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Serious problem (or Bug?) on Cyclone - Page 4

Forum Index > SC2 General
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Empirimancer
Profile Joined July 2011
Canada1024 Posts
February 07 2016 20:01 GMT
#61
On February 08 2016 03:04 Cyro wrote:
Show nested quote +
On February 08 2016 01:50 Empirimancer wrote:
On February 07 2016 22:31 Cyro wrote:
On February 07 2016 19:48 Loccstana wrote:
I think this debate whether lock-on is 5 range or 7 range is all for naught. The cyclone is so worthless right now nobody in their mind would actually use it to win games. Blizzard needs to completely revamp this unit or remove it.


7 range is a big deal because it means outranging PO and Stalkers. Right now terrans everywhere are derping their cyclones into taking hits whenever trying to lock on, especially with more than one. With the scan range effect thing in legacy and 7 range, they'd never take a single hit


Photon Overcharge has range 7, so that wouldn't change anything. They would outrange Stalkers but like most units they'd still have to stop to fire so they would take hits unless they use their ability.



Ah, wasn't 100% sure on the numbers

Show nested quote +
They would outrange Stalkers but like most units they'd still have to stop to fire so they would take hits unless they use their ability.


Stalkers outrange marines by 1 and have to stop to fire with a pretty long animation, they still don't get hit with good control. Higher range + higher speed gives better kiting now than before


Stalkers do get hit even with good control, but they have shields. Also stalkers are faster than marines, but have the same speed as cyclones.


mierin
Profile Joined August 2010
United States4943 Posts
February 07 2016 23:02 GMT
#62
Don't really see this glaring problem at the pro level...the shift queue thing mentioned probably was figured out by Koreans a while back
JD, Stork, Calm, Hyuk Fighting!
ValidParties
Profile Joined November 2015
12 Posts
February 08 2016 01:12 GMT
#63
Seems to me, the reason the default attack range is 5 instead of 7 is to keep players from deactivating Auto-Cast on Lock-On and using the Cyclone's default attack to kite marines forever. If you increase the default attack range to 7, I think you'll see that.

How about getting rid of the Cyclone's default attack entirely? Is it used much? I'd swap it out for a Lock-On cooldown buff (4 -> 3 seconds) or an extra 40HP.
Athenau
Profile Joined March 2015
571 Posts
February 08 2016 01:39 GMT
#64

Seems to me, the reason the default attack range is 5 instead of 7 is to keep players from deactivating Auto-Cast on Lock-On and using the Cyclone's default attack to kite marines forever. If you increase the default attack range to 7, I think you'll see that.


I don't think anyone's going to build cyclones to kite stimless marines, and if they did, I don't see why that's a problem?
MVFGrant1
Profile Joined April 2022
1 Post
April 12 2022 21:05 GMT
#65
is a bit tricky

cyclone is a glass cannon now, you can't obtain a similar damaging unit like him

you need to separate the cyclones to the main group, and put them near the units you want to snipe, the cyclones automatically snipe the enemy units , meanwhile you can distract the enemy units with, for example, BCs

other form is to make the cyclones follow a BC or other unit, the cyclones automatically target a valid target, so you need to move your bc to the enemy units... but you need to be VERY near to acomplish that, so is preferable to move then near
Charoisaur
Profile Joined August 2014
Germany16035 Posts
April 12 2022 22:00 GMT
#66
On April 13 2022 06:05 MVFGrant1 wrote:
is a bit tricky

cyclone is a glass cannon now, you can't obtain a similar damaging unit like him

you need to separate the cyclones to the main group, and put them near the units you want to snipe, the cyclones automatically snipe the enemy units , meanwhile you can distract the enemy units with, for example, BCs

other form is to make the cyclones follow a BC or other unit, the cyclones automatically target a valid target, so you need to move your bc to the enemy units... but you need to be VERY near to acomplish that, so is preferable to move then near

I'm so confused right now
Many of the coolest moments in sc2 happen due to worker harassment
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