Blizzard misconception of the Widow Mine - Page 4
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Alex1Sun
494 Posts
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Decendos
Germany1338 Posts
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
New Zealand1511 Posts
They essentially become a modified Terran baneling of a sort.. | ||
Alex1Sun
494 Posts
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 ![]() | ||
YyapSsap
New Zealand1511 Posts
On September 22 2012 18:50 Alex1Sun wrote: 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
France12578 Posts
Terran want spider mines. =( Having super strong baneling have less impact on playing mech than mines field. We need them to prevent counter attack. | ||
GoldenH
1115 Posts
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puissance
97 Posts
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. | ||
Qikz
United Kingdom12022 Posts
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Jikan No Muda
39 Posts
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. | ||
puissance
97 Posts
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 | ||
Big J
Austria16289 Posts
On September 22 2012 18:51 YyapSsap wrote: 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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