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On November 12 2018 21:44 dummy1 wrote: REalistically, i'd like to put goliaths and firebats instead of cyclones and hellions. It should help with everything.
Realistically, I'd like to watch brood war but for that I have SC:R
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On November 13 2018 00:00 insitelol wrote: Btw, terrans. Why does everyone think that the old version of cyclone equals its removal? It costs less, attacks on move and has a longer range. Blizzard said they want to limit terran proxy options, but current version cyclones could be easily countered even with stalkers. The old one kites any ground units (even voidrays?) to death remaining untouchable. It's a perfect early proxy siege weapon. Tell me im wrong please. Does a lab requirement matter that much?
Just look at the awful stats: 120 hp, 4 supply, armored, mediocre mobility, low damage normal attack. Also its lock-on ability is only good against high hp, slow, short range units. How many units like this exist in SC2? Did I mention that the ability does not scale at all with numbers
What role does this unit play in any matchup?
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On November 13 2018 05:28 Loccstana wrote:Show nested quote +On November 13 2018 00:00 insitelol wrote: Btw, terrans. Why does everyone think that the old version of cyclone equals its removal? It costs less, attacks on move and has a longer range. Blizzard said they want to limit terran proxy options, but current version cyclones could be easily countered even with stalkers. The old one kites any ground units (even voidrays?) to death remaining untouchable. It's a perfect early proxy siege weapon. Tell me im wrong please. Does a lab requirement matter that much? Just look at the awful stats: 120 hp, 4 supply, armored, mediocre mobility, low damage normal attack. Also its lock-on ability is only good against high hp, slow, short range units. How many units like this exist in SC2? Did I mention that the ability does not scale at all with numbers What role does this unit play in any matchup? Early game defense. Maybe an all-in or two.
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On November 13 2018 05:28 Loccstana wrote: Also its lock-on ability is only good against high hp, slow, short range units. How many units like this exist in SC2?
hm, let's see... roaches, ravagers, hydralisks (with grooved spines), queens, swarm hosts, ultralisks, vipers and corruptors.
cyclones with 7 lock-on activation outrange upgraded hydras
what about the other zerg units?
hellions are super effective against lings, locusts, brood-lings, and fare pretty well against hydras.
hellions and lock-on cyclones have perfect movement speed / kiting synergy.
the only zerg ground units that really shut-down this combo are banelings, lurkers and infestors.
sprinkle in a few widow mines to zone out the banelings. pump tanks if zerg transitions to lurkers. widow mines also help vs roaches because they are quick to build. this is basically the mech version of HotS 4M.
cyclones can run rings around swarm hosts and punish zergs with no brain who park them outside your expansions. you just run your cyclones around the other side of the map and kill a hatchery... or, simply meet the swarm hosts half-way across the map, lock-on and chase them away, something you couldn't do with slow tornado blaster cyclones.
I think the best way for zerg to play against low-economy, ultra aggressive cyclone / hellion / mine is to expand slowly, don't try to trade units (because speed-mech can now out-macro swarmy zergs), and work up to an infestor-based high tech army.
sure, lock-on doesn't scale with upgrades. you say this like it's a bad thing! it's actually a very good thing for terran. tank-based mech is useless without 2/2. spell-based mech (cyclone + widow mine) is strong right off the bat. terrans have no reason to rush vehicle weapons thanks to these units... you can get by on armor upgrades only. the resources that normally go into a 2nd armory + vehicle weapons can be spent on 3 additional factories. now we have 8 factories very early in the game, pumping speedy assassin-style units.
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Yeah, I'm not sure in what world "as fast as stim bio" counts as "mediocre mobility" and 7 (lock-on)/15 (leash) range counts as "short-range".
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Guys, let bring us back goliath and firebat. This is a solver for Blizzard puzzles. I saw it in a dream last night. Goliath and firebat. Goliath gives us a splash damage; bonus against armor air units; cheaper; protecting your mech balls; build it on reactor not laboratory. Firebat is so cool +10 to swag; splash damage; armor; good for your bio. Please, Blizzard hear me dream out loud.
On November 13 2018 04:10 mierin wrote:Show nested quote +On November 12 2018 21:44 dummy1 wrote: REalistically, i'd like to put goliaths and firebats instead of cyclones and hellions. It should help with everything. Realistically, I'd like to watch brood war but for that I have SC:R See. +oldbags like to watch this.
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On November 13 2018 05:56 Elentos wrote:Show nested quote +On November 13 2018 05:28 Loccstana wrote:On November 13 2018 00:00 insitelol wrote: Btw, terrans. Why does everyone think that the old version of cyclone equals its removal? It costs less, attacks on move and has a longer range. Blizzard said they want to limit terran proxy options, but current version cyclones could be easily countered even with stalkers. The old one kites any ground units (even voidrays?) to death remaining untouchable. It's a perfect early proxy siege weapon. Tell me im wrong please. Does a lab requirement matter that much? Just look at the awful stats: 120 hp, 4 supply, armored, mediocre mobility, low damage normal attack. Also its lock-on ability is only good against high hp, slow, short range units. How many units like this exist in SC2? Did I mention that the ability does not scale at all with numbers What role does this unit play in any matchup? Early game defense. Maybe an all-in or two. so the role that the current Cyclone plays... Only worse. much worse
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