Cyclone bugged - Page 2
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Salteador Neo
Andorra5591 Posts
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wjat
385 Posts
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Sapphire.lux
Romania2620 Posts
On June 01 2016 10:27 Charoisaur wrote: If that's true than it's kind of funny how nobody noticed this yet. Who builds cyclones anyway? haha that's exactly what i thought Good find though | ||
Gwavajuice
France1810 Posts
On June 01 2016 11:39 ihatevideogames wrote: One of the new terran units has double the intended cooldown on it's primary ability since January and people start noticing in June. More evidence that the Cyclone is a joke unit and needs a complete redesign. Err no dude, it's just more evidence that we, the community, are not testing stuff. We say "cyclone sucks!" but we don't even do the basic testing to prove our points. We just can't be taken seriously, what comes out of our mouth is just gibberish. Personally, as a terran, I never actually tested the cyclone because I believed other people when they told me it sucked, and now I feel extremely stupid. | ||
HomeWorld
Romania903 Posts
On June 01 2016 20:57 Gwavajuice wrote: Err no dude, it's just more evidence that we, the community, are not testing stuff. We say "cyclone sucks!" but we don't even do the basic testing to prove our points. We just can't be taken seriously, what comes out of our mouth is just gibberish. Personally, as a terran, I never actually tested the cyclone because I believed other people when they told me it sucked, and now I feel extremely stupid. Thing is, this situation should have never happened. This tells a lot about the quality of internal testing, and to an extent, the commitment towards this game. Leaving that aside, the fact that Cyclone didn't gained traction (as a mainstay terran unit), kinda explains why this issue was spotted so late by the community. | ||
404AlphaSquad
839 Posts
On June 01 2016 21:16 HomeWorld wrote: Thing is, this situation should have never happened. This tells a lot about the quality of internal testing, and to an extent, the commitment towards this game. Leaving that aside, the fact that Cyclone didn't gained traction (as a mainstay terran unit), kinda explains why this issue was spotted so late by the community. DK: Dont worry community, we do lots of internal testing for the cyclone. reality: its stats are off since January. which makes me wonder if DK actually ever opened the data editor and looked at the stats of the unit/ability/weapon to consider changes. On June 01 2016 20:57 Gwavajuice wrote: Err no dude, it's just more evidence that we, the community, are not testing stuff. We say "cyclone sucks!" but we don't even do the basic testing to prove our points. We just can't be taken seriously, what comes out of our mouth is just gibberish. Personally, as a terran, I never actually tested the cyclone because I believed other people when they told me it sucked, and now I feel extremely stupid. Lots of people did try to play with the cyclone. True I dont look at the tooltip or its exact stats when playing with the unit. I dont feel like I have to verify if blizzard does its job correctly. That is why they have quality control. And even if your statement were true, that we didnt notice it sooner, because we are not testing stuff, then you could argue the same with Blizzard internal testing team. EDIT: i would also be surprised if they acknowledged the mistake in the next community update. | ||
WonnaPlay
Netherlands912 Posts
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MockHamill
Sweden1798 Posts
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Athenau
569 Posts
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royalroadweed
United States8301 Posts
On June 01 2016 23:01 MockHamill wrote: Maybe cyclone could be semi-useful after they fix this bug? I think the cyclone design will always make it either useless or overpowered. | ||
waiting2Bbanned
United States154 Posts
but to be fair it's a terran unit, balance whining is a T mainstay since the advent of SC, has nothing to do with the actual units ![]() | ||
[PkF] Wire
France24193 Posts
On June 02 2016 00:19 royalroadweed wrote: I think the cyclone design will always make it either useless or overpowered. kinda agree though its design as an early game defensive tool you can choose to commit to may make some sense. | ||
Lillekanin
Denmark192 Posts
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Athenau
569 Posts
A 150/100 cyclone would be a significant buff to those styles, if it wasn't bugged so badly. I think we might see something interesting develop if Blizzard fixes this. | ||
SHODAN
United Kingdom1074 Posts
On June 02 2016 00:45 Lillekanin wrote: Make sure to make a post on Battel.net forums. +1, please share link | ||
thePunGun
598 Posts
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PinoKotsBeer
Netherlands1385 Posts
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Diabolique
Czech Republic5118 Posts
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oGsChess
23 Posts
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summerloud
Austria1201 Posts
the tooltip is: Locks the Cyclone's weapons on the target unit, dealing <d ref="Effect,LockOnCP,PeriodCount*Effect,CycloneWeaponDamage,Amount"/> damage over <d ref="Effect,LockOnCP,PeriodCount * Effect,LockOnCP,PeriodicPeriodArray[0]"/> seconds. Can move while firing. Cancels if target moves out of range. so in case you guys dont know, tooltips can have data references, meaning they get updated automatically since they point to the actual data field the thing is, the effect the tooltip is referencing, doesnt seem to be part of the cyclone weapon any more: ![]() my best guess is that they changed the way the weapon works, used new effects, but kept the tooltip referencing the old effect. the old effect is still in the editor, but not used by the lock on ability any more. then they messed up the new effects, resulting in double cooldown, and never realized it since they just looked at tooltip and did no real testing go blizzard. im too lazy to actually try and figure out how exactly the weapon works in the editor, but i can tell from looking at it that it is needlessly complicated, just like the actual unit in heptacraft i remade cyclones into a dedicated anti-air unit that can shoot while moving. no lock on gimmick required. | ||
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