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Casting spells on spider mines? - Page 2

Forum Index > Brood War Strategy
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PaperLuigi
Profile Joined June 2007
United States95 Posts
February 12 2010 19:36 GMT
#21
On February 13 2010 00:37 TheYango wrote:
Show nested quote +
On February 13 2010 00:37 flamewheel91 wrote:
Have you watched many TvPs lately? There have been calls of "Really revolutionizing TvP with the use of medics." Granted, he hasn't been blinding the spider mines themselves--but he's been blinding the Protoss observers, which makes the mines infinitely more dangerous when the Protoss tries to break Really's push. If I recall correctly, other Terrans (Light, among others I think?) have been using this Flare build recently. And I'm pretty sure Really and Light don't qualify as "low level players."

I've watched those games and the scenario is entirely different. Blinding observers is hugely different from blinding mines, because of how much coverage they have. A blinded mine doesn't change the amount of detection that protoss has, and so doesn't make him any more vulnerable to mines other than the blinded one itself. Blinding the observer noticeably reduces protoss' detection coverage.

Put simply, blinding observers gives you some advantage, regardless of the level of play, because it renders those observers useless. If you build 4 medics and blind 4 observers, you've spent 200 gas to make the opponent waste 300--regardless of whether your mines hit anything. Blinding mines is dependent on your opponent's level of play because it requires your opponent to fall for it in order to actually do any damage. You could spend 300/200 to do nothing.

Show nested quote +
On February 13 2010 00:33 Excel Excel wrote:
Defense matrix does not reveal spider mines, it just makes it have much, much more apparent HP for the duration of the spell. Similarly, d-matrixed burrowed units are not revealed.

Hmm. Still, you get Science Vessels to respond to Arbiters. Spending a Defense Matrix on a mine means that's one less recall you can respond to. Not to mention that it might not even be worth using over an EMP on units. Spider mines do more damage, but EMP has full effect on all units inside the area of effect, while spider mines have reduced damage the farther the unit is from the mine.


How about blinding both Observers AND mines?
The Protoss would attempt to just kill them with Goon micro and many laughs would be had.

heroyi
Profile Blog Joined March 2009
United States1064 Posts
February 13 2010 18:36 GMT
#22
legit question, sorry for hijack:

how come toss can just storm minefield??i mean mines is what really pummels toss asshole, so storm the field, get rid of shit ton of mines, make a open gap for lots to run through, and proceed to rape tanks??
wat wat in my pants
YejinYejin
Profile Blog Joined July 2009
United States1053 Posts
February 13 2010 21:23 GMT
#23
Well, minefields are usually much larger than the area of one or two storms, and if you're going to cover an entire screen with storm, it could be used on much more useful targets instead, like tanks.
안지호
numLoCK
Profile Blog Joined November 2008
Canada1416 Posts
February 13 2010 21:55 GMT
#24
Ya, a storm is gonna kill like 1 or 2 mines tops, and storming units would be much more effective.
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