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On August 21 2012 23:12 Snowbear wrote:Show nested quote +On August 21 2012 23:10 ZXRP wrote: There have been quite a few posts regarding the strength of the widow mine. Here is a suggestion that might make it both balanced and interesting.
When the mine attaches itself to a unit, it doesn't do the damage in one explosion but rather over time (starting right after the attachment), essentially exactly like irradiate in BW. This would do AOE damage to both friendly and enemy units (to make it more interesting and to address possible balance issues).
This would mean that, although you cannot avoid taking damage on the primary unit, you can't completely avoid taking damage on some of your other units either - if they are bunched up. This means that, even if the mine attaches itself to a ling, it will not be a total waste of money and supply for the terran player.
In addition, this will allow the zerg player to send "irradiated" units into the enemy force to get some payback.
As a final bonus, this would make the mine more noob friendly with regard to drops in the mineral line, as it would not kill all the workers seemingly without warning. You would the "units under attack" alert, and then have a few precious seconds to separate the workers out.
In conclusion, I believe this would address most, if not all, of the issues currently experienced and debated. I really never read such a bad idea in my life, wow! The mine would be useless. The only thing the mine has to do atm is to act like the BW spidermine: explode and do splashdamage.
You shouldn't theorycraft on a game that's not yet in public Beta.
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On August 21 2012 23:17 Deleuze wrote:Show nested quote +On August 21 2012 23:12 Snowbear wrote:On August 21 2012 23:10 ZXRP wrote: There have been quite a few posts regarding the strength of the widow mine. Here is a suggestion that might make it both balanced and interesting.
When the mine attaches itself to a unit, it doesn't do the damage in one explosion but rather over time (starting right after the attachment), essentially exactly like irradiate in BW. This would do AOE damage to both friendly and enemy units (to make it more interesting and to address possible balance issues).
This would mean that, although you cannot avoid taking damage on the primary unit, you can't completely avoid taking damage on some of your other units either - if they are bunched up. This means that, even if the mine attaches itself to a ling, it will not be a total waste of money and supply for the terran player.
In addition, this will allow the zerg player to send "irradiated" units into the enemy force to get some payback.
As a final bonus, this would make the mine more noob friendly with regard to drops in the mineral line, as it would not kill all the workers seemingly without warning. You would the "units under attack" alert, and then have a few precious seconds to separate the workers out.
In conclusion, I believe this would address most, if not all, of the issues currently experienced and debated. I really never read such a bad idea in my life, wow! The mine would be useless. The only thing the mine has to do atm is to act like the BW spidermine: explode and do splashdamage. You shouldn't theorycraft on a game that's not yet in public Beta.
I am not theorycrafting, the guy I quoted is..
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On August 21 2012 23:19 Snowbear wrote:Show nested quote +On August 21 2012 23:17 Deleuze wrote:On August 21 2012 23:12 Snowbear wrote:On August 21 2012 23:10 ZXRP wrote: There have been quite a few posts regarding the strength of the widow mine. Here is a suggestion that might make it both balanced and interesting.
When the mine attaches itself to a unit, it doesn't do the damage in one explosion but rather over time (starting right after the attachment), essentially exactly like irradiate in BW. This would do AOE damage to both friendly and enemy units (to make it more interesting and to address possible balance issues).
This would mean that, although you cannot avoid taking damage on the primary unit, you can't completely avoid taking damage on some of your other units either - if they are bunched up. This means that, even if the mine attaches itself to a ling, it will not be a total waste of money and supply for the terran player.
In addition, this will allow the zerg player to send "irradiated" units into the enemy force to get some payback.
As a final bonus, this would make the mine more noob friendly with regard to drops in the mineral line, as it would not kill all the workers seemingly without warning. You would the "units under attack" alert, and then have a few precious seconds to separate the workers out.
In conclusion, I believe this would address most, if not all, of the issues currently experienced and debated. I really never read such a bad idea in my life, wow! The mine would be useless. The only thing the mine has to do atm is to act like the BW spidermine: explode and do splashdamage. You shouldn't theorycraft on a game that's not yet in public Beta. I am not theorycrafting, the guy I quoted is.. your theorycrafting as much as he is by saying his theorycrafting is bad you theorycrafted his theorycrafting
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On August 21 2012 23:12 Snowbear wrote:Show nested quote +On August 21 2012 23:10 ZXRP wrote: There have been quite a few posts regarding the strength of the widow mine. Here is a suggestion that might make it both balanced and interesting.
When the mine attaches itself to a unit, it doesn't do the damage in one explosion but rather over time (starting right after the attachment), essentially exactly like irradiate in BW. This would do AOE damage to both friendly and enemy units (to make it more interesting and to address possible balance issues).
This would mean that, although you cannot avoid taking damage on the primary unit, you can't completely avoid taking damage on some of your other units either - if they are bunched up. This means that, even if the mine attaches itself to a ling, it will not be a total waste of money and supply for the terran player.
In addition, this will allow the zerg player to send "irradiated" units into the enemy force to get some payback.
As a final bonus, this would make the mine more noob friendly with regard to drops in the mineral line, as it would not kill all the workers seemingly without warning. You would the "units under attack" alert, and then have a few precious seconds to separate the workers out.
In conclusion, I believe this would address most, if not all, of the issues currently experienced and debated. I really never read such a bad idea in my life, wow! The mine would be useless. The only thing the mine has to do atm is to act like the BW spidermine: explode and do splashdamage.
Could you please elaborate as to why you disagree with my suggestion?
I think the mine would certainly be more useful than in the current build where, if you micro it away the targeted unit will be the only unit lost (or damaged). Dustin Browder mentioned specifically that part of what they are struggling with in balancing the mine is to make the cost and supply just right so that it will not be over- or underpowered.
If you were suggesting that the mine explode immediately upon attachment (or at least, with a very short time window), the fear is that, with the pathing and unlimited unit selection, a unit that costs 1 supply could do 200 AOE damage from a fairly large range. This feels extremely powerful and unforgiving.
I believe that my suggestion is a good middle ground.
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On August 21 2012 23:25 ZXRP wrote:Show nested quote +On August 21 2012 23:12 Snowbear wrote:On August 21 2012 23:10 ZXRP wrote: There have been quite a few posts regarding the strength of the widow mine. Here is a suggestion that might make it both balanced and interesting.
When the mine attaches itself to a unit, it doesn't do the damage in one explosion but rather over time (starting right after the attachment), essentially exactly like irradiate in BW. This would do AOE damage to both friendly and enemy units (to make it more interesting and to address possible balance issues).
This would mean that, although you cannot avoid taking damage on the primary unit, you can't completely avoid taking damage on some of your other units either - if they are bunched up. This means that, even if the mine attaches itself to a ling, it will not be a total waste of money and supply for the terran player.
In addition, this will allow the zerg player to send "irradiated" units into the enemy force to get some payback.
As a final bonus, this would make the mine more noob friendly with regard to drops in the mineral line, as it would not kill all the workers seemingly without warning. You would the "units under attack" alert, and then have a few precious seconds to separate the workers out.
In conclusion, I believe this would address most, if not all, of the issues currently experienced and debated. I really never read such a bad idea in my life, wow! The mine would be useless. The only thing the mine has to do atm is to act like the BW spidermine: explode and do splashdamage. Could you please elaborate as to why you disagree with my suggestion? I think the mine would certainly be more useful than in the current build where, if you micro it away the targeted unit will be the only unit lost (or damaged). Dustin Browder mentioned specifically that part of what they are struggling with in balancing the mine is to make the cost and supply just right so that it will not be over- or underpowered. If you were suggesting that the mine explode immediately upon attachment (or at least, with a very short time window), the fear is that, with the pathing and unlimited unit selection, a unit that costs 1 supply could do 200 AOE damage from a fairly large range. This feels extremely powerful and unforgiving. I believe that my suggestion is a good middle ground. the spider mine was recently changed so it does explode immmediately buit deals less AoE damage
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On August 21 2012 23:31 Forikorder wrote:Show nested quote +On August 21 2012 23:25 ZXRP wrote:On August 21 2012 23:12 Snowbear wrote:On August 21 2012 23:10 ZXRP wrote: There have been quite a few posts regarding the strength of the widow mine. Here is a suggestion that might make it both balanced and interesting.
When the mine attaches itself to a unit, it doesn't do the damage in one explosion but rather over time (starting right after the attachment), essentially exactly like irradiate in BW. This would do AOE damage to both friendly and enemy units (to make it more interesting and to address possible balance issues).
This would mean that, although you cannot avoid taking damage on the primary unit, you can't completely avoid taking damage on some of your other units either - if they are bunched up. This means that, even if the mine attaches itself to a ling, it will not be a total waste of money and supply for the terran player.
In addition, this will allow the zerg player to send "irradiated" units into the enemy force to get some payback.
As a final bonus, this would make the mine more noob friendly with regard to drops in the mineral line, as it would not kill all the workers seemingly without warning. You would the "units under attack" alert, and then have a few precious seconds to separate the workers out.
In conclusion, I believe this would address most, if not all, of the issues currently experienced and debated. I really never read such a bad idea in my life, wow! The mine would be useless. The only thing the mine has to do atm is to act like the BW spidermine: explode and do splashdamage. Could you please elaborate as to why you disagree with my suggestion? I think the mine would certainly be more useful than in the current build where, if you micro it away the targeted unit will be the only unit lost (or damaged). Dustin Browder mentioned specifically that part of what they are struggling with in balancing the mine is to make the cost and supply just right so that it will not be over- or underpowered. If you were suggesting that the mine explode immediately upon attachment (or at least, with a very short time window), the fear is that, with the pathing and unlimited unit selection, a unit that costs 1 supply could do 200 AOE damage from a fairly large range. This feels extremely powerful and unforgiving. I believe that my suggestion is a good middle ground. the spider mine was recently changed so it does explode immmediately buit deals less AoE damage
If the widow mine doesn't deal any AOE damage (blizzard probably didnt want it to be used for worker harass) im not sure how you're supposed to use that unit optimally. If it deals high damage to a single unit then you want it to hit things like immortals, collosus, ultralisks, tanks. None of these units just walk around by themselves. You would have to get extremely lucky for a collosus to walk over one before any stalkers do. Maybe during a gold leaguer broodlord push you can get a good widow mine off.
A better idea would be for the mine to only be set off by larger units. Basically things like zerglings, workers, zealots ect wont set it off. That way it can still do splash damage but not be used for worker harass. It also makes some logical sense. I really hope they figure this unit out because it seems like its gonna be scratched quickly.
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On August 21 2012 23:45 RedMosquito wrote:Show nested quote +On August 21 2012 23:31 Forikorder wrote:On August 21 2012 23:25 ZXRP wrote:On August 21 2012 23:12 Snowbear wrote:On August 21 2012 23:10 ZXRP wrote: There have been quite a few posts regarding the strength of the widow mine. Here is a suggestion that might make it both balanced and interesting.
When the mine attaches itself to a unit, it doesn't do the damage in one explosion but rather over time (starting right after the attachment), essentially exactly like irradiate in BW. This would do AOE damage to both friendly and enemy units (to make it more interesting and to address possible balance issues).
This would mean that, although you cannot avoid taking damage on the primary unit, you can't completely avoid taking damage on some of your other units either - if they are bunched up. This means that, even if the mine attaches itself to a ling, it will not be a total waste of money and supply for the terran player.
In addition, this will allow the zerg player to send "irradiated" units into the enemy force to get some payback.
As a final bonus, this would make the mine more noob friendly with regard to drops in the mineral line, as it would not kill all the workers seemingly without warning. You would the "units under attack" alert, and then have a few precious seconds to separate the workers out.
In conclusion, I believe this would address most, if not all, of the issues currently experienced and debated. I really never read such a bad idea in my life, wow! The mine would be useless. The only thing the mine has to do atm is to act like the BW spidermine: explode and do splashdamage. Could you please elaborate as to why you disagree with my suggestion? I think the mine would certainly be more useful than in the current build where, if you micro it away the targeted unit will be the only unit lost (or damaged). Dustin Browder mentioned specifically that part of what they are struggling with in balancing the mine is to make the cost and supply just right so that it will not be over- or underpowered. If you were suggesting that the mine explode immediately upon attachment (or at least, with a very short time window), the fear is that, with the pathing and unlimited unit selection, a unit that costs 1 supply could do 200 AOE damage from a fairly large range. This feels extremely powerful and unforgiving. I believe that my suggestion is a good middle ground. the spider mine was recently changed so it does explode immmediately buit deals less AoE damage If the widow mine doesn't deal any AOE damage (blizzard probably didnt want it to be used for worker harass) im not sure how you're supposed to use that unit optimally. If it deals high damage to a single unit then you want it to hit things like immortals, collosus, ultralisks, tanks. None of these units just walk around by themselves. You would have to get extremely lucky for a collosus to walk over one before any stalkers do. Maybe during a gold leaguer broodlord push you can get a good widow mine off. A better idea would be for the mine to only be set off by larger units. Basically things like zerglings, workers, zealots ect wont set it off. That way it can still do splash damage but not be used for worker harass. It also makes some logical sense. I really hope they figure this unit out because it seems like its gonna be scratched quickly. LESS AoE damage not NO AoE damage
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I did get a Starcraft 2 beta key. No joke.
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On August 22 2012 04:34 LOLItsRyann wrote:I did get a Starcraft 2 beta key. No joke. You know too well what we say: pics or it didn't happen.
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On August 22 2012 17:11 Ahelvin wrote:Show nested quote +On August 22 2012 04:34 LOLItsRyann wrote:I did get a Starcraft 2 beta key. No joke. You know too well what we say: pics or it didn't happen.
He said sc2 beta key, not HOTS beta key
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I hope I get a key this time and not like when sc2 beta came out begged to use my wow friends account
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I'm still curious how the progamers, commentators and general community people get in to the beta, does anyone know? I don't want or intend to game the system, I'm just kind of fascinated by the logistics of it all.
Does Blizzard just have some list somewhere? I mean I assume people like Artosis, Tasteless, Wolf, Khaldor will get in very quickly, plus people like Husky, Day9 and of course the pro gamers and so on.
Anyone got any ideas?
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On August 21 2012 01:33 Forikorder wrote:Show nested quote +in my opionion the mechanism of lowground pylons for highground warpins made the game much more interesting and dynamic as its very good for harras or some light aggression (maybe from multiple angles) that does not go through the front door. by harass or light agression i assume you mean extremely hard to hold off push that allows you to instantly reinforce inside of a zergs main base faster than they can actually get there reinforcements there (essentially giving the protoss the defenders advantage) and an extremely advantageous position where FFs can essentially make it so that the main has to be sacrificed I only ment light aggression/harras. For example vs zerg attacing multiple places with a couple of zealots each or counter attacing zerg when hes attacing you with the help of vr or phoenix to give vision for the pylon. vs t dts or zealots and bypassing their ralley with obs/halluzinate. Z and T currently can spread out protoss a lot and force them to split up their army a lot (t: drops, z: drops, mutas, zergling/roach runbys, attacing multiple positions at once with large number advantage. So I dont like they take one of the ways protoss can do this away. Warp prism is fine but this change takes away diversity.)
The attac that you describe vs z is sort of allin as it is a huge comittment to warp in tons of units into the zergs main base that can not escape at any time. There are other allin attacs that are hard to hold as well... it should require some skill to hold well executed attacs in my oppinion. I don't really play this particular attac but even if you dont see it coming (which you should) it should not be the end of the world and its not easy peasy hold the ramp defenders advantage in the zerg main base.
On August 21 2012 02:01 Forikorder wrote:Show nested quote +On August 21 2012 01:55 Grumbels wrote:On August 21 2012 01:33 Forikorder wrote:in my opionion the mechanism of lowground pylons for highground warpins made the game much more interesting and dynamic as its very good for harras or some light aggression (maybe from multiple angles) that does not go through the front door. by harass or light agression i assume you mean extremely hard to hold off push that allows you to instantly reinforce inside of a zergs main base faster than they can actually get there reinforcements there (essentially giving the protoss the defenders advantage) and an extremely advantageous position where FFs can essentially make it so that the main has to be sacrificed you can do that with warp prisms too and having scattered pylons around is more interesting gameplay because it's more positional warp prisms require you to delay the push to actually get the warp prism, pylon play does not Just not true. You need something to give vision to allow highground warpin like a voidray/phoenix, this can make it about as fast as a warp prism attac and it can not really be said which attac is better as they are completely different. voidrays/phoenix give air support while warp prism can give safety for sentrys and micro and escape possibilities. If the game continues after the attac you probably will keep your airforce or warp prism+sentries.
I doubt that blizzard removed highground power because of cheesy rampblock tactics. Maybe they just wanted to to nerf the hots p some as it was too strong. (I mean they dont patch it in wol or do they...)
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I hope blizzard would prefer to give beta keys to people with some good knowledge of sc2 such as master+. Or preferably like top 8 master. (yeah I say that cause I'm top 8 master). This would really help to have a better idea of the balance in the beta.
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I kind of hope I get into the Beta now. I have a "crap" computer though so I doubt I will.
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I only ment light aggression/harras. For example vs zerg attacing multiple places with a couple of zealots each or counter attacing zerg when hes attacing you with the help of vr or phoenix to give vision for the pylon. vs t dts or zealots and bypassing their ralley with obs/halluzinate. Z and T currently can spread out protoss a lot and force them to split up their army a lot (t: drops, z: drops, mutas, zergling/roach runbys, attacing multiple positions at once with large number advantage. So I dont like they take one of the ways protoss can do this away. Warp prism is fine but this change takes away diversity.)
no it doesnt because Protoss only used the low ground pylon high ground warp in to do all-in agression
The attac that you describe vs z is sort of allin as it is a huge comittment to warp in tons of units into the zergs main base that can not escape at any time. There are other allin attacs that are hard to hold as well... it should require some skill to hold well executed attacs in my oppinion. I don't really play this particular attac but even if you dont see it coming (which you should) it should not be the end of the world and its not easy peasy hold the ramp defenders advantage in the zerg main base.
the thing is you dont have defenders advantage becasue most of your reinforcements are from your natural and third which is farther away then yor opponts pylon, plus if they jsut FF the ramp then they only have to deal with units coming from your main
Just not true. You need something to give vision to allow highground warpin like a voidray/phoenix, this can make it about as fast as a warp prism attac and it can not really be said which attac is better as they are completely different. voidrays/phoenix give air support while warp prism can give safety for sentrys and micro and escape possibilities. If the game continues after the attac you probably will keep your airforce or warp prism+sentries.
I doubt that blizzard removed highground power because of cheesy rampblock tactics. Maybe they just wanted to to nerf the hots p some as it was too strong. (I mean they dont patch it in wol or do they...)
the VR phoenix attack is undoubtably much stronger then straight WP attack because the WP attack is just Gateway units and the VR attack is everything the WP attack has but with phoenix and VRs especailly since Zerg has so few AA options early game and they can be sniped by Zealots pretty easily
and they said in an interview the change was to stop the sort of attack i jsut described they didnt like Protoss so easily warping into the main of someone without a WP
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It's taking so long, omg.. With how it's going they'll release MoP before the HoTS beta.
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