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Cyclone bugged

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Athenau
Profile Joined March 2015
571 Posts
Last Edited: 2016-06-03 11:12:09
May 31 2016 23:51 GMT
#1
According to liquipedia the Cyclone's cooldown is 4 seconds (real time), 6 seconds (blizzard time), and this has been the case since the beta ended (actually, since the beginning of the beta).

However in game it's now 9 (!) seconds. Since it's unlikely that they meant to stealth nerf the unit, I'm pretty sure this is a bug.

Also, the anti-air attack benefits from weapon upgrades even though it's still spell damage and ignores armor.

I don't know how long the unit's been broken, but it seems pretty stupid to try and balance a unit that doesn't even have the correct stats.

Edit: Added some gifs for reference:

UThermal vs Showtime, Dusk Towers, Dreamhack Leipzig 2016, Patch 3.1.1 (before January 29th balance update):

http://imgur.com/OopiQf8

Polt vs Nerchio, Invader, Dusk Towers, WCS Spring Circuit Championship 2016, Patch 3.2.2 (after January 29th balance update):

http://imgur.com/RkUuM3i

Current, Patch 3.3.1:

http://imgur.com/aJMPBln
TelecoM
Profile Blog Joined January 2010
United States10691 Posts
May 31 2016 23:55 GMT
#2
Hmm, will have to test this.
AKA: TelecoM[WHITE] Protoss fighting
Athenau
Profile Joined March 2015
571 Posts
Last Edited: 2016-06-01 13:28:38
June 01 2016 00:23 GMT
#3
To make sure I wasn't crazy, I tried resuming from an old replay (patch 3.1.1, UThermal vs Showtime on Dusk Towers, Dreamhack Leipzig Open 2016 from january). Lock-on had a 4 second cooldown.

So...yeah, cyclone be busted yo.

Edit: To make extra certain this wasn't a tooltip bug or something silly like that, I timed the lock-on cooldown manually. Definitely 4 seconds in the resume-from-replay. Definitely 9 seconds in game currently.

Edit2: Fixed replay title
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
June 01 2016 00:39 GMT
#4
Haha I've tried to go mass cyclones a few times in team games, and gotten rocked with them. I distinctly remember thinking "wow they nerfed the cooldown immensely from the beta." Seems like it may have been a mistake, unless you're missing a patch notes somewhere and liquipedia simply hasn't been updated to reflect the new stats, which is very possible.

All in all, with such a short lock on range, I can't imagine cyclones becoming that useful anyways (also a reason mass cyclones will never be too strong, I'm not sure why Blizzard is so worried).
Athenau
Profile Joined March 2015
571 Posts
June 01 2016 00:51 GMT
#5
Well, one thing's for sure, we're not going to get an accurate picture of the unit's strength when it's currently running with more than double the intended cooldown.
Athenau
Profile Joined March 2015
571 Posts
Last Edited: 2016-06-01 01:15:10
June 01 2016 01:05 GMT
#6
Tried a newer replay, patch 3.2.2, Polt Vs Nerchio on Invader, WCS Spring Circuit Championship This time the tooltip listed 4 seconds, but started counting down from 8 seconds (actual time 9 seconds).

To summarize:

Currently: Tooltip: 9 seconds, Actual: 9 seconds
3.2.2: Tooltip: 4 seconds, Actual: 9 seconds (after the Jan 29th balance update, before current balance update)
3.1.1: Tooltip: 4 seconds, Actual: 4 seconds (before the Jan 29th balance update)

So it looks like the previous (January 29th) update broke something.
Charoisaur
Profile Joined August 2014
Germany16035 Posts
June 01 2016 01:27 GMT
#7
On June 01 2016 10:05 Athenau wrote:
Tried a newer replay, patch 3.2.2, Polt Vs Nerchio on Invader, WCS Spring Circuit Championship This time the tooltip listed 4 seconds, but started counting down from 8 seconds (actual time 9 seconds).

To summarize:

Currently: Tooltip: 9 seconds, Actual: 9 seconds
3.2.2: Tooltip: 4 seconds, Actual: 9 seconds (after the Jan 29th balance update, before current balance update)
3.1.1: Tooltip: 4 seconds, Actual: 4 seconds (before the Jan 29th balance update)

So it looks like the previous (January 29th) update broke something.

If that's true than it's kind of funny how nobody noticed this yet. Who builds cyclones anyway?
Many of the coolest moments in sc2 happen due to worker harassment
Rowrin
Profile Joined September 2011
United States280 Posts
Last Edited: 2016-06-01 01:33:12
June 01 2016 01:30 GMT
#8
I was looking through the forums to see if it was mentioned anywhere. There was 1 dude that reported it on May 11th of this year, but no other mentions. It wasn't even in its own dedicated thread. Got lost on page like 16 of some balance post. Let me dig it up again.

Edit:
http://us.battle.net/sc2/en/forum/topic/20743755309?page=8#145

only mention of it I could find on the forums.
Athenau
Profile Joined March 2015
571 Posts
Last Edited: 2016-06-01 01:36:11
June 01 2016 01:34 GMT
#9
For anyone who wants to verify this:

Dreamhack Open Leipzig 2016 replays
WCS Spring Circuit Championship 2016 replays

Legacy of the Void Jan 29th 2016 Balance Update
Legacy of the Void May 23th 2016 Balance Update
Psyonic_Reaver
Profile Blog Joined June 2007
United States4341 Posts
June 01 2016 01:35 GMT
#10
Cyclone is still a joke unit. =/
So wait? I'm bad? =(
thehepp
Profile Joined December 2011
United States67 Posts
June 01 2016 01:39 GMT
#11
I am surprised Ruff did not notice this. He uses cyclones pretty regularly on his stream.
Athenau
Profile Joined March 2015
571 Posts
June 01 2016 01:40 GMT
#12
I was a regular ruff viewer as well--strangely enough, his cyclone play seemed to get less effective after January
Phredxor
Profile Joined May 2013
New Zealand15076 Posts
June 01 2016 02:03 GMT
#13
Just goes to show how little people use or care about the cyclone.
ihatevideogames
Profile Joined August 2015
570 Posts
June 01 2016 02:39 GMT
#14
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.
TelecoM
Profile Blog Joined January 2010
United States10691 Posts
June 01 2016 03:39 GMT
#15
Well, this is certainly odd and hillarious at the same time >_<
AKA: TelecoM[WHITE] Protoss fighting
TheWinks
Profile Joined July 2011
United States572 Posts
June 01 2016 03:53 GMT
#16
This is amazing.
TedBurtle
Profile Blog Joined April 2014
Belarus201 Posts
Last Edited: 2016-06-01 06:43:55
June 01 2016 06:41 GMT
#17
if tooltip showing 9 seconds...then mb its not a bug, but a shadow patch as you mentioned

...but wiki tells it's 4 sec.. ;/
Unbeatable Protoss
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
Last Edited: 2016-06-01 06:46:05
June 01 2016 06:44 GMT
#18
On June 01 2016 15:41 TedBurtle wrote:
if tooltip showing 9 seconds...then mb its not a bug, but a shadow patch as you mentioned


The tooltip and the ability weren't updated at the same time though. Which means it's very possible that someone realized the tooltip was wrong later on, and fixed the tooltip without realizing that it was in fact the ability that was off.

This is hilarious though. I'm imagining two interns at Blizzard taking bets as to whether they can sneak minor balance changes by without David Kim (or the community) noticing.
TheWinks
Profile Joined July 2011
United States572 Posts
June 01 2016 07:01 GMT
#19
On June 01 2016 15:44 ZigguratOfUr wrote:
Show nested quote +
On June 01 2016 15:41 TedBurtle wrote:
if tooltip showing 9 seconds...then mb its not a bug, but a shadow patch as you mentioned

This is hilarious though. I'm imagining two interns at Blizzard taking bets as to whether they can sneak minor balance changes by without David Kim (or the community) noticing.

Time to start double checking battlecruiser stats.
Phredxor
Profile Joined May 2013
New Zealand15076 Posts
June 01 2016 07:18 GMT
#20
On June 01 2016 16:01 TheWinks wrote:
Show nested quote +
On June 01 2016 15:44 ZigguratOfUr wrote:
On June 01 2016 15:41 TedBurtle wrote:
if tooltip showing 9 seconds...then mb its not a bug, but a shadow patch as you mentioned

This is hilarious though. I'm imagining two interns at Blizzard taking bets as to whether they can sneak minor balance changes by without David Kim (or the community) noticing.

Time to start double checking battlecruiser stats.


It was OP all along!
Salteador Neo
Profile Blog Joined August 2009
Andorra5591 Posts
June 01 2016 08:46 GMT
#21
Holy shit the cyclone AA is spell damage? I didn't know this was a thing already, they should be giving those sweet "hollow-point bullets" to the Battlecruiser asap too.
Revolutionist fan
wjat
Profile Joined August 2015
385 Posts
June 01 2016 11:03 GMT
#22
Are you serious?
Sapphire.lux
Profile Joined July 2010
Romania2620 Posts
June 01 2016 11:08 GMT
#23
On June 01 2016 10:27 Charoisaur wrote:
Show nested quote +
On June 01 2016 10:05 Athenau wrote:
Tried a newer replay, patch 3.2.2, Polt Vs Nerchio on Invader, WCS Spring Circuit Championship This time the tooltip listed 4 seconds, but started counting down from 8 seconds (actual time 9 seconds).

To summarize:

Currently: Tooltip: 9 seconds, Actual: 9 seconds
3.2.2: Tooltip: 4 seconds, Actual: 9 seconds (after the Jan 29th balance update, before current balance update)
3.1.1: Tooltip: 4 seconds, Actual: 4 seconds (before the Jan 29th balance update)

So it looks like the previous (January 29th) update broke something.

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
Head Coach Park: "They should buff tanks!"
Gwavajuice
Profile Joined June 2014
France1810 Posts
June 01 2016 11:57 GMT
#24
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.
Dear INno and all the former STX boys.
HomeWorld
Profile Joined December 2011
Romania903 Posts
June 01 2016 12:16 GMT
#25
On June 01 2016 20:57 Gwavajuice wrote:
Show nested quote +
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.


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
Profile Joined October 2011
839 Posts
Last Edited: 2016-06-01 14:18:43
June 01 2016 13:09 GMT
#26
On June 01 2016 21:16 HomeWorld wrote:
Show nested quote +
On June 01 2016 20:57 Gwavajuice wrote:
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.


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:
Show nested quote +
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.


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.
aka Kalevi
WonnaPlay
Profile Joined September 2010
Netherlands912 Posts
June 01 2016 13:47 GMT
#27
This is quite hilarious
MockHamill
Profile Joined March 2010
Sweden1798 Posts
June 01 2016 14:01 GMT
#28
Maybe cyclone could be semi-useful after they fix this bug?
Athenau
Profile Joined March 2015
571 Posts
June 01 2016 14:04 GMT
#29
Updated the OP with some gifs so you guys can see what I'm talking about.
royalroadweed
Profile Joined April 2013
United States8301 Posts
June 01 2016 15:19 GMT
#30
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.
"Nerfing Toss can just make them stronger"
waiting2Bbanned
Profile Joined November 2015
United States154 Posts
June 01 2016 15:43 GMT
#31
LOL
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
"If you are going to break the law, do it with two thousand people.. and Mozart." - Howard Zinn
[PkF] Wire
Profile Joined March 2013
France24238 Posts
June 01 2016 15:44 GMT
#32
On June 02 2016 00:19 royalroadweed wrote:
Show nested quote +
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.

kinda agree though its design as an early game defensive tool you can choose to commit to may make some sense.
Lillekanin
Profile Joined July 2011
Denmark192 Posts
June 01 2016 15:45 GMT
#33
Make sure to make a post on Battel.net forums.
ProgamerStreaming on http://da.twitch.tv/lillekanin
Athenau
Profile Joined March 2015
571 Posts
Last Edited: 2016-06-01 15:51:14
June 01 2016 15:50 GMT
#34
You know, players like Ruff, EJK, and even Gumiho were seeing occasional success with cyclone focused midgames late last year and into early Jan.

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
Profile Joined November 2011
United Kingdom1149 Posts
June 01 2016 16:19 GMT
#35
On June 02 2016 00:45 Lillekanin wrote:
Make sure to make a post on Battel.net forums.


+1, please share link
thePunGun
Profile Blog Joined January 2016
598 Posts
June 01 2016 17:08 GMT
#36
"You have been cycloned!!" Cheers!
"You cannot teach a man anything, you can only help him find it within himself."
PinoKotsBeer
Profile Joined February 2014
Netherlands1385 Posts
June 01 2016 18:47 GMT
#37
First the bugged tank, now the cyclone. Nice.
http://www.twitch.tv/pinokotsbeer
Diabolique
Profile Joined June 2015
Czech Republic5118 Posts
June 01 2016 19:11 GMT
#38
Does it not happen only in matches against Zergs? Then, it might be a feature, not a bug. In matches against Zergs, the Cyclone might be simply Bugged.
sOs | Rogue | Maru | Trap | Scarlett | Snute | MC
oGsChess
Profile Joined September 2015
23 Posts
June 01 2016 19:32 GMT
#39
Let me start double checking all stats, I always thought blizzard just hates my race
The father, the son and the holy spirit of ByuN
summerloud
Profile Joined March 2010
Austria1201 Posts
Last Edited: 2016-06-01 20:41:03
June 01 2016 20:40 GMT
#40
so hereis how this looks in the editor:

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:

[image loading]

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.
geokilla
Profile Joined May 2011
Canada8245 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 Kingdom20323 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
France24238 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
571 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
Germany16035 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 Kingdom20323 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!"
TheWinks
Profile Joined July 2011
United States572 Posts
Last Edited: 2016-06-02 19:36:01
June 02 2016 19:35 GMT
#61
On June 03 2016 03:28 Sapphire.lux wrote:
Show nested quote +
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.

This was supposed to have been fixed as well. I tested it and it worked for me (when it successfully cast the ability anyway), if you have proof it's not you should post it in the bug report forum.

Cyclones will no longer move all the way into auto-attack range (range 5) after using the Lock On ability (range 7). Note that this does not prevent the Cyclone from inching forward while the ability is activating.


http://us.battle.net/sc2/en/blog/20059667/starcraft-ii-legacy-of-the-void-320-patch-notes-3-28-2016
Sapphire.lux
Profile Joined July 2010
Romania2620 Posts
Last Edited: 2016-06-02 20:30:03
June 02 2016 20:11 GMT
#62
On June 03 2016 04:35 TheWinks wrote:
Show nested quote +
On June 03 2016 03:28 Sapphire.lux wrote:
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.

This was supposed to have been fixed as well. I tested it and it worked for me (when it successfully cast the ability anyway), if you have proof it's not you should post it in the bug report forum.

Show nested quote +
Cyclones will no longer move all the way into auto-attack range (range 5) after using the Lock On ability (range 7). Note that this does not prevent the Cyclone from inching forward while the ability is activating.


http://us.battle.net/sc2/en/blog/20059667/starcraft-ii-legacy-of-the-void-320-patch-notes-3-28-2016

It's such a weird unit. If you a move to an enemy unit it will go in 5 range but lock on at 7. But if you just move it at 7 or 6 range from the enemy unit, it will just lock on and not go in 5 range.

Best way i found of using it is to manual lock on to a unit and shift click away.
Head Coach Park: "They should buff tanks!"
fezvez
Profile Blog Joined January 2011
France3021 Posts
June 02 2016 23:36 GMT
#63
Thanks so much OP, you're doing an awesome work
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