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Legacy of the Void Announced - Page 105

Forum Index > SC2 General
2977 CommentsPost a Reply
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Amui
Profile Blog Joined August 2010
Canada10567 Posts
November 10 2014 03:55 GMT
#2081
On November 10 2014 12:33 pure.Wasted wrote:
Show nested quote +
On November 10 2014 11:26 Kharnage wrote:
On November 10 2014 10:12 pure.Wasted wrote:
On November 10 2014 09:56 Kharnage wrote:
On November 10 2014 09:43 pure.Wasted wrote:
On November 10 2014 09:30 Kharnage wrote:
Looking at how everything is being pushed to mid game and terran getting cloak and sege mode free, what are peoples thoughts on Blink, charge, ling speed and roach speed being free?


I'd much rather Siege Mode went back to being an upgrade than remove more upgrades from the game.


The p[roblem I see at the moment is that toss has no way of dealing with cyclone or range banshee without blink.

I'm also wondering if protoss tech times are too long in a fast expansion style game.

what do people think about removing cybercore requirement for tech structures?

Or removing warp gate research?


Protoss can't deal with range Banshee without blink? What happened to Phoenix? Or Feedback?

Phoenix kills Cyclones dead, too, as do Colossi.


Yeah, my initial thought was that PvT will be oracle > phoenix > carrier form now on.

Cyclones can shoot up, so i'm not sure how phoenix are ment to 'stop it dead'


Can't shoot up if you can't shoot. Graviton, baby. Graviton.

I don't know any of the cyclones stats, but assuming it's light, you need 2 phoenix, or probably one phoenix+2 stalkers to kill a cyclone.

Still it seems a bit extreme that once terran makes a single cyclone, you can't venture out onto the map as a protoss until you've either gotten blink, phoenix, collosi, or you have enough units that a couple of cyclones don't scare you.

I honestly think cyclone lockon should take some time, similar to a seeker missile.
Porouscloud - NA LoL
Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
November 10 2014 04:06 GMT
#2082
On November 10 2014 12:55 Amui wrote:
Show nested quote +
On November 10 2014 12:33 pure.Wasted wrote:
On November 10 2014 11:26 Kharnage wrote:
On November 10 2014 10:12 pure.Wasted wrote:
On November 10 2014 09:56 Kharnage wrote:
On November 10 2014 09:43 pure.Wasted wrote:
On November 10 2014 09:30 Kharnage wrote:
Looking at how everything is being pushed to mid game and terran getting cloak and sege mode free, what are peoples thoughts on Blink, charge, ling speed and roach speed being free?


I'd much rather Siege Mode went back to being an upgrade than remove more upgrades from the game.


The p[roblem I see at the moment is that toss has no way of dealing with cyclone or range banshee without blink.

I'm also wondering if protoss tech times are too long in a fast expansion style game.

what do people think about removing cybercore requirement for tech structures?

Or removing warp gate research?


Protoss can't deal with range Banshee without blink? What happened to Phoenix? Or Feedback?

Phoenix kills Cyclones dead, too, as do Colossi.


Yeah, my initial thought was that PvT will be oracle > phoenix > carrier form now on.

Cyclones can shoot up, so i'm not sure how phoenix are ment to 'stop it dead'


Can't shoot up if you can't shoot. Graviton, baby. Graviton.

I don't know any of the cyclones stats, but assuming it's light, you need 2 phoenix, or probably one phoenix+2 stalkers to kill a cyclone.

Still it seems a bit extreme that once terran makes a single cyclone, you can't venture out onto the map as a protoss until you've either gotten blink, phoenix, collosi, or you have enough units that a couple of cyclones don't scare you.

I honestly think cyclone lockon should take some time, similar to a seeker missile.


Yeah, but that's a stat-points criticism. If zealots came out with 3.00 speed and 2k hitpoints they'd be broken, but they're design would still be interesting (that of tanky melee basic units)

The discussion should less be on the tactical aspects of units as they are, but of what direction those tactical aspects should be shifted towards?

For example, I love the idea of a mobile "lock-on" single target mech unit to give mech a baseline unit from which to play off of. I actually wish its damage was higher, its range lower, and its speed require an upgrade to reach. Too slow to be scary without support in the early game, but fast enough to be useful en-mass in the late game. Nothing specific, just where I see its place in the eb and flow of a matchup should be in.
Hark, what baseball through yonder window breaks?
Dracover
Profile Joined October 2010
Australia177 Posts
November 10 2014 04:08 GMT
#2083
Anyone who's been able to test, can the thor repair mid battle? Is it possible to get 3 thors to act like a force field standing between ur bio and the banelings?

My overall feeling is that it's great that blizzard is looking at major change (which they have previously refused to do). But I think if these are indications of the direction they are going, protoss will need some major changes in numbers. They've essentially made a game where you have to expand but in PvZ you can't due to unstoppable nydus and breakable force fields. PvT it was hard enough as it is to hold 3 bases without the cyclone imagine the need to hold 4+ bases.

Having said that some things would be interesting to try e.g. can you drop disruptors? i.e. can you charge them up, pick them up in a warp prism and just drop them onto a bio ball. or can you use a disruptor phoniex stalker opening to give map presence e.g. using disruptors to zone marines so that you can take the army apart with phoniex.

Don't stop
Superiorwolf
Profile Blog Joined March 2007
United States5509 Posts
November 10 2014 04:17 GMT
#2084
Just in case no one confirmed it yet, the lurker indeed have a hold fire option at blizzcon
Check out my stream at www.teamliquid.net/forum/viewmessage.php?topic_id=315053 and follow me on Twitter @EGSuppy! :)
Leviance
Profile Joined November 2009
Germany4079 Posts
November 10 2014 04:20 GMT
#2085
Where are all the LotV videos of blizzcon attenders!? I remember when HotS was playable there were a lot of them :/
"Blizzard is never gonna nerf Terran because of those American and European fuck" - Korean Netizen
tuho12345
Profile Blog Joined July 2011
4482 Posts
November 10 2014 04:21 GMT
#2086
Protoss and Zerg's changes are so OP >.<
Kharnage
Profile Joined September 2011
Australia920 Posts
November 10 2014 04:35 GMT
#2087
On November 10 2014 13:06 Thieving Magpie wrote:
Show nested quote +
On November 10 2014 12:55 Amui wrote:
On November 10 2014 12:33 pure.Wasted wrote:
On November 10 2014 11:26 Kharnage wrote:
On November 10 2014 10:12 pure.Wasted wrote:
On November 10 2014 09:56 Kharnage wrote:
On November 10 2014 09:43 pure.Wasted wrote:
On November 10 2014 09:30 Kharnage wrote:
Looking at how everything is being pushed to mid game and terran getting cloak and sege mode free, what are peoples thoughts on Blink, charge, ling speed and roach speed being free?


I'd much rather Siege Mode went back to being an upgrade than remove more upgrades from the game.


The p[roblem I see at the moment is that toss has no way of dealing with cyclone or range banshee without blink.

I'm also wondering if protoss tech times are too long in a fast expansion style game.

what do people think about removing cybercore requirement for tech structures?

Or removing warp gate research?


Protoss can't deal with range Banshee without blink? What happened to Phoenix? Or Feedback?

Phoenix kills Cyclones dead, too, as do Colossi.


Yeah, my initial thought was that PvT will be oracle > phoenix > carrier form now on.

Cyclones can shoot up, so i'm not sure how phoenix are ment to 'stop it dead'


Can't shoot up if you can't shoot. Graviton, baby. Graviton.

I don't know any of the cyclones stats, but assuming it's light, you need 2 phoenix, or probably one phoenix+2 stalkers to kill a cyclone.

Still it seems a bit extreme that once terran makes a single cyclone, you can't venture out onto the map as a protoss until you've either gotten blink, phoenix, collosi, or you have enough units that a couple of cyclones don't scare you.

I honestly think cyclone lockon should take some time, similar to a seeker missile.


Yeah, but that's a stat-points criticism. If zealots came out with 3.00 speed and 2k hitpoints they'd be broken, but they're design would still be interesting (that of tanky melee basic units)

The discussion should less be on the tactical aspects of units as they are, but of what direction those tactical aspects should be shifted towards?

For example, I love the idea of a mobile "lock-on" single target mech unit to give mech a baseline unit from which to play off of. I actually wish its damage was higher, its range lower, and its speed require an upgrade to reach. Too slow to be scary without support in the early game, but fast enough to be useful en-mass in the late game. Nothing specific, just where I see its place in the eb and flow of a matchup should be in.


That's exactly what i'm trying to do.

I don't understand what 'role' the cyclone is attempting to fill, but here are my assumptions:

it needs to be fast enough to kite stalkers.
it needs to do enough damage to kill units.
it has the ability to 'lockon' from close rnage and then have very long range
it can shoot anything that it can see

if it moves much slower than a stalker it'll just die (moves into stalker range, aquires lock but then can't move away fast enough and stalkers wlak over and kill it)
if it moves same speed or even slightly slower than a stalker the stalker will get 1 or maybe 2 shots off and then die. a ciritical mass of stalkers will be required to 1 shot cyclone to stop this pattern. this number is crucial. right now i'd say this is 'too many'. 1 would obviously be 'too few'.
because it seems this unit is based around stalkers, the slower, shorter range zealots and sentries are completely worthless vs the cyclone (except maybe a FF to lock it in your base?)

the issues for toss around this unit are that it's fast, so it can move across map and harass early int he game. if toss don't invest in X numbers of stalkers they are just dead. literally. build order loss. it's possible toss can hold off cyclone with early phoenix. I don't know how this will work in reality since if the terran sends a few marines and continues to make cyclones i think they will just kill the phoenix. grav beam has range 4, so all cyclones will lockon to phoenix.

i don't think toss would ahve time to build pylon, gateway, cybercore, robo, robo bay, colossus + colossus range before cyclone arrive at protoss base. note : not sure if range is required. maybe with enoguh ground forces / nexus cannon the cyclone could be kept back?) vs the supply depot, barracks, techlab + factory, lift factory onto techlab (assuming fastest build orders for both) + travel time.

Since immortals are useless vs cyclone (too slow, no hardend shields) toss should either go stargate or blink.

Am i missing anything yet?
pure.Wasted
Profile Blog Joined December 2008
Canada4701 Posts
November 10 2014 04:49 GMT
#2088
On November 10 2014 12:51 Big J wrote:
Show nested quote +
On November 10 2014 12:33 pure.Wasted wrote:
On November 10 2014 11:26 Kharnage wrote:
On November 10 2014 10:12 pure.Wasted wrote:
On November 10 2014 09:56 Kharnage wrote:
On November 10 2014 09:43 pure.Wasted wrote:
On November 10 2014 09:30 Kharnage wrote:
Looking at how everything is being pushed to mid game and terran getting cloak and sege mode free, what are peoples thoughts on Blink, charge, ling speed and roach speed being free?


I'd much rather Siege Mode went back to being an upgrade than remove more upgrades from the game.


The p[roblem I see at the moment is that toss has no way of dealing with cyclone or range banshee without blink.

I'm also wondering if protoss tech times are too long in a fast expansion style game.

what do people think about removing cybercore requirement for tech structures?

Or removing warp gate research?


Protoss can't deal with range Banshee without blink? What happened to Phoenix? Or Feedback?

Phoenix kills Cyclones dead, too, as do Colossi.


Yeah, my initial thought was that PvT will be oracle > phoenix > carrier form now on.

Cyclones can shoot up, so i'm not sure how phoenix are ment to 'stop it dead'


Can't shoot up if you can't shoot. Graviton, baby. Graviton.


Can't graviton if you die in 2.5seconds to two cyclones. It's more realistic to Graviton mass stimmed marines than a few cyclones, because the marines at least die when they are gravitoned.
Even if you graviton a few of them, the rest will wreck your gravitoning phoenix before they can kill it.

This thing has more dps than an Immortal against armored when it locks on you.


Cyclone lock-on range is either 4 or 5. Graviton range is 4. Phoenixes are faster and they're air units, which means they choose when the engagement will happen, not Cyclones.

I'm not defending the unit. Right now, I see nothing redeemable about its concept - not the gameplay, not the aesthetics, not the lore. But even so, even in its obviously OP present state, I think Phoenixes would counter it ezpz.
INna Maru-da-FanTa, Bbaby, TY Dream that I'm Flashing you
LastManProductions
Profile Joined September 2013
United States252 Posts
November 10 2014 05:20 GMT
#2089
On November 09 2014 01:11 Liquid`Ret wrote:
changes are cool but no F2P means there will no updates/evolution after release making sc2 a ded game RIP


In all honesty can you blame blizzard if they abandon it? With a mostly negative community, its hard to continue to support a game when all the community does is bash you for it and want BW units and mechanics. They don't want to make BW with updated graphics, if you want to play BW play fucking BW.
Graphicshttp://mattlast.wix.com/lastmanproduction
SmileZerg
Profile Joined March 2012
United States543 Posts
November 10 2014 05:24 GMT
#2090
On November 10 2014 14:20 LastManProductions wrote:
Show nested quote +
On November 09 2014 01:11 Liquid`Ret wrote:
changes are cool but no F2P means there will no updates/evolution after release making sc2 a ded game RIP


In all honesty can you blame blizzard if they abandon it? With a mostly negative community, its hard to continue to support a game when all the community does is bash you for it and want BW units and mechanics. They don't want to make BW with updated graphics, if you want to play BW play fucking BW.


We don't want BW, but we want a game that is AT LEAST AS fun to watch and/or play as BW was.

There's no excuse for the design team making an objectively less enjoyable game than its 15 year old predecessor given all the time they've had and the reference material they have to work off of.

Thank god they're finally taking steps in the right direction with LotV. We have to make sure they keep pushing far enough.
"Show me your teeth."
mishimaBeef
Profile Blog Joined January 2010
Canada2259 Posts
November 10 2014 05:54 GMT
#2091
Secret to brood war's success: no health bars.
Dare to live the life you have dreamed for yourself. Go forward and make your dreams come true. - Ralph Waldo Emerson
Kal_rA
Profile Blog Joined July 2010
United States2925 Posts
November 10 2014 05:57 GMT
#2092
Vod of Multiplayer discussion (add to OP)

Jaedong.
liberate71
Profile Joined October 2011
Australia10252 Posts
November 10 2014 06:12 GMT
#2093
On November 10 2014 14:54 mishimaBeef wrote:
Secret to brood war's success: no health bars.


I think RTS being a relatively young genre attributes a lot to BW's success.
Minelord Stimfestor, also known as karma.
B.I.G.
Profile Blog Joined August 2010
3251 Posts
November 10 2014 06:15 GMT
#2094
regardless of how it will work out in the end i commend blizz for doing some funky shit
Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
November 10 2014 06:20 GMT
#2095
On November 10 2014 13:35 Kharnage wrote:
Show nested quote +
On November 10 2014 13:06 Thieving Magpie wrote:
On November 10 2014 12:55 Amui wrote:
On November 10 2014 12:33 pure.Wasted wrote:
On November 10 2014 11:26 Kharnage wrote:
On November 10 2014 10:12 pure.Wasted wrote:
On November 10 2014 09:56 Kharnage wrote:
On November 10 2014 09:43 pure.Wasted wrote:
On November 10 2014 09:30 Kharnage wrote:
Looking at how everything is being pushed to mid game and terran getting cloak and sege mode free, what are peoples thoughts on Blink, charge, ling speed and roach speed being free?


I'd much rather Siege Mode went back to being an upgrade than remove more upgrades from the game.


The p[roblem I see at the moment is that toss has no way of dealing with cyclone or range banshee without blink.

I'm also wondering if protoss tech times are too long in a fast expansion style game.

what do people think about removing cybercore requirement for tech structures?

Or removing warp gate research?


Protoss can't deal with range Banshee without blink? What happened to Phoenix? Or Feedback?

Phoenix kills Cyclones dead, too, as do Colossi.


Yeah, my initial thought was that PvT will be oracle > phoenix > carrier form now on.

Cyclones can shoot up, so i'm not sure how phoenix are ment to 'stop it dead'


Can't shoot up if you can't shoot. Graviton, baby. Graviton.

I don't know any of the cyclones stats, but assuming it's light, you need 2 phoenix, or probably one phoenix+2 stalkers to kill a cyclone.

Still it seems a bit extreme that once terran makes a single cyclone, you can't venture out onto the map as a protoss until you've either gotten blink, phoenix, collosi, or you have enough units that a couple of cyclones don't scare you.

I honestly think cyclone lockon should take some time, similar to a seeker missile.


Yeah, but that's a stat-points criticism. If zealots came out with 3.00 speed and 2k hitpoints they'd be broken, but they're design would still be interesting (that of tanky melee basic units)

The discussion should less be on the tactical aspects of units as they are, but of what direction those tactical aspects should be shifted towards?

For example, I love the idea of a mobile "lock-on" single target mech unit to give mech a baseline unit from which to play off of. I actually wish its damage was higher, its range lower, and its speed require an upgrade to reach. Too slow to be scary without support in the early game, but fast enough to be useful en-mass in the late game. Nothing specific, just where I see its place in the eb and flow of a matchup should be in.


That's exactly what i'm trying to do.

I don't understand what 'role' the cyclone is attempting to fill, but here are my assumptions:

it needs to be fast enough to kite stalkers.
it needs to do enough damage to kill units.
it has the ability to 'lockon' from close rnage and then have very long range
it can shoot anything that it can see

if it moves much slower than a stalker it'll just die (moves into stalker range, aquires lock but then can't move away fast enough and stalkers wlak over and kill it)
if it moves same speed or even slightly slower than a stalker the stalker will get 1 or maybe 2 shots off and then die. a ciritical mass of stalkers will be required to 1 shot cyclone to stop this pattern. this number is crucial. right now i'd say this is 'too many'. 1 would obviously be 'too few'.
because it seems this unit is based around stalkers, the slower, shorter range zealots and sentries are completely worthless vs the cyclone (except maybe a FF to lock it in your base?)

the issues for toss around this unit are that it's fast, so it can move across map and harass early int he game. if toss don't invest in X numbers of stalkers they are just dead. literally. build order loss. it's possible toss can hold off cyclone with early phoenix. I don't know how this will work in reality since if the terran sends a few marines and continues to make cyclones i think they will just kill the phoenix. grav beam has range 4, so all cyclones will lockon to phoenix.

i don't think toss would ahve time to build pylon, gateway, cybercore, robo, robo bay, colossus + colossus range before cyclone arrive at protoss base. note : not sure if range is required. maybe with enoguh ground forces / nexus cannon the cyclone could be kept back?) vs the supply depot, barracks, techlab + factory, lift factory onto techlab (assuming fastest build orders for both) + travel time.

Since immortals are useless vs cyclone (too slow, no hardend shields) toss should either go stargate or blink.

Am i missing anything yet?


Your stuck on the stalker speed--like I said, that's just a stat attribute.

Its a ground unit designed to move and shoot, but be able to extend its range once it "commits/locks on" to a target.

This means they want this unit to be able to kite, but before it can kite anything it has to get within range and fight close range long enough to lock on.

Main attributes to look at:

speed (kite effectiveness)
lock on time (how long should it be vulnerable)
DPS potential (do we want this to kite targets for a long time or only a short time)

These are all arbitrary. They could make it slightly faster than zealots and have stalkers be their hard counter. They could make them have high damage and speed to counter stalkers, but a long lock on timer so they're hard countered by zealots. etc...

The stats themselves are arbitrary and changes what units they are good against. But what we should discuss is "what aspect of mech is fixed/improved by unit like this." and then focus its stats on fixing that weakness.
Hark, what baseball through yonder window breaks?
m0nt
Profile Joined April 2011
Australia80 Posts
November 10 2014 08:33 GMT
#2096
i'm keen, ill come back to play this
semi-pro CS:GO player - http://www.youtube.com/user/meNtal2p
Daralii
Profile Joined March 2010
United States16991 Posts
November 10 2014 09:44 GMT
#2097
On November 10 2014 15:12 liberate71 wrote:
Show nested quote +
On November 10 2014 14:54 mishimaBeef wrote:
Secret to brood war's success: no health bars.


I think RTS being a relatively young genre attributes a lot to BW's success.

Everything that lead to BW's success was bottled lightning. The infancy of the genre and games in general, the cultural climate at the time(especially in Korea), technological limitations, staff the left the company, etc.
Fear is freedom! Subjugation is liberation! Contradiction is truth!
BluzMan
Profile Blog Joined April 2006
Russian Federation4235 Posts
November 10 2014 09:55 GMT
#2098
So 4 years later they still refuse to fix pathfinding?
You want 20 good men, but you need a bad pussy.
deacon.frost
Profile Joined February 2013
Czech Republic12133 Posts
Last Edited: 2014-11-10 10:29:41
November 10 2014 10:29 GMT
#2099
On November 10 2014 14:20 LastManProductions wrote:
Show nested quote +
On November 09 2014 01:11 Liquid`Ret wrote:
changes are cool but no F2P means there will no updates/evolution after release making sc2 a ded game RIP


In all honesty can you blame blizzard if they abandon it? With a mostly negative community, its hard to continue to support a game when all the community does is bash you for it and want BW units and mechanics. They don't want to make BW with updated graphics, if you want to play BW play fucking BW.

They cannot go F2P either way because of cheaters. Can you imagine the actual state with their banning and anti-cheating policy? The ladder would be unplayable
I imagine France should be able to take this unless Lilbow is busy practicing for Starcraft III. | KadaverBB is my fairy ban mother.
Big J
Profile Joined March 2011
Austria16289 Posts
Last Edited: 2014-11-10 11:07:25
November 10 2014 10:38 GMT
#2100
On November 10 2014 15:20 Thieving Magpie wrote:
Show nested quote +
On November 10 2014 13:35 Kharnage wrote:
On November 10 2014 13:06 Thieving Magpie wrote:
On November 10 2014 12:55 Amui wrote:
On November 10 2014 12:33 pure.Wasted wrote:
On November 10 2014 11:26 Kharnage wrote:
On November 10 2014 10:12 pure.Wasted wrote:
On November 10 2014 09:56 Kharnage wrote:
On November 10 2014 09:43 pure.Wasted wrote:
On November 10 2014 09:30 Kharnage wrote:
Looking at how everything is being pushed to mid game and terran getting cloak and sege mode free, what are peoples thoughts on Blink, charge, ling speed and roach speed being free?


I'd much rather Siege Mode went back to being an upgrade than remove more upgrades from the game.


The p[roblem I see at the moment is that toss has no way of dealing with cyclone or range banshee without blink.

I'm also wondering if protoss tech times are too long in a fast expansion style game.

what do people think about removing cybercore requirement for tech structures?

Or removing warp gate research?


Protoss can't deal with range Banshee without blink? What happened to Phoenix? Or Feedback?

Phoenix kills Cyclones dead, too, as do Colossi.


Yeah, my initial thought was that PvT will be oracle > phoenix > carrier form now on.

Cyclones can shoot up, so i'm not sure how phoenix are ment to 'stop it dead'


Can't shoot up if you can't shoot. Graviton, baby. Graviton.

I don't know any of the cyclones stats, but assuming it's light, you need 2 phoenix, or probably one phoenix+2 stalkers to kill a cyclone.

Still it seems a bit extreme that once terran makes a single cyclone, you can't venture out onto the map as a protoss until you've either gotten blink, phoenix, collosi, or you have enough units that a couple of cyclones don't scare you.

I honestly think cyclone lockon should take some time, similar to a seeker missile.


Yeah, but that's a stat-points criticism. If zealots came out with 3.00 speed and 2k hitpoints they'd be broken, but they're design would still be interesting (that of tanky melee basic units)

The discussion should less be on the tactical aspects of units as they are, but of what direction those tactical aspects should be shifted towards?

For example, I love the idea of a mobile "lock-on" single target mech unit to give mech a baseline unit from which to play off of. I actually wish its damage was higher, its range lower, and its speed require an upgrade to reach. Too slow to be scary without support in the early game, but fast enough to be useful en-mass in the late game. Nothing specific, just where I see its place in the eb and flow of a matchup should be in.


That's exactly what i'm trying to do.

I don't understand what 'role' the cyclone is attempting to fill, but here are my assumptions:

it needs to be fast enough to kite stalkers.
it needs to do enough damage to kill units.
it has the ability to 'lockon' from close rnage and then have very long range
it can shoot anything that it can see

if it moves much slower than a stalker it'll just die (moves into stalker range, aquires lock but then can't move away fast enough and stalkers wlak over and kill it)
if it moves same speed or even slightly slower than a stalker the stalker will get 1 or maybe 2 shots off and then die. a ciritical mass of stalkers will be required to 1 shot cyclone to stop this pattern. this number is crucial. right now i'd say this is 'too many'. 1 would obviously be 'too few'.
because it seems this unit is based around stalkers, the slower, shorter range zealots and sentries are completely worthless vs the cyclone (except maybe a FF to lock it in your base?)

the issues for toss around this unit are that it's fast, so it can move across map and harass early int he game. if toss don't invest in X numbers of stalkers they are just dead. literally. build order loss. it's possible toss can hold off cyclone with early phoenix. I don't know how this will work in reality since if the terran sends a few marines and continues to make cyclones i think they will just kill the phoenix. grav beam has range 4, so all cyclones will lockon to phoenix.

i don't think toss would ahve time to build pylon, gateway, cybercore, robo, robo bay, colossus + colossus range before cyclone arrive at protoss base. note : not sure if range is required. maybe with enoguh ground forces / nexus cannon the cyclone could be kept back?) vs the supply depot, barracks, techlab + factory, lift factory onto techlab (assuming fastest build orders for both) + travel time.

Since immortals are useless vs cyclone (too slow, no hardend shields) toss should either go stargate or blink.

Am i missing anything yet?


Your stuck on the stalker speed--like I said, that's just a stat attribute.

Its a ground unit designed to move and shoot, but be able to extend its range once it "commits/locks on" to a target.

This means they want this unit to be able to kite, but before it can kite anything it has to get within range and fight close range long enough to lock on.

Main attributes to look at:

speed (kite effectiveness)
lock on time (how long should it be vulnerable)
DPS potential (do we want this to kite targets for a long time or only a short time)

These are all arbitrary. They could make it slightly faster than zealots and have stalkers be their hard counter. They could make them have high damage and speed to counter stalkers, but a long lock on timer so they're hard countered by zealots. etc...

The stats themselves are arbitrary and changes what units they are good against. But what we should discuss is "what aspect of mech is fixed/improved by unit like this." and then focus its stats on fixing that weakness.


We can't discuss what aspect of Mech is improved with this when we assume that the unit stats change massively. You can't say this is a good unit early for pokes against Protoss while allowing the assumption that a stalker can kill it, since then a single stalker shuts it down.

Stats and design are connected. You give a unit stats so that it can fullfill a purpose. That is called designing a unit. Whether the cyclone has 36, 40 or 30dps doesn't greatly alter its design, but when you alter its stats so that stalkers just outrun them when the original purpose was the other way around then it is a redesign.
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