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: https://youtu.be/DPgnATHjUjQ
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): https://www.youtube.com/watch?v=19FLuFBELqc
(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!