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Cyclone Fix Tomorrow - Page 3

Forum Index > SC2 General
Post a Reply
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MockHamill
Profile Joined March 2010
Sweden1798 Posts
June 15 2016 09:47 GMT
#41
Yes auto-cast is still broken.

I tested this several times. If you attack-move the cyclones goes to range 5 instead of 7 when you lock on.

This patch only fixed the cooldown, the rest of cyclone bugs remains.
seemsgood
Profile Joined January 2016
5527 Posts
June 15 2016 10:22 GMT
#42
On June 15 2016 18:47 MockHamill wrote:
Yes auto-cast is still broken.

I tested this several times. If you attack-move the cyclones goes to range 5 instead of 7 when you lock on.

This patch only fixed the cooldown, the rest of cyclone bugs remains.

S.o mentioned it on this forum long ago but zero respond from blizzard.
Even roach can touch cyclone with this bug.
JackONeill
Profile Joined September 2013
861 Posts
June 15 2016 10:24 GMT
#43
On June 15 2016 16:32 Loccstana wrote:
They should also fix the bug where it has only 30 hp per supply.


Well done sir.
SHODAN
Profile Joined November 2011
United Kingdom1144 Posts
June 15 2016 10:57 GMT
#44
On June 15 2016 18:47 MockHamill wrote:
Yes auto-cast is still broken.

I tested this several times. If you attack-move the cyclones goes to range 5 instead of 7 when you lock on.

This patch only fixed the cooldown, the rest of cyclone bugs remains.


so until the auto-cast bug is fixed, cyclones are still useless in large battles. range 5 cyclones get outranged by:

marauders (concussive shells provide some added banter)
landed vikings
non-upgraded liberators
immortals
stalkers
non-upgraded colossus
upgraded hydras.

plus, you have to get within equal firing range of stimmed marines, queens and non-upgraded hydras.
SHODAN
Profile Joined November 2011
United Kingdom1144 Posts
Last Edited: 2016-06-15 12:13:33
June 15 2016 11:20 GMT
#45
deleted
Cyro
Profile Blog Joined June 2011
United Kingdom20322 Posts
June 15 2016 11:26 GMT
#46
so until the auto-cast bug is fixed, cyclones are still useless in large battles. range 5 cyclones get outranged by


You can still select 8 cyclones and manually cast it on units like tanks and immortals, right? You don't need attack-move to do everything for you. Even if it worked perfectly it would be suboptimal due to locking effectively random targets with no focus fire
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
SHODAN
Profile Joined November 2011
United Kingdom1144 Posts
Last Edited: 2016-06-15 11:52:39
June 15 2016 11:50 GMT
#47
On June 15 2016 20:26 Cyro wrote:
Show nested quote +
so until the auto-cast bug is fixed, cyclones are still useless in large battles. range 5 cyclones get outranged by


You can still select 8 cyclones and manually cast it on units like tanks and immortals, right? You don't need attack-move to do everything for you. Even if it worked perfectly it would be suboptimal due to locking effectively random targets with no focus fire


I disagree. in a game as fast as sc2, lock-on needs to be compatible with attack-move. have you tried manual lock-on during a large battle? for example, against a roach/hydra army? or a stimmed marine/marauder/tank army? how did that work out for you? /s

every other AA ground unit is an attack-move unit. hydras are attack-move units. stalkers are attack-move units. goliaths were attack-move units. why in your mind can't cyclones be attack-move units? If you don't want cyclones to lock-on to random targets, you would turn auto-cast off.
Athenau
Profile Joined March 2015
570 Posts
June 15 2016 11:51 GMT
#48
Lock-on range is still 7 when a-moving. If you A-move, it will lock on at range 7, then keep moving to the position you clicked on (if it's > 5 range from the target), or stop at 5 range (if your click was <= 5 range from the target).

Basically, it's using the A-move behavior of the default weapon, but the lock-on itself still triggers at range 7.
SHODAN
Profile Joined November 2011
United Kingdom1144 Posts
Last Edited: 2016-06-15 12:00:13
June 15 2016 11:59 GMT
#49
On June 15 2016 20:51 Athenau wrote:
Lock-on range is still 7 when a-moving. If you A-move, it will lock on at range 7, then keep moving to the position you clicked on (if it's > 5 range from the target), or stop at 5 range (if your click was <= 5 range from the target).

Basically, it's using the A-move behavior of the default weapon, but the lock-on itself still triggers at range 7.


that's not what I'm seeing. immortals and marauders outrange cyclones when lock-on is autocast and you attack-move towards the target (aka, range 5).
Athenau
Profile Joined March 2015
570 Posts
Last Edited: 2016-06-15 12:15:58
June 15 2016 12:05 GMT
#50
On June 15 2016 20:59 SHODAN wrote:
Show nested quote +
On June 15 2016 20:51 Athenau wrote:
Lock-on range is still 7 when a-moving. If you A-move, it will lock on at range 7, then keep moving to the position you clicked on (if it's > 5 range from the target), or stop at 5 range (if your click was <= 5 range from the target).

Basically, it's using the A-move behavior of the default weapon, but the lock-on itself still triggers at range 7.


that's not what I'm seeing. immortals and marauders outrange cyclones when lock-on is autocast and you attack-move towards the target (aka, range 5).


I just tested it. Lock-on locks on at range 7. You can easily see this because the lock-on animation plays _before_ the cyclone stops moving at range 5.

You can test this against a marine in a bunker (range 6). If you A-click on a position 7 range away, you'll get the lock without taking a hit.
SHODAN
Profile Joined November 2011
United Kingdom1144 Posts
Last Edited: 2016-06-15 12:14:26
June 15 2016 12:13 GMT
#51
On June 15 2016 21:05 Athenau wrote:
Show nested quote +
On June 15 2016 20:59 SHODAN wrote:
On June 15 2016 20:51 Athenau wrote:
Lock-on range is still 7 when a-moving. If you A-move, it will lock on at range 7, then keep moving to the position you clicked on (if it's > 5 range from the target), or stop at 5 range (if your click was <= 5 range from the target).

Basically, it's using the A-move behavior of the default weapon, but the lock-on itself still triggers at range 7.


that's not what I'm seeing. immortals and marauders outrange cyclones when lock-on is autocast and you attack-move towards the target (aka, range 5).


I just tested it. Lock-on locks on at range 7. You can easily see this because the lock-on animation plays _before_ the cyclone stops moving at range 5.

You can test this against a marine in a bunker (range 6). If you A-click on a position 7 range away, you'll get the lock without taking a hit.


hey, you're right. it's sometimes hard to tell with moving units... but with marauders on hold position, or marines in a bunker, cyclone does lock on from 7. my bad
Athenau
Profile Joined March 2015
570 Posts
Last Edited: 2016-06-15 12:20:22
June 15 2016 12:18 GMT
#52
On June 15 2016 21:13 SHODAN wrote:
Show nested quote +
On June 15 2016 21:05 Athenau wrote:
On June 15 2016 20:59 SHODAN wrote:
On June 15 2016 20:51 Athenau wrote:
Lock-on range is still 7 when a-moving. If you A-move, it will lock on at range 7, then keep moving to the position you clicked on (if it's > 5 range from the target), or stop at 5 range (if your click was <= 5 range from the target).

Basically, it's using the A-move behavior of the default weapon, but the lock-on itself still triggers at range 7.


that's not what I'm seeing. immortals and marauders outrange cyclones when lock-on is autocast and you attack-move towards the target (aka, range 5).


I just tested it. Lock-on locks on at range 7. You can easily see this because the lock-on animation plays _before_ the cyclone stops moving at range 5.

You can test this against a marine in a bunker (range 6). If you A-click on a position 7 range away, you'll get the lock without taking a hit.


hey, you're right. it's sometimes hard to tell with moving units... but with marauders on hold position, or marines in a bunker, cyclone does lock on from 7. my bad


You can also A-click close to a unit, then immediately move command back when you see the lock-on to avoid taking hits. It doesn't really work on 6 range units like immortals and stalkers unless you're super quick, but it's practical to do against anything with less range (like marines).

This is annoying, but I don't know if it's a big deal. If you have a ball of cyclones, you're going to need to get pretty close anyway for all of them to get locks (so A-move is fine), and if you just want to carefully poke with one or two you can use the manual cast.
SHODAN
Profile Joined November 2011
United Kingdom1144 Posts
June 15 2016 12:23 GMT
#53
On June 15 2016 21:18 Athenau wrote:
Show nested quote +
On June 15 2016 21:13 SHODAN wrote:
On June 15 2016 21:05 Athenau wrote:
On June 15 2016 20:59 SHODAN wrote:
On June 15 2016 20:51 Athenau wrote:
Lock-on range is still 7 when a-moving. If you A-move, it will lock on at range 7, then keep moving to the position you clicked on (if it's > 5 range from the target), or stop at 5 range (if your click was <= 5 range from the target).

Basically, it's using the A-move behavior of the default weapon, but the lock-on itself still triggers at range 7.


that's not what I'm seeing. immortals and marauders outrange cyclones when lock-on is autocast and you attack-move towards the target (aka, range 5).


I just tested it. Lock-on locks on at range 7. You can easily see this because the lock-on animation plays _before_ the cyclone stops moving at range 5.

You can test this against a marine in a bunker (range 6). If you A-click on a position 7 range away, you'll get the lock without taking a hit.


hey, you're right. it's sometimes hard to tell with moving units... but with marauders on hold position, or marines in a bunker, cyclone does lock on from 7. my bad


You can also A-click close to a unit, then immediately move command back when you see the lock-on to avoid taking hits. It doesn't really work on 6 range units like immortals and stalkers unless you're super quick, but it's practical to do against anything with less range (like marines).

In practice, this is annoying, but I don't know if this is a big deal. If you have a ball of cyclones, you're going to need to get pretty close anyway for all of them to get locks (so A-move is fine), and if you just want to carefully poke with one or two you can use the manual cast.


I guess if you want to use cyclones as a core skirmish/AA unit, you'll need something to tank the damage while you get in range. hellions and cyclones are about the same speed, so that is some nice synergy.
Cyro
Profile Blog Joined June 2011
United Kingdom20322 Posts
Last Edited: 2016-06-15 15:22:12
June 15 2016 14:20 GMT
#54
I disagree. in a game as fast as sc2, lock-on needs to be compatible with attack-move. have you tried manual lock-on during a large battle? for example, against a roach/hydra army? or a stimmed marine/marauder/tank army? how did that work out for you? /s


Moving forward and locking 2+ onto each immortal, colossus etc sounds pretty effective. It's obviously not designed to work well against an army of marines at the moment but a bunch of other units work well there (marines, hellions, tanks)
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
Sapphire.lux
Profile Joined July 2010
Romania2620 Posts
June 15 2016 14:41 GMT
#55
Should just be reworked in to a goliath and be done with the silly and cumbersome concept of lock on.
Head Coach Park: "They should buff tanks!"
JimmyJRaynor
Profile Blog Joined April 2010
Canada17151 Posts
June 15 2016 17:39 GMT
#56
is the Cyclone 100% bug-free now? or is it supposed to lock-on at 7 range and remain at 7 range?
Ray Kassar To David Crane : "you're no more important to Atari than the factory workers assembling the cartridges"
y0su
Profile Blog Joined September 2011
Finland7871 Posts
June 15 2016 17:50 GMT
#57
If on patrol or normal stop/no command, will the cyclone move to 5 to attack? (Would p-move be a work around?)
+ Show Spoiler +
what's the default for patrol?
TedBurtle
Profile Blog Joined April 2014
Belarus201 Posts
June 15 2016 17:50 GMT
#58
On June 15 2016 20:50 SHODAN wrote:
Show nested quote +
On June 15 2016 20:26 Cyro wrote:
so until the auto-cast bug is fixed, cyclones are still useless in large battles. range 5 cyclones get outranged by


You can still select 8 cyclones and manually cast it on units like tanks and immortals, right? You don't need attack-move to do everything for you. Even if it worked perfectly it would be suboptimal due to locking effectively random targets with no focus fire


I disagree. in a game as fast as sc2, lock-on needs to be compatible with attack-move. have you tried manual lock-on during a large battle? for example, against a roach/hydra army? or a stimmed marine/marauder/tank army? how did that work out for you? /s

every other AA ground unit is an attack-move unit. hydras are attack-move units. stalkers are attack-move units. goliaths were attack-move units. why in your mind can't cyclones be attack-move units? If you don't want cyclones to lock-on to random targets, you would turn auto-cast off.

Have you tried rapid fire? lock on super easy and fast ;/
Unbeatable Protoss
Roboroadkill
Profile Joined August 2013
United States16 Posts
June 15 2016 19:53 GMT
#59
Will the fixing of this bug affect cyclone usage in any way?
Hey guys its roboroadkill
RoomOfMush
Profile Joined March 2015
1296 Posts
Last Edited: 2016-06-15 23:58:52
June 15 2016 23:58 GMT
#60
On June 16 2016 04:53 Roboroadkill wrote:
Will the fixing of this bug affect cyclone usage in any way?

Yes, it will now have one less bug affecting it.
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