So, recently it has come to light that the range upgrade for Swann’s cyclones, Targeting Optics, is actually bugged.
The Bug
Targeting Optics states that it “increases lock on range by 3”. Whether this means cast range, leash range, or both is ambiguous, but in fact what it actually does is increases cast range and NOT leash range. This alone would not be a bug, just a case of another poor tooltip.
However, it increases the range indicator for the leash range by 3, thus making it appear to increase leash range by 3, but instead your cyclone will lose the target well before reaching the edge of the range visual. So this upgrade actually makes it a lot harder to micro cyclones because instead of having an indicator to tell you how far you can reach, you instead have to eyeball it knowing the indicator is a lie. Worse yet, the range indicator for the cast range does NOT increase, even though the cast range has in fact increased, so this upgrade makes BOTH range indicators incorrect.
HP Breakpoints
But while we’re on the topic, let’s discuss some other problems with cyclones. For example, the fact that reducing cyclone base hp by -20hp would be a significant BUFF to Swann’s cyclones. Why? Well with Swann’s level 15 talent cyclones go from 200 hp to 240 hp, which is critical because Amon’s BCs will cast yamato on any unit with 225 hp or greater. This means that cyclones become significantly LESS effective against terran upon reaching level 15. For those who are wondering, yes the same applies to Science Vessels.
If Swann’s cyclones had 20 less base hp, that would be 180 hp + 36 hp for level 15 resulting in 216 hp, safe from Yamato (unless you defensive matrix). Same could be done to science vessels, which would make Swann’s life a lot easier against Terran.
Slow-op
And now for the move speed problem, because for some reason having fast units in co-op is banned. Corrected from real time to co-op time, 1v1 cyclones have 3.37 movespeed, compared to the 2.81 of Swann’s. A few units that 1v1 cyclones can kite and Swann can’t include:
- Stalkers
- Roaches
- Hydralisks
- Ultralisks
- Dark Templar
And more, but these are just a few examples. Because we can’t have the cyclone, a mobile skirmishing unit, be… mobile. That just wouldn’t make sense.
I Can’t See!
And one last thing to complain about: vision! Swann’s terrible at getting it for his cyclones. And sure, it’s probably never going to happen that Swann steals scan from Raynor (though Mengsk did steal drop pods…) But right now Swann doesn’t have any units with especially large vision range to spot for his cyclones, especially not when you want to be microing cyclones rather than the spotting unit. Wraiths kinda work… until Amon makes detectors. Your best option becomes flying factories. I don’t know what the best solution is here, but there’s got to be something.
And Armour Too
The troubles for Cyclones don’t end there, because their lockon is actually affected by armour, unlike 1v1 cyclones. This means that they actually get worse as the mission progresses and gets armour upgrades, while also dramatically reducing their effectiveness against high armour map objectives, something they should specialize in killing. Worse yet, while in 1v1 Magfield increases the damage of lockon by 100%, in co-op magfield increases the attack speed of lockon by 100%, which both means slightly less bursty/less responsive damage but also means that cyclones are even worse impacted by this significant vulnerability to armour. A vulnerability they shouldn’t even have in the first place.
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Anyways, that’s my complaints for cyclones outlined. At very least, can we get a bugfix? Because this pattern of underused units being bugged out is getting old.