Improved Widow Mine Suggestion - Page 2
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hobbidude
Canada171 Posts
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Fragile51
Netherlands15767 Posts
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Crawdad
614 Posts
On September 28 2012 15:09 captainwaffles wrote: I like the current widow mine, wouldn't mind seeing a drop to 1 supply (with a damage nerf). I think a mine layer is kind of silly considering the vulture was a goddamn hover bike, moved fast as shit and could lay mines, but still have an attack. How or why would a dedicated mine layer be better then putting mines on the hellions? Because a Vulture could only lay three spider mines, and then it was done. Presumably, this dedicated minelayer would have no such limit. Plus, it's burrowed. | ||
YyapSsap
New Zealand1511 Posts
On September 28 2012 15:23 Insoleet wrote: Widow mines are not the broodwar remake. Placing mines during engagements just ... suck ? It feels weird. Mech is an immobile army, not one who can move on an place mines everywhere. Mech is an immobile army with a speedy sidekick ala hellions (or vultures from BW). Maybe you've never seen mines being used offensively e.g. a squadron of vultures vs a pack of dragoons. Such a micro intensive fight. Its exciting to watch as a spectator, seeing dragoons picking off mines and minimizing damage while the vultures are doing everything they can do take a chunk of them out. If your really good, rewards can be high as the cost efficiency would be insane which is a good thing for a game like SC2. And how do they suck? what if you didn't have time to plant them down before the engagement? why do you think they got rid of the 10s timer before detonation? | ||
Maghetti
United States2429 Posts
I also like hobbidude's idea to make the mines slowly defuse after the unit unborrows and repositions. This way the unit can't just be targeted down and can run away and use its mine field as a temp shield for retreat. | ||
iKill
Denmark861 Posts
On September 28 2012 11:47 benzcity07 wrote: Hope the DB post is sincere and not pr. Would definitely be a cool idea, I like the idea as it frees up supply while remaining balanced. I'm afraid of the idea because it kinda sorta feels like the swarm host. Considering how few posts with legit criticism he responds to, I think it is. | ||
[KGS]Slacker
Denmark82 Posts
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Ramiz1989
12124 Posts
On September 28 2012 19:31 [KGS]Slacker wrote: This seems like a really cool idea. Don't get why people on the Bnet forums seem to think it's a terran reaver though, lol. Because they are retarded, it has nothing to do with the Reaver, except that you are "buying" mines, which are used for Area control and not as Siege Units. They are also comparing it to the Swarm Hosts, which is again very different, Swarm Host is also an Siege unit like Reaver, but you are not doing AoE damage with it, and can be used both for offense and defense, unlike Shredder that would be used only for defense. It would be great unit though, you won't need to mass them, but make like 3-5 of them, and you are improving area control a lot. | ||
Decendos
Germany1338 Posts
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Twiggs
United States600 Posts
I like this idea. Suicide units are not as interesting. | ||
Big J
Austria16289 Posts
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Ramiz1989
12124 Posts
http://sc2armory.com/game/terran/units/mine-drones Maybe this? Btw, Raven was called Nomad in the WoL Alpha. | ||
ejozl
Denmark3325 Posts
As well be. It would fix so much of what's wrong with the widow mine. Reasons people don't like the widow mine: -doesn't feel like a full-fledged unit -is bad at space control (10 supply per choke is unreasonable) -is way too good at shutting down air and drop harass (Whoops, your 12 mutas flew over the wrong corner of my base! Guess you instantly lose!) -conceptually overlaps in with baneling A mine layer would instantly correct all of those. It would feel like a true unit, would have some real separation from a baneling, would be good for space control, and wouldn't prevent air and drop harass. From a design and fun perspective, this unit would be miles and miles better than the current widow mine. I completely agree, though being a mine-laying unit only, does not seem to me to be full-fledged as well. Would love to see a Factory Spell caster, where one of it's abilities is the ability to lay mines. The Raven has always seemed boring to me, compared to the Science Vessel and it's very positional, which makes it more of a support unit for Mech kinds of plays. So the best idea maybe, would be to: Make a new Factory Spell caster which can lay mines, along with having PDD and Seeker Missile(Maybe Defensive Matrix instead.) And then instead of the Raven add Science Vessel, with Irradiate and some other spells as well, which supports Bio and Air play. | ||
avilo
United States4100 Posts
Widow mines are cool, they just will never work with a supply cost, that's all. | ||
Big J
Austria16289 Posts
On September 29 2012 16:25 avilo wrote: Or instead of throwing out all these crazy insane ideas and concepts they could simply make the widow mine 0-1 supply. And then you know, test it in this thing called the beta. Widow mines are cool, they just will never work with a supply cost, that's all. Or instead of pretending they are not working, we could acknowledge that pepole do have some success with them as they are now. | ||
Crawdad
614 Posts
On September 28 2012 20:59 Ramiz1989 wrote: http://sc2armory.com/game/terran/units/mine-drones Maybe this? Btw, Raven was called Nomad in the WoL Alpha. ROFL, this thing was already in the game, that's hilarious. | ||
one-one-one
Sweden551 Posts
On September 29 2012 16:36 Big J wrote: Or instead of pretending they are not working, we could acknowledge that pepole do have some success with them as they are now. Yeah. But not boyond the early stages of the game. They are pretty much useless for their intended role otherwise. There are a few cases where mines are very good. Holding early all ins for example. Also , putting mines close to turrets will pretty much shut down any muta harass. All in all you have a unit that makes terran survive any early all in that leaves out detection and which makes mutalisks a big NO in ZvT. This is a stark contrast to the spider mine which allowed terran to control space and cover flanks. | ||
Hattori_Hanzo
Singapore1229 Posts
On September 29 2012 17:29 one-one-one wrote: Yeah. But not boyond the early stages of the game. They are pretty much useless for their intended role otherwise. There are a few cases where mines are very good. Holding early all ins for example. Also , putting mines close to turrets will pretty much shut down any muta harass. All in all you have a unit that makes terran survive any early all in that leaves out detection and which makes mutalisks a big NO in ZvT. This is a stark contrast to the spider mine which allowed terran to control space and cover flanks. A unit that kill muta flocks, shut down run-bys is NOT controlling space covering flanks. Lolwut? | ||
one-one-one
Sweden551 Posts
On September 29 2012 17:32 Hattori_Hanzo wrote: A unit that kill muta flocks, shut down run-bys is NOT controlling space covering flanks. Lolwut? As I said there are a few cases where they are good. Stopping ling runbys is not one of them as they are too much hit or miss in that case. Base Sim City and bunkers with marines or PFs does a much better job stopping lings. Dealing with mutas is indeed space control. The problem is that they are way too fucking good at it making muta harass almost obsolete in conjunction with turrets. Ideally they would do a better job with space control in general and worse at it in the case of mutas. I say bring back supply to 1, decrease main target damage while increasing splash damage and radius. Alternatively make them 0 supply and make them not target air. They will still take up factory time so if you spam too many mines in the early stages of the game the opponent will just go and kill you once detection and long range units are out. | ||
Hattori_Hanzo
Singapore1229 Posts
... .... ... No. Just no. | ||
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