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[D] The widow mine's quintuple nerf before beta - Page 4

Forum Index > StarCraft 2 HotS
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CikaZombi
Profile Joined August 2011
Serbia630 Posts
Last Edited: 2012-09-08 12:52:06
September 08 2012 12:42 GMT
#61
Two supply and armory requirements need to go so we can just start discussing about the purpose of the supply costing mine that hits air and ground. The way I see it that's it's only saving grace right now - the fact that it hits air. It might even be too good for that, but that really isn't the point of the mine they originally intended to be.

Edit: It might be even worth it to keep the price (or increase it even), lower the supply cost to 1 and make two of them come out of the factory at the same time. Merge their single and AOE target damage so it's the same (I don't know the exact number for the aoe right now but I believe it's pretty low like 30 something?) - of course this is where the biggest adjustments would be. But to make it different that a baneling make it hit air so it servers multiple purposes (defending your base from air raids and carpeting your flanks/siege fronts with them) while NOT taking up so much supply.
You can no more evade my wrath, than you could your own shadow.
Targe
Profile Blog Joined February 2012
United Kingdom14103 Posts
September 08 2012 12:44 GMT
#62
For 2 supply it just isn't worth building, I'd much rather have 2 tanks or 3 medivacs than 3 spider mines.
2 tanks would even hold and control space better than the 2 spider mines due to the reduced splash.
I feel that even 1 supply is a little too much as in BW you could get a mine for 2/3 supply and then still have a unit which can be used for damage.
11/5/14 CATACLYSM | The South West's worst Falco main
Grumbels
Profile Blog Joined May 2009
Netherlands7031 Posts
Last Edited: 2012-09-08 12:49:17
September 08 2012 12:48 GMT
#63
I'm not sure if I mind the armory requirement. If you can rush out mines then early game contains really become quite easy. I don't agree with the high supply cost, because specialty units can only prosper if they don't put too much strain on your main army. If the dark templar was 3 supply, as would be appropriate for their cost, I don't think we'd see as many of them. If someone has a strategy dependent on minefields, then I think that should be viable based on cost, not on how much it cuts into your army supply.

It's a bit too easy to get to 200/200 in this game though, which plays into the problem.
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
Decendos
Profile Joined August 2011
Germany1341 Posts
September 08 2012 12:54 GMT
#64
On September 08 2012 21:09 DemigodcelpH wrote:
Show nested quote +
On September 08 2012 20:55 Decendos wrote:
On September 08 2012 20:54 Atlan___ wrote:
make the mine buildable in the warhound for same cost but without supply and with bigger damage (and splash) then it will be fine.


no supply would be superduper imba.


False. Static defense doesn't need to cost supply.

PFs cost signifcant gas and 4-5x as much as spores/spines/cannons so that's not a valid argument on why mines can't cost supply. It worked fine in BW, so it can work with the right damage numbers.


and the mine isnt static defense like spores/cannons/PF are build to protect buildings/mineral lines. area control units like tanks/swarm host etc. are used to prevent frontal engagements in these areas or neglect basetrades while the main army is somewhere else. and thats exactly what terran mech needs. to control space, so that the slowmoving mech army isnt just basetraded etc. against. there isnt a supply problem anyway, just make them 0,5 or 1 supply. for zero supply they would need to nerf the damage too hard.
Incomplet
Profile Blog Joined September 2011
United Kingdom1419 Posts
September 08 2012 12:57 GMT
#65
Put it on the reaper.
Bow down to the sons of Aiur...SKT1_Rain, CreatorPrime, ST_Parting, Liquid_Hero.
Quotidian
Profile Joined August 2010
Norway1937 Posts
September 08 2012 14:46 GMT
#66
On September 08 2012 21:48 Grumbels wrote:
I'm not sure if I mind the armory requirement. If you can rush out mines then early game contains really become quite easy.



I guess the armory basically takes the place of the upgrade that you needed in BW (and armory actually builds faster), so it makes some sense on that level. But the supply cost is way too high, and I've started to agree that you should basically get two-for one like you do with zerglings. If mines don't come as an ability on another unit, they should be 0.5 supply units
Maghetti
Profile Joined May 2008
United States2429 Posts
September 09 2012 01:19 GMT
#67
I've got this whole widow mine thing figured out. What needs to be done is make the widow mine a cheap 0.5 supply unit that comes out of the factory two at a time with a range below that of your standard ranged units like stalkers, marines, immortals, roaches, etc. These mines will have splash damage, and give a split second delay on charging the enemy units to allow for counter micro to pick them off. This is by far the ideal design for the widow mine in HOTS and here's why.

First off, Mines are suicide units by definition that also come with no guarantee they will hit an enemy unit and do the damage to make up for the cost, which requires them to be much cheaper than the units they will actually kill. An expensive mine, or even a slightly too expensive mine is a useless mine.

I think any sensible person would agree that 2 supply per mine makes mines utterly useless investments. Mines 'must' be low supply to be of use, otherwise your main army will be too small and you will just die straight up. The thing is, if you give mines no supply and do not link them to a unit(like the spider mine was with the vulture) terran can mass the hell out of them and it can get out of hand. Having 0.5 supply per mine allows the usage of mines while restricting them to reasonable numbers.

Having them come out 2 at a time make sense because of how their supply works and making one 0.5 supply unit at a time doesn't really make sense. Plus it would be way too taxing on peoples production to have to make more mines every 10 seconds or so.

Having them come out of the factory as is makes sense because blizzard obviously wants to bring a sort of spider mine back while making it unique from the spider mine. If you make them come from a unit they'd basically be spider mines 2.0.

The mines need to have enough range to pose a real threat(not just where they activate when walked on top of) while also allowing counter micro. If you have a range of say, 4 for example, then if mines pop up during a battle the enemy has the chance to pick them off if they are fast and skilled enough. This sort of range also prevents them from being too powerful that they can't just attack themselves to any units that ever try to take them out detection or not.

These mines need to have splash damage to truely effectively control range. If these mines simply kill one unit at a time a few cheap units like lings can be sent in and the mines would never be cost efficient. Plus it looks dumb to have a bomb blow up in a clomp of units but only damage one.

As for damage, these mines are supposed to be fairly easy to avoid as long as the enemy is safe(hence controlling the map) so they should do a lot of damage to the targeted unit with a fairly powerful amount of splash.

Also, i don't care if mines damage flying units or not, but I guess I'd prefer that they didn't else you will have mines killing drop ships and banshees and stuff way too easily.
Steelo_Rivers
Profile Blog Joined January 2011
United States1968 Posts
September 09 2012 15:40 GMT
#68
On September 08 2012 14:17 avilo wrote:
Show nested quote +
On September 08 2012 13:36 Zombo Joe wrote:
So basically the you think the mine should only be used for 1 purpose, defending drops? Talk about gimmick game design.

2 supply makes it worthless, your opponent will just get a bigger army due to the supply discrepancy and kill you if you ever get more than a couple mines.


Exactly. Let's say you build 10 widow mines for whatever reason. What would you rather have?

Another 5 ravens?
Another 5 warhounds?
Another 3 tanks?
1 thor and some vikings?

The list goes on. If you are beta testing Terran right now in HOTS and using the mines you are putting yourself at a disadvantage vs every race, including in TvT.

They need to re-buff it so it can kill units. I just played trump and saw him trying to use the mines (oh how naive trump :D lol) and i walked like 3 warhounds and some hellions onto the mines and my warhounds were still in the high green health @_@.

Imo, why not give the mine to the warhound and make it not cost supply/stronger? That would add a bit more depth to the warhound and you'd see them going around the map laying mines.

As is, it's way too weak, and it's always worth it to build a raven/viking/warhound/tank/thor/hellion/marauder/marine/medivac (any other unit) over the widow mine. If you're looking to stop drop harrass, turrets are already more than enough and more effective than widow mines.

Show nested quote +
On September 08 2012 13:46 HoLe wrote:
On September 08 2012 13:42 xyres wrote:
On September 08 2012 13:36 Zombo Joe wrote:
So basically the you think the mine should only be used for 1 purpose, defending drops? Talk about gimmick game design.

2 supply makes it worthless, your opponent will just get a bigger army due to the supply discrepancy and kill you if you ever get more than a couple mines.


Edited my post to say that 2 supply might (and notice I say might) work due to mech efficiency. Also I said it could be used behind your tank line while pushing to stop tank snipes or the enemy army going around yours and getting a better engagement.


Meh, circumstantial.

Maybe they'll be good in tvt vs marines.


They are not good at that or anything else. If you want to stop drops, build a permanent missile turret for zero gas cost with more range instead.

Thats actually a really good idea.
ok
Darpa
Profile Blog Joined March 2010
Canada4413 Posts
Last Edited: 2012-09-09 15:50:23
September 09 2012 15:49 GMT
#69
I think they should nerf the warhound so its a reasonable unit, and give it widow mines as an upgrade ability. That give the warhound some more utility and it means they can make it so its not as strong as it currently is. They could also give it to the reaper, but I think that would be imba in the early game.

Otherwise the mine is completely useless. Which is sad because its my favorite concept. Its basically a 2 supply baneling that does less splash radius and more single target damage.

The only thing I can see it being use for is drop denial in TVT. it can one shot a medivac so it might be worth having 1 or two in the back of your base.

edit. Avilo beat me to the suggestion =P
"losers always whine about their best, Winners go home and fuck the prom queen"
Qikz
Profile Blog Joined November 2009
United Kingdom12027 Posts
Last Edited: 2012-09-09 17:58:21
September 09 2012 17:57 GMT
#70
The issue I have with the mines are as follows


1) We have turrets to deal with drops, mines help clean up the units that actually get out, not kill the dropships as that's actually kind of OP.

2) Mines were used to slow enemy armies down and make it dangerous for them to not blindly walk around your army to go base trade you. Currently you can't use them for this.

3) The main issue is the cost and the fact they're 2 supply. It means to get any decent number of mines you have to give up tanks/thors/hellions in your main army and that means your main army will just melt to any attack into it.

4) Why is it not possible to just give them as an ability to either the hellion or the warhound and make them cost energy? They were free in BW and people never really complained about them as they were easily countered by just having detection. Their place in the game should be to slow down the enemy to make it possible to move your tanks safely.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
maybenexttime
Profile Blog Joined November 2006
Poland5771 Posts
September 09 2012 19:59 GMT
#71
On September 10 2012 02:57 Qikz wrote:
The issue I have with the mines are as follows


1) We have turrets to deal with drops, mines help clean up the units that actually get out, not kill the dropships as that's actually kind of OP.

2) Mines were used to slow enemy armies down and make it dangerous for them to not blindly walk around your army to go base trade you. Currently you can't use them for this.

3) The main issue is the cost and the fact they're 2 supply. It means to get any decent number of mines you have to give up tanks/thors/hellions in your main army and that means your main army will just melt to any attack into it.

4) Why is it not possible to just give them as an ability to either the hellion or the warhound and make them cost energy? They were free in BW and people never really complained about them as they were easily countered by just having detection. Their place in the game should be to slow down the enemy to make it possible to move your tanks safely.


The answer might not please you: Blizzard wanted to change something about mines so that people could not say they copied the idea from BW. Because of that, in order to reuse a perfectly valid concept from BW, they have to break it in some way. Sad but true. T____T
Inkstorm
Profile Joined June 2011
United States10 Posts
Last Edited: 2012-09-09 21:29:16
September 09 2012 21:16 GMT
#72
Was about to start a thread detailing the Widow Mine and just saw this one. I'll post what I have so far on my outlook regarding the unit.

- - - - - - - - - - - - - - - - - - - - - - -

To put it bluntly, I believe the Widow Mine (WM for short) is conceptually broken and should have either been scrapped or remade after its introduction. It simply has too many drawbacks and fails to perform the role it was designed to fill.

The Drawbacks
+ Show Spoiler +
  • Its Role - the WM is a one-trick pony. It lacks the versatility seen in other units while being questionable in its own; defense.
  • Costs Supply - more supply in WMs equals less supply in your main army.
  • Costs Resources - 75 minerals & 25 gas isn't something to be taken lightly (especially so for a unit that could be classified as a speed bump). While many argue that WMs can easily trade efficiently with their high single-target damage and lower but still potent splash, I find myself doubting if that's realistic. Also, more resources spent on WMs means less resources spent on the army.
  • Burrows to Activate - it takes 4 seconds for a WM to burrow before it can activate and target an enemy unit... it takes 4 seconds for a tank to go into siege mode... give that a second to soak in... Out of position and repositioning WMs will be eradicated just as fast as your thoughts that these units could possibly be used in aggression.
  • 5(?) Range - Oddly enough, 5 range just doesn't cut it. Most of the critical units outrange the WM; Marauders, Siege Tanks, Warhounds, Banshees, landed Vikings, Stalkers, Immortals, Colossi, Void Rays, and Tempests (Zerg has other tools like Infestors, Swarm Hosts, and Brood Lords)
  • Splash Damage Deals Friendly Fire - Do you really want to protect your mineral line with a unit that does splash damage? Also, fast units tend to run over and pull the WMs in the direction they're going (i.e. speedlings running towards your marines and mutas / phoenixes flying at your workers).
  • Competes with Factory Units - Might not seem major but that's time that could have been spent building hellions, tanks or warhounds.
  • Requires Armory - I imagine this will be removed though I'll comment on it just in case. The armory requirement presents two fundamental issues. First, it delays the time that WMs can appear. This prevents the WM from making an impact early on while also giving the opponent extra time to obtain detection and therefore neutralize the unit. Second, an early armory such as one right after the factory telegraphs the fact that Terran is pushing for fast WMs and ruins the element of surprise.


Interaction With Other HotS Units
+ Show Spoiler +
The Warhound - The Warhound counters WMs so dominantly that it's disheartening. It really is ironic that Warhounds not only counter siege lines but also the units that are supposed to protect them.
  • Haywire Missiles - this 10 range anti-mechanical ability designed to take out tanks and Protoss units is super effective against WMs. These eat through the WM’s 90 health by dealing 30 damage on a 6 second cooldown.
  • 7 Attack Range - yet another way to destroy WMs outside their activation range.
  • High HP - unlike most units, the Warhounds survive the first initial WM and even the splash damage of a second. This ‘tankiness’ for lack of a better word allows them to stop, scan, and clear any surrounding mines.
  • Timing - Warhounds can, and usually will, be created before WMs.

The Swarm Host - Zerg’s new siege unit makes a mockery out of WMs. The combination of Swarm Hosts and a single Overseer allow for the ability to painlessly clear any area with ease.
The Oracle - a second, mobile version of detection if Protoss chooses not to tech into the robotics bay.
The Tempest - I doubt WMs will deter the movement of a unit with 22 range.


Micro
+ Show Spoiler +
Burrow and Stealth can both be used to avoid the WM’s direct damage while Blink escapes it entirely. These abilities seem to cause the WM to lose sight of its target so they detonate at the location it was last seen (hence burrow and stealth taking splash). While this might seem extreme, consider the other possibility of Protoss sending stalkers to collect WMs and then blinking them into Terran’s army.


HeavenResign
Profile Joined April 2011
United States702 Posts
Last Edited: 2012-09-10 00:49:21
September 10 2012 00:44 GMT
#73
I think point #4 is fair but in every other point I think you're right, especially in it being 2 supply. You'll never see Terran make it when the warhound also costs two supply, probably even if/when they cost 3 supply. It isn't that hard to check for widow mines and out-micro them, you should be punished for being careless, much like banelings. They should be a barrier in order to control space to buy time for Terran to get their tanks in position - no race should tread widow mined ground carelessly (in an ideal Starcraft 2), lest siege tank fire be upon them.
johnny123
Profile Joined February 2012
521 Posts
Last Edited: 2012-09-10 01:14:33
September 10 2012 01:13 GMT
#74
On September 10 2012 06:16 Inkstorm wrote:
Was about to start a thread detailing the Widow Mine and just saw this one. I'll post what I have so far on my outlook regarding the unit.

- - - - - - - - - - - - - - - - - - - - - - -

To put it bluntly, I believe the Widow Mine (WM for short) is conceptually broken and should have either been scrapped or remade after its introduction. It simply has too many drawbacks and fails to perform the role it was designed to fill.

The Drawbacks
+ Show Spoiler +
  • Its Role - the WM is a one-trick pony. It lacks the versatility seen in other units while being questionable in its own; defense.
  • Costs Supply - more supply in WMs equals less supply in your main army.
  • Costs Resources - 75 minerals & 25 gas isn't something to be taken lightly (especially so for a unit that could be classified as a speed bump). While many argue that WMs can easily trade efficiently with their high single-target damage and lower but still potent splash, I find myself doubting if that's realistic. Also, more resources spent on WMs means less resources spent on the army.
  • Burrows to Activate - it takes 4 seconds for a WM to burrow before it can activate and target an enemy unit... it takes 4 seconds for a tank to go into siege mode... give that a second to soak in... Out of position and repositioning WMs will be eradicated just as fast as your thoughts that these units could possibly be used in aggression.
  • 5(?) Range - Oddly enough, 5 range just doesn't cut it. Most of the critical units outrange the WM; Marauders, Siege Tanks, Warhounds, Banshees, landed Vikings, Stalkers, Immortals, Colossi, Void Rays, and Tempests (Zerg has other tools like Infestors, Swarm Hosts, and Brood Lords)
  • Splash Damage Deals Friendly Fire - Do you really want to protect your mineral line with a unit that does splash damage? Also, fast units tend to run over and pull the WMs in the direction they're going (i.e. speedlings running towards your marines and mutas / phoenixes flying at your workers).
  • Competes with Factory Units - Might not seem major but that's time that could have been spent building hellions, tanks or warhounds.
  • Requires Armory - I imagine this will be removed though I'll comment on it just in case. The armory requirement presents two fundamental issues. First, it delays the time that WMs can appear. This prevents the WM from making an impact early on while also giving the opponent extra time to obtain detection and therefore neutralize the unit. Second, an early armory such as one right after the factory telegraphs the fact that Terran is pushing for fast WMs and ruins the element of surprise.


Interaction With Other HotS Units
+ Show Spoiler +
The Warhound - The Warhound counters WMs so dominantly that it's disheartening. It really is ironic that Warhounds not only counter siege lines but also the units that are supposed to protect them.
  • Haywire Missiles - this 10 range anti-mechanical ability designed to take out tanks and Protoss units is super effective against WMs. These eat through the WM’s 90 health by dealing 30 damage on a 6 second cooldown.
  • 7 Attack Range - yet another way to destroy WMs outside their activation range.
  • High HP - unlike most units, the Warhounds survive the first initial WM and even the splash damage of a second. This ‘tankiness’ for lack of a better word allows them to stop, scan, and clear any surrounding mines.
  • Timing - Warhounds can, and usually will, be created before WMs.

The Swarm Host - Zerg’s new siege unit makes a mockery out of WMs. The combination of Swarm Hosts and a single Overseer allow for the ability to painlessly clear any area with ease.
The Oracle - a second, mobile version of detection if Protoss chooses not to tech into the robotics bay.
The Tempest - I doubt WMs will deter the movement of a unit with 22 range.


Micro
+ Show Spoiler +
Burrow and Stealth can both be used to avoid the WM’s direct damage while Blink escapes it entirely. These abilities seem to cause the WM to lose sight of its target so they detonate at the location it was last seen (hence burrow and stealth taking splash). While this might seem extreme, consider the other possibility of Protoss sending stalkers to collect WMs and then blinking them into Terran’s army.





extremely good post and i agree 100%

i would also like to say that, with any mine laying ability. A number of the problems you mentioned will always be the case no matter what. BUT , in broodwar these things were literally spammable. So the so called flaws of the unit didnt really matter as they almost came for free. (you got vulture and 3 mines for 75 mineral)

In sc2 however, these mines come with heavy cost. Which makes the unit a pointless one.
Favorite players,Stephano/MVP/Nestea/Gumiho/Life/Jaedong/MMA
Acritter
Profile Joined August 2010
Syria7637 Posts
September 10 2012 01:22 GMT
#75
Wait.

Two supply.

TWO SUPPLY?

Who the hell would ever build one of these? Two supply is the better part of a Siege Tank! Spider Mines were ZERO supply and slaughtered enemy units, and THEY were considered beautifully balanced. What did they screw up on so hard that they had to make the Widow Mine worth two more supply than the Spider Mine?
dont let your memes be dreams - konydora, motivational speaker | not actually living in syria
Inkstorm
Profile Joined June 2011
United States10 Posts
September 10 2012 02:33 GMT
#76
On September 10 2012 10:13 johnny123 wrote:
extremely good post and i agree 100%

i would also like to say that, with any mine laying ability. A number of the problems you mentioned will always be the case no matter what. BUT , in broodwar these things were literally spammable. So the so called flaws of the unit didnt really matter as they almost came for free. (you got vulture and 3 mines for 75 mineral)

In sc2 however, these mines come with heavy cost. Which makes the unit a pointless one.


It's almost funny how different the two could be which is ironic by how badly Blizzard butchered this unit.

1. The Supply: Both units currently cost 2 supply, but in BW the supply was tied to the unit rather than the mine.
2. The Cost: Vultures were purely mineral based whereas Widow Mines also cost gas.
3. The Role: Vultures had the versatility to harass, sacrifice themselves as meat shields, and defend key positions while the Widow Mine is pigeon holed into a bad burrowed baneling.
Scila
Profile Joined October 2010
Canada1849 Posts
September 10 2012 05:33 GMT
#77
Yeah there's absolutely 0 reason to build them right now. They're basically gimmicky banelings that only do high damage to one target. Armory requirement and 2 supply makes 0 sense. May as well just keep massing war hounds. If it's really that big of a deal, make them a quick research from tech lab. Change to 1 supply, make it do something like 60 AOE damage to everything in radius.
All we have to decide is what to do with the time that is given to us.
ChristianS
Profile Blog Joined March 2011
United States3304 Posts
September 10 2012 05:47 GMT
#78
On September 08 2012 14:54 johnny123 wrote:
3) gets the ability to detect burrowed units as well. Not cloak.

Wait, so it can detect invisible units, but not... invisible units?
"Never attribute to malice that which is adequately explained by stupidity." -Robert J. Hanlon
WolfintheSheep
Profile Joined June 2011
Canada14127 Posts
September 10 2012 07:14 GMT
#79
Everyone who keeps referring to old Spider Mines when talking about Widow Mines needs to hop into BW again for like...10 seconds, plant a mine field, and watch some infuriatingly dumb AI at work.

Spider Mines worked in BW because they were dumb. They were strong enough to be useful, but awkward enough that a good player could take advantage of their unreliable attacks to just kill them.

In SC2, you have two options. They're either so strong that they're guaranteed to kill things, or so weak that a good player just needs to press Stop in time so that their army can auto-target them. That's why they're tied to supply, because letting a unit simply drop 2-3 of them with no cost means a minefield of death or yet another useless ability.
Average means I'm better than half of you.
Garmer
Profile Joined October 2010
1286 Posts
September 10 2012 08:00 GMT
#80
this doesn't change the fact that 2 supply, make no sense on an units that is supposed to control area map, it's against the concept of the mines itself.
it is as if they are treats mines like an a-move units
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