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Serious problem (or Bug?) on Cyclone

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[Disruptor]
Profile Joined February 2016
5 Posts
Last Edited: 2016-02-07 05:40:50
February 06 2016 12:57 GMT
#1
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
Psychobabas
Profile Blog Joined March 2006
2531 Posts
February 06 2016 13:02 GMT
#2
I really hope they fix Cyclone into a decent enough unit because honestly it is such a disappointment.
Haukinger
Profile Joined June 2012
Germany131 Posts
February 06 2016 13:12 GMT
#3
You're sure that range 7 is the range for the lock-on spell and not for the attack while locked on?
y0su
Profile Blog Joined September 2011
Finland7871 Posts
February 06 2016 13:26 GMT
#4
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.
kill3r_cro
Profile Joined March 2013
Croatia5 Posts
Last Edited: 2016-02-06 13:40:26
February 06 2016 13:39 GMT
#5
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
Charoisaur
Profile Joined August 2014
Germany15928 Posts
February 06 2016 13:44 GMT
#6
How could nobody notice this yet?
Many of the coolest moments in sc2 happen due to worker harassment
Vindicare605
Profile Blog Joined August 2011
United States16056 Posts
February 06 2016 13:46 GMT
#7
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.
aka: KTVindicare the Geeky Bartender
royalroadweed
Profile Joined April 2013
United States8301 Posts
February 06 2016 13:50 GMT
#8
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.
"Nerfing Toss can just make them stronger"
Charoisaur
Profile Joined August 2014
Germany15928 Posts
February 06 2016 13:51 GMT
#9
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.
Many of the coolest moments in sc2 happen due to worker harassment
Clonester
Profile Joined August 2014
Germany2808 Posts
February 06 2016 13:55 GMT
#10
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.
Bomber, Attacker, DD, SOMEBODY, NiKo, Nex, Spidii
Athenau
Profile Joined March 2015
569 Posts
February 06 2016 15:52 GMT
#11
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.
Psychobabas
Profile Blog Joined March 2006
2531 Posts
February 06 2016 16:32 GMT
#12
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.
emc
Profile Joined September 2010
United States3088 Posts
February 06 2016 16:49 GMT
#13
you know what other unit was overpowered in the beta?

the adept
chipmonklord17
Profile Joined February 2011
United States11944 Posts
February 06 2016 16:59 GMT
#14
Nathanias discovered a different bug while streaming that the cyclone didn't do anything at all while in range, attack or lock on
y0su
Profile Blog Joined September 2011
Finland7871 Posts
February 06 2016 17:10 GMT
#15
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?
chipmonklord17
Profile Joined February 2011
United States11944 Posts
February 06 2016 17:27 GMT
#16
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
Nathanias
Profile Blog Joined April 2010
United States290 Posts
February 06 2016 20:32 GMT
#17
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.
CommentatorNever give up, Never surrender
cheekymonkey
Profile Joined January 2014
France1387 Posts
Last Edited: 2016-02-06 21:42:47
February 06 2016 21:41 GMT
#18
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.
EJK
Profile Blog Joined September 2013
United States1302 Posts
February 06 2016 21:50 GMT
#19
I have always known about this, but thought it was intentional....
Sc2 Terran Coach, top 16GM NA - interested in coaching? Message me on teamliquid!
Golgotha
Profile Blog Joined January 2011
Korea (South)8418 Posts
February 06 2016 21:53 GMT
#20
yup...cyclone basically has to suicide to get into lock on range and that blows. that 2 extra range would help alot
Athenau
Profile Joined March 2015
569 Posts
February 06 2016 21:55 GMT
#21
The lock-on range is 7. You can easily verify this in the unit tester. The "bug" is that your cyclones will close to 5 range even after they lock on, unless you tell them not to.

The obvious fix is to disable the regular weapon when lock-on is active. Or just increase the regular weapon range to 7 to match the lock-on range.
cheekymonkey
Profile Joined January 2014
France1387 Posts
February 06 2016 22:32 GMT
#22
On February 07 2016 06:55 Athenau wrote:
The obvious fix is to disable the regular weapon when lock-on is active.


What do you mean by that, isn't it already disabled when lock-on is activated?
Athenau
Profile Joined March 2015
569 Posts
Last Edited: 2016-02-06 22:37:57
February 06 2016 22:37 GMT
#23
The normal weapon doesn't fire when locked-on, but the cyclone does try to get into weapon range (5). Disabling that behavior is what I mean by disabling the normal weapon.
Jaaaaasper
Profile Blog Joined April 2012
United States10225 Posts
February 06 2016 22:51 GMT
#24
I think Cyclone is just bad game design. In the beta it was massively over powered, now its really awful. Something is bad about the basic design if there is no middle ground between op and useless.
Hey do you want to hear a joke? Chinese production value. | I thought he had a aegis- Ayesee | When did 7ing mad last have a good game, 2012?
StateSC2
Profile Joined September 2010
Korea (South)621 Posts
Last Edited: 2016-02-06 23:09:14
February 06 2016 22:59 GMT
#25
On February 06 2016 21:57 [Disruptor] wrote:
The normal Attack of Cyclone has range of 5, and the Lock-on has a 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 isn't true, and can be verified in a unit tester.

[image loading]

Excuse the low quality GIF (I have no idea what I'm doing), but here you can see a Cyclone locking on to an Archon at Range 7, in contrast to a Reaper attacking an Archon at Range 5.

One thing I did notice is that although the Lock On Range is, in fact, 7, the Cyclone is kind of stupid and wants to keep charging at the Archon until it is at Range 5. While you can avoid that by simply controlling the Cyclone, I agree that Blizzard should remove this behavior in a future patch.
Fireblast!: "This guy is pointless and wonderful"
StateSC2
Profile Joined September 2010
Korea (South)621 Posts
February 06 2016 23:05 GMT
#26
On February 07 2016 07:59 StateSC2 wrote:
Show nested quote +
On February 06 2016 21:57 [Disruptor] wrote:
The normal Attack of Cyclone has range of 5, and the Lock-on has a 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 isn't true, and can be verified in a unit tester.

[image loading]

Excuse the low quality GIF (I have no idea what I'm doing), but here you can see a Cyclone locking on to an Archon at Range 7, in contrast to a Reaper attacking an Archon at Range 5.

One thing I did notice is that although the Lock On Range is, in fact, 7, the Cyclone is kind of stupid and wants to keep charging at the Archon until it is at Range 5. While you can avoid that by simply controlling the Cyclone, I agree that Blizzard should remove this behavior in a future patch.


Playing around further in the unit tester, it seems the best way to avoid this behavior is to shift-queue both locking on and moving away. Here's an example:

[image loading]
Fireblast!: "This guy is pointless and wonderful"
cheekymonkey
Profile Joined January 2014
France1387 Posts
Last Edited: 2016-02-06 23:22:28
February 06 2016 23:20 GMT
#27
Well, if it is possible to lock-on on range 7 then the best solution is to change its default "attack" range to 7 or something like that while its activated. If you set it to 12, it will stop chasing a retreating unit until it is out of range or out of vision while on attack move. IMO its default range should be 7 anyway.
Athenau
Profile Joined March 2015
569 Posts
February 06 2016 23:27 GMT
#28
Yeah, setting the auto-attack range to 7 is both a mild buff and a decent quality-of-life change. Seems like a no-brainer.
Loccstana
Profile Blog Joined November 2012
United States833 Posts
Last Edited: 2016-02-07 00:11:28
February 07 2016 00:06 GMT
#29
The question is why would anyone build a 120hp armored unit that costs 150/150 3 supply in the first place. The cyclone needs some serious buffs if Blizzard want it to be anything but a troll unit.

Blizzard how about giving back the cyclone that you promised us in the beta:
[url]http://i.imgur.com/lw2yN.jpg[/url]
TwiggyWan
Profile Blog Joined December 2013
France329 Posts
February 07 2016 00:09 GMT
#30
what's the "normal attack of cyclone" that has range 5 the OP is talking about?
No bad days
seemsgood
Profile Joined January 2016
5527 Posts
Last Edited: 2016-02-07 00:17:04
February 07 2016 00:16 GMT
#31
On February 07 2016 07:51 Jaaaaasper wrote:
I think Cyclone is just bad game design. In the beta it was massively over powered, now its really awful. Something is bad about the basic design if there is no middle ground between op and useless.

Yeah they nerfed it because they don't want people mass cyclone.Compare with disruptor you can't mass it too because in direct engage you can't micro too much ball while you micro other unit but in small number they are very cost effect if use correctly.
And cyclone.....Like disruptor it's very bad when en masses but when you build small number it's nowhere has the same impact as disruptor despite same cost and supply.
Even with current issue disruptor's design is much better than cyclone imo.
nanaoei
Profile Blog Joined May 2010
3358 Posts
February 07 2016 00:17 GMT
#32
when your lockon ability is on CD the regular attack of the cyclone is range 5
*@boesthius' FF7 nostalgia stream bomb* "we should work on a 'Final Progamer' fangame»whitera can be a protagonist---lastlie: "we save world and then defense it"
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
February 07 2016 00:21 GMT
#33
We still have the robo production glitch where it doesn't show a unit being made. I'm shocked these things haven't been fixed yet...
"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
Cyro
Profile Blog Joined June 2011
United Kingdom20285 Posts
Last Edited: 2016-02-07 00:26:46
February 07 2016 00:21 GMT
#34
On February 06 2016 22:44 Charoisaur wrote:
How could nobody notice this yet?


I've noticed it a bunch, thought it was intentional design or opponents mismicroing but they tend to walk into your stuff unneccesarily
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
Lexender
Profile Joined September 2013
Mexico2627 Posts
Last Edited: 2016-02-07 04:44:19
February 07 2016 04:07 GMT
#35
On February 07 2016 09:09 TwiggyWan wrote:
what's the "normal attack of cyclone" that has range 5 the OP is talking about?


The regular attack, kind of how ravager have 2 attacks, the corrosive bile and the normal attack

Also.

On February 07 2016 08:05 StateSC2 wrote:
+ Show Spoiler +
On February 07 2016 07:59 StateSC2 wrote:
Show nested quote +
On February 06 2016 21:57 [Disruptor] wrote:
The normal Attack of Cyclone has range of 5, and the Lock-on has a 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 isn't true, and can be verified in a unit tester.

[image loading]

Excuse the low quality GIF (I have no idea what I'm doing), but here you can see a Cyclone locking on to an Archon at Range 7, in contrast to a Reaper attacking an Archon at Range 5.

One thing I did notice is that although the Lock On Range is, in fact, 7, the Cyclone is kind of stupid and wants to keep charging at the Archon until it is at Range 5. While you can avoid that by simply controlling the Cyclone, I agree that Blizzard should remove this behavior in a future patch.


Playing around further in the unit tester, it seems the best way to avoid this behavior is to shift-queue both locking on and moving away. Here's an example:

[image loading]


Thats if you have 1 cyclone and you are controlling only that 1 cyclones, as you get more units and, more importantly, more cyclones, it becomes much less responsive.
hellokitty[hk]
Profile Joined June 2009
United States1309 Posts
February 07 2016 05:32 GMT
#36
Intended behavior to make it harder to mass cyclones.
People are imbeciles, lucky thing god made cats.
[Disruptor]
Profile Joined February 2016
5 Posts
Last Edited: 2016-02-07 05:39:20
February 07 2016 05:36 GMT
#37
On February 07 2016 07:59 StateSC2 wrote:
Show nested quote +
On February 06 2016 21:57 [Disruptor] wrote:
The normal Attack of Cyclone has range of 5, and the Lock-on has a 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 isn't true, and can be verified in a unit tester.

[image loading]

Excuse the low quality GIF (I have no idea what I'm doing), but here you can see a Cyclone locking on to an Archon at Range 7, in contrast to a Reaper attacking an Archon at Range 5.

One thing I did notice is that although the Lock On Range is, in fact, 7, the Cyclone is kind of stupid and wants to keep charging at the Archon until it is at Range 5. While you can avoid that by simply controlling the Cyclone, I agree that Blizzard should remove this behavior in a future patch.



really? so I did experiments again.

[image loading]

but Very different results came out.
[Disruptor]
Profile Joined February 2016
5 Posts
February 07 2016 05:49 GMT
#38
also, I tried this in the unit tester with a cyclone against a marine in a bunker too.

[image loading]

well, cyclone hit from bunkered marine.
freeAll
Profile Joined May 2013
34 Posts
February 07 2016 06:32 GMT
#39
BLZ lol what a joke
phantomfive
Profile Joined April 2010
Korea (South)404 Posts
February 07 2016 07:25 GMT
#40
That explains how Maru lost his cyclone against Zest, when it wandered a little too far forward into the range of the pylon attack
To ease another's heartache is to forget one's own - Lincoln
StateSC2
Profile Joined September 2010
Korea (South)621 Posts
Last Edited: 2016-02-07 07:57:12
February 07 2016 07:48 GMT
#41
On February 07 2016 14:36 [Disruptor] wrote:
Show nested quote +
On February 07 2016 07:59 StateSC2 wrote:
On February 06 2016 21:57 [Disruptor] wrote:
The normal Attack of Cyclone has range of 5, and the Lock-on has a 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 isn't true, and can be verified in a unit tester.

[image loading]

Excuse the low quality GIF (I have no idea what I'm doing), but here you can see a Cyclone locking on to an Archon at Range 7, in contrast to a Reaper attacking an Archon at Range 5.

One thing I did notice is that although the Lock On Range is, in fact, 7, the Cyclone is kind of stupid and wants to keep charging at the Archon until it is at Range 5. While you can avoid that by simply controlling the Cyclone, I agree that Blizzard should remove this behavior in a future patch.



really? so I did experiments again.

[image loading]

but Very different results came out.


The Cyclone locks on at Range 7, but moves forward until Range 5. This is visible in both GIFs you linked. The easiest way to demonstrate this is to shift-queue a move command after ordering a Lock On, like so:

[image loading]

..or tell the Cyclone to Hold Position as soon as you hear the unit Lock On.

You can prevent the Cyclone from moving forward by issuing another command, but it will still want to drift and 'chase' whatever is in front of it/whatever it's attacking, much like a Marine will move towards a group of Stalkers if they're close enough.

In my opinion, the best way to fix this issue would be to increase the default attack range of the Cyclone from 5 to 7. It doesn't make sense for its base range to be so low, even when not Locked On.
Fireblast!: "This guy is pointless and wonderful"
Yiome
Profile Joined February 2014
China1687 Posts
Last Edited: 2016-02-07 08:15:55
February 07 2016 08:14 GMT
#42
There are people that have been complaining cyclone's AI behavior for a while
Surprised so many people here still don't know and mistake it as a lock-on range bug
EDIT: and the amount of people don't read the comments : P
[Disruptor]
Profile Joined February 2016
5 Posts
Last Edited: 2016-02-07 08:21:05
February 07 2016 08:17 GMT
#43
"In my opinion, the best way to fix this issue would be to increase the default attack range of the Cyclone from 5 to 7. It doesn't make sense for its base range to be so low, even when not Locked On."

yes, i agree this opinion.
[Disruptor]
Profile Joined February 2016
5 Posts
February 07 2016 08:23 GMT
#44
work BLIZZARD, WORK!
y0su
Profile Blog Joined September 2011
Finland7871 Posts
February 07 2016 10:16 GMT
#45
On February 07 2016 16:48 StateSC2 wrote:
Show nested quote +
On February 07 2016 14:36 [Disruptor] wrote:
On February 07 2016 07:59 StateSC2 wrote:
On February 06 2016 21:57 [Disruptor] wrote:
The normal Attack of Cyclone has range of 5, and the Lock-on has a 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 isn't true, and can be verified in a unit tester.

[image loading]

Excuse the low quality GIF (I have no idea what I'm doing), but here you can see a Cyclone locking on to an Archon at Range 7, in contrast to a Reaper attacking an Archon at Range 5.

One thing I did notice is that although the Lock On Range is, in fact, 7, the Cyclone is kind of stupid and wants to keep charging at the Archon until it is at Range 5. While you can avoid that by simply controlling the Cyclone, I agree that Blizzard should remove this behavior in a future patch.



really? so I did experiments again.

[image loading]

but Very different results came out.


The Cyclone locks on at Range 7, but moves forward until Range 5. This is visible in both GIFs you linked. The easiest way to demonstrate this is to shift-queue a move command after ordering a Lock On, like so:

[image loading]

..or tell the Cyclone to Hold Position as soon as you hear the unit Lock On.

You can prevent the Cyclone from moving forward by issuing another command, but it will still want to drift and 'chase' whatever is in front of it/whatever it's attacking, much like a Marine will move towards a group of Stalkers if they're close enough.

In my opinion, the best way to fix this issue would be to increase the default attack range of the Cyclone from 5 to 7. It doesn't make sense for its base range to be so low, even when not Locked On.

So it works if you target an individual unit but not if your move/attack command goes inside of 7 yards?
Loccstana
Profile Blog Joined November 2012
United States833 Posts
February 07 2016 10:48 GMT
#46
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.
[url]http://i.imgur.com/lw2yN.jpg[/url]
BalanceEnforcer
Profile Joined February 2016
37 Posts
February 07 2016 11:50 GMT
#47
Should stay the way it is, that way it takes more control/skill/awareness to execute properly
Laurens
Profile Joined September 2010
Belgium4541 Posts
February 07 2016 11:57 GMT
#48
On February 07 2016 20:50 BalanceEnforcer wrote:
Should stay the way it is, that way it takes more control/skill/awareness to execute properly


Terran has enough of those units already, thanks.
BalanceEnforcer
Profile Joined February 2016
37 Posts
February 07 2016 11:58 GMT
#49
And all of them do terrible terrible damage.
cheekymonkey
Profile Joined January 2014
France1387 Posts
February 07 2016 13:09 GMT
#50
On February 07 2016 16:25 phantomfive wrote:
That explains how Maru lost his cyclone against Zest, when it wandered a little too far forward into the range of the pylon attack


Also how taeja got into pylon range with his cyclone before he killed the Protoss 3rd.
Athenau
Profile Joined March 2015
569 Posts
February 07 2016 13:09 GMT
#51
So it works if you target an individual unit but not if your move/attack command goes inside of 7 yards?


No, it will lock-on at range 7 with autocast as well.
Cyro
Profile Blog Joined June 2011
United Kingdom20285 Posts
Last Edited: 2016-02-07 13:33:41
February 07 2016 13:31 GMT
#52
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
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
y0su
Profile Blog Joined September 2011
Finland7871 Posts
February 07 2016 13:36 GMT
#53
On February 07 2016 22:09 Athenau wrote:
Show nested quote +
So it works if you target an individual unit but not if your move/attack command goes inside of 7 yards?


No, it will lock-on at range 7 with autocast as well.

Yes, but will it continue the a-move command to within 5 unless you target (r-click) a specific unit? (Unless you a-move right to the scan range)
Also, what's the scan range? (Will it move from 8 -> 7 on it's own to engage lock on if it's not on hold-command?)
Athenau
Profile Joined March 2015
569 Posts
Last Edited: 2016-02-07 14:25:01
February 07 2016 14:24 GMT
#54
Yes, but will it continue the a-move command to within 5 unless you target (r-click) a specific unit? (Unless you a-move right to the scan range)

AFAICT, it'll continue moving to range 5 whether you manually target or not.

Also, what's the scan range? (Will it move from 8 -> 7 on it's own to engage lock on if it's not on hold-command?)

Looks to be 7, though someone would have to check the editor to be sure.
RoomOfMush
Profile Joined March 2015
1296 Posts
February 07 2016 14:35 GMT
#55
I would guess this is because the regular attack of the Cyclone is not properly deactivated while locking on. If the attack was deactivated the Cyclone would not try to move closer. So I presume this should be a trivial fix.
cheekymonkey
Profile Joined January 2014
France1387 Posts
February 07 2016 15:21 GMT
#56
On February 07 2016 23:35 RoomOfMush wrote:
I would guess this is because the regular attack of the Cyclone is not properly deactivated while locking on. If the attack was deactivated the Cyclone would not try to move closer. So I presume this should be a trivial fix.


It's not just about deactivating regular attack. What should it do, act like an infestor and walk into the enemy on attack move? Most reasonably it should have attack range 7.
RoomOfMush
Profile Joined March 2015
1296 Posts
February 07 2016 16:43 GMT
#57
On February 08 2016 00:21 cheekymonkey wrote:
Show nested quote +
On February 07 2016 23:35 RoomOfMush wrote:
I would guess this is because the regular attack of the Cyclone is not properly deactivated while locking on. If the attack was deactivated the Cyclone would not try to move closer. So I presume this should be a trivial fix.


It's not just about deactivating regular attack. What should it do, act like an infestor and walk into the enemy on attack move? Most reasonably it should have attack range 7.

That is a good point. So, what you say is to change the attack range to 7 only during lock on? That would probably work.
Empirimancer
Profile Joined July 2011
Canada1024 Posts
February 07 2016 16:50 GMT
#58
On February 07 2016 22:31 Cyro wrote:
Show nested quote +
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.

Cyro
Profile Blog Joined June 2011
United Kingdom20285 Posts
Last Edited: 2016-02-07 18:08:39
February 07 2016 18:04 GMT
#59
On February 08 2016 01:50 Empirimancer wrote:
Show nested quote +
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

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
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
weikor
Profile Blog Joined March 2011
Austria580 Posts
February 07 2016 19:24 GMT
#60
Maybe buff the cyclone by giving it an oracle like attack, but increasing range of lock on.
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
569 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
Germany15928 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
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