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Cyclone Fix Tomorrow

Forum Index > SC2 General
Post a Reply
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Wrath
Profile Blog Joined July 2014
3174 Posts
June 13 2016 22:10 GMT
#1
http://us.battle.net/sc2/en/forum/topic/20745255539#6

On a related note, we wanted to let you know that we'll be including some Cyclone bug fixes in a patch we're applying tomorrow.
TelecoM
Profile Blog Joined January 2010
United States10673 Posts
June 13 2016 22:12 GMT
#2
Cool, glad they are finally fixing this! We don't get to see this unit very much.
AKA: TelecoM[WHITE] Protoss fighting
Diabolique
Profile Joined June 2015
Czech Republic5118 Posts
June 13 2016 22:13 GMT
#3
On June 14 2016 07:12 GGzerG wrote:
Cool, glad they are finally fixing this! We don't get to see this unit very much.

I am wondering a lot, whether that will change :-)
sOs | Rogue | Maru | Trap | Scarlett | Snute | MC
[PkF] Wire
Profile Joined March 2013
France24202 Posts
June 13 2016 22:26 GMT
#4
finally ! Wonder if that will change anything
seemsgood
Profile Joined January 2016
5527 Posts
June 13 2016 22:50 GMT
#5
Took a lot of whine threads on battle.net to force them speed up.
PinoKotsBeer
Profile Joined February 2014
Netherlands1385 Posts
June 13 2016 22:53 GMT
#6
Took them 2 weeks, i assume the entire overwatch and world of warcraft team helped as well to fix it this complicated bug.
http://www.twitch.tv/pinokotsbeer
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
June 13 2016 22:56 GMT
#7
On June 14 2016 07:53 PinoKotsBeer wrote:
Took them 2 weeks, i assume the entire overwatch and world of warcraft team helped as well to fix it this complicated bug.


Or they took 15 seconds to fix the bug, and then waited for the next patch.
TheWinks
Profile Joined July 2011
United States572 Posts
June 13 2016 22:56 GMT
#8
http://us.battle.net/sc2/en/blog/20142728/starcraft-ii-legacy-of-the-void-332-patch-notes-6-13-2016

Seems to be missing from the patch notes.
scoo2r
Profile Joined December 2015
Canada90 Posts
June 13 2016 23:01 GMT
#9
We can finally see what the new cyclone is like, only 100 gas and the actual lock-on ability with 4 sec cool down. There are some new hellion/lib/cyclone/mine styles that may work better now.
Another day, another depot.
Dangermousecatdog
Profile Joined December 2010
United Kingdom7084 Posts
June 13 2016 23:07 GMT
#10
I honestly wonder why this took so long. And why did they deliberately miss it out from the patch notes? Too embarrassed to include it in?
Athenau
Profile Joined March 2015
569 Posts
June 13 2016 23:12 GMT
#11
Maybe it required a client-side change instead of a server-side hotfix?
HugoBallzak
Profile Joined November 2015
700 Posts
June 13 2016 23:16 GMT
#12
6 months later.
Gwavajuice
Profile Joined June 2014
France1810 Posts
June 14 2016 00:25 GMT
#13
On June 14 2016 07:53 PinoKotsBeer wrote:
Took them 2 weeks, i assume the entire overwatch and world of warcraft team helped as well to fix it this complicated bug.



On June 14 2016 08:07 Dangermousecatdog wrote:
I honestly wonder why this took so long. And why did they deliberately miss it out from the patch notes? Too embarrassed to include it in?


On June 14 2016 08:16 HugoBallzak wrote:
6 months later.



Athenau's post blowing the whistle about the bug was made on 31 may.

I genuinely laugh at people that can stay 5 monthes without even noticing the bug and then scream because Blizzard takes 2 weeks to fix it.
Dear INno and all the former STX boys.
Lexender
Profile Joined September 2013
Mexico2647 Posts
Last Edited: 2016-06-14 00:35:32
June 14 2016 00:34 GMT
#14
On June 14 2016 07:56 ZigguratOfUr wrote:
Show nested quote +
On June 14 2016 07:53 PinoKotsBeer wrote:
Took them 2 weeks, i assume the entire overwatch and world of warcraft team helped as well to fix it this complicated bug.


Or they took 15 seconds to fix the bug, and then waited for the next patch.


If that were the case, it would be in todays patch.

EDIT

Never mind the patch is tomorrow lol but its still missing from the patch notes for some reason.
JackONeill
Profile Joined September 2013
861 Posts
Last Edited: 2016-06-14 01:03:17
June 14 2016 01:02 GMT
#15
Hm I'm from EU and I had the maintenance. The patch 3.3.2 was installed : nothing in the patchnotes, and i tested the cyclone, CD is still 9 seconds. Dunno if it's supposed to come down tomorrow for EU too?
necrosexy
Profile Joined March 2011
451 Posts
Last Edited: 2016-06-14 02:28:26
June 14 2016 02:12 GMT
#16
Blizzard taking their sweet ass time because their faithful followers think Blizzard shits gold
riotjune
Profile Blog Joined January 2008
United States3393 Posts
June 14 2016 02:26 GMT
#17
tomorrow boys
Cascade
Profile Blog Joined March 2006
Australia5405 Posts
June 14 2016 04:36 GMT
#18
On June 14 2016 07:56 ZigguratOfUr wrote:
Show nested quote +
On June 14 2016 07:53 PinoKotsBeer wrote:
Took them 2 weeks, i assume the entire overwatch and world of warcraft team helped as well to fix it this complicated bug.


Or they took 15 seconds to fix the bug, and then waited for the next patch.

Or people on this forum are very naive about the effort required to fix bugs.
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
June 14 2016 04:49 GMT
#19
On June 14 2016 13:36 Cascade wrote:
Show nested quote +
On June 14 2016 07:56 ZigguratOfUr wrote:
On June 14 2016 07:53 PinoKotsBeer wrote:
Took them 2 weeks, i assume the entire overwatch and world of warcraft team helped as well to fix it this complicated bug.


Or they took 15 seconds to fix the bug, and then waited for the next patch.

Or people on this forum are very naive about the effort required to fix bugs.


Having briefly worked in the industry, I'm perfectly willing to believe that fixing this particular bug involved little more than changing a few numbers, and took almost no time at all. Scheduling a patch has significantly more overhead since you need approval from management, need to schedule downtime if needed etc, so doing a patch for a single bug isn't worth it unless the bug is really severe.
Cascade
Profile Blog Joined March 2006
Australia5405 Posts
June 14 2016 06:15 GMT
#20
On June 14 2016 13:49 ZigguratOfUr wrote:
Show nested quote +
On June 14 2016 13:36 Cascade wrote:
On June 14 2016 07:56 ZigguratOfUr wrote:
On June 14 2016 07:53 PinoKotsBeer wrote:
Took them 2 weeks, i assume the entire overwatch and world of warcraft team helped as well to fix it this complicated bug.


Or they took 15 seconds to fix the bug, and then waited for the next patch.

Or people on this forum are very naive about the effort required to fix bugs.


Having briefly worked in the industry, I'm perfectly willing to believe that fixing this particular bug involved little more than changing a few numbers, and took almost no time at all. Scheduling a patch has significantly more overhead since you need approval from management, need to schedule downtime if needed etc, so doing a patch for a single bug isn't worth it unless the bug is really severe.

It can also be a much deeper issue that needed a fair amount of work and testing. Judging from how fast it was done, probably not too deep though. People seem to think that "fixing" things in sc2 is super easy. "Common blizzard, fix protoss". "Fix e-sports". "fix WCS". "Fix mech". "Fix this bug". As if it could be done in half an hour, but they choose not to do it. I don't know the details of this bug, but I get a bit worked up by everyone assuming it is trivial to "fix" everything, when they actually don't have a clue about what is actually needed.
MockHamill
Profile Joined March 2010
Sweden1798 Posts
June 14 2016 06:39 GMT
#21
It is Tuesday on EU, the patch has been applied and the bug is still present.

Why am I not surprised.
Nazara
Profile Blog Joined May 2014
United Kingdom235 Posts
June 14 2016 08:45 GMT
#22
On June 14 2016 15:15 Cascade wrote:
Show nested quote +
On June 14 2016 13:49 ZigguratOfUr wrote:
On June 14 2016 13:36 Cascade wrote:
On June 14 2016 07:56 ZigguratOfUr wrote:
On June 14 2016 07:53 PinoKotsBeer wrote:
Took them 2 weeks, i assume the entire overwatch and world of warcraft team helped as well to fix it this complicated bug.


Or they took 15 seconds to fix the bug, and then waited for the next patch.

Or people on this forum are very naive about the effort required to fix bugs.


Having briefly worked in the industry, I'm perfectly willing to believe that fixing this particular bug involved little more than changing a few numbers, and took almost no time at all. Scheduling a patch has significantly more overhead since you need approval from management, need to schedule downtime if needed etc, so doing a patch for a single bug isn't worth it unless the bug is really severe.

It can also be a much deeper issue that needed a fair amount of work and testing. Judging from how fast it was done, probably not too deep though. People seem to think that "fixing" things in sc2 is super easy. "Common blizzard, fix protoss". "Fix e-sports". "fix WCS". "Fix mech". "Fix this bug". As if it could be done in half an hour, but they choose not to do it. I don't know the details of this bug, but I get a bit worked up by everyone assuming it is trivial to "fix" everything, when they actually don't have a clue about what is actually needed.
actually tweaking a number and changing the reference for the button wouldn't take longer then an hour for someone experienced in the editor. Maybe even 10 minutes if you know what you're looking for. Then you just need to test it in-game if it works and that's it.
Obviously "fixing protoss" or other things would require much more testing and brainstorming (and will) then fixing a simple bug.
but changing a stat is simple.
Penev
Profile Joined October 2012
28481 Posts
June 14 2016 12:07 GMT
#23
Will they fix the bug where the Cyclone isn't the Goliath?

hue
I Protoss winner, could it be?
moon1ight
Profile Joined June 2016
Iceland153 Posts
June 14 2016 13:00 GMT
#24
I wonder if I will see them in my games ?! would be fun to see a new unit after 6 months
wjat
Profile Joined August 2015
385 Posts
June 14 2016 13:14 GMT
#25
I think the community has been pretty chill about the cyclone bug. It's a big, big, big mistake... makes me wonder how they test the game.

Sapphire.lux
Profile Joined July 2010
Romania2620 Posts
June 14 2016 13:40 GMT
#26
With the fix, we might be able to put much more pressure with Cyclones.
Head Coach Park: "They should buff tanks!"
Cascade
Profile Blog Joined March 2006
Australia5405 Posts
June 14 2016 13:49 GMT
#27
On June 14 2016 17:45 Nazara wrote:
Show nested quote +
On June 14 2016 15:15 Cascade wrote:
On June 14 2016 13:49 ZigguratOfUr wrote:
On June 14 2016 13:36 Cascade wrote:
On June 14 2016 07:56 ZigguratOfUr wrote:
On June 14 2016 07:53 PinoKotsBeer wrote:
Took them 2 weeks, i assume the entire overwatch and world of warcraft team helped as well to fix it this complicated bug.


Or they took 15 seconds to fix the bug, and then waited for the next patch.

Or people on this forum are very naive about the effort required to fix bugs.


Having briefly worked in the industry, I'm perfectly willing to believe that fixing this particular bug involved little more than changing a few numbers, and took almost no time at all. Scheduling a patch has significantly more overhead since you need approval from management, need to schedule downtime if needed etc, so doing a patch for a single bug isn't worth it unless the bug is really severe.

It can also be a much deeper issue that needed a fair amount of work and testing. Judging from how fast it was done, probably not too deep though. People seem to think that "fixing" things in sc2 is super easy. "Common blizzard, fix protoss". "Fix e-sports". "fix WCS". "Fix mech". "Fix this bug". As if it could be done in half an hour, but they choose not to do it. I don't know the details of this bug, but I get a bit worked up by everyone assuming it is trivial to "fix" everything, when they actually don't have a clue about what is actually needed.
actually tweaking a number and changing the reference for the button wouldn't take longer then an hour for someone experienced in the editor. Maybe even 10 minutes if you know what you're looking for. Then you just need to test it in-game if it works and that's it.
Obviously "fixing protoss" or other things would require much more testing and brainstorming (and will) then fixing a simple bug.
but changing a stat is simple.

How do you know that's all that has to be done though? How do you know it's not a symptom of some deeper issue? If it indeed is just a parameter that the cat changed, then yes, they only thing you have to do is to change a single character and it "should" work. I'm not saying it necessarily is more complicated, just that we can't be annoyed that it took them two weeks to fix when we don't know what the problem was.
Quateras
Profile Joined August 2012
Germany867 Posts
June 14 2016 14:25 GMT
#28
On June 14 2016 15:39 MockHamill wrote:
It is Tuesday on EU, the patch has been applied and the bug is still present.

Why am I not surprised.

Because the patch didnt happen yet, Europe gets the patch wednesday morning as always.
"If you don't know where you are going, you can never get lost."
RoomOfMush
Profile Joined March 2015
1296 Posts
June 14 2016 15:17 GMT
#29
On June 14 2016 22:49 Cascade wrote:
Show nested quote +
On June 14 2016 17:45 Nazara wrote:
On June 14 2016 15:15 Cascade wrote:
On June 14 2016 13:49 ZigguratOfUr wrote:
On June 14 2016 13:36 Cascade wrote:
On June 14 2016 07:56 ZigguratOfUr wrote:
On June 14 2016 07:53 PinoKotsBeer wrote:
Took them 2 weeks, i assume the entire overwatch and world of warcraft team helped as well to fix it this complicated bug.


Or they took 15 seconds to fix the bug, and then waited for the next patch.

Or people on this forum are very naive about the effort required to fix bugs.


Having briefly worked in the industry, I'm perfectly willing to believe that fixing this particular bug involved little more than changing a few numbers, and took almost no time at all. Scheduling a patch has significantly more overhead since you need approval from management, need to schedule downtime if needed etc, so doing a patch for a single bug isn't worth it unless the bug is really severe.

It can also be a much deeper issue that needed a fair amount of work and testing. Judging from how fast it was done, probably not too deep though. People seem to think that "fixing" things in sc2 is super easy. "Common blizzard, fix protoss". "Fix e-sports". "fix WCS". "Fix mech". "Fix this bug". As if it could be done in half an hour, but they choose not to do it. I don't know the details of this bug, but I get a bit worked up by everyone assuming it is trivial to "fix" everything, when they actually don't have a clue about what is actually needed.
actually tweaking a number and changing the reference for the button wouldn't take longer then an hour for someone experienced in the editor. Maybe even 10 minutes if you know what you're looking for. Then you just need to test it in-game if it works and that's it.
Obviously "fixing protoss" or other things would require much more testing and brainstorming (and will) then fixing a simple bug.
but changing a stat is simple.

How do you know that's all that has to be done though? How do you know it's not a symptom of some deeper issue? If it indeed is just a parameter that the cat changed, then yes, they only thing you have to do is to change a single character and it "should" work. I'm not saying it necessarily is more complicated, just that we can't be annoyed that it took them two weeks to fix when we don't know what the problem was.

Because the guy who reported the bug looked it up in the editor and saw the error there. Having worked with the editor myself, I would be very very surprised to hear this took longer than 30 minutes.
404AlphaSquad
Profile Joined October 2011
839 Posts
June 14 2016 16:07 GMT
#30
On June 14 2016 22:49 Cascade wrote:
Show nested quote +
On June 14 2016 17:45 Nazara wrote:
On June 14 2016 15:15 Cascade wrote:
On June 14 2016 13:49 ZigguratOfUr wrote:
On June 14 2016 13:36 Cascade wrote:
On June 14 2016 07:56 ZigguratOfUr wrote:
On June 14 2016 07:53 PinoKotsBeer wrote:
Took them 2 weeks, i assume the entire overwatch and world of warcraft team helped as well to fix it this complicated bug.


Or they took 15 seconds to fix the bug, and then waited for the next patch.

Or people on this forum are very naive about the effort required to fix bugs.


Having briefly worked in the industry, I'm perfectly willing to believe that fixing this particular bug involved little more than changing a few numbers, and took almost no time at all. Scheduling a patch has significantly more overhead since you need approval from management, need to schedule downtime if needed etc, so doing a patch for a single bug isn't worth it unless the bug is really severe.

It can also be a much deeper issue that needed a fair amount of work and testing. Judging from how fast it was done, probably not too deep though. People seem to think that "fixing" things in sc2 is super easy. "Common blizzard, fix protoss". "Fix e-sports". "fix WCS". "Fix mech". "Fix this bug". As if it could be done in half an hour, but they choose not to do it. I don't know the details of this bug, but I get a bit worked up by everyone assuming it is trivial to "fix" everything, when they actually don't have a clue about what is actually needed.
actually tweaking a number and changing the reference for the button wouldn't take longer then an hour for someone experienced in the editor. Maybe even 10 minutes if you know what you're looking for. Then you just need to test it in-game if it works and that's it.
Obviously "fixing protoss" or other things would require much more testing and brainstorming (and will) then fixing a simple bug.
but changing a stat is simple.

How do you know that's all that has to be done though? How do you know it's not a symptom of some deeper issue? If it indeed is just a parameter that the cat changed, then yes, they only thing you have to do is to change a single character and it "should" work. I'm not saying it necessarily is more complicated, just that we can't be annoyed that it took them two weeks to fix when we don't know what the problem was.

Stop pretending. Everybody who did at least some data editing knows, that this particular bug doesn't take longer than 10 minutes to fix.
aka Kalevi
MockHamill
Profile Joined March 2010
Sweden1798 Posts
June 14 2016 17:34 GMT
#31
The patch has been applied to EU.

We got new emotes but no cyclone fix.

Guess the Cyclone fix will be included in the Christmas update.
FoxDog
Profile Joined October 2007
170 Posts
Last Edited: 2016-06-15 12:13:28
June 14 2016 17:52 GMT
#32
Great job blizzard, i dont know how i feel about how long it took to fix this in the first place though
Remember without fear, there is no courage!
Athenau
Profile Joined March 2015
569 Posts
June 14 2016 18:14 GMT
#33
Calm your tits people. The fix is live in the US.
MockHamill
Profile Joined March 2010
Sweden1798 Posts
June 14 2016 18:50 GMT
#34
Why not in EU? We are 9 hours ahead so the patch should be here first.
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
Last Edited: 2016-06-14 19:34:37
June 14 2016 18:57 GMT
#35
On June 15 2016 03:50 MockHamill wrote:
Why not in EU? We are 9 hours ahead so the patch should be here first.


How exactly do timezones affect when the people at Blizzard decide to deploy the patch to your server?
Elentos
Profile Blog Joined February 2015
55550 Posts
Last Edited: 2016-06-14 19:19:59
June 14 2016 19:15 GMT
#36
On June 15 2016 03:50 MockHamill wrote:
Why not in EU? We are 9 hours ahead so the patch should be here first.

We didn't even have server maintenance yet so I have no idea why you're surprised about anything. EU never gets patches before NA.
Every 60 seconds in Africa, a minute passes.
TheWinks
Profile Joined July 2011
United States572 Posts
June 14 2016 19:45 GMT
#37
The cooldown has been fixed on NA, but the bug where it fails to autocast and decides to move to 5 range and plink away with its main weapon is still present. It would be nice to have a change log.
Cascade
Profile Blog Joined March 2006
Australia5405 Posts
June 15 2016 01:45 GMT
#38
On June 15 2016 00:17 RoomOfMush wrote:
Show nested quote +
On June 14 2016 22:49 Cascade wrote:
On June 14 2016 17:45 Nazara wrote:
On June 14 2016 15:15 Cascade wrote:
On June 14 2016 13:49 ZigguratOfUr wrote:
On June 14 2016 13:36 Cascade wrote:
On June 14 2016 07:56 ZigguratOfUr wrote:
On June 14 2016 07:53 PinoKotsBeer wrote:
Took them 2 weeks, i assume the entire overwatch and world of warcraft team helped as well to fix it this complicated bug.


Or they took 15 seconds to fix the bug, and then waited for the next patch.

Or people on this forum are very naive about the effort required to fix bugs.


Having briefly worked in the industry, I'm perfectly willing to believe that fixing this particular bug involved little more than changing a few numbers, and took almost no time at all. Scheduling a patch has significantly more overhead since you need approval from management, need to schedule downtime if needed etc, so doing a patch for a single bug isn't worth it unless the bug is really severe.

It can also be a much deeper issue that needed a fair amount of work and testing. Judging from how fast it was done, probably not too deep though. People seem to think that "fixing" things in sc2 is super easy. "Common blizzard, fix protoss". "Fix e-sports". "fix WCS". "Fix mech". "Fix this bug". As if it could be done in half an hour, but they choose not to do it. I don't know the details of this bug, but I get a bit worked up by everyone assuming it is trivial to "fix" everything, when they actually don't have a clue about what is actually needed.
actually tweaking a number and changing the reference for the button wouldn't take longer then an hour for someone experienced in the editor. Maybe even 10 minutes if you know what you're looking for. Then you just need to test it in-game if it works and that's it.
Obviously "fixing protoss" or other things would require much more testing and brainstorming (and will) then fixing a simple bug.
but changing a stat is simple.

How do you know that's all that has to be done though? How do you know it's not a symptom of some deeper issue? If it indeed is just a parameter that the cat changed, then yes, they only thing you have to do is to change a single character and it "should" work. I'm not saying it necessarily is more complicated, just that we can't be annoyed that it took them two weeks to fix when we don't know what the problem was.

Because the guy who reported the bug looked it up in the editor and saw the error there. Having worked with the editor myself, I would be very very surprised to hear this took longer than 30 minutes.

Oh, he actually found the bug? I thought he just patched on top of it, but I didn't read in detail and haven't worked in the editor myself. Thanks.
Loccstana
Profile Blog Joined November 2012
United States833 Posts
June 15 2016 07:32 GMT
#39
They should also fix the bug where it has only 30 hp per supply.
[url]http://i.imgur.com/lw2yN.jpg[/url]
SHODAN
Profile Joined November 2011
United Kingdom1107 Posts
Last Edited: 2016-06-15 09:26:33
June 15 2016 09:25 GMT
#40
can anyone confirm if auto-cast range is still broken? last time I checked, cyclones could manually lock-on from 7 range, while you had to move within 5 range in order to lock-on with auto-cast.
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 Kingdom1107 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 Kingdom1107 Posts
Last Edited: 2016-06-15 12:13:33
June 15 2016 11:20 GMT
#45
deleted
Cyro
Profile Blog Joined June 2011
United Kingdom20285 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 Kingdom1107 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
569 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 Kingdom1107 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
569 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 Kingdom1107 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
569 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 Kingdom1107 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 Kingdom20285 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
Canada16710 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.
Lexender
Profile Joined September 2013
Mexico2647 Posts
June 16 2016 00:49 GMT
#61
http://us.battle.net/sc2/en/blog/20059667

Bug fix says it shouldn't get to 5 range after using lock on, they do inch forward while the ability is activating, but thats just a bit, nowhere near the 2 range difference.
realityyy
Profile Joined January 2011
Germany50 Posts
June 16 2016 18:55 GMT
#62
Great change, played 3 games today and i will quit sc2 again.
Being able to kite entire armies witout problem is a really great idea.
nath
Profile Blog Joined May 2010
United States1788 Posts
June 16 2016 19:03 GMT
#63
On June 17 2016 03:55 realityyy wrote:
Great change, played 3 games today and i will quit sc2 again.
Being able to kite entire armies witout problem is a really great idea.

they can't even kite roaches without taking hits, so not sure what you're getting at.
Founder of Flow Enterprises, LLC http://flow-enterprises.com/
TheWinks
Profile Joined July 2011
United States572 Posts
Last Edited: 2016-06-16 20:17:14
June 16 2016 20:16 GMT
#64
The autocast bug I've been referring to is the cyclone simply not casting when a-moved, not at 7 range, not at 5 range, just no autocast at all and it won't do it until it's issued another command or the target dies. It fires its main weapon instead.

The cyclone should also stop moving forward after autocasting, if anyone is seeing instances of it running forward all the way to range 5 after autocasting from an a-move, that's a bug and should be reported. Due to the animation a little slip forward is acceptable, but if it's running into 5 range like before the 3.2.0 patch, that's a big. In this case they should just make the main weapon 7 range to mitigate the slip if they're unwilling to completely fix it .
Drfilip
Profile Joined March 2013
Sweden590 Posts
June 16 2016 21:11 GMT
#65
So, a-moving cyclons with autocast is like a-moving pheonix? The units move to the place you indicated while firing?
Random Platinum EU
The_Frozen_Inferno
Profile Joined September 2012
Canada98 Posts
June 16 2016 21:19 GMT
#66
The Cyclone currently is NOT bugged - in the sense that its in-game behavior matches with what one would expect given how the ability is constructed in the editor. Whether it should be otherwise is a separate question.


Two important mechanics to understand about abilities in SC2:

1. There are 2 broad kinds of effect abilities - Instant and Target.

- Instant abilities are the ones like Stim. Because they happen 'instantly', they do not enter into the unit's order queue. This is why marines can run and stim while running. Similar mechanics allow banshees to cloak and decloak while on-the-move. Using these abilities does not interrupt the unit's current actions.

- Target abilities, like psi storm, are entered into a unit's order queue. The when issued the Storm command, the high Templar drops its current activities (such as moving) and activates its ability that in turn creates various effects.


2. Auto-Cast is a field on abilities that attempt to activate an ability without needing player input (eg. hotkey press); usually there are requirement fields that are added in to determine when the ability should attempt to cast itself. In the case of Forcefield (forcefields are considered units), it auto-casts the [Ability - Instant: Suicide] on itself in the case where a unit with the [Massive] tag is within melee range of it.

***

Lock-On is a [Target] type ability. It now has a cooldown of 6 blizzard seconds and a max casting range of 7.

It also has a max autocast range of 7.

As a Target-type ability, its activation cancels standing orders or must wait for its current queued order to finish.

Note that auto-cast is of a lower priority than human input. So auto-cast will NOT override a human-issued Move command for example.

The behavior some players are seeing can be explained in these way with these mechanics in mind:



Case 1:

I. While auto-cast is on, the cyclone is given an attack command directly on the marine bunker (range 6)

II. Because the cyclone's basic weapon is range 5, it attempts to close into maximum attack range from the target

III. Even though the manual and auto-cast range of Lock-On is 7, auto-cast does not kick-in on the approach towards the bunker because of priority

IV. Once the cyclone reaches its weapon attack range of 5, it immediately begins attacking. While attacking, auto-cast still does not have priority; it cannot interrupt the fire sequence

V. ONLY once the cyclone 'stops' or 'holds position' or otherwise go idle does an auto-cast ability have a chance to cast itself.


Case 2:


I. While auto-cast is on, the cyclone is given a Scan-move command NEAR the location of the marine bunker (range 6)

II. With Scan-move (or A-move as it is often called) as the current order, it will Move in that direction until the weapon scans a target that it can fire at.

III. Because the cyclone's basic weapon is range 5, the scan range is also 5.

IV. Even though the manual and auto-cast range of Lock-On is 7, auto-cast does not kick-in on the approach towards the bunker because the manually-issued Scan-move is still priority

V. Once the cyclone scans a viable attack target at range 5, it shifts from Scan-move into Attack mode. However, in this briefest of moments in between the two states, Auto-cast can interject itself in the gap of actions and Lock-On will auto-cast itself


***

If you attempt to use only a move-command to drive the Cyclone near the bunker, you will find that the Cyclone will never use its Lock-On ability either - whether it's at range 7, 5 or 1. However, the instant you press the 'stop' or 'hold position' then the targeting ability will have an opportunity to auto-cast.

AFTER using Lock-On, the Cyclone does not inch forward or attempt to use its basic weapon. In fact, while Lock-On is activated, its normal attack is suppressed or turned off. However, the crux of the matter is that Lock-on is not even being used, nor is it given a chance to be auto-cast when at range 7.

*note that the first moment of getting Lock-On to start up and actually 'lock on' is what cannot be used while on the Move; however, the ensuing missile barrage effect can be used on the Move.

****

Of course, you can manually cast Lock-on by pressing C. Like with any other Target-type ability, issuing this order cancels any other standing order. Likewise, it can be shift-queued to make the cyclone run as soon as it locks on at maximum range.

Interestingly, Lock-On is not set to be a smart-command for Right-click on the Cyclone. Right-clicking on an enemy unit defaults to Attack as usual. It could, however, with the check of a box be made to cast Lock-On instead.
In Bizarro World, I ladder more than I make custom maps
Athenau
Profile Joined March 2015
569 Posts
June 16 2016 22:09 GMT
#67
Even though the manual and auto-cast range of Lock-On is 7, auto-cast does not kick-in on the approach towards the bunker because the manually-issued Scan-move is still priority

But this isn't true. If you A-move close to a marine (range 5) you can see lock-on triggers before you enter range 5.
avilo
Profile Blog Joined November 2007
United States4100 Posts
June 16 2016 23:43 GMT
#68
Aaaaaaaaand cyclones are still garbage. -_-

But seriously, the unit still has not been fixed. 4 supply? It's the same supply as a tempest lol. Though that may be more a balance issue of the tempest than the cyclone...

But eh...an auto turret has more DPS/health than a cyclone. An auto-turret is zero supply. Why would i ever want to make any more than 1-2 cyclones per game when 2 ravens can basically provide me with the DPS/Health of potentially EIGHT cyclones lol (4 auto turret per raven, every auto-turret is approximately equivalent to 1 cyclone).

I don't understand why there's some anti-Terran bias at blizzard "we don't want players making mass cyclones" yet every single pro-game of Z/P is literally 100% roach/ravager spam or adepts @_@

The unit needs a re-design/number changes/supply decrease imo. Great the bug is fixed, the unit itself still is not addressed.

Sup
seemsgood
Profile Joined January 2016
5527 Posts
June 17 2016 00:28 GMT
#69
On June 17 2016 08:43 avilo wrote:
Aaaaaaaaand cyclones are still garbage. -_-

But seriously, the unit still has not been fixed. 4 supply? It's the same supply as a tempest lol. Though that may be more a balance issue of the tempest than the cyclone...

But eh...an auto turret has more DPS/health than a cyclone. An auto-turret is zero supply. Why would i ever want to make any more than 1-2 cyclones per game when 2 ravens can basically provide me with the DPS/Health of potentially EIGHT cyclones lol (4 auto turret per raven, every auto-turret is approximately equivalent to 1 cyclone).

I don't understand why there's some anti-Terran bias at blizzard "we don't want players making mass cyclones" yet every single pro-game of Z/P is literally 100% roach/ravager spam or adepts @_@

The unit needs a re-design/number changes/supply decrease imo. Great the bug is fixed, the unit itself still is not addressed.


Massable or not doesnt matter.I just want to see them in action in mid game just like blizzard said.
Oh wait.....pros still produce 1-2 cyclones in early game and forget it 4ver as usual.
Deathstar
Profile Blog Joined May 2010
9150 Posts
June 17 2016 01:55 GMT
#70
On June 14 2016 22:40 Sapphire.lux wrote:
With the fix, we might be able to put much more pressure with Cyclones.


Might...
rip passion
TheWinks
Profile Joined July 2011
United States572 Posts
June 17 2016 05:37 GMT
#71
On June 17 2016 06:19 The_Frozen_Inferno wrote:
Case 1:

I. While auto-cast is on, the cyclone is given an attack command directly on the marine bunker (range 6)

II. Because the cyclone's basic weapon is range 5, it attempts to close into maximum attack range from the target

III. Even though the manual and auto-cast range of Lock-On is 7, auto-cast does not kick-in on the approach towards the bunker because of priority

IV. Once the cyclone reaches its weapon attack range of 5, it immediately begins attacking. While attacking, auto-cast still does not have priority; it cannot interrupt the fire sequence

V. ONLY once the cyclone 'stops' or 'holds position' or otherwise go idle does an auto-cast ability have a chance to cast itself.

This is not the normal behavior of the unit. Go into a game or unit tester and see for yourself. It usually autocasts properly when it runs into 7 range. This is expected behavior. However, sometimes it doesn't do that. When I tested it right after the patch it initially took me about 10 tries to replicate where it finally ran into 5 range and started shooting its main weapon without locking on. I did nothing special or different, I was careful to start the cyclone from the same distance away and a-move to the same location. You can use multiple and larger numbers of targets to get it to happen, but the cylcones cycling targets due to other cyclones locking on and bumping into each other seems to mitigate it. Though I did see up to 3 of 6 cyclones decide to fire their main weapons once instead of locking on in testing the unit to see if this bug had been resolved.
MockHamill
Profile Joined March 2010
Sweden1798 Posts
June 17 2016 06:42 GMT
#72
They should just remove the cyclones main weapon and have the lock-on be their default attack.

Then Cyclones would be more reliable and we could balance from there.
MockHamill
Profile Joined March 2010
Sweden1798 Posts
Last Edited: 2016-06-17 07:43:17
June 17 2016 07:32 GMT
#73
These are my experience post patch with the Cyclone.

The good

They are fun to use
You can use it to put pressure on the opponent in the early midgame. This is good versus Protoss since you be aggressive instead of having to be defensive when using mech in TvP.

The bad
They produce too slowly
They are not good enough to be worth their supply in a battle.

Versus Protoss

They are hardcountered by Disruptors.
If they build Disruptors all your cyclones instantly becomes worthless. Their is no real counterplay to the Disruptors when you have invested much in cyclones. Your Cyclone/hellion force can never reach the Disruptors, all you can do is to run away.
Air do not work since you cannot invest enough into banshees or liberators to get to kill their Disruptors before their stalkers kill your air units.

If you play bio you could maybe do drops all over the place as a counterplay but if you use mech you have basically lost the game the moment they start building Disruptors and you have 10+ cyclones.

Blink stalkers also hard counter cyclones, just blink in to get a surround of the cyclones and you have basically won the game.

Versus Zerg
Cyclone/hellion does not really work against a Zerg player that make units. Only if Zerg plays very greedy can you overwhelm their forces. Ling/bling/muta hardcounter cyclone/hellion and so does pure roaches and roach/ravager. Basically their is no realistic way for Zerg to lose against Cyclone except if gets very greedy.

It i is possible that they could work against Ultras, I do not know since it is hard to survive midgame if you invest in cyclones.

Summary:
The cyclone is a fun unit to use but it does not really work against opponents that know what they are doing. They have too many counters and are not strong enough in straight up battle. They are basically not worth their supply.

Solution

Lower their supply cost to 3.
Increase their hitponts from 120 to 140.
ecnahc
Profile Joined January 2010
United States395 Posts
Last Edited: 2016-06-17 09:15:28
June 17 2016 08:46 GMT
#74
I like the idea of just removing the auto attack all together. Treat it kind of like an oracle without energy then you could buff it's stats and increase lock cool down to allow counterplay. Simultaneously the upgrade could be changed from a boring flat damage increase to a cool down reduction, range increase, or a two target lock. Tons of cool stuff you could do with that kind of unit.

If it doesn't scale with upgrades it won't be massed so Blizzard would be happy and Terrans would have something new out of the Factory. I just hope they decide to make it either ground to ground or ground to air only so that it is specialized enough to not just be another homogenous hp sponge or source of dps. I think a mobile ground to air rocket battery could be a pretty cool unit if it was handled well. Imagine a grounded anti-armor Valkyrie with Goliath range, that'd definitely mince up some Tempests and Broodlords. An 11 range ground to air "dumb fire" attack similar to how Lurker spines work, fast units could move out of the way, slow units would take a beating.

+ Show Spoiler +
Hell it could even be the Factory spell caster people have been looking for. Perhaps with that armor reduction drone from beta, or any one of a number of campaign abilities. There's an autocast kind of corruption ability from the campaign sentries, as well as an attack speed increase for friendly units. Maybe some kind of siege speed increase, that'd be different and definitely change how Tanks play right now. Imagine if Tanks could siege up in a fraction of the time they do now, they might even edge out the mighty Liberator in zone control. Strong abilities like this would justify the supply and build times and it'd be pretty sweet.


Lastly, of all the stats they could possibly increase I pray it is not movement speed. We really do not need any more fast units, it's gotten out of control.
inside a cloud of resentment and vanity
Sapphire.lux
Profile Joined July 2010
Romania2620 Posts
June 17 2016 11:00 GMT
#75
On June 17 2016 16:32 MockHamill wrote:
These are my experience post patch with the Cyclone.

The good


You can use it to put pressure on the opponent in the early midgame. This is good versus Protoss since you be aggressive instead of having to be defensive when using mech in TvP.

The bad

They are not good enough to be worth their supply in a battle.
[b]

I think that's that point and it would be nice if that were the case up to pro play. A tool to put some pressure on when going mech, but not strong enough that you would want to make an army out of. Because it's balanced all around the lock on kiting, i think it's a unit that you HAVE to put pressure with, because as a simple stand and fight unit it's not so good. A sort of reaper if you will.
Head Coach Park: "They should buff tanks!"
MockHamill
Profile Joined March 2010
Sweden1798 Posts
Last Edited: 2016-06-17 11:36:04
June 17 2016 11:35 GMT
#76
Well until Blizzard improves the cyclone I will not use them anymore.

In their current state they are like BCs. A good way to throw away a game you should have otherwise won.

I guess they can be used for smurfing though, if you are 1-2 leagues better then your opponent they could work.
Sapphire.lux
Profile Joined July 2010
Romania2620 Posts
June 17 2016 14:05 GMT
#77
On June 17 2016 20:35 MockHamill wrote:
Well until Blizzard improves the cyclone I will not use them anymore.

In their current state they are like BCs. A good way to throw away a game you should have otherwise won.

I guess they can be used for smurfing though, if you are 1-2 leagues better then your opponent they could work.

Yeah, maybe. I just don't think the unit was ever intended to be a core unit for mech, nor should it IMO, but more of a early game pressure and specialist (Ultras) and raider. Like, have 4,5 of them and roam around the map if you have the APM and attention.
Head Coach Park: "They should buff tanks!"
MockHamill
Profile Joined March 2010
Sweden1798 Posts
June 17 2016 14:56 GMT
#78
On June 17 2016 23:05 Sapphire.lux wrote:
Show nested quote +
On June 17 2016 20:35 MockHamill wrote:
Well until Blizzard improves the cyclone I will not use them anymore.

In their current state they are like BCs. A good way to throw away a game you should have otherwise won.

I guess they can be used for smurfing though, if you are 1-2 leagues better then your opponent they could work.

Yeah, maybe. I just don't think the unit was ever intended to be a core unit for mech, nor should it IMO, but more of a early game pressure and specialist (Ultras) and raider. Like, have 4,5 of them and roam around the map if you have the APM and attention.


Problem is lots of pressure better for less resources. Hellions are better for killing workers for much less investment, banshees forces detection from the opponent, a medicac with marines can do almost anything etc

It is also easy to lose the cyclones to speedlings, they really do not give much map control in any matchup except maybe versus Protoss in some instances.
Sapphire.lux
Profile Joined July 2010
Romania2620 Posts
June 17 2016 15:00 GMT
#79
On June 17 2016 23:56 MockHamill wrote:
Show nested quote +
On June 17 2016 23:05 Sapphire.lux wrote:
On June 17 2016 20:35 MockHamill wrote:
Well until Blizzard improves the cyclone I will not use them anymore.

In their current state they are like BCs. A good way to throw away a game you should have otherwise won.

I guess they can be used for smurfing though, if you are 1-2 leagues better then your opponent they could work.

Yeah, maybe. I just don't think the unit was ever intended to be a core unit for mech, nor should it IMO, but more of a early game pressure and specialist (Ultras) and raider. Like, have 4,5 of them and roam around the map if you have the APM and attention.


Problem is lots of pressure better for less resources. Hellions are better for killing workers for much less investment, banshees forces detection from the opponent, a medicac with marines can do almost anything etc

It is also easy to lose the cyclones to speedlings, they really do not give much map control in any matchup except maybe versus Protoss in some instances.

Yeah, it's against Protoss i could see it most useful in early game pressure. Against Zerg Hellions and Tankvacs are great.
Head Coach Park: "They should buff tanks!"
RoomOfMush
Profile Joined March 2015
1296 Posts
June 17 2016 15:02 GMT
#80
On June 17 2016 23:05 Sapphire.lux wrote:
Show nested quote +
On June 17 2016 20:35 MockHamill wrote:
Well until Blizzard improves the cyclone I will not use them anymore.

In their current state they are like BCs. A good way to throw away a game you should have otherwise won.

I guess they can be used for smurfing though, if you are 1-2 leagues better then your opponent they could work.

Yeah, maybe. I just don't think the unit was ever intended to be a core unit for mech, nor should it IMO, but more of a early game pressure and specialist (Ultras) and raider. Like, have 4,5 of them and roam around the map if you have the APM and attention.

Terran already has plenty of units for that. What terran doesnt have is reliable mech anti-air. The design decisions with the Cyclone dont make much sense to me.
Sapphire.lux
Profile Joined July 2010
Romania2620 Posts
June 17 2016 15:07 GMT
#81
On June 18 2016 00:02 RoomOfMush wrote:
Show nested quote +
On June 17 2016 23:05 Sapphire.lux wrote:
On June 17 2016 20:35 MockHamill wrote:
Well until Blizzard improves the cyclone I will not use them anymore.

In their current state they are like BCs. A good way to throw away a game you should have otherwise won.

I guess they can be used for smurfing though, if you are 1-2 leagues better then your opponent they could work.

Yeah, maybe. I just don't think the unit was ever intended to be a core unit for mech, nor should it IMO, but more of a early game pressure and specialist (Ultras) and raider. Like, have 4,5 of them and roam around the map if you have the APM and attention.

Terran already has plenty of units for that. What terran doesnt have is reliable mech anti-air. The design decisions with the Cyclone dont make much sense to me.

I agree but Blizz has been very stubborn about not introducing a Goliath 2.0 and it's happy to see air being the main counter to air. It's an awful decision IMO but it's not going to change.
Head Coach Park: "They should buff tanks!"
seemsgood
Profile Joined January 2016
5527 Posts
June 17 2016 15:25 GMT
#82
On June 18 2016 00:07 Sapphire.lux wrote:
Show nested quote +
On June 18 2016 00:02 RoomOfMush wrote:
On June 17 2016 23:05 Sapphire.lux wrote:
On June 17 2016 20:35 MockHamill wrote:
Well until Blizzard improves the cyclone I will not use them anymore.

In their current state they are like BCs. A good way to throw away a game you should have otherwise won.

I guess they can be used for smurfing though, if you are 1-2 leagues better then your opponent they could work.

Yeah, maybe. I just don't think the unit was ever intended to be a core unit for mech, nor should it IMO, but more of a early game pressure and specialist (Ultras) and raider. Like, have 4,5 of them and roam around the map if you have the APM and attention.

Terran already has plenty of units for that. What terran doesnt have is reliable mech anti-air. The design decisions with the Cyclone dont make much sense to me.

I agree but Blizz has been very stubborn about not introducing a Goliath 2.0 and it's happy to see air being the main counter to air. It's an awful decision IMO but it's not going to change.

Because fucking viking still exists.Viking and corruptor were a mistake.
Sapphire.lux
Profile Joined July 2010
Romania2620 Posts
June 17 2016 17:24 GMT
#83
On June 18 2016 00:25 seemsgood wrote:
Show nested quote +
On June 18 2016 00:07 Sapphire.lux wrote:
On June 18 2016 00:02 RoomOfMush wrote:
On June 17 2016 23:05 Sapphire.lux wrote:
On June 17 2016 20:35 MockHamill wrote:
Well until Blizzard improves the cyclone I will not use them anymore.

In their current state they are like BCs. A good way to throw away a game you should have otherwise won.

I guess they can be used for smurfing though, if you are 1-2 leagues better then your opponent they could work.

Yeah, maybe. I just don't think the unit was ever intended to be a core unit for mech, nor should it IMO, but more of a early game pressure and specialist (Ultras) and raider. Like, have 4,5 of them and roam around the map if you have the APM and attention.

Terran already has plenty of units for that. What terran doesnt have is reliable mech anti-air. The design decisions with the Cyclone dont make much sense to me.

I agree but Blizz has been very stubborn about not introducing a Goliath 2.0 and it's happy to see air being the main counter to air. It's an awful decision IMO but it's not going to change.

Because fucking viking still exists.Viking and corruptor were a mistake.

The entire idea that air should be the best counter to air was a mistake. They are holding on to that with 2 expansions now, so they are not going to change it. Air wars are here to stay.
Head Coach Park: "They should buff tanks!"
jinjin5000
Profile Joined May 2010
United States1426 Posts
June 17 2016 18:04 GMT
#84
On June 17 2016 23:05 Sapphire.lux wrote:
Show nested quote +
On June 17 2016 20:35 MockHamill wrote:
Well until Blizzard improves the cyclone I will not use them anymore.

In their current state they are like BCs. A good way to throw away a game you should have otherwise won.

I guess they can be used for smurfing though, if you are 1-2 leagues better then your opponent they could work.

Yeah, maybe. I just don't think the unit was ever intended to be a core unit for mech, nor should it IMO, but more of a early game pressure and specialist (Ultras) and raider. Like, have 4,5 of them and roam around the map if you have the APM and attention.



When David Kim was introducing cyclone to genealogy public, it was said it was intended to be factory AA

Don't know why it isn't some kind of long range AA or something.
Sapphire.lux
Profile Joined July 2010
Romania2620 Posts
June 17 2016 18:38 GMT
#85
On June 18 2016 03:04 jinjin5000 wrote:
Show nested quote +
On June 17 2016 23:05 Sapphire.lux wrote:
On June 17 2016 20:35 MockHamill wrote:
Well until Blizzard improves the cyclone I will not use them anymore.

In their current state they are like BCs. A good way to throw away a game you should have otherwise won.

I guess they can be used for smurfing though, if you are 1-2 leagues better then your opponent they could work.

Yeah, maybe. I just don't think the unit was ever intended to be a core unit for mech, nor should it IMO, but more of a early game pressure and specialist (Ultras) and raider. Like, have 4,5 of them and roam around the map if you have the APM and attention.



When David Kim was introducing cyclone to genealogy public, it was said it was intended to be factory AA

Don't know why it isn't some kind of long range AA or something.

Yeah but, when they introduced HOTS they said for Terran the goal was to make mech viable in al 3 MUs, never happened. When they introduced LOTV they said the same. Not to long ago they said "do we really want mech?"

So, what they say and what they do are 2 very different things.

They will say anything when there is something to sell, but when it becomes clear that the goal is not in reach, instead of admitting it and working on it, they deflect and rewrite intentions.

So the Cyclone, it should have been a goliath. What it is, IMO, IF mech ever becomes viable, is a unit that can put pressure. Since Hellions are extremely limited compared to Vultures, it's a sort of replacement.

It's amazing how 6 factory units in SC2 have so much less use and synergy compared to 3 factory units of BW. Ego or design fail? Probably both.
Head Coach Park: "They should buff tanks!"
ecnahc
Profile Joined January 2010
United States395 Posts
Last Edited: 2016-06-17 19:07:13
June 17 2016 19:05 GMT
#86
Air to ground is just way too ridiculous. That used to be reserved for capital ships and well controlled Mutalisks. It's not even an air to air issue, it's the fact that units like the Banshee, Medic, Oracle and Voidray exist combined with unlimited unit selection and you get easy to control extremely high dps air balls. I wonder what would happen to sc2 if nothing but Mutas, Scourge, Dropships, Wraith, and Corsair were ported over. Combine that with a Capital ship rebalance and you'd have an interesting dynamic.
inside a cloud of resentment and vanity
Sapphire.lux
Profile Joined July 2010
Romania2620 Posts
June 17 2016 20:23 GMT
#87
On June 18 2016 04:05 ecnahc wrote:
Air to ground is just way too ridiculous. That used to be reserved for capital ships and well controlled Mutalisks. It's not even an air to air issue, it's the fact that units like the Banshee, Medic, Oracle and Voidray exist combined with unlimited unit selection and you get easy to control extremely high dps air balls. I wonder what would happen to sc2 if nothing but Mutas, Scourge, Dropships, Wraith, and Corsair were ported over. Combine that with a Capital ship rebalance and you'd have an interesting dynamic.

I agree with the idea but not the specifics. Banshees Oracles, Voids, Mutas, can be fought by ground easily. It's Libs, BLs, Tempests that are the problem IMO. These 3 in numbers become impossible to counter with ground, and force air vs air.

Bah, words wasted in a forum. I don't know what DK sees as great in air battles, but i know i'l never see it.
Head Coach Park: "They should buff tanks!"
ecnahc
Profile Joined January 2010
United States395 Posts
Last Edited: 2016-06-17 22:02:45
June 17 2016 21:20 GMT
#88
That's what I meant with the capital ship comment, Tempest, Liberator and Brood Lord all count as big guns to me. The units I named I feel are too easily accessible for the amount of power they have, minus Mutalisks, especially with the sped up economy.

The simple fact that the other four units exist and possess the power they do greatly influences the game. The amount of viable openings you have if you can actually take terrain into account is absurd.

Air play should be an investment, not a requirement five minutes into half of the matchups. MSC could be safely removed, Mutalisk regeneration reverted and Tanks put back on the ground where they belong.

The flip side of slowing air play down is that the option to drop or take advantage of a greedy build with a clever all in still exists. Giving you more diverse strategies as well.

SC2 in its current state is essentially a rush to your most efficient composition, outside of a few situations, this drastically lowers the number of options you have. Currently you are shackled by the fact that crippling, game ending damage can come from any direction after a certain amount of time has passed.

I'm not saying the option to avoid terrain shouldn't exist I'm just saying that 3:30 Oracles, 5:15 Prisms, and 5:15 mine drops should not be a matter of course, rather a conscious decision you make.

Putting Dropship afterburner at Fusion Core and suddenly the standard Terran win condition of queueing rally car speed drops while Zerg runs around in circles defending whIle they pray they can reach Hive intact and pop out their own nonsense no longer exists. Put Warp tech at Beacon and suddenly maps become a whole lot bigger. Expansion choice becomes far more important! Choke points become relevant!

This is quite similiar to how ZvZ plays out currently, you have multiple openings and multiple defensive and aggressive strategies because as long as you scout that Spire Mutalisks are entirely defendable with Spores and Queens while you progress towards your own answer to prevent the critical mass of Mutalisks and the map control they provide from overwhelming you. Of course there are tons of other things going on that influence ZvZ, it's hard to deny how different the game state feels when you do not have to think about that 5 minute nuke coming your way and dictating your every movement.

I agree with the words on a forum thing, but I also feel that the more you get this kind of shit out the less it bothers you in the actual game. Stress relief if you will.
inside a cloud of resentment and vanity
seemsgood
Profile Joined January 2016
5527 Posts
June 17 2016 23:27 GMT
#89
On June 18 2016 03:04 jinjin5000 wrote:
Show nested quote +
On June 17 2016 23:05 Sapphire.lux wrote:
On June 17 2016 20:35 MockHamill wrote:
Well until Blizzard improves the cyclone I will not use them anymore.

In their current state they are like BCs. A good way to throw away a game you should have otherwise won.

I guess they can be used for smurfing though, if you are 1-2 leagues better then your opponent they could work.

Yeah, maybe. I just don't think the unit was ever intended to be a core unit for mech, nor should it IMO, but more of a early game pressure and specialist (Ultras) and raider. Like, have 4,5 of them and roam around the map if you have the APM and attention.



When David Kim was introducing cyclone to genealogy public, it was said it was intended to be factory AA

Don't know why it isn't some kind of long range AA or something.

Don't know why they nerfed both air + ground and didn't keep its AA capability and turn it into AA specialist.
Riner1212
Profile Joined November 2012
United States337 Posts
June 21 2016 02:54 GMT
#90
would be cool if cyclone had a transformation mode just like hellion into hellbat
Sjow "pretty ez life as protoss"
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