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Blizzard misconception of the Widow Mine - Page 4

Forum Index > StarCraft 2 HotS
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Alex1Sun
Profile Blog Joined April 2010
494 Posts
September 22 2012 06:44 GMT
#61
They can unborrow and relocate unlike spider mines. They can also be manually targeted unlike spider mines. These attributes make them more akin to banelings, and banelings are units that cost supply.
This is not Warcraft in space!
Decendos
Profile Joined August 2011
Germany1341 Posts
September 22 2012 07:01 GMT
#62
3 things blizzard needs to do:

1. make it NOT hit air OR make it hit air with the single unit damage and no splash OR (if they remove single targeting completely) make it do a lot less splash than to ground.

2. make it a good zoning unit! it is NOT supposed to be used offensively. thats why they need to make root time 8-12 seconds so they can be sniped if you want to just burrow them in the opponents face.

3. after fixing these 2 points make it 1 supply.

--> after that: balance splash and single target damage accordingly.

i like their high HP since it is supposed to take time to clear out a mine field and stall for the slow T mech army to reposition. i also would like them to remove splash vs air and keep single target so you cant clear out whole minefields with some mutas and an overseer but still be able to mutaharrass (otherwise no player will build a muta again). in combination with fast root time it is way too strong offensively especially ZvT where zerg has no mobile detection and no unit to kill it on hatch tech so higher root time. 1 supply is needed since it takes out too many supply of the army.
YyapSsap
Profile Joined September 2010
New Zealand1511 Posts
September 22 2012 09:44 GMT
#63
I just think mines dont jive well with being a supply costing unit.

They essentially become a modified Terran baneling of a sort..
Alex1Sun
Profile Blog Joined April 2010
494 Posts
Last Edited: 2012-09-22 09:50:54
September 22 2012 09:50 GMT
#64
On September 22 2012 18:44 YyapSsap wrote:
They essentially become a modified Terran baneling of a sort..

Why not?
Stronger, but less mobile terran baneling sounds cool to me
It's lesser mobility also feels really mech-style
This is not Warcraft in space!
YyapSsap
Profile Joined September 2010
New Zealand1511 Posts
September 22 2012 09:51 GMT
#65
On September 22 2012 18:50 Alex1Sun wrote:
Show nested quote +
On September 22 2012 18:44 YyapSsap wrote:
They essentially become a modified Terran baneling of a sort..

Why not?
Stronger, but less mobile terran baneling sounds cool to me
It's lesser mobility also feels really mech-style


Well I guess that means the P will be getting one in LOTV :p
Noocta
Profile Joined June 2010
France12578 Posts
September 22 2012 10:01 GMT
#66
Window mine can't be used like spider mines.
Terran want spider mines. =(


Having super strong baneling have less impact on playing mech than mines field. We need them to prevent counter attack.
" I'm not gonna fight you. I'm gonna kick your ass ! "
GoldenH
Profile Blog Joined March 2010
1115 Posts
Last Edited: 2012-09-22 10:15:58
September 22 2012 10:15 GMT
#67
The widow mine is fine, but it is being used wrong, a lot of players are trying to exploit it to make early pushes work better, since hellions were so abuseable. So obviously it has to be weak to prevent this from happening. What it should be good for, is being put places where people would try and flank or get around defenses, for instance, if you leave your base surrounded by turret, except for one place, the oracle will want to go through there but it can't, cuz there might be a widow mine there. The same for flanking attacks. The best will be for pincher movements, the spider mine field might be the 'anvil' and you use a force of M&M to make the other army kite backwards into the spider mines. This would work best on large maps, like the d3 tileset one. Finally, you could also use them instead of battle hellions to protect your tank line from chargelots.
"(Dudes are) not going to say "Buy this game — I cried at the end". (...) I suppose the secret is to find a game that makes you shoot eight million fuckin' dudes and then cry about how awesome it is to shoot eight million fuckin' dudes." - Tim Rogers
puissance
Profile Joined May 2010
97 Posts
September 22 2012 10:16 GMT
#68
I agree with Avilo's post, it is not biased, it simply states what Terran mech needs.
Some people still highlight in which scenarios WM can be good, but guess what, you can add any random unit to the game and find useful scenarios for it. This thread is about making clear what is missing from mech play currently, which is something similiar to the BW Spider MINE.
Which leads me to my next point, it is a MINE not a UNIT. Dont mix these up and dont compare it to burrowed Banelings. Burrowing Banelings and use them as mines is a nice additional usage to this unit, but not there main purpose. No Zerg player puts down huge amounts of burrowed Banelings on the map to cover his flanks for his slow Broodlord army. If used at all there a couple of them on the map, which is how the current Widow Mine will be used if at all due to its supply cost.
If Blizzard keeps up with their stubbornness then they have to design the Widow Mine as a suicide UNIT similar to the Baneling, a unit which deals splash damage and which is not needed for mech play.
So please perceive the Widow Mine as something different than a unit, which naturally leads to 0 supply cost and to give them to a unit as an ability. This adds a hidden supply cost to them as said and isn't as strange as producing something else than a unit from the factory.
At the back door there's the collapsible rocks, you wanna destroy those to block off the back door with rocks and your opponent has to kill the rocks, and later you can shoot down the rocks to get to the third.. ~Day9 TvP Hots Battlereport
Qikz
Profile Blog Joined November 2009
United Kingdom12027 Posts
September 22 2012 10:59 GMT
#69
What if they made the widowmine a minelayer in itself? It could move around the map at 3-4 supply and create mines for a mineral cost or something. They're fast like vultures were, move around like spiders and could easily plop mines down from their inside. The mines would be nerfed at single target damage and splash, but you'd be able to have more of them to mean minefields were possible.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
Jikan No Muda
Profile Joined August 2012
39 Posts
Last Edited: 2012-09-22 11:19:45
September 22 2012 11:17 GMT
#70
I think the unit should way more powerful to warrant the 2 supply cost, in TvP atleast.
You can't attack stuff with a mine, it takes collaboration from your enemy to make them more valuable than an actual unit in any situation really. Maybe it's good at stopping zealot run by's but then again so is the PF and it costs no moneyz.

In TvZ it has a bit more usage as zergs tend not to have an overseer along with every clump of mutas, for example.
TvT I guess it's helpful against mass marine play.


On September 22 2012 19:59 Qikz wrote:
What if they made the widowmine a minelayer in itself? It could move around the map at 3-4 supply and create mines for a mineral cost or something. They're fast like vultures were, move around like spiders and could easily plop mines down from their inside. The mines would be nerfed at single target damage and splash, but you'd be able to have more of them to mean minefields were possible.


I like that, make it a bit slowish unit and not too strong so you'll have to secure your potential minefields with army movements, aswell as protect the minelayer from sniping.
Give a man a fire and he's warm for the day. But set fire to him and he's warm for the rest of his life.
puissance
Profile Joined May 2010
97 Posts
September 22 2012 11:21 GMT
#71
On September 22 2012 19:59 Qikz wrote:
What if they made the widowmine a minelayer in itself? It could move around the map at 3-4 supply and create mines for a mineral cost or something. They're fast like vultures were, move around like spiders and could easily plop mines down from their inside. The mines would be nerfed at single target damage and splash, but you'd be able to have more of them to mean minefields were possible.


Would be one possibility, as said it is important to highlight the difference between the problem of mines being produced directly from the factory or being an ability of whatever unit. Actually I posted a unit idea which combines the mine ability with an anti-air Siege Tank concept on the Blizzard forum a while ago: http://eu.battle.net/sc2/en/forum/topic/5349035119

At the back door there's the collapsible rocks, you wanna destroy those to block off the back door with rocks and your opponent has to kill the rocks, and later you can shoot down the rocks to get to the third.. ~Day9 TvP Hots Battlereport
Big J
Profile Joined March 2011
Austria16289 Posts
September 22 2012 12:17 GMT
#72
On September 22 2012 18:51 YyapSsap wrote:
Show nested quote +
On September 22 2012 18:50 Alex1Sun wrote:
On September 22 2012 18:44 YyapSsap wrote:
They essentially become a modified Terran baneling of a sort..

Why not?
Stronger, but less mobile terran baneling sounds cool to me
It's lesser mobility also feels really mech-style


Well I guess that means the P will be getting one in LOTV :p


warp in baneling with a prism to harass
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