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Cyclone bugged - Page 3

Forum Index > SC2 General
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geokilla
Profile Joined May 2011
Canada8255 Posts
June 01 2016 20:47 GMT
#41
On June 02 2016 01:19 SHODAN wrote:
Show nested quote +
On June 02 2016 00:45 Lillekanin wrote:
Make sure to make a post on Battel.net forums.


+1, please share link


http://us.battle.net/sc2/en/forum/topic/20744935063
Rowrin
Profile Joined September 2011
United States280 Posts
June 01 2016 22:12 GMT
#42
Hey guys, they noticed:
http://us.battle.net/sc2/en/forum/topic/20744935063?page=2#31
TheWinks
Profile Joined July 2011
United States572 Posts
Last Edited: 2016-06-01 22:20:20
June 01 2016 22:20 GMT
#43
"possibly including it in the weekly update" sounds like they might try to justify not fixing it.
Sapphire.lux
Profile Joined July 2010
Romania2620 Posts
June 01 2016 22:32 GMT
#44
I'm actually excited to see the explanation for this.
Head Coach Park: "They should buff tanks!"
Cyro
Profile Blog Joined June 2011
United Kingdom20345 Posts
Last Edited: 2016-06-01 22:47:09
June 01 2016 22:45 GMT
#45
I actually noticed the cooldown seemed to be very long in gameplay but didn't feel odd enough to check the stats.. woah. 4 sec to 9 sec is huge. It was most obvious to me when breaking the lock on with phoenixes (pick up and insta-drop again) when they would not re-lock even if you lingered around them for too long.
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
[PkF] Wire
Profile Joined March 2013
France24239 Posts
June 01 2016 23:59 GMT
#46
On June 02 2016 07:12 Rowrin wrote:
Hey guys, they noticed:
http://us.battle.net/sc2/en/forum/topic/20744935063?page=2#31

nice
The_Frozen_Inferno
Profile Joined September 2012
Canada98 Posts
June 02 2016 00:22 GMT
#47
So, digging deep into the editor and making judicious use of the test document and its debug commands, supposedly:


1. Lock-On should have a cooldown of 12 blizzard seconds (that starts when the ability ends or is cancelled)
- the in-game performance matches the data editor: working as expected. However, the question is whether the data field should read 6 instead of 12 like it currently does

2. Lock-On's button calculates the duration of the ability by multiplying the values from 2 data fields [# of periodic effects * duration of periodic effects].
-> This value matches what the data editor predicts and what the in-game tool-tips states (20 blizzard seconds, 14 real seconds)

3. Lock-On's button calculates the damage of the ability by multiplying the values from 2 data fields [# of periodic effects * damage of impact effect]
-> This value is NOT correct according to the data editor
-> according to the DE, this should be 18*20 = 360. the in-game tooltip and liquipedia lists 400.


4. Lock-On should fire up to 20 times, 1 per second. Each attack should do 18 ranged damage. Each attack should have an armour reduction of 1.
-> the in-game performance does NOT match the data editor.
-> Firing period is correct
-> But each attack is doing a flat 20 damage with no signs of armour reduction (400 total, as the tooltip states)

*note that [Spell] type damage is simply a tag among other tags. It just so happens that there are no spell-type damage effects in the game that also have armour reduction values. However, that Sentry - Guardian Shield does not reduce the damage suggests that this is indeed a spell-type damage effect

Conjecture: blizzard is doing another one of its phantom 'server-side' change to the damage field of Lock-On that does not appear in the editor for whatever frustrating reason. In the past, this has happened on many occasions

Supporting evidence for Conjecture:
- When I manually make a change to the value of lock-on's weapon damage to 100 with 1 armour reduction, the map prioritizes the new change over blizzard's phantom change. As expected, the in-game tool-tip correctly displays 2000 damage; the cyclone also correctly deals 100 damage and is affected by armour reduction


5. Lock-On, on the surface appears, to be an extraordinarily complicated ability with many unnecessary parts. However, about 1/3 of its parts is dedicated to the aesthetic effect of having the missiles shooting alternately from the left and then right pods.
- Another 1/3 is for deciding how to make an auto-cast ability that mimics some but not all of a proper Weapon's characteristics.
- The last 1/3rd accounts for how the ability can do separate things to Air or Ground units and how the single ability switches between air and ground modes


****

tl;dr: Cooldown value isn't bugged; it just may not be what it's supposed to be

In Bizarro World, I ladder more than I make custom maps
TheWinks
Profile Joined July 2011
United States572 Posts
Last Edited: 2016-06-02 00:43:55
June 02 2016 00:34 GMT
#48
On June 02 2016 09:22 The_Frozen_Inferno wrote:
tl;dr: Cooldown value isn't bugged; it just may not be what it's supposed to be

In the absence of patch notes, it should be assumed that the current behavior is a bug over an undocumented balance change.
xongnox
Profile Joined November 2011
540 Posts
June 02 2016 00:43 GMT
#49
Talking of bugged units, anyone have notice how strange a sieged liberator behave when abducted by a viper ? ( i know it's not very common )
Last time i played it, the liberator stay sieged after the abduct (he doesn't attack air and can't move).... but with no active siege zone whatsoever.
Athenau
Profile Joined March 2015
590 Posts
Last Edited: 2016-06-02 00:55:30
June 02 2016 00:48 GMT
#50
Conjecture: blizzard is doing another one of its phantom 'server-side' change to the damage field of Lock-On that does not appear in the editor for whatever frustrating reason. In the past, this has happened on many occasions

The fact that the editor damage values don't match the listed damage means that the editor values are stale. The server-side damage values haven't changed since the beta ended, and were explicitly specified in the beta patch notes:

October 15, 2016 Beta Balance Update


All signs point to an unintended change. It may be as simple as accidentally removing the server-side cooldown value, letting the client-side value take precedence.
eviltomahawk
Profile Blog Joined August 2010
United States11135 Posts
June 02 2016 04:11 GMT
#51
This is a pretty big bug that they'd better hotfix faster than they slowfixed the Phoenix bug in WoL
ㅇㅅㅌㅅ
Charoisaur
Profile Joined August 2014
Germany16103 Posts
June 02 2016 09:06 GMT
#52
I'm surprised blizzard didn't notice it with all the internal testing they're doing.
Many of the coolest moments in sc2 happen due to worker harassment
Sapphire.lux
Profile Joined July 2010
Romania2620 Posts
June 02 2016 10:27 GMT
#53
On June 02 2016 18:06 Charoisaur wrote:
I'm surprised blizzard didn't notice it with all the internal testing they're doing.

I'm sure they were testing us to see how much attention we pay.
Head Coach Park: "They should buff tanks!"
summerloud
Profile Joined March 2010
Austria1201 Posts
June 02 2016 10:41 GMT
#54
On June 02 2016 18:06 Charoisaur wrote:
I'm surprised blizzard didn't notice it with all the internal testing they're doing.


never gets old
lohdon
Profile Blog Joined September 2014
170 Posts
June 02 2016 11:20 GMT
#55
[B]5. Lock-On, on the surface appears, to be an extraordinarily complicated ability with many unnecessary parts. However, about 1/3 of its parts is dedicated to the aesthetic effect of having the missiles shooting alternately from the left and then right pods.
- Another 1/3 is for deciding how to make an auto-cast ability that mimics some but not all of a proper Weapon's characteristics.
- The last 1/3rd accounts for how the ability can do separate things to Air or Ground units and how the single ability switches between air and ground modes


The more I think about the Cyclones ability the more it becomes obvious that it is just another case of really poor design. Instead of creating a unit that is fast and can be used for hit and run with manual kiting they give it an ability that resembles the same thing but only requires you to lock on and run away while staying in range. Abilities on units exist to create more strategic and tactical depth but this ability does neither of those things. It just makes the unit harder to balance and supposedly easier to use.
Cyro
Profile Blog Joined June 2011
United Kingdom20345 Posts
June 02 2016 11:39 GMT
#56
On June 02 2016 13:11 eviltomahawk wrote:
This is a pretty big bug that they'd better hotfix faster than they slowfixed the Phoenix bug in WoL


Which bug was that again?
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
404AlphaSquad
Profile Joined October 2011
839 Posts
June 02 2016 12:21 GMT
#57
On June 02 2016 20:39 Cyro wrote:
Show nested quote +
On June 02 2016 13:11 eviltomahawk wrote:
This is a pretty big bug that they'd better hotfix faster than they slowfixed the Phoenix bug in WoL


Which bug was that again?

I think it was that the phoenix remained "stunned" after the unit that was graviton beamed was killed.
aka Kalevi
JackONeill
Profile Joined September 2013
861 Posts
June 02 2016 14:25 GMT
#58
No one noticed because no one used cyclones xD I tried to make them work in mech play, but they just suck. TvP excepted maybe, since they can burst down immortals very quickly if correctly protected from blink stalkers. But in TvZ and TvT, the thor with the new AA is so much better in every regard.
TheWinks
Profile Joined July 2011
United States572 Posts
June 02 2016 17:53 GMT
#59
The bug where the cyclone fails to lock on with autocast turned on when it's amoved at something still exists too. You can see it happen at 8:40 in game 1 of TY vs Hush.
Sapphire.lux
Profile Joined July 2010
Romania2620 Posts
June 02 2016 18:28 GMT
#60
On June 03 2016 02:53 TheWinks wrote:
The bug where the cyclone fails to lock on with autocast turned on when it's amoved at something still exists too. You can see it happen at 8:40 in game 1 of TY vs Hush.

When you a move it goes in to it's normal attack range of 5; if it has autocast on, then it also locks on at range 7. Don't a move if you want just lock on but use the "c" hotkey.
Head Coach Park: "They should buff tanks!"
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