• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 13:35
CEST 19:35
KST 02:35
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL22] Ro16 Preview: Rough Waters10[ASL22] Ro24 Preview: Siren's Call8[ASL22] Ro24 Preview: Summer's End9Serral wins HomeStory Cup 2915Serral wins Maestros of the Game 244
Community News
Weekly Cups (Aug 30-Sep 7): herO thrives amid growing schism10Official StarCraft website teases new content ahead of BlizzCon?134Stellar Fest TWO the Moon (Dec 16-20)9Weekly Cups (August 24-30): Patches' balance mod takes over3New 3v3 BGH Ladder (and more) on ShieldBattery!46
StarCraft 2
General
Balance hotfix patch 5.0.16b (July 16) Team Liquid Map Contest #22: Results and Winners Weekly Cups (Aug 30-Sep 7): herO thrives amid growing schism SC4ALL: II Winner will earn a spot at HSC 30! SC4ALL II: StarCraft 2 Player Announcement 7/8
Tourneys
RSL goes to London! 2026 Offline Finals Nov 21-22 KSL Week #92 IntoTheTV X SOOP SC2 League : Weekly & Monthly 2026 GSTL Announcement Sparkling Tuna Cup - Weekly Open Tournament
Strategy
[G] Having the right mentality to improve
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
Mutation # 542 The Ascended Mutation # 541 Binary Choice The PondCast: SC2 News & Results Mutation # 540 Dodge This
Brood War
General
Official StarCraft website teases new content ahead of BlizzCon? BGH Auto Balance -> http://bghmmr.eu/ Practice Partners (Official) Broodwar Prediction Market [D] Brainstorming a balance patch for Brood war
Tourneys
[ASL22] Ro16 Group A [ASL22] Ro16 Group B Escore Tournament - Season 3 Small VOD Thread 2.0
Strategy
Replay Review Process - What do you do? Simple Questions, Simple Answers Odyssey Mineral Stack Saturation Game Theory for Starcraft
Other Games
General Games
Nintendo Switch Thread EVE Corporation Diablo IV [Maplestory Hardcore] Let's Play~!! General RTS Discussion Thread
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish TSM pausing esports and CLG Dead
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Community Thread
Community
General
US Politics Mega-thread UK Politics Mega-thread Things Aren’t Peaceful in Palestine Trading/Investing Thread Russo-Ukrainian War Thread
Fan Clubs
MarineLorD Fan Club The Creator Fan Club The ShoWTimE Fan Club
Media & Entertainment
Movie Discussion!
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Northern Ireland Global Starcraft
Blogs
Virtual Romance, Real-Life C…
TrAiDoS
Regacy Esports:Our Goa…
regacyesports
Dreaming of BW patches (mod…
c3rberUs
LOCKPICKING NOOB
LUCKY_NOOB
Customize Sidebar...

Website Feedback

Closed Threads



Active: 6331 users

Math on Widow Mines -- How STLife Dodged the Shots - Page 6

Forum Index > StarCraft 2 Strategy
Post a Reply
Prev 1 4 5 6 7 8 13 Next All
Popkiller
Profile Blog Joined March 2012
3415 Posts
March 19 2013 21:37 GMT
#101
On March 20 2013 03:47 TheDwf wrote:
Show nested quote +
On March 20 2013 03:44 Vindicare605 wrote:
You can't manually target anything with Widow Mines. Their attack is automatic and there's nothing you can do as a Terran player to alter what it fires at other than unburrowing the mine to reset its lock on protocol.

Yes you can, during the 1.5 second window after the time bomb triggers you can focus something else within the Mine's range; the time bomb will reset and the Mine will shoot if the new target is still in range.



how? I should go check again but the last time I played with widow mines there was no attack or move option in the command card while they were burrowed.
FeyFey
Profile Joined September 2010
Germany10114 Posts
March 19 2013 21:37 GMT
#102
hehe pretty nice information thank you. I really love to play around with mines, but I hope they remove any ability to target, it is so much fun to micro against it. With the target ability that is a bit negated, of course it depends on the Terran skill, but I would prefer if it would be solely on the opponents side apart from unburrow.
But that may be me who loves to burrow the leading ling and the group runs past the mine. Or clean a mine without losses by burrowing the targeted unit, needs a lack of detection though.
Cyanocyst
Profile Joined October 2010
2222 Posts
March 19 2013 21:38 GMT
#103
Wait What? he was actually intentionally dodging? I honestly thought he was just getting lucky. There were a few times he went in and i thought on well hes about to loose 40 lings or so and hence loose this fight. Though the mines just missed completely.

Especially in that series vs he gave up many packs of banes to widow mines. (Just an excuse to why i didn't believe he was dodging intentionally.)
|| Fruit Dealer | Leenock | Yughio | Coca | Sniper | True | Solar | Dark |
ninjafetus
Profile Joined December 2008
United States231 Posts
March 19 2013 21:41 GMT
#104
This is a great post. I was actually going to try and figure it out after watching the games Sunday, but I'm glad someone got to it before me.

Honestly, if these mechanics are accurate, I think it's a bit silly on Blizzard's part. If the mine's already finished its 1.5 second charge, it shouldn't have to do another 1.5 before firing. It should attack another target right away. If a (real life) influence mine needs a signal (magnetic, pressure, acoustic, whatever) to exceed a certain threshold for X seconds to trigger, it doesn't care if it's one ship or three passing overhead. It just activates. If it loses that threshold, yeah, it resets. I know, SC isn't real life, but this would make more sense in the game, too! I'm guessing the mines were never intended to act like this.

This should be easy to fix in any case. You could have units enter a queue when they enter the radius and leave the queue when they exit the radius. When the mine charge finishes, it just shoots at whatever's at the front of the queue.
Jawcub
Profile Joined December 2012
Sweden10 Posts
March 19 2013 21:41 GMT
#105
On March 20 2013 05:08 `dunedain wrote:
Show nested quote +
On March 20 2013 04:47 Jawcub wrote:
Also a simple terran solution to this would be to always keep the mines in pairs, one right behind the first one so that the lings reach the other mines radius when leving the first one. Instead of keeping the mines side to side.


The thing with keeping the mines in pairs is that they could (and usually do) both target the initial ling and can waste a shot unnecessarily. I believe the real solution to this is proper widow mine spacing. If you keep the mines properly spaced almost within the 5 range of each other, you will definitely take out those small packs of lings and banes, since all the active widow mines further down target the remaining units that survived the initial blasts.

Usually when spaced too close together, the initial splash will kill some shit, but that just creates a buffer for the units in the back to swarm through. With properly spaced widow mines, you'll definitely get bang for your buck, and no more unnecessary auto targeting of the same unit.


That was what I meant, I meant that you should keep them far enough behind eachother for the mines not to target the same lings.
"This is a fucking joke... Fuck you" - Greg 'Idra' Fields
Arzar
Profile Joined October 2011
France51 Posts
March 19 2013 21:46 GMT
#106
On March 20 2013 04:31 MilesTeg wrote:
The thing about that Flash vs Life game wasn't that the mines didn't detonate. They DID detonate, they just didn't do as much damage as everyone expected. Maybe they detonated on some overlords? I can't remember well.


It's a bit blurry for me too, I remember a big pack of zergling running on a minefield, only one mine detonate and fire on an area with a high zergling density but strangely kill almost nothing. Day[9] was quite surprised too. Does someone know the replay + timestamp ?
ASoo
Profile Joined November 2010
2866 Posts
Last Edited: 2013-03-19 21:47:57
March 19 2013 21:47 GMT
#107
Bahahaha this makes me so happy. It's like 2010 GSL 2 when MKP/Fauxer went "wait, you can split marines against banelings, and then they're not a hard-counter anymore" and BitByBit went "yes please" and every Zerg in the world went "oh shit."

Great post, OP.
cheerful
Profile Joined December 2012
78 Posts
March 19 2013 21:52 GMT
#108
Starcraft 2 : serious business.
Lukeeze[zR]
Profile Joined February 2006
Switzerland6838 Posts
March 19 2013 21:52 GMT
#109
That some serious research, thanks for the explanation !
Terran & Potato Salad.
Jampackedeon
Profile Joined November 2010
United States2053 Posts
March 19 2013 21:59 GMT
#110
Well, Life makes it look easy but it seems like this unit can be flummoxed by top level players (not me) so it should be fun to watch even though they kill my own gameplay.
Nachtwind
Profile Joined June 2011
Germany1130 Posts
March 19 2013 22:02 GMT
#111
In conclusion that means never place mines farther then 2 units away from each other or you produce "holes" in the target zone. Right?
invisible tetris level master
Chocobo
Profile Joined November 2006
United States1108 Posts
March 19 2013 22:02 GMT
#112
If it helps anyone, here's a video of lings running through a widow mine's radius.



Widow mine #1 goes off, but for #2 and #3 there are lings entering the edge of the radius but then exiting before the mine can fire.

Now there are more lings inside the radius, mine #2 targets the closest one... which exits the radius before the mine can fire, since that ling was already halfway across. This repeats several times, with the end result being that lots of lings run past without the mine ever firing a shot.
Meadowlark
Profile Blog Joined December 2012
United States349 Posts
March 19 2013 22:09 GMT
#113
Awesome post!
''Three bottles of Monster in a day; I'm pumped as fuck." -Stephano
J.E.G.
Profile Joined May 2010
United States389 Posts
March 19 2013 22:24 GMT
#114
So the faster the unit, the smaller the effective radius of the WM is. Interesting. Really makes T put more thought into positioning of WM's and guessing at the pathing of the enemy units.
Do or do not; there is no try.
Recyrillic
Profile Joined June 2012
3 Posts
March 19 2013 22:24 GMT
#115
so awesome i love these analytical type things^^
could change the way ill move my lings in the future
TwilightRain
Profile Joined March 2011
Germany351 Posts
March 19 2013 22:24 GMT
#116
Good work, OP. In terms of dealing with mines as zerg though, this still feels like it's rather random. And I'm deeply convinced that randomizing elements don't belong in high level competition. :/
Yorbon
Profile Joined December 2011
Netherlands4272 Posts
Last Edited: 2013-03-19 22:36:46
March 19 2013 22:26 GMT
#117
great post. I did notice this partly, but i thought i was misreading the radius slightly.
Very interesting feature, i hope this won't be patched out in some way.

If life made use of this knowingly, it was brilliant. :D

On March 20 2013 07:24 TwilightRain wrote:
Good work, OP. In terms of dealing with mines as zerg though, this still feels like it's rather random. And I'm deeply convinced that randomizing elements don't belong in high level competition. :/
could you explain what you exactly mean by bolded part? I don't really understand how it's random.
Also the purpose of the word 'still' is a bit unclear. What exactly compared to when?
J.E.G.
Profile Joined May 2010
United States389 Posts
March 19 2013 22:35 GMT
#118
On March 20 2013 07:02 Nachtwind wrote:
In conclusion that means never place mines farther then 2 units away from each other or you produce "holes" in the target zone. Right?

4 units, but yes (two mines with radius two = 4 units total distance). good point.
Do or do not; there is no try.
Oukka
Profile Blog Joined September 2012
Finland1683 Posts
March 19 2013 22:37 GMT
#119
That was cool research. It is nice to see people putting in serious effort to study and explain game mechanics that are obvious for us 'average joes '.
I play children's card games and watch a lot of dota, CS and HS
Xahhk
Profile Joined April 2010
Canada540 Posts
March 19 2013 22:38 GMT
#120
Will we eventually see terrans with drilling claws micro mines against people running single zerglings through? Would be awesome.
Prev 1 4 5 6 7 8 13 Next All
Please log in or register to reply.
Live Events Refresh
AI Arena Tournament
17:00
Swiss - Round 1
Laughngamez YouTube
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Tasteless 391
RotterdaM 357
BRAT_OK 46
CosmosSc2 21
-ZergGirl 10
StarCraft: Brood War
Britney 27479
Calm 4310
Shuttle 849
firebathero 783
Artosis 584
actioN 228
Mini 130
910 80
Dewaltoss 79
Mong 49
[ Show more ]
HiyA 24
Hm[arnc] 13
Pusan 12
Noble 6
Dota 2
qojqva3792
420jenkins332
LuMiX1
Counter-Strike
fl0m1274
Fnx 706
edward159
Super Smash Bros
Chillindude22
Heroes of the Storm
Liquid`Hasu601
Trikslyr64
Other Games
Grubby3662
singsing1323
B2W.Neo1189
XaKoH 122
QueenE44
JimRising 9
Organizations
StarCraft 2
StarCraft1534
Heroes of the Storm
Heroes of the Storm1529
Other Games
EGCTV1265
StarCraft 2
ComeBackTV 714
StarCraft: Brood War
Afreeca ASL 404
[ Show 16 non-featured ]
StarCraft 2
• StrangeGG 65
• printf 27
• Migwel
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
StarCraft: Brood War
• Airneanach31
• FirePhoenix5
• HerbMon 2
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
League of Legends
• Jankos1924
Other Games
• imaqtpie380
• Shiphtur153
Upcoming Events
OSC
2h 55m
Sparkling Tuna Cup
16h 25m
WardiTV Invitational
17h 25m
ByuN vs Percival
Cure vs Classic
Shopify Rebellion Sundays
21h 25m
Spirit vs Mixu
Clem vs TBD
RSL Revival
22h 25m
Serral vs Rogue
BlizzCon
1d
IdrA vs MC
Replay Cast
1d 6h
Afreeca Starleague
1d 16h
Light vs JyJ
Soulkey vs hero
WardiTV Weekly
1d 17h
Monday Night Weeklies
1d 22h
[ Show More ]
Afreeca Starleague
2 days
Snow vs Shinee
Shine vs EffOrt
GSL
2 days
PiGosaur Cup
3 days
The PondCast
3 days
Kung Fu Cup
3 days
Replay Cast
4 days
KCM Race Survival
4 days
IntoTheTV X SOOP
4 days
Replay Cast
5 days
IntoTheTV X SOOP
5 days
Replay Cast
6 days
GSL
6 days
Liquipedia Results

Completed

Acropolis #5 - TRS
PiG Sty Festival 8.0
Big Dog Cup 2026 Div 1

Ongoing

KCM Race Survival 2026 Season 3
K-JUNGMAN
ASL Season 22
Super Anchor Qualifying S3
CSL 2026 AUTUMN (S22)
Acropolis #5
RSL Revival: Season 6
Calamity Invitational
FISSURE Playground #3
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026

Upcoming

Blizzard Classic Cup 2026
Acropolis #5 - GSA
Acropolis #5 - GSB
Acropolis #5 - GSC
SC4ALL II: Brood War
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Blizzard Classic Cup 2026
PGL Major Singapore 2026
Stake Ranked Episode 6
BLAST Rivals Fall 2026
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
1win Private Club #2
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.