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Active: 647 users

Cyclone redesign feels weaker than old cyclone?

Forum Index > SC2 General
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1 2 Next All
FoxDog
Profile Joined October 2007
170 Posts
Last Edited: 2016-12-07 15:02:42
December 07 2016 15:01 GMT
#1
[image loading]

On november the 14th blizzard announced big redesign changes for a plethora of starcraft 2 units including the cyclone

http://us.battle.net/sc2/en/blog/20374453/patch-38-preview-major-patch-for-multiplayer-11-14-2016

However i struggle to find games where cyclones are built as core units especially in tvp/tvt where the unit used to be prevalent pre patch

it seems to me fewer people are building it as an anti air unit and also due to the competition for anti armored ground with the siege tank, it seems like the unit simply serves no role lategame

What are your thoughts?

(their intention was to redesign the cyclone because it was so rarely built, despite some builds using it being seen close to the redesign patch release, but to me it seems 4 range is not the best when it used to have after locked on 13 range with vision)
Remember without fear, there is no courage!
swissman777
Profile Joined September 2014
1106 Posts
December 07 2016 15:29 GMT
#2
they're the marauders of mech so I am pretty sure they will find a role pretty soon
ReachTheSky
Profile Joined April 2010
United States3294 Posts
December 07 2016 15:33 GMT
#3
They are pretty strong early game. Cyclone builds now remind me of the old 1-2 marine/marauder pushes in TvP.
TL+ Member
MockHamill
Profile Joined March 2010
Sweden1798 Posts
December 07 2016 15:54 GMT
#4
Cyclone have almost no use except if you do a 1-base all-in.

If you against ground units tanks are almost always a better investment of gas. If you go against air, vikings or mines are better.

The only thing they have going for them is that you can produce them faster then tanks.

They are just not worth the resources. Four tanks are better then five cyclones in almost every situation.
FoxDog
Profile Joined October 2007
170 Posts
December 07 2016 16:13 GMT
#5
On December 08 2016 00:54 MockHamill wrote:
Cyclone have almost no use except if you do a 1-base all-in.

If you against ground units tanks are almost always a better investment of gas. If you go against air, vikings or mines are better.

The only thing they have going for them is that you can produce them faster then tanks.

They are just not worth the resources. Four tanks are better then five cyclones in almost every situation.


Do four siege tanks cost as much as five cyclones? if so i think i know what i would rather build!
Remember without fear, there is no courage!
eviltomahawk
Profile Blog Joined August 2010
United States11135 Posts
December 07 2016 16:47 GMT
#6
Did they buff the antiair in any way since the test map? I remember calculating that the new Cyclone had less antiair DPS than a Queen, so it really isn't useful anymore for that.
ㅇㅅㅌㅅ
billynasty
Profile Joined October 2014
United States260 Posts
December 07 2016 17:16 GMT
#7
The new cyclone is pretty much useless. Its anti air with its dps & range really offers no strategic benefit vs what little it added before. Please refer to the many other posts on this subject, widely available on TL & reddit for all the reasons why & for suggestions of the many different ways it could be improved. This ends my contribution to the thread, as i only took part to state once again this cyclone is worse then before, in the hopes that 1 more post will help make the difference in getting Blizzard to fix this unit once & for all. Thank you
i dont miss God but i sure miss Santa Claus
Beelzebub1
Profile Joined May 2015
1004 Posts
December 07 2016 17:38 GMT
#8
The Cyclone sucks because it wasn't turned into what mech needed, which was a solid mobile anti - air platform that would enable mech to respond rapidly to aerial threats which the Thor can't/never can/never could do.

Instead you got the current incarnation that we have today, great for 1 or 2 base gimmick all ins and yields almost no strategic value to the game, i.e. David Kim's ultimate vision for the game of Starcraft.
ihatevideogames
Profile Joined August 2015
570 Posts
December 07 2016 18:10 GMT
#9
The Cyclone redesign really shows the flawed design philosophy of the balance team that is making so many people quit the game.

Instead of buffing a unit that, despite being relatively underpowered still had a clear role and was even spawning some new styles, they redesigned it to basically be an all-in tool and nothing else, that can not do any of the things it did before, basically limiting potential terran openings in tvp and tvt.

It really is obvious DK isn't playing this game. I wonder what he would do if he had to defend a pylon canon rush into an oracle with this new Cyclone.
Ganseng
Profile Joined July 2011
Russian Federation473 Posts
December 07 2016 18:20 GMT
#10
i don't like the new cyclone either

it's a strong gtg armor killer, and it vastly overlaps with tank in this role

it has a ridiculously weak all purpose gta weapon

just doesn't feel right
Ganseng
Profile Joined July 2011
Russian Federation473 Posts
December 07 2016 18:26 GMT
#11
what i've been thinking about with regards to possible cyclone changes:

buffs

increase dmg from 3+2 vs armored to 5 flat
make lock on hit air with its normal attack - heavy dmg boost, especially vs targets with low armor points
make lock on autocast again

nerfs

cut hp from 180 to 150
increase cost from from 150/100/3 to 150/150/3
make it require a techlab
gab12
Profile Joined June 2016
Poland147 Posts
December 07 2016 18:28 GMT
#12
well if Blizz would buff anti air of cyclone someway for example if they dont want to increase the damage outpt just lower the time the shots are fired from 14 to 6 for example, they would be just quite good core unit, they have more health than tanks and faster firepower
PharaphobiaSC
Profile Joined April 2016
Czech Republic457 Posts
December 07 2016 18:39 GMT
#13
I'm playing vs that unit every game... it was stupidly broken before redesign, but now its too weak vs AA, but vs AG ... ? Sometimes I wonder if OP's doesn't want to autowin when the game start
twitch.tv/pharaphobia
FoxDog
Profile Joined October 2007
170 Posts
December 07 2016 21:16 GMT
#14
On December 08 2016 02:38 Beelzebub1 wrote:
The Cyclone sucks because it wasn't turned into what mech needed, which was a solid mobile anti - air platform that would enable mech to respond rapidly to aerial threats which the Thor can't/never can/never could do.

Instead you got the current incarnation that we have today, great for 1 or 2 base gimmick all ins and yields almost no strategic value to the game, i.e. David Kim's ultimate vision for the game of Starcraft.


The thing is david kim has been lying about the thor for years, the reason he removed the warhound was alledgledly because "it stepped on the marauder" but in truth it was because it simply overshadowed the thor, nobody would make a thor when magicboxing completely mitigates it

therefore forcing people to make marines instead which have great anti light and armored dps and are extremely affordable by comparison

so thats the real reason he wont make cyclone into a goliath style anti air unit, because he envies mech due to bio being his brainchild, and he cannot accept that people find bio to be frustrating and a huge upphill fight compared to mech, atleast thats what i think
Remember without fear, there is no courage!
washikie
Profile Joined February 2011
United States752 Posts
Last Edited: 2016-12-07 23:14:44
December 07 2016 23:12 GMT
#15
I think the cyclone should be more focused on aa. he'll i would love it if it they removed it's ground to ground attack and made it an anti air specialist for mech, the tank and the hellbat are good enough for mech to answer many ground threats (well except swarm host). My opinion make the cyclone the unit you build when you need anti air, this also adds an interesting element of scouting and composition building to the unit, you don't want these units if you are not fighting air so Terran has to scout well and decide how many to make, kind of like Phoenix for Protoss. This also gives thors and cyclones a nice relationship, Thors are slow and expensive but they are a flexible answer to many different units, cyclones are fast and cheep but only shoot up, overlap solved.
"when life gives Hero lemons he makes carriers" -Artosis
WeddingEpisode
Profile Blog Joined June 2011
United States356 Posts
December 07 2016 23:25 GMT
#16
Well, how fun was the previous season to you? Fun for me: Galactic Conquest, Apotheosis; Tankivac, Cyclone....
Why the change at all? It was a blast. Now it's not so much.
Still diamond
washikie
Profile Joined February 2011
United States752 Posts
December 07 2016 23:28 GMT
#17
On December 08 2016 08:25 WeddingEpisode wrote:
Well, how fun was the previous season to you? Fun for me: Galactic Conquest, Apotheosis; Tankivac, Cyclone....
Why the change at all? It was a blast. Now it's not so much.


I also miss 3.7 bio play deals so much harder now with the ners to suport units and buffs to banes/infestors even with the ultra nerf it's prity rough.
"when life gives Hero lemons he makes carriers" -Artosis
WeddingEpisode
Profile Blog Joined June 2011
United States356 Posts
Last Edited: 2016-12-07 23:35:52
December 07 2016 23:35 GMT
#18
On December 08 2016 08:28 washikie wrote:
Show nested quote +
On December 08 2016 08:25 WeddingEpisode wrote:
Well, how fun was the previous season to you? Fun for me: Galactic Conquest, Apotheosis; Tankivac, Cyclone....
Why the change at all? It was a blast. Now it's not so much.


I also miss 3.7 bio play deals so much harder now with the ners to suport units and buffs to banes/infestors even with the ultra nerf it's prity rough.



Yah, those maps were some of the best ever, and that was one season, now back to Wings of Liberty 2.0.
Still diamond
FoxDog
Profile Joined October 2007
170 Posts
December 07 2016 23:54 GMT
#19
On December 08 2016 08:12 washikie wrote:
I think the cyclone should be more focused on aa. he'll i would love it if it they removed it's ground to ground attack and made it an anti air specialist for mech, the tank and the hellbat are good enough for mech to answer many ground threats (well except swarm host). My opinion make the cyclone the unit you build when you need anti air, this also adds an interesting element of scouting and composition building to the unit, you don't want these units if you are not fighting air so Terran has to scout well and decide how many to make, kind of like Phoenix for Protoss. This also gives thors and cyclones a nice relationship, Thors are slow and expensive but they are a flexible answer to many different units, cyclones are fast and cheep but only shoot up, overlap solved.


I agree 100% with this, if it were up to me thats what i think EVERYONE wants...
Remember without fear, there is no courage!
PharaphobiaSC
Profile Joined April 2016
Czech Republic457 Posts
December 08 2016 00:01 GMT
#20
On December 08 2016 08:54 FoxDog wrote:
Show nested quote +
On December 08 2016 08:12 washikie wrote:
I think the cyclone should be more focused on aa. he'll i would love it if it they removed it's ground to ground attack and made it an anti air specialist for mech, the tank and the hellbat are good enough for mech to answer many ground threats (well except swarm host). My opinion make the cyclone the unit you build when you need anti air, this also adds an interesting element of scouting and composition building to the unit, you don't want these units if you are not fighting air so Terran has to scout well and decide how many to make, kind of like Phoenix for Protoss. This also gives thors and cyclones a nice relationship, Thors are slow and expensive but they are a flexible answer to many different units, cyclones are fast and cheep but only shoot up, overlap solved.


I agree 100% with this, if it were up to me thats what i think EVERYONE wants...


Because ZvMech should be even more stressful to play against )
twitch.tv/pharaphobia
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