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Regarding the PTR Cyclone as a Core Unit

Forum Index > SC2 General
Post a Reply
NinjaDuckBob
Profile Joined March 2014
171 Posts
Last Edited: 2023-09-28 05:46:34
September 17 2023 08:18 GMT
#1
UPDATE: The Cyclone in my mod has been updated with the following changes after feedback from here and elsewhere:

- Lock-On now requires an upgrade at the Factory Tech Lab
- The Cyclone now remains stationary while locked on
- Lock-On range reduced from 14 -> 13
- Auto-cast for Lock-On is defaulted to ‘off’
- Auto-cast for Lock-On is no longer limited to a single target

Please see the video here for explanations for the changes, and/or read below:


Explanations for the changes:

- Lock-On now requires an upgrade at the Factory Tech Lab

This change is to prevent potential early-game abuse. The ability as I envision it is for utility in mid- to late-game armies as a light zoning tool to encourage enemy unit repositioning (whether retreating or attacking forward), not for cheese nor early game defense. The Cyclone’s normal weapon and mechanics are sufficient for the early game, and Tanks can still be made early for zoning if desired.

- The Cyclone now remains stationary while locked on

This change, like the previous one, is to support the actual use of the ability as a light zoning tool. Beyond potentially broken interactions, the capacity to kite with the ability diluted the use of it to force enemy unit repositioning, as it dissuaded the opponent from approaching due to the likelihood that they will simply be kited, and in certain cases it also made retreating useless. The point of the ability is to encourage approaching or retreating, not to negate it, so this enforces a proper trade-off for using Lock-On to serve that purpose.

Note that with this change Lock-On must be manually canceled if the user wants to move the Locked-On Cyclone before the ability duration runs out or the target moves out of range.

- Lock-On range reduced from 14 -> 13

The ability for a single Cyclone to nudge a Siege Tank away, even over a lot of time, was a bit too ridiculous. This allows a Siege Tank to retaliate against a single Cyclone (the Tank wins this of course), while still allowing Cyclones enough range so a few of them together can encourage the opposing Terran to reposition a Tank.

Additionally, combined with the retained low damage output of Lock-On and Cyclones being stationary when locked on, this makes Tanks decisively better zoning units for the cost and supply. For example, in TvT Tanks have an easier time moving forward and sieging into Cyclone Lock-On zones compared to moving forward and sieging into enemy Tanks, so there is now more of a trade-off between having some Cyclones or having additional Tanks.

- Auto-cast for Lock-On is defaulted to ‘off’
- Auto-cast for Lock-On is no longer limited to a single target

With Cyclones no longer being able to kite with Lock-On, auto-cast is fairly useless for it (and can actually be a bit of a nuisance for the user) as in direct combat it’s just about always better to just use the normal weapon, and when using Lock-On it’s often more useful to manually focus multiple Cyclones onto a single target. Auto-cast still has a situational role for light zoning in a pinch so it’s still possible to enable it if desired, but Siege Tanks are still much better for “set-it-and-forget-it” zoning against ground, and Thors are generally better zoners against air for the supply and cost.
_______________________________________________________________________________________________

Hey, guys, been a while!

A long time ago I put a lot of work into a mod that includes changes to the Cyclone to help it be a less “finicky” core Factory unit.

Now we have the PTR Cyclone changes, which in some ways are also along the lines of the Cyclone in my mod, with some notable differences. I’d like to present the version of the Cyclone that was in my mod for your consideration, as I believe it addresses some of the problems that seem to be cropping up with the current PTR version while retaining some of the benefits.

If you want, you may simply watch the video about it here (my recommendation):


(Note that my most up-to-date mod version is on the NA server only)

For more details in-writing, read on:

When thinking about changing the Cyclone, what can we look at in terms of what it can provide for Terran in its new form? These are the primary benefits that come to my mind:

- Flexibility in positioning for Mech through increased mobility, for a fair investment (more Cyclones = less Tanks).

- The ability for Mech to take straight-up fights in the early and mid-game without relying entirely on entrenched positions.

- An easily-producible, short-mid range, consistent and generalized damage-dealing unit from the Factory as an alternative to Bio, without relying on high burst damage or AoE.

- Achieving all of this while still having a high skill ceiling for both sides of engagements (kiting with Cyclones and counter-micro are still encouraged).

- Less volatility in engagements compared to the existing Cyclone (instant lock-on no longer kills opposing units super fast, and losing a Cyclone is no longer as devastating).

- Due to less volatility, a lower skill floor for both using and fighting against Cyclones, while maintaining a high skill ceiling.

These are all fantastic things that allow for some diversity in Terran playstyles to freshen up the game! But what are some cons we’re seeing with how it is currently?

- Seems mostly viable when massed. Outside of perhaps defending some small runbys or as part of an early all-in, it seems there isn’t much room for just using a handful of Cyclones and therefore there isn’t a lot of room for diversity in composition until the lategame when using the PTR Cyclone. As a generalist combat unit, this makes sense, but how could it be changed to fill a similar role while synergizing more with a diversity of Mech units whether it’s in smaller or larger numbers?

- Difficulty in balancing. Because of the nature of Terran production combined with these Cyclones mostly being good when massed, if they are countered too hard then the Terran can simply crumble and have a lot of difficulty recovering. However, if there are not good counters then the Terran can too easily destroy the opponent. This has caused several changes to the damage values in an attempt to balance it, but I believe damage number changes alone do not provide the best fix here, as the constant moving-while-firing mechanic adds some depth of difficulty in balancing the numbers.

With these points in mind, there are the goals I’ve set out to achieve with the Cyclone in my mod:

- Maintain all of the positive points outlined above.

- Allow the Cyclone to provide utility in low numbers while still maintaining viability in high numbers (without making them overpowered).

- In relation to the previous point, provide it a unique role within in a Mech army that synergizes better with other Mech units.

- Allow it to have recognizable counters that encourage a diversity in compositions on both sides in at least the mid-game onwards.

How does the Cyclone in my mod do this in comparison to the PTR version?

- It has different counters and counterplays that are in-turn able to be fought by other Factory units.

- It encourages the opponent to engage the Mech army or leave the position without relying on a huge amount of burst damage.

- What are the changes compared to the PTR version that have these effects?

- Cyclone typing is changed from Armored → Light. This encourages anti-Light units to be used to combat it, such as Adepts, Colossus, and Hellions - different units than would normally be used to counter Tanks and Thors.

- No speed upgrade. This means fast units can catch up to them, encouraging other units being in the mix to cover the Cyclone’s weaknesses.

The normal and lock-on attacks are again separated into two different attacks:

- The normal attack has a longer cooldown, higher burst damage, and low damage point to help with kiting, stutter-step, and focus-fire bursts in short range, while making it slightly less efficient against cheap units with low max HP due to overkill. This attack retains a significant bonus vs Armored. Mag-Field increases the range of the normal weapon against air to help it contend better with lategame air units if supply is committed to Cyclones, however other units (Thors or Vikings, etc) are still needed to deal with dedicated air armies.

- The Lock-On attack is drastically different than any other iterations so far. It is changed to have a very low DPS with more beam-style damage (very rapid attacks with the old rapid-fire missile animation - as a side note, it looks very cool), a very high max range, and a minimum range. This version is locked behind an upgrade to avoid early game Lock-On shenanigans being too strong. Mag-Field slightly increases the damage of Lock-On against air, again to help contend with lategame air units if there is supply committed to Cyclones, but again other units (Thors or Vikings, etc) are still needed to deal with dedicated air armies.

The Lock-On change does a few things.

- First, it allows Cyclones to attack units from afar if they have vision, but without dealing a ton of damage at once (unless a high number of Cyclones are manually focus-firing a single unit). Because it deals as little damage as it does, it gives opponents a good amount of time to react, either moving away from the Terran army or committing to an engagement before too much damage is done. This additionally means that in many cases it’s more effective to cancel autocast of Lock-On in favor of the rewarding micro investment of focus-firing opposing units with Lock-On.

- Secondly, it highly changes the dynamics of how to fight Cyclones, and makes general engagements with Mech more dynamic. With the minimum range of Lock-On, approaching the Cyclone causes it to break the Lock-On, causing it to use its stronger normal attack automatically, while stopping it from using Lock-On to endlessly kite melee units, making melee units (such as Zealots and Zerglings) a more effective counter.

- A more ambitious (but certainly unnecessary part of this if it proves too disruptive) is that the Lock-On has 1 more range than a Siege Tank – adding another chess piece in TvT where Cyclones can be used to slowly chip away at entrenched positions, while opposing Cyclones can be used to shoo away the attacking Cyclones. Air units are still relevant for vision. In my testing, this seems to make for very interesting battles that can encourage more army movement, but again I understand that this is fairly ambitious.

That’s the summary of the Cyclone change in my mod. I think the design is worth consideration without the other changes in my mod, but I would like to note a couple other changes alongside it that compliment it:

My mod has changes to the Hellbat and Hellion to make for more interesting mobile Mech fights (particularly Hellion/Hellbat/Cyclone fights are quite interesting in TvT).

First, the typing of Hellbats is changed from Light to Armored - with a mix of Light Cyclones and Hellions with Hellbats, this allows Hellbats to buffer anti-Light damage to encourage a mix of anti-Light and anti-Armored units from the opponent if they’re facing Hellion/Hellbat/Cyclone-based compositions.

Secondly, an upgrade increases the max HP of Hellions and adds +1 armor to Hellbats, to make them hardier in combat. To balance this, the mineral cost of Hellions/Hellbats is slightly increased. Because of the mineral cost increase and the bulk increase being locked behind an upgrade, this does not improve the strength of them too early in the game while allowing them to be a bit better in direct combat.

With these changes combined, Hellion/Hellbat/Cyclone makes for an interesting option as a mid-game army, more interesting than simply mass Cyclone. Again, however, I don’t believe these are necessary to try just the Cyclone changes.

To test the mod, search ‘Project Justice’ in the Arcade and in custom game mods on the NA server. I will say because it’s an old mod and has quite a few other changes, it will be far from a perfect representation of those changes alone in the current game, however it does allow for playing with the mechanics of it to get a feel for how it plays.

That’s all for now. Have a good day!
NinjaDuckBob ~ Fear the fuzzy!
Yoshi Kirishima
Profile Blog Joined July 2009
United States9759 Posts
Last Edited: 2023-09-17 18:25:32
September 17 2023 18:21 GMT
#2
I like the idea of Lock-On being used as mid-range zoning ability where it stops working if they get too close to you. It would be unique, Liberator/Disruptor/Ravager are also a bit like mid-range zoners as they push you to engage or back off, but another unit could be cool. In fighting games, i really love mid range zoners! They make for very dynamic gameplay, and allow for lots of plays/reads/mindgames.

The patch Cyclone definitely needs to be treated carefully and not become something that you just mass for most of the game. Maru vs Stats had some amazing intense TvP games:

Cyclones were used with plenty of support units like WM, hellion, Liberator, and of course tanks. It was a robust composition where having more variety of support units made your composition more complex and strong. And Cyclones in this form also are not great when massed, as Maru had to add more support units and tanks as the game went on. It would suck to lose the great things the current Cyclone has, and making it a massable 1 dimensional unit just to make it stronger and more useful early game (which ofc is a huge thing that mech needs especially TvP to get their 3rd/4th up, but yeah)
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
Vision_
Profile Joined September 2018
680 Posts
Last Edited: 2023-09-17 20:05:32
September 17 2023 20:05 GMT
#3
Hello, i like the fact community members presents their own vision of the game, because some videos talk much more than hundreds pages of reading
NinjaDuckBob
Profile Joined March 2014
171 Posts
September 18 2023 04:48 GMT
#4
So with some feedback I've recieved elsewhere, I'm wondering if the move-while-firing mechanic for Lock-On is fundamentally too difficult to balance regardless of its form.

What do you all think of the idea of the Cyclone being stationary while locked on? The lock-on attack would have high range and/or higher DPS than the standard weapon to make it worth using in certain situations, but it would still have a solid normal weapon like in my mod that would be more useful in other situations.
NinjaDuckBob ~ Fear the fuzzy!
Vision_
Profile Joined September 2018
680 Posts
Last Edited: 2023-09-18 11:17:44
September 18 2023 08:42 GMT
#5
On September 18 2023 13:48 NinjaDuckBob wrote:
So with some feedback I've recieved elsewhere, I'm wondering if the move-while-firing mechanic for Lock-On is fundamentally too difficult to balance regardless of its form.

What do you all think of the idea of the Cyclone being stationary while locked on? The lock-on attack would have high range and/or higher DPS than the standard weapon to make it worth using in certain situations, but it would still have a solid normal weapon like in my mod that would be more useful in other situations.


I feel it s interesting as idea if there s enought differences with thors, you can also bet on an option which slow movement while firing, it s less "all or nothing" and create difference with tanks

As phoenix and mutalisks have some common points, but phoenix have 180 hit points while mutalisks has only 120 hit points, i would decrease thor strength against air light units (Javelin Missile Launchers merge to 250mm Punishers) in adding splash damage to 250mm Punisher, the result would be one weapon with this kind of damage : 20 + 5 against mechanical + 10 against massive (+splash damage reduce from 100% to 50%). (ndlr it s not accurate ofc, need experiments)
Thors would be effective against lights air units but not as much. Then Cyclones can hold his role of a counter against air units, and ok-ish against ground units.
Harris1st
Profile Blog Joined May 2010
Germany5649 Posts
September 18 2023 08:50 GMT
#6
On September 18 2023 13:48 NinjaDuckBob wrote:
So with some feedback I've recieved elsewhere, I'm wondering if the move-while-firing mechanic for Lock-On is fundamentally too difficult to balance regardless of its form.

What do you all think of the idea of the Cyclone being stationary while locked on? The lock-on attack would have high range and/or higher DPS than the standard weapon to make it worth using in certain situations, but it would still have a solid normal weapon like in my mod that would be more useful in other situations.


Maybe more like the VR with beam activated? Make it move a lot slower because it has to "focus" its attack?
Go Serral! GG EZ for Ence. Flashbang dance FTW
SHODAN
Profile Joined November 2011
United Kingdom1032 Posts
September 18 2023 10:18 GMT
#7
hey, your post would probably gain more traction if your changes were presented in the familiar "community balance" formatting (quick bullet-points)

CYCLONE

  • attribute changed from Armored → Light
  • speed upgrade removed (so how fast is it exactly? current live speed? or unupgraded PTR speed?)
  • lock-on ability dramatically redesigned:

           - lock-on now does this
           - lock-on no longer does that, etc


it would help highlight the actual changes you are proposing, so that they're separate from the lengthy analysis

your ideas are certainly interesting, but there is a lot of important info missing (such as the supply cost, mineral / gas cost) which makes it difficult to provide useful feedback
NinjaDuckBob
Profile Joined March 2014
171 Posts
Last Edited: 2023-09-18 14:30:02
September 18 2023 14:26 GMT
#8
On September 18 2023 19:18 SHODAN wrote:
hey, your post would probably gain more traction if your changes were presented in the familiar "community balance" formatting (quick bullet-points)

CYCLONE

  • attribute changed from Armored → Light
  • speed upgrade removed (so how fast is it exactly? current live speed? or unupgraded PTR speed?)
  • lock-on ability dramatically redesigned:

           - lock-on now does this
           - lock-on no longer does that, etc


it would help highlight the actual changes you are proposing, so that they're separate from the lengthy analysis

your ideas are certainly interesting, but there is a lot of important info missing (such as the supply cost, mineral / gas cost) which makes it difficult to provide useful feedback

Good points on the format, if I find the time today I might write that up. I don't want people to get caught up in all of the numbers rather than the design concepts, though- I have little doubt the numbers themselves would need tweaking.

The mineral/gas/supply cost is the same as a Stalker, 125/50/2. Depending on the value it ends up providing it may need a slight cost increase, but that would need testing of course.
NinjaDuckBob ~ Fear the fuzzy!
Yoshi Kirishima
Profile Blog Joined July 2009
United States9759 Posts
September 19 2023 00:56 GMT
#9
I do really like the idea of lock-on slowing the unit too. It's something that would be expected from that kind of ability in other games (not just RTS). It's a very logical tradeoff, and it's kind of surprising that the SC2 cyclone doesn't do that. Right now, the cyclone is like a sniper able to pick off units while firing very safely away. This makes it kinda hard to balance.

Right now it's balanced mainly by not scaling well, being a bit of a glasscanon and not very supply efficient, and it's hard to pump out since you could be making tanks instead. If Lock-On made the cyclone slower and provide more vulnerability/counterplay, it wouldn't snipe units for free as often, and at same time it can be buffed to be stronger in a straight up fight.

Imagine the opponent would move forward to threaten the Cyclone to cancel lock on and run away for example. And that could be countered by the Terran by baiting them into tanks or more cyclone fire.
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
Vision_
Profile Joined September 2018
680 Posts
September 22 2023 21:18 GMT
#10
Can i ask you which software i must use to record video properly ? thanks
__Coin_Ciden_Ce__
Profile Joined September 2022
9 Posts
Last Edited: 2023-09-23 03:15:09
September 23 2023 03:09 GMT
#11
TLDR,
Cyclone design concept simply sucks from the very beginning, about the LOCK ON ability. (current "original" version)
Why the hell at the first place gives it a 15 range buff but needs a touch of 7 range? So to balance the super range, you see that cyclone is only 120 HP even with Armored attr at a price of 150/100. Even less HP/resource RATIO than viper (a spellcaster AIR unit).

OK, then you got the ability to "lock on" one target. But hey, what happens if does "lock on" all the time, like a protoss deliberately walks a zealot into the a team of terran cyclones, suddenly all cyclone activates the ability and all of them enter cooldown quickly. Then the terran got nothing but all normal ranged fragile Mechanical Maruaders without stim, when terran could get with only half of the cyclone's price. So to avoid this, all Cyclones are using the cheating MARKER to target the ability on DIFFERENT TARGETS AUTOMATICALLY.

But who remembers the LotV preview back before it was released, where they advertised this new version with so emphasized micro harrassment? Is that supposed to be some kind of automatic moves done by the unit which judges who is prioritized to fight?

More stupid ideas come after that. When cyclone is locked on, the user is forced to play with the enemy like doing stupid MOBA laning maneuver, but the devs even thought ahead, that it extended the weapon range by 2 to 7 to "catch" the enemy (note that this does not fire the weapon). So now auto driving comes into reality. If the enemy tries to flee away, the weapon functions as if it is on a normal unit, that let the cylcone chase the target WITHOUT INTERVENTION. You may be already so careless to think that "OK chasing is what it's supposed to do", so you accept this auto driving, but what if you lock on a building that has a lower attack target priority? Then the enemy comes and it does not really want to fight with the cyclone. It could just drag the cyclone to a zone covered by other units' firepower.

From the history you could know that once they gave up this lock on idea on ground and switched the main weapon to a gatling blasting pod. I must say that feels much nicer even though it was less featurized. Only problem it is not aesthetically perfect because it costs less than a tank and looks little bit smaller than a tank but has 180 HP. Anyway, after all, it could be thought simply as a expansion of simple chassis/turret design just like hellion, diamondback and siege tank (though the turret looks really big compared to the chasis). On top of that, there are several design possibilities, but I really don't like the stupid LOCK ON thing.
WombaT
Profile Blog Joined May 2010
Northern Ireland19023 Posts
September 24 2023 02:15 GMT
#12
It’a a less extreme siege tank, less of the disadvantage such as immobility, friendly splash, similar advantages though less pronounced

Terrible idea to try and push it beyond its current niche
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
Athenau
Profile Joined March 2015
533 Posts
Last Edited: 2023-09-24 02:30:23
September 24 2023 02:30 GMT
#13
On September 24 2023 11:15 WombaT wrote:
It’a a less extreme siege tank, less of the disadvantage such as immobility, friendly splash, similar advantages though less pronounced

Terrible idea to try and push it beyond its current niche

It's nothing like a siege tank, unless your criterion for "like a siege tank" is "has long range".
NinjaDuckBob
Profile Joined March 2014
171 Posts
September 28 2023 05:47 GMT
#14
Updated the Cyclone in my mod based on feedback from here and elsewhere, see the original post for details.
NinjaDuckBob ~ Fear the fuzzy!
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