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5.0.14 Patch Goes Live (Nov 25) - Page 2

Forum Index > SC2 General
111 CommentsPost a Reply
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Mizenhauer
Profile Blog Joined February 2015
United States1956 Posts
November 26 2024 15:33 GMT
#21
It's beyond amazing that after 8 years no one has any idea what the cylcone is supposed to do. The lock on concept sucks, the auto shooting version sucks, and all the tinkering hasn't made it a more interesting unit. The unit is awful design wise and there is no way to make them interesting while being playable (not op and not awful). The game would just be better off without it.
┗|∵|┓Second Place in LB 28, Third Place in LB 29 and Destined to Be a Kong
baldgye
Profile Joined April 2011
United Kingdom1110 Posts
November 26 2024 17:19 GMT
#22
As someone who mostly plays 2v2, this balance change and these new maps sure have completely changed the game...
tigera6
Profile Joined March 2021
3513 Posts
November 26 2024 17:51 GMT
#23
On November 27 2024 00:33 Mizenhauer wrote:
It's beyond amazing that after 8 years no one has any idea what the cylcone is supposed to do. The lock on concept sucks, the auto shooting version sucks, and all the tinkering hasn't made it a more interesting unit. The unit is awful design wise and there is no way to make them interesting while being playable (not op and not awful). The game would just be better off without it.

The issue with the Cyclone is that it requires a freaking Tech Lab to build one-at-a-time, so why the hell should anyone build it instead of a Tank? And for Air-control? Viking is just superior in every single way as well.
Starcloud
Profile Joined September 2018
138 Posts
November 26 2024 17:53 GMT
#24
On November 26 2024 22:40 Moonerz wrote:
Would have liked a more targeted TvP ghost nerf. Like emps can't effect the same unit twice within a certain period or whatever.

Zergs crying about their t3 units getting countered by ghost. Sorry it's not a free win when you get your t3 units.

What else in the t army matches up well against late game zerg units? It's just a consequence of making that one unit so critical to terran. Siege tanks/libs owned by vipers.


Yeah, like one unit countering 20 units and can be easily massed is really fun and interesting concept....

I feel like this whole ghost vs. everybody- issue is being handled wrong all this time. The process of addressing the issue should be something like this imo;

1. What units does ghost counter ? What is the units role in the whole terran roster ?

2. Should it counter them ? Is it fair ? Does it reward active playstyle ? Is ghost too easily to mass end-game ? Is it exciting gameplay ? What areas of the game does this one unit cover ?

3. If it doesnt reward active gameplay or is not good and fair counter to some unit(s), what should be changed to address the issue ?

4. If we make the change to address the issue, what does it mean for terran ? Does terran need something in return to not change the balance too much ? What are the options to make it possible ?

5. Make adjustments to other terran units/values etc. if neccessary.

6. Test things out. If its not working, start from point one.

7. Repeat until we get the results wanted.


This whole process needs to have feedback from the pros, especially the suggestions for changes- part. The testing phase should be long enough (maybe 1 month+), unless its soon obvious that the changes dont work.

And whats the most important part; Although the pros are crucial in planning and testing the changes, we should have INDEPENDENT balance council team, that doesnt have any active players on it to make the final decicions. Every pro has his/her opinions biased towards own races agenda, so it would be very important to have people that dont have that issue to make the final decisions on the patches.
Creager
Profile Joined February 2011
Germany1961 Posts
Last Edited: 2024-11-26 18:14:41
November 26 2024 18:13 GMT
#25
Most of the Zerg changes going through unaltered does not invoke a Nanomuscular Swell in my pants, is it just me or is this patch already underwhelming for what it's worth? Seriously, who tf came up with this ability name...
... einmal mit Profis spielen!
Nebuchad
Profile Blog Joined December 2012
Switzerland12513 Posts
November 26 2024 18:22 GMT
#26
Fairly certain that protoss is the best race now, especially in combination with the new maps that are less terran favored. Maybe Maxpax wins the next ESL thingy, how about that.
No will to live, no wish to die
WombaT
Profile Blog Joined May 2010
Northern Ireland27295 Posts
November 26 2024 18:53 GMT
#27
On November 26 2024 13:07 Blitzball04 wrote:
Wombat patch goes live. Let see how it does now

Fingers crossed, for obvious reasons!
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
WombaT
Profile Blog Joined May 2010
Northern Ireland27295 Posts
November 26 2024 18:58 GMT
#28
On November 27 2024 00:33 Mizenhauer wrote:
It's beyond amazing that after 8 years no one has any idea what the cylcone is supposed to do. The lock on concept sucks, the auto shooting version sucks, and all the tinkering hasn't made it a more interesting unit. The unit is awful design wise and there is no way to make them interesting while being playable (not op and not awful). The game would just be better off without it.

I’ve said it forever, it’s ostensibly to fill out mech holes. But it excels when it’s kiting back from enemies. Tanks excel when they’re stationary and zoning.

At a fundamental design level the two don’t synergise at all well, and no matter what tweaks they have tried they don’t solve that core issue. They bounce between too powerful and obnoxious, or pretty bad without much of a niche
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
Athenau
Profile Joined March 2015
589 Posts
November 26 2024 19:05 GMT
#29
On November 27 2024 03:58 WombaT wrote:
Show nested quote +
On November 27 2024 00:33 Mizenhauer wrote:
It's beyond amazing that after 8 years no one has any idea what the cylcone is supposed to do. The lock on concept sucks, the auto shooting version sucks, and all the tinkering hasn't made it a more interesting unit. The unit is awful design wise and there is no way to make them interesting while being playable (not op and not awful). The game would just be better off without it.

I’ve said it forever, it’s ostensibly to fill out mech holes. But it excels when it’s kiting back from enemies. Tanks excel when they’re stationary and zoning.

At a fundamental design level the two don’t synergise at all well, and no matter what tweaks they have tried they don’t solve that core issue. They bounce between too powerful and obnoxious, or pretty bad without much of a niche

Cyclones are meant to generate value by picking stuff off for free and retreating back to the safety of your tank line. The intended synergy is obvious, it's just that cyclones make you way too fragile in the early game, and bio does the same job without introducing the same vulnerabilities.
Mizenhauer
Profile Blog Joined February 2015
United States1956 Posts
November 26 2024 19:19 GMT
#30
On November 27 2024 03:58 WombaT wrote:
Show nested quote +
On November 27 2024 00:33 Mizenhauer wrote:
It's beyond amazing that after 8 years no one has any idea what the cylcone is supposed to do. The lock on concept sucks, the auto shooting version sucks, and all the tinkering hasn't made it a more interesting unit. The unit is awful design wise and there is no way to make them interesting while being playable (not op and not awful). The game would just be better off without it.

I’ve said it forever, it’s ostensibly to fill out mech holes. But it excels when it’s kiting back from enemies. Tanks excel when they’re stationary and zoning.

At a fundamental design level the two don’t synergise at all well, and no matter what tweaks they have tried they don’t solve that core issue. They bounce between too powerful and obnoxious, or pretty bad without much of a niche


Units that run away when fighting are awful and should not exist. You want units that force interactions, not ones that disincentive engaging in larger scale conflicts.
┗|∵|┓Second Place in LB 28, Third Place in LB 29 and Destined to Be a Kong
Moonerz
Profile Joined March 2014
United States467 Posts
November 26 2024 20:03 GMT
#31
I agree with miz. Even in the best use case of cyclones in battle mech, the interaction was pretty trash. Lock on and run away use hellions to kill anything faster than the cyclone.

Cyclones can't be too tanky and they also can't do too much damage. So you're left with this busted unit that excels in certain situations but in others requires too much micro for the value you're getting. Goliaths still fit better than cyclones lol but I understand the overlap between goliaths and thors
WombaT
Profile Blog Joined May 2010
Northern Ireland27295 Posts
November 26 2024 20:54 GMT
#32
On November 27 2024 05:03 Moonerz wrote:
I agree with miz. Even in the best use case of cyclones in battle mech, the interaction was pretty trash. Lock on and run away use hellions to kill anything faster than the cyclone.

Cyclones can't be too tanky and they also can't do too much damage. So you're left with this busted unit that excels in certain situations but in others requires too much micro for the value you're getting. Goliaths still fit better than cyclones lol but I understand the overlap between goliaths and thors

My personal pet theory is Blizzard have long known that properly filling out the mech repertoire’s holes would make it completely broken and so have thus never done it fully. They’ll throw the odd bone because it’s a common demand, but deliberately have left some of those gaps.
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
WombaT
Profile Blog Joined May 2010
Northern Ireland27295 Posts
November 26 2024 20:58 GMT
#33
On November 27 2024 04:19 Mizenhauer wrote:
Show nested quote +
On November 27 2024 03:58 WombaT wrote:
On November 27 2024 00:33 Mizenhauer wrote:
It's beyond amazing that after 8 years no one has any idea what the cylcone is supposed to do. The lock on concept sucks, the auto shooting version sucks, and all the tinkering hasn't made it a more interesting unit. The unit is awful design wise and there is no way to make them interesting while being playable (not op and not awful). The game would just be better off without it.

I’ve said it forever, it’s ostensibly to fill out mech holes. But it excels when it’s kiting back from enemies. Tanks excel when they’re stationary and zoning.

At a fundamental design level the two don’t synergise at all well, and no matter what tweaks they have tried they don’t solve that core issue. They bounce between too powerful and obnoxious, or pretty bad without much of a niche


Units that run away when fighting are awful and should not exist. You want units that force interactions, not ones that disincentive engaging in larger scale conflicts.

You leave my beloved Phoenix alone! Although even I hate any mass Phoenix meta

I don’t think it’s inherently broken, but this implementation sucks. I bloody hate the Cyclone as much as I love me Phoenix

I think part of what makes Phoenixes a fine skirmish and harass unit is having to manually cast graviton beam.

Whereas with Cyclones, you just get in range and the ability triggers. Perhaps it still would suck, I would have liked to have seen some experimentation in making it more potent but require lock on to be manually cast.

Even then it could still suck but it’s been the only idea suggestion I’ve had/or stolen (can’t remember) that I think might work
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
sidasf
Profile Joined February 2023
107 Posts
November 26 2024 21:12 GMT
#34
No broodlord bug fix? Just leave the unit as trash? So lame. Hydras get a useless active while getting a big nerf to their passive movespeed. Ultra is interesting to see how it will play out.

Battery overcharge removal means Protoss is pigeonholed into stargate every single game vs zerg, boring loss of build diversity. It will also make holding 2 base all ins much harder for everyone who ain't a GM. Not a fan.

Vision_
Profile Joined September 2018
877 Posts
November 26 2024 23:23 GMT
#35
Developer Comment: The Mag-Field Accelerator damage change attempts to make the unit slightly more well rounded, as many of Terran's Factory units are too specialized into certain roles. The Lock On prioritizing air units will help when engaging armies such as Mutalisks and Zerglings, preventing all the Lock Ons from being wasted on Zerglings and the mech army being overwhelmed in the air.


How do you translate ?

They added cyclone because they want to make the unit well rounded (their famous expression...)

It s all the contrary of how SC2 has been created, numerous and various units with extreme difference, with weakness and strength.

Cyclone 5.0.11
Mag-Field Accelerator damage bonus changed from +20 vs armored to +10 vs all.
Lock On will now prioritize Air Units that threaten the Cyclone (Air units with an anti ground attack, spellcasters)
Lock On Auto-Cast range increased from 7 to 7.5 (Similar to the change from Heart of the Swarm to Legacy of the Void with weapon 'Scan Range', the auto cast range is increased so attack-moved cyclones do not move below the actual Cast Range of Lock On before it acquires a target. The ability is still cast at 7 range)
JJH777
Profile Joined January 2011
United States4420 Posts
November 27 2024 01:59 GMT
#36
On November 26 2024 11:13 luxon wrote:
Show nested quote +
We have heard major concerns from multiple professional Terran players about the Ghost nerf, and there wasn't full alignment among Balance Council members regarding this change.

even as the game's pro circuit is over, (foreigner) terrans refuse to budge an inch to let protoss players win the 200 bucks left in the circuit. lol. my king clement refusing to let anyone else pocket rotti's $100 ❤️


The ghost nerf doesn't even help Toss. It's a TvZ nerf that Zergs are using PvT to justify.
PurE)Rabbit-SF
Profile Blog Joined December 2006
United States713 Posts
November 27 2024 02:25 GMT
#37
Your honor,... uh .. .... so... uh....
Huston Mayday mayday, we got a problem Huston.

Cyclone is currently bugged it does 25% more dmg....................

So apparently all you gotta do is mass Cyclone and you win vs Zerg/Protoss with no brain and strategy A move for the win
别问,问就是查无此人。
PurE)Rabbit-SF
Profile Blog Joined December 2006
United States713 Posts
November 27 2024 02:26 GMT
#38
This will be hilarious to watch WTF we will see for homestory cup. I think it would be a real sad one.
别问,问就是查无此人。
Waxangel
Profile Blog Joined September 2002
United States33681 Posts
Last Edited: 2024-11-27 06:30:26
November 27 2024 06:19 GMT
#39
On November 27 2024 11:26 PurE)Rabbit-SF wrote:
This will be hilarious to watch WTF we will see for homestory cup. I think it would be a real sad one.


Eh, having watched a lot of the PTR tourneys, the patch didn't actually change much a the mid-high pro level. In fact, I'd say the game became slightly more interesting for viewers cause energy overcharge allows Protoss a bit more diversity of strategy (I didn't see any signs that removing battery overcharge was making certain all-ins OP).

The good players will remain good, and Serral or Clem will prolly win HSC

AdministratorHey HP can you redo everything youve ever done because i have a small complaint?
Vision_
Profile Joined September 2018
877 Posts
November 27 2024 07:16 GMT
#40
On November 27 2024 10:59 JJH777 wrote:
Show nested quote +
On November 26 2024 11:13 luxon wrote:
We have heard major concerns from multiple professional Terran players about the Ghost nerf, and there wasn't full alignment among Balance Council members regarding this change.

even as the game's pro circuit is over, (foreigner) terrans refuse to budge an inch to let protoss players win the 200 bucks left in the circuit. lol. my king clement refusing to let anyone else pocket rotti's $100 ❤️


The ghost nerf doesn't even help Toss. It's a TvZ nerf that Zergs are using PvT to justify.


Yes community is reacting with a bit of delay but it s true.
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