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Hello. I'm Korean, so if you have any Korean-Language-known worker, this link can help you out more clearly. https://www.playxp.com/sc2/strategy/view.php?article_id=5405772#!2
The problem is that the 'Cyclone's Lock on Range.' (This bug has been currently reported by PlayXP's ID:[분열기])
The normal Attack of Cyclone has range of 5, and the Lock-on has a range of 7, So, if the lock-on is casted, it must has to be locked at range of 7. but somehow, it locks target on range of 5, which is the range of normal attack! We also tested by casting Lock-on Skill manually, still, it casts it's lock-on on range of 5! This is a huge problem because you can actually get hit by immortal(range 6) first though you casts Lock-on(range 7)... -> Synergize with Cyclone's low HP We will be glad if you guys help this thing out.
based on map, LOTV Unit Tester Online
From: http://us.battle.net/sc2/en/forum/topic/20742084025
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I really hope they fix Cyclone into a decent enough unit because honestly it is such a disappointment.
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You're sure that range 7 is the range for the lock-on spell and not for the attack while locked on?
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On February 06 2016 22:12 Haukinger wrote: You're sure that range 7 is the range for the lock-on spell and not for the attack while locked on? range while active is 12.
http://wiki.teamliquid.net/starcraft2/Cyclone#Spells
To use the Lock On ability, a Cyclone must approach a target lock on to a target (range: 7). If Lock On is activated, a Cyclone can move away from the target. The Lock On lasts over 14 seconds and its range is 12.
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that would be nice if fixed...
and one little more thing, which would mean world to us actually using cyclones is give them tab priority vs hellions. One of rare unit that have spell and doesnt have priority
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How could nobody notice this yet?
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On February 06 2016 22:02 Psychobabas wrote: I really hope they fix Cyclone into a decent enough unit because honestly it is such a disappointment.
If you had seen what it originally looked like in the beta you'd see how it got to where it is. It was stupidly overpowered.
The design just doesn't seem to work well. It's either too weak or too strong. The lock on mechanic and insane range and dps just makes it a nightmare to balance properly.
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On February 06 2016 22:44 Charoisaur wrote: How could nobody notice this yet? People don't really build much cyclones. You typically only get one in TVP and TvT.
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On February 06 2016 22:46 Vindicare605 wrote:Show nested quote +On February 06 2016 22:02 Psychobabas wrote: I really hope they fix Cyclone into a decent enough unit because honestly it is such a disappointment. If you had seen what it originally looked like in the beta you'd see how it got to where it is. It was stupidly overpowered. The design just doesn't seem to work well. It's either too weak or too strong. The lock on mechanic and insane range and dps just makes it a nightmare to balance properly. In Beta it was too strong, now to weak. How about going for a middleground instead of calling them unbalancable.
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Ah now I understand:
I played a monobattle and got cyclone, while someone in the other team got marauders: It was impossible to lock on while not getting hit by the slow shells and thus lose cyclones during fights. I thought it was an intended behaviour that the lock on range is lower then 6.
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I just tried this in the unit tester with a cyclone against a marine in a bunker. It's not true. You can lock-on to the bunker at range 7 without taking a hit from bunkered marine (range 6). But the annoying thing is that the cyclone will try to close for a normal attack unless you move command it away once you get the lock.
What I _think_ is happening is that the scan range is 7, which is larger than the range of the normal attack. So it'll try to move in to attack using the normal weapon even though it's already locked-on.
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On February 06 2016 22:46 Vindicare605 wrote:Show nested quote +On February 06 2016 22:02 Psychobabas wrote: I really hope they fix Cyclone into a decent enough unit because honestly it is such a disappointment. If you had seen what it originally looked like in the beta you'd see how it got to where it is. It was stupidly overpowered. The design just doesn't seem to work well. It's either too weak or too strong. The lock on mechanic and insane range and dps just makes it a nightmare to balance properly.
Yes it was overpowered but now it's just a meh unit with no real purpose. Just make it into a goliath already lol.
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you know what other unit was overpowered in the beta?
the adept
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Nathanias discovered a different bug while streaming that the cyclone didn't do anything at all while in range, attack or lock on
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On February 07 2016 01:59 chipmonklord17 wrote: Nathanias discovered a different bug while streaming that the cyclone didn't do anything at all while in range, attack or lock on Wouldn't even move into attack range?
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On February 07 2016 02:10 y0su wrote:Show nested quote +On February 07 2016 01:59 chipmonklord17 wrote: Nathanias discovered a different bug while streaming that the cyclone didn't do anything at all while in range, attack or lock on Wouldn't even move into attack range?
It was being surrounded by units and it just didn't attack, he sent the vod in to Blizzard, or at least said he was going to. You could see it turn to face a unit but wouldn't attack or lock on, even after getting picked up and dropped
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On February 07 2016 02:27 chipmonklord17 wrote:Show nested quote +On February 07 2016 02:10 y0su wrote:On February 07 2016 01:59 chipmonklord17 wrote: Nathanias discovered a different bug while streaming that the cyclone didn't do anything at all while in range, attack or lock on Wouldn't even move into attack range? It was being surrounded by units and it just didn't attack, he sent the vod in to Blizzard, or at least said he was going to. You could see it turn to face a unit but wouldn't attack or lock on, even after getting picked up and dropped
"said he was going to" ye of little faith ;p yeah I reported to blizz it's being looked at as we speak.
As far as the issue mentioned in this thread goes, I think the cyclone when left alone will always try to move into normal attack range of any targets nearby. If you manually lock on + shift move away you can avoid this but yeah it's a bit silly.
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Very odd how these bugs could go unnoticed for so long. It's a good thing though, perhaps the "buff" will make them a more worthwhile investment. But perhaps the lock on range is an error with the description of the unit, and not the unit itself? Would hope not.
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I have always known about this, but thought it was intentional....
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yup...cyclone basically has to suicide to get into lock on range and that blows. that 2 extra range would help alot
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