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.
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MockHamill
Sweden1798 Posts
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
5527 Posts
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
861 Posts
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
United Kingdom1060 Posts
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
United Kingdom1060 Posts
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Cyro
United Kingdom20275 Posts
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 | ||
SHODAN
United Kingdom1060 Posts
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
569 Posts
Basically, it's using the A-move behavior of the default weapon, but the lock-on itself still triggers at range 7. | ||
SHODAN
United Kingdom1060 Posts
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
569 Posts
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
United Kingdom1060 Posts
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
569 Posts
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
United Kingdom1060 Posts
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
United Kingdom20275 Posts
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) | ||
Sapphire.lux
Romania2620 Posts
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JimmyJRaynor
Canada16387 Posts
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y0su
Finland7871 Posts
+ Show Spoiler + what's the default for patrol? | ||
TedBurtle
Belarus201 Posts
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 ;/ | ||
Roboroadkill
United States16 Posts
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RoomOfMush
1296 Posts
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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