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[WCS] Ro32 Group B - Season 3 2015 - Page 12

Forum Index > StarCraft 2 Tournaments
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chipmonklord17
Profile Joined February 2011
United States11944 Posts
August 14 2015 20:40 GMT
#221
I still hate the widow mine. I think its one of the worst designed units still in the game
Heartland
Profile Blog Joined May 2012
Sweden24604 Posts
August 14 2015 20:42 GMT
#222
On August 15 2015 05:40 chipmonklord17 wrote:
I still hate the widow mine. I think its one of the worst designed units still in the game


I think exactly the opposite
Grollicus
Profile Joined September 2011
Germany287 Posts
August 14 2015 20:43 GMT
#223
Wow, a real handshake. Hydra saving esports!
Read. | Show me your Healthbars
Ej_
Profile Blog Joined January 2013
47656 Posts
August 14 2015 20:43 GMT
#224
On August 15 2015 05:42 Heartland wrote:
Show nested quote +
On August 15 2015 05:40 chipmonklord17 wrote:
I still hate the widow mine. I think its one of the worst designed units still in the game


I think exactly the opposite

it's like a reaver that picks random targets
"Technically the dictionary has zero authority on the meaning or words" - Rodya
chipmonklord17
Profile Joined February 2011
United States11944 Posts
August 14 2015 20:43 GMT
#225
On August 15 2015 05:42 Heartland wrote:
Show nested quote +
On August 15 2015 05:40 chipmonklord17 wrote:
I still hate the widow mine. I think its one of the worst designed units still in the game


I think exactly the opposite


Really? They're pretty much random and absurdly broken at lower levels. After drilling claws (which I REALLY can't believe is still a thing) a zerg player has 1 second to react to a burrowed mine. As a zerg it feels like there are no countermeasures once the mine count gets high enough. And luckily enough they can be produced two at a time
Sent.
Profile Joined June 2012
Poland9336 Posts
August 14 2015 20:45 GMT
#226
On August 15 2015 05:43 Ej_ wrote:
Show nested quote +
On August 15 2015 05:42 Heartland wrote:
On August 15 2015 05:40 chipmonklord17 wrote:
I still hate the widow mine. I think its one of the worst designed units still in the game


I think exactly the opposite

it's like a reaver that picks random targets


reavers could be very random too
You're now breathing manually
Heartland
Profile Blog Joined May 2012
Sweden24604 Posts
August 14 2015 20:45 GMT
#227
On August 15 2015 05:43 chipmonklord17 wrote:
Show nested quote +
On August 15 2015 05:42 Heartland wrote:
On August 15 2015 05:40 chipmonklord17 wrote:
I still hate the widow mine. I think its one of the worst designed units still in the game


I think exactly the opposite


Really? They're pretty much random and absurdly broken at lower levels. After drilling claws (which I REALLY can't believe is still a thing) a zerg player has 1 second to react to a burrowed mine. As a zerg it feels like there are no countermeasures once the mine count gets high enough. And luckily enough they can be produced two at a time


It gives a lot to the Terran gameplay in terms of space control, how it interacts with bio. But above all I think it's one of the few things in sc2 which allows comebacks, it rewards skill and all those "OOOOOH SHIII!" moments that are just way too few in sc2.

This doesn't mean I don't hate it when a Terran randomly boosts into my mineral lines and all my shit dies though.
Larkin
Profile Blog Joined January 2012
United Kingdom7161 Posts
August 14 2015 20:45 GMT
#228
On August 15 2015 05:43 chipmonklord17 wrote:
Show nested quote +
On August 15 2015 05:42 Heartland wrote:
On August 15 2015 05:40 chipmonklord17 wrote:
I still hate the widow mine. I think its one of the worst designed units still in the game


I think exactly the opposite


Really? They're pretty much random and absurdly broken at lower levels.


agreed, you can easily beat protoss with mass amounts of mines up to plat league

sometimes a fast mine drop is enough to win outright, protosses are so scared of them they build a bunch of cannons and get super behind that way instead
https://www.twitch.tv/ttalarkin - streams random stuff, high level teamleague, maybe even heroleague
Ej_
Profile Blog Joined January 2013
47656 Posts
August 14 2015 20:45 GMT
#229
On August 15 2015 05:45 Sent. wrote:
Show nested quote +
On August 15 2015 05:43 Ej_ wrote:
On August 15 2015 05:42 Heartland wrote:
On August 15 2015 05:40 chipmonklord17 wrote:
I still hate the widow mine. I think its one of the worst designed units still in the game


I think exactly the opposite

it's like a reaver that picks random targets


reavers could be very random too

yes exactly
"Technically the dictionary has zero authority on the meaning or words" - Rodya
chipmonklord17
Profile Joined February 2011
United States11944 Posts
Last Edited: 2015-08-14 20:48:24
August 14 2015 20:47 GMT
#230
On August 15 2015 05:45 Heartland wrote:
Show nested quote +
On August 15 2015 05:43 chipmonklord17 wrote:
On August 15 2015 05:42 Heartland wrote:
On August 15 2015 05:40 chipmonklord17 wrote:
I still hate the widow mine. I think its one of the worst designed units still in the game


I think exactly the opposite


Really? They're pretty much random and absurdly broken at lower levels. After drilling claws (which I REALLY can't believe is still a thing) a zerg player has 1 second to react to a burrowed mine. As a zerg it feels like there are no countermeasures once the mine count gets high enough. And luckily enough they can be produced two at a time


It gives a lot to the Terran gameplay in terms of space control, how it interacts with bio. But above all I think it's one of the few things in sc2 which allows comebacks, it rewards skill and all those "OOOOOH SHIII!" moments that are just way too few in sc2.

This doesn't mean I don't hate it when a Terran randomly boosts into my mineral lines and all my shit dies though.


I suppose that's where I disagree. At least in TvZ. TvP I can't really comment on but in TvZ it feels like once you've made enough mines you've won. It doesn't take skill to burrow a unit that takes 1 second and then have it get a lucky hit. I think you move them to techlab and remove drilling claws and I'm okay with them as is, but it just feels like they've been made to be too good.

EDIT: My god you can barely tell what's bolded in the new format. Rito TL pls
stuchiu
Profile Blog Joined June 2010
Fiddler's Green42661 Posts
August 14 2015 20:48 GMT
#231
On August 15 2015 05:45 Heartland wrote:
Show nested quote +
On August 15 2015 05:43 chipmonklord17 wrote:
On August 15 2015 05:42 Heartland wrote:
On August 15 2015 05:40 chipmonklord17 wrote:
I still hate the widow mine. I think its one of the worst designed units still in the game


I think exactly the opposite


Really? They're pretty much random and absurdly broken at lower levels. After drilling claws (which I REALLY can't believe is still a thing) a zerg player has 1 second to react to a burrowed mine. As a zerg it feels like there are no countermeasures once the mine count gets high enough. And luckily enough they can be produced two at a time


It gives a lot to the Terran gameplay in terms of space control, how it interacts with bio. But above all I think it's one of the few things in sc2 which allows comebacks, it rewards skill and all those "OOOOOH SHIII!" moments that are just way too few in sc2.

This doesn't mean I don't hate it when a Terran randomly boosts into my mineral lines and all my shit dies though.


back in my day you made comebacks the hard way down 100 supply with tanks and bio.
Moderator
Ej_
Profile Blog Joined January 2013
47656 Posts
August 14 2015 20:49 GMT
#232
On August 15 2015 05:47 chipmonklord17 wrote:
Show nested quote +
On August 15 2015 05:45 Heartland wrote:
On August 15 2015 05:43 chipmonklord17 wrote:
On August 15 2015 05:42 Heartland wrote:
On August 15 2015 05:40 chipmonklord17 wrote:
I still hate the widow mine. I think its one of the worst designed units still in the game


I think exactly the opposite


Really? They're pretty much random and absurdly broken at lower levels. After drilling claws (which I REALLY can't believe is still a thing) a zerg player has 1 second to react to a burrowed mine. As a zerg it feels like there are no countermeasures once the mine count gets high enough. And luckily enough they can be produced two at a time


It gives a lot to the Terran gameplay in terms of space control, how it interacts with bio. But above all I think it's one of the few things in sc2 which allows comebacks, it rewards skill and all those "OOOOOH SHIII!" moments that are just way too few in sc2.

This doesn't mean I don't hate it when a Terran randomly boosts into my mineral lines and all my shit dies though.


I suppose that's where I disagree. At least in TvZ. TvP I can't really comment on but in TvZ it feels like once you've made enough mines you've won. It doesn't take skill to burrow a unit that takes 1 second and then have it get a lucky hit. I think you move them to techlab and remove drilling claws and I'm okay with them as is, but it just feels like they've been made to be too good.

EDIT: My god you can barely tell what's bolded in the new format. Rito TL pls

they are definitely not "too good" vs Zerg, but they are INSANELY frustrating for both sides of the match up
"Technically the dictionary has zero authority on the meaning or words" - Rodya
Sent.
Profile Joined June 2012
Poland9336 Posts
August 14 2015 20:52 GMT
#233
Frustrating or not, we wouldn't get to see this gem without widow mines
You're now breathing manually
chipmonklord17
Profile Joined February 2011
United States11944 Posts
August 14 2015 20:53 GMT
#234
On August 15 2015 05:49 Ej_ wrote:
Show nested quote +
On August 15 2015 05:47 chipmonklord17 wrote:
On August 15 2015 05:45 Heartland wrote:
On August 15 2015 05:43 chipmonklord17 wrote:
On August 15 2015 05:42 Heartland wrote:
On August 15 2015 05:40 chipmonklord17 wrote:
I still hate the widow mine. I think its one of the worst designed units still in the game


I think exactly the opposite


Really? They're pretty much random and absurdly broken at lower levels. After drilling claws (which I REALLY can't believe is still a thing) a zerg player has 1 second to react to a burrowed mine. As a zerg it feels like there are no countermeasures once the mine count gets high enough. And luckily enough they can be produced two at a time


It gives a lot to the Terran gameplay in terms of space control, how it interacts with bio. But above all I think it's one of the few things in sc2 which allows comebacks, it rewards skill and all those "OOOOOH SHIII!" moments that are just way too few in sc2.

This doesn't mean I don't hate it when a Terran randomly boosts into my mineral lines and all my shit dies though.


I suppose that's where I disagree. At least in TvZ. TvP I can't really comment on but in TvZ it feels like once you've made enough mines you've won. It doesn't take skill to burrow a unit that takes 1 second and then have it get a lucky hit. I think you move them to techlab and remove drilling claws and I'm okay with them as is, but it just feels like they've been made to be too good.

EDIT: My god you can barely tell what's bolded in the new format. Rito TL pls

they are definitely not "too good" vs Zerg, but they are INSANELY frustrating for both sides of the match up


I mean too good in both the balance sense and in the sense that they outclass most of terran's other units. Why build tanks when you can build mines? Why build thors when you can build mines? It feels like mines are too much of a one stop shop for terran with too negligible of a downside. They're fast enough to keep up, quick enough to burrow to defend themselves, hit ground and air, don't splash eachother. They're not BL/Infestor levels of too good, but imo they're far too good to have remained in the game this long without some kind of tweak
Heartland
Profile Blog Joined May 2012
Sweden24604 Posts
August 14 2015 20:56 GMT
#235
On August 15 2015 05:53 chipmonklord17 wrote:
Show nested quote +
On August 15 2015 05:49 Ej_ wrote:
On August 15 2015 05:47 chipmonklord17 wrote:
On August 15 2015 05:45 Heartland wrote:
On August 15 2015 05:43 chipmonklord17 wrote:
On August 15 2015 05:42 Heartland wrote:
On August 15 2015 05:40 chipmonklord17 wrote:
I still hate the widow mine. I think its one of the worst designed units still in the game


I think exactly the opposite


Really? They're pretty much random and absurdly broken at lower levels. After drilling claws (which I REALLY can't believe is still a thing) a zerg player has 1 second to react to a burrowed mine. As a zerg it feels like there are no countermeasures once the mine count gets high enough. And luckily enough they can be produced two at a time


It gives a lot to the Terran gameplay in terms of space control, how it interacts with bio. But above all I think it's one of the few things in sc2 which allows comebacks, it rewards skill and all those "OOOOOH SHIII!" moments that are just way too few in sc2.

This doesn't mean I don't hate it when a Terran randomly boosts into my mineral lines and all my shit dies though.


I suppose that's where I disagree. At least in TvZ. TvP I can't really comment on but in TvZ it feels like once you've made enough mines you've won. It doesn't take skill to burrow a unit that takes 1 second and then have it get a lucky hit. I think you move them to techlab and remove drilling claws and I'm okay with them as is, but it just feels like they've been made to be too good.

EDIT: My god you can barely tell what's bolded in the new format. Rito TL pls

they are definitely not "too good" vs Zerg, but they are INSANELY frustrating for both sides of the match up


I mean too good in both the balance sense and in the sense that they outclass most of terran's other units. Why build tanks when you can build mines? Why build thors when you can build mines? It feels like mines are too much of a one stop shop for terran with too negligible of a downside. They're fast enough to keep up, quick enough to burrow to defend themselves, hit ground and air, don't splash eachother. They're not BL/Infestor levels of too good, but imo they're far too good to have remained in the game this long without some kind of tweak


You don't build tanks because tanks suck : P Terrans do build Thors, marines, medivacs, marauders and all that other shit. They can easily lose you a game if you get bad hits because Zerg baits them out or snipes them or catches terran in a bad situation
Ej_
Profile Blog Joined January 2013
47656 Posts
August 14 2015 20:58 GMT
#236
On August 15 2015 05:53 chipmonklord17 wrote:
Show nested quote +
On August 15 2015 05:49 Ej_ wrote:
On August 15 2015 05:47 chipmonklord17 wrote:
On August 15 2015 05:45 Heartland wrote:
On August 15 2015 05:43 chipmonklord17 wrote:
On August 15 2015 05:42 Heartland wrote:
On August 15 2015 05:40 chipmonklord17 wrote:
I still hate the widow mine. I think its one of the worst designed units still in the game


I think exactly the opposite


Really? They're pretty much random and absurdly broken at lower levels. After drilling claws (which I REALLY can't believe is still a thing) a zerg player has 1 second to react to a burrowed mine. As a zerg it feels like there are no countermeasures once the mine count gets high enough. And luckily enough they can be produced two at a time


It gives a lot to the Terran gameplay in terms of space control, how it interacts with bio. But above all I think it's one of the few things in sc2 which allows comebacks, it rewards skill and all those "OOOOOH SHIII!" moments that are just way too few in sc2.

This doesn't mean I don't hate it when a Terran randomly boosts into my mineral lines and all my shit dies though.


I suppose that's where I disagree. At least in TvZ. TvP I can't really comment on but in TvZ it feels like once you've made enough mines you've won. It doesn't take skill to burrow a unit that takes 1 second and then have it get a lucky hit. I think you move them to techlab and remove drilling claws and I'm okay with them as is, but it just feels like they've been made to be too good.

EDIT: My god you can barely tell what's bolded in the new format. Rito TL pls

they are definitely not "too good" vs Zerg, but they are INSANELY frustrating for both sides of the match up


I mean too good in both the balance sense and in the sense that they outclass most of terran's other units. Why build tanks when you can build mines? Why build thors when you can build mines? It feels like mines are too much of a one stop shop for terran with too negligible of a downside. They're fast enough to keep up, quick enough to burrow to defend themselves, hit ground and air, don't splash eachother. They're not BL/Infestor levels of too good, but imo they're far too good to have remained in the game this long without some kind of tweak

last times mines got tweaked, ZParcraft was written
"Technically the dictionary has zero authority on the meaning or words" - Rodya
Shellshock
Profile Blog Joined March 2011
United States97277 Posts
August 14 2015 20:58 GMT
#237
Hydra just needs to crush and then kelazhur slip through in 2nd
Moderatorhttp://i.imgur.com/U4xwqmD.png
TL+ Member
Boucot
Profile Blog Joined October 2011
France15997 Posts
August 14 2015 20:59 GMT
#238
On August 15 2015 05:52 Sent. wrote:
Frustrating or not, we wouldn't get to see this gem without widow mines
https://www.youtube.com/watch?v=qpfeqv5YqsY

Or this
Former SC2 writer for Millenium - twitter.com/Boucot
chipmonklord17
Profile Joined February 2011
United States11944 Posts
August 14 2015 20:59 GMT
#239
On August 15 2015 05:56 Heartland wrote:
Show nested quote +
On August 15 2015 05:53 chipmonklord17 wrote:
On August 15 2015 05:49 Ej_ wrote:
On August 15 2015 05:47 chipmonklord17 wrote:
On August 15 2015 05:45 Heartland wrote:
On August 15 2015 05:43 chipmonklord17 wrote:
On August 15 2015 05:42 Heartland wrote:
On August 15 2015 05:40 chipmonklord17 wrote:
I still hate the widow mine. I think its one of the worst designed units still in the game


I think exactly the opposite


Really? They're pretty much random and absurdly broken at lower levels. After drilling claws (which I REALLY can't believe is still a thing) a zerg player has 1 second to react to a burrowed mine. As a zerg it feels like there are no countermeasures once the mine count gets high enough. And luckily enough they can be produced two at a time


It gives a lot to the Terran gameplay in terms of space control, how it interacts with bio. But above all I think it's one of the few things in sc2 which allows comebacks, it rewards skill and all those "OOOOOH SHIII!" moments that are just way too few in sc2.

This doesn't mean I don't hate it when a Terran randomly boosts into my mineral lines and all my shit dies though.


I suppose that's where I disagree. At least in TvZ. TvP I can't really comment on but in TvZ it feels like once you've made enough mines you've won. It doesn't take skill to burrow a unit that takes 1 second and then have it get a lucky hit. I think you move them to techlab and remove drilling claws and I'm okay with them as is, but it just feels like they've been made to be too good.

EDIT: My god you can barely tell what's bolded in the new format. Rito TL pls

they are definitely not "too good" vs Zerg, but they are INSANELY frustrating for both sides of the match up


I mean too good in both the balance sense and in the sense that they outclass most of terran's other units. Why build tanks when you can build mines? Why build thors when you can build mines? It feels like mines are too much of a one stop shop for terran with too negligible of a downside. They're fast enough to keep up, quick enough to burrow to defend themselves, hit ground and air, don't splash eachother. They're not BL/Infestor levels of too good, but imo they're far too good to have remained in the game this long without some kind of tweak


You don't build tanks because tanks suck : P Terrans do build Thors, marines, medivacs, marauders and all that other shit. They can easily lose you a game if you get bad hits because Zerg baits them out or snipes them or catches terran in a bad situation

Terrans do build more than just mines, but there are also terrans who build JUST mines from factories. Its completely viable to build marine/mine and nothing else. Hell we've seen exclusively mine/medivac work out. IMO that just shouldn't be the case
Heartland
Profile Blog Joined May 2012
Sweden24604 Posts
August 14 2015 21:00 GMT
#240
On August 15 2015 05:59 chipmonklord17 wrote:
Show nested quote +
On August 15 2015 05:56 Heartland wrote:
On August 15 2015 05:53 chipmonklord17 wrote:
On August 15 2015 05:49 Ej_ wrote:
On August 15 2015 05:47 chipmonklord17 wrote:
On August 15 2015 05:45 Heartland wrote:
On August 15 2015 05:43 chipmonklord17 wrote:
On August 15 2015 05:42 Heartland wrote:
On August 15 2015 05:40 chipmonklord17 wrote:
I still hate the widow mine. I think its one of the worst designed units still in the game


I think exactly the opposite


Really? They're pretty much random and absurdly broken at lower levels. After drilling claws (which I REALLY can't believe is still a thing) a zerg player has 1 second to react to a burrowed mine. As a zerg it feels like there are no countermeasures once the mine count gets high enough. And luckily enough they can be produced two at a time


It gives a lot to the Terran gameplay in terms of space control, how it interacts with bio. But above all I think it's one of the few things in sc2 which allows comebacks, it rewards skill and all those "OOOOOH SHIII!" moments that are just way too few in sc2.

This doesn't mean I don't hate it when a Terran randomly boosts into my mineral lines and all my shit dies though.


I suppose that's where I disagree. At least in TvZ. TvP I can't really comment on but in TvZ it feels like once you've made enough mines you've won. It doesn't take skill to burrow a unit that takes 1 second and then have it get a lucky hit. I think you move them to techlab and remove drilling claws and I'm okay with them as is, but it just feels like they've been made to be too good.

EDIT: My god you can barely tell what's bolded in the new format. Rito TL pls

they are definitely not "too good" vs Zerg, but they are INSANELY frustrating for both sides of the match up


I mean too good in both the balance sense and in the sense that they outclass most of terran's other units. Why build tanks when you can build mines? Why build thors when you can build mines? It feels like mines are too much of a one stop shop for terran with too negligible of a downside. They're fast enough to keep up, quick enough to burrow to defend themselves, hit ground and air, don't splash eachother. They're not BL/Infestor levels of too good, but imo they're far too good to have remained in the game this long without some kind of tweak


You don't build tanks because tanks suck : P Terrans do build Thors, marines, medivacs, marauders and all that other shit. They can easily lose you a game if you get bad hits because Zerg baits them out or snipes them or catches terran in a bad situation

Terrans do build more than just mines, but there are also terrans who build JUST mines from factories. Its completely viable to build marine/mine and nothing else. Hell we've seen exclusively mine/medivac work out. IMO that just shouldn't be the case


In what league?
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