanks and thors and then is straight to air.
Athenau
Profile Joined March 2015
571 Posts
Last Edited: 2015-10-19 00:14:42
October 19 2015 00:11 GMT
#54
The obvious solution is to make mass air unviable, so that air units remain supplements to ground armies. You do that by either nerfing air (preferable) or making specialist AA units strong enough to work without them forming the bulk of your army. Viking AA doesn't turn into mass air vs mass air if you don't need to get 100 supply of vikings to deal with 100 supply of carriers.
jinjin5000
Profile Joined May 2010
United States1521 Posts
Last Edited: 2015-10-20 11:06:36
October 20 2015 10:42 GMT
#55
On October 19 2015 09:11 Athenau wrote:
The obvious solution is to make mass air unviable, so that air units remain supplements to ground armies. You do that by either nerfing air (preferable) or making specialist AA units strong enough to work without them forming the bulk of your army. Viking AA doesn't turn into mass air vs mass air if you don't need to get 100 supply of vikings to deal with 100 supply of carriers.


Well problem stems both from strength of Air play as well as weakness of A2G of general sc2 units. I'd prefer if they tried to bring up G2A into level before they decide to do with air play.

Air should definitely be weaker but the lesser glass cannon units did provide some kind of exciting games. G2A seems more in priority atm as such sweeping change should have been done earlier in beta really.

Anyway, I've been playing a lot with the new cyclone, and it is definitely very strong midgame. But it deals with lategame air even worse as it takes far less shots to kill them and they stll expose themselves to fire when they engage, especially against broodlords and carriers.

Athenau
Profile Joined March 2015
571 Posts
Last Edited: 2015-10-20 14:28:19
October 20 2015 14:26 GMT
#56
I don't think it would be hard to nerf mass air. For carriers the culprit is release interceptors, since that allows you to bypass the 8 interceptor limit. Just remove that ability and revert the build time nerf. The faster build time and leash range changes should be enough to let the unit see play.

For vipers, move parasitic bomb to the infestor for a lower cost (75 or 100 energy). Now you can actually zone them out on the ground.

Liberators aren't really the same sort of mass-air deathball, but they could certainly use a tech-lab requirement + no extra vision in siege mode.

The Viking could use a minor buff, like 1 base armor (it is an armored unit), which doesn't change most unit interactions, but does result in it taking ~20% less damage from interceptors.

If we must have a factory G2A unit, just repurpose the Thor since it's a boring unit already. Bring back the 250 mm cannons and give it reasonable base dps (48 damage, 10 range, 2 cooldown sounds like a good start).
jinjin5000
Profile Joined May 2010
United States1521 Posts
October 21 2015 17:02 GMT
#57
Well it is true air play is the culprit, but lack of general ground counter it plays huge part as well

I don't think blizzard plans to change the capital ships , not all at once though. And even with those nerfs, you still do need g2a solution to opponents air play, in this case mech.
Bryan-tan
Profile Joined October 2015
12 Posts
October 28 2015 04:40 GMT
#58
Thors definitely need a buff to their aa and ag.

the cyclone just costs too much and requires too much attention to be effective honestly.
jinjin5000
Profile Joined May 2010
United States1521 Posts
Last Edited: 2015-11-20 05:30:32
November 20 2015 05:30 GMT
#59
and it released as their state at 100hp and faster speed... and its not doing great due to cost and fragility.

It doesn't quite cut it.
HeroMystic
Profile Joined March 2011
United States1217 Posts
November 20 2015 10:14 GMT
#60
Cyclone as it is now can only serve one purpose and that's defending against early harass from air units. After that there's no need to build it. It costs too much for what it does, and what it does is too little. It's terrible in a straight fight and dies too easily to just about anything.

Cyclone either needs better burst damage or it needs more HP to survive in big fights. As it is their usability is worse than the reaper.

Alternatively they can just remove it and add the Goliath.
Prev 1 2 3 4 5 Next All
Please log in or register to reply.
Live Events Refresh
Kung Fu Cup
11:00
#9
IntoTheiNu 1296
WardiTV712
SteadfastSC411
TKL 229
Rex129
EnkiAlexander 19
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
SteadfastSC 411
TKL 229
Rex 129
ProTech61
StarCraft: Brood War
Britney 50766
Calm 5833
GuemChi 2306
Bisu 2007
EffOrt 1354
Horang2 972
Soulkey 594
firebathero 409
actioN 406
ggaemo 291
[ Show more ]
Rush 266
Mini 244
Hyuk 210
Light 176
Pusan 121
Leta 113
Sharp 112
Hyun 103
Zeus 97
Larva 88
Bonyth 63
ToSsGirL 56
Sea.KH 49
Sexy 43
scan(afreeca) 42
Backho 39
Aegong 29
ajuk12(nOOB) 26
zelot 22
JYJ 21
sorry 20
910 18
Sacsri 18
GoRush 16
SilentControl 11
Terrorterran 9
Shinee 9
Icarus 9
Dota 2
Gorgc6907
qojqva1241
Dendi1001
XcaliburYe130
BananaSlamJamma106
League of Legends
Reynor0
Counter-Strike
x6flipin311
allub253
Other Games
singsing2411
B2W.Neo840
hiko705
Lowko359
Mlord334
DeMusliM248
XaKoH 182
Liquid`VortiX81
QueenE62
Liquid`LucifroN42
Trikslyr25
amsayoshi17
Hui .0
Organizations
Counter-Strike
PGL542
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 16 non-featured ]
StarCraft 2
• StrangeGG 62
• LaughNgamezSOOP
• AfreecaTV YouTube
• sooper7s
• intothetv
• Migwel
• Kozan
• IndyKCrew
StarCraft: Brood War
• HerbMon 18
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
League of Legends
• Nemesis2205
• Jankos2005
• TFBlade742
Other Games
• WagamamaTV167
Upcoming Events
PiGosaur Cup
10h 9m
GSL
19h 39m
herO vs Classic
Cure vs Clem
uThermal 2v2 Circuit
1d 1h
Replay Cast
1d 19h
GSL
1d 19h
Maru vs SHIN
Zoun vs Rogue
WardiTV Spring Champion…
1d 21h
SKillous vs Strange
Lambo vs Strange
Ryung vs Strange
Lambo vs Ryung
Ryung vs SKillous
Lambo vs SKillous
OSC
2 days
Replay Cast
2 days
Maestros of the Game
2 days
Replay Cast
3 days
[ Show More ]
RSL Revival
3 days
Lambo vs SHIN
Solar vs Rogue
herO vs Clem
Maestros of the Game
3 days
IPSL
4 days
ZZZero vs WorsT
Julia vs eOnzErG
Replay Cast
4 days
RSL Revival
4 days
Maestros of the Game
4 days
IPSL
5 days
Dragon vs Artosis
dxtr13 vs Hawk
BSL
5 days
Wardi Open
5 days
Monday Night Weeklies
6 days
Sparkling Tuna Cup
6 days
WardiTV Spring Champion…
6 days
Liquipedia Results

Completed

ASL Season 21
2026 GSL S1
Heroes Pulsing #1

Ongoing

2026 KK StarCraft Pro League
BSL Season 22
IPSL Spring 2026
KCM Race Survival 2026 Season 2
KK 2v2 League Season 1
YSL S3
Acropolis #4
CSCL: Masked Kings S4
SCTL 2026 Spring
WardiTV Spring 2026
2026 GSL S2
RSL Revival: Season 5
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals

Upcoming

Escore Tournament S2: King of Kings
BSL 22 Non-Korean Championship
CSLAN 4
Blizzard Classic Cup 2026
Kung Fu Cup 2026 Grand Finals
CranK Gathers Season 4: BW vs SC2 Team League
HSC XXIX
uThermal 2v2 2026 Main Event
Maestros of the Game 2
Bounty Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.