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Dayvie "Widow Mine Might REBUILD ITSELF" - Page 4

Forum Index > StarCraft 2 HotS
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Rabiator
Profile Joined March 2010
Germany3948 Posts
Last Edited: 2012-10-05 05:45:40
October 05 2012 05:40 GMT
#61
Instead of tuning down the super-extreme weird stuff they are introducing even weirder stuff. Thats not a good way to make a game easy to balance and fun.

It might be fun to watch some spaniards run through a small alley in front of a bunch of wild and angry bulls, but the only way to get rid of the chaos is to jump up a wall and let the bulls run off somewhere else. Sadly Blizzard devs keep on running down the tunnel, because they think they will be called cowards if they just get out of their own stupid design.

A self-repairing mine which deals good enough damage would make the game pretty terrible for Zerg, since their detectors arent cloaked and thus can be shot down quite easily and since they are going to be forced to build them it is an unnecessary resource sink. Just because they dont want to give up on the stupid idea of the Swarm Host which provides free units, we have to read this even more stupid idea. I guess the mine still attacks flyers as well, so Overlord scouts will be shot down "free of charge"? I am no Zerg player at heart, but this is seriously stupid business.

On October 05 2012 11:59 Belha wrote:
So...

Where is the micro?

Where is the added depth in gameplay?

TvZ
All you need to build is Vikings and Widow Mines now, since they cant be destroyed if they arent detected, right? Just kill the Overseers with your Vikings and slowly encroach on your enemy with the Widow Mines. They rebuild themselves and thus you can pretty much siege the Zerg without much effort.

If they make the rebuilding terribly slow you kick yourself in the butt by "reserving supply" to something that isnt there and thus it would become a useless "unit".

Terrible terrible idea ...
If you cant say what you're meaning, you can never mean what you're saying.
Von
Profile Joined May 2009
United States363 Posts
October 05 2012 05:57 GMT
#62
Why does the Widow Mine need to explode, then 'rebuild itself?

- Widow Launcher costs 2 supply

- Walk it where desired, burrow it

- Widow builds 'Widow Mines' like Reaver shots - costs minerals

- When enemy unit is in range: Launcher pops out of the ground, fires mine (as presently). Cooldown till next available Mine

- Opponent needs detection to kill the Launcher

Done.

This accomplishes what they are looking for, and fits the Terran race.

Without bending over backwards to explain a mine that "rebuilds itself" (??)



If its not fun I dont want it.
Tppz!
Profile Joined October 2010
Germany1449 Posts
October 05 2012 06:00 GMT
#63
another free unit? I dont like it.
Sure it would solve the poblem with the Mine but this aint the way it should work. It's the same problem with the Broodlord and Swarm Host: You get free Units and you are instantly more than efficient. When you reach critical mass your opponent has to hope to be very lucky (eg vortex) to win the game since he can only make very bad trades.
Hattori_Hanzo
Profile Joined October 2010
Singapore1229 Posts
October 05 2012 06:17 GMT
#64
On October 05 2012 14:57 Von wrote:
Why does the Widow Mine need to explode, then 'rebuild itself?

- Widow Launcher costs 2 supply

- Walk it where desired, burrow it

- Widow builds 'Widow Mines' like Reaver shots - costs minerals

- When enemy unit is in range: Launcher pops out of the ground, fires mine (as presently). Cooldown till next available Mine

- Opponent needs detection to kill the Launcher

Done.

This accomplishes what they are looking for, and fits the Terran race.

Without bending over backwards to explain a mine that "rebuilds itself" (??)





Yes, I like this idea, have the mine rebuild time as long as the current one and it won't be a problem, in fact, it might even encourage redeployment.
Cauterize the area
targ
Profile Blog Joined December 2010
Malaysia445 Posts
October 05 2012 06:23 GMT
#65
On October 05 2012 14:57 Von wrote:
Why does the Widow Mine need to explode, then 'rebuild itself?

- Widow Launcher costs 2 supply

- Walk it where desired, burrow it

- Widow builds 'Widow Mines' like Reaver shots - costs minerals

- When enemy unit is in range: Launcher pops out of the ground, fires mine (as presently). Cooldown till next available Mine

- Opponent needs detection to kill the Launcher

Done.

This accomplishes what they are looking for, and fits the Terran race.

Without bending over backwards to explain a mine that "rebuilds itself" (??)





I assumed that it would work something this way - somewhat of a cross between the Lurker and the Reaver.

It might be even better if it carries 2 or 3 charges with maybe 3 seconds of cooldown between each shot. Once all charges are used up the launcher has to rebuild the charges which takes longer.

So if the enemy has no detection and they walk near, they take one charge, then if they stay around or advance they take another. If the opponent has good micro and retreats then only one charge is taken. This encourages more micro, and mind games like burrowing somewhere to let off one charge, then repositioning when the opponent retreats.
http://billyfoong.blogspot.com/ my other opinions are here
Crisco
Profile Joined March 2011
1170 Posts
Last Edited: 2012-10-05 06:40:52
October 05 2012 06:32 GMT
#66
not a bad idea tbh. I would not go the "repair" route however. It should hold charges that can be stored & ejected (vertically shot up) and detonates. There should be a slight delay and should allow for faster units to minimize the damage. The range of activation should be significantly smaller than the area of explosion so that slower units don't activate the mines at the tip of its area.

Mine coud be revealed during ejection & building
MasterCynical
Profile Joined September 2012
505 Posts
Last Edited: 2012-10-05 06:46:37
October 05 2012 06:44 GMT
#67
On October 05 2012 14:29 Patate wrote:
So when are these clowns going to get fired? Terran = futuristic, maybe, but HUMAN technology. What's up with a mine that rebuilds itself? the particles are magnetic and they are attracted back into the core?

STOP talking about balance, and talk about race design? This is beta, don't even mention balance, just raise your voice to say that these ideas are simply retarded.

Starcraft 2's solutions are in the past, not in the future.... new ideas are good, but no need to re-invent the wheel.


how do you explain hyperspace, psionics, transformers, visual cloaking, and all the other questionable year 3000 technology?

reconstructing mines can easily be explained by nanotechnology which is actually within our century.
Crawdad
Profile Joined September 2012
614 Posts
October 05 2012 07:06 GMT
#68
On October 05 2012 15:00 Tppz! wrote:
another free unit? I dont like it.
Sure it would solve the poblem with the Mine but this aint the way it should work. It's the same problem with the Broodlord and Swarm Host: You get free Units and you are instantly more than efficient. When you reach critical mass your opponent has to hope to be very lucky (eg vortex) to win the game since he can only make very bad trades.


I don't see how it's a free unit, it's just infinitely more cost-effective.
Stow.Wif
Profile Joined April 2011
France67 Posts
October 05 2012 07:08 GMT
#69
So, terrans may have their lurker ? Great
LRObot
Profile Joined April 2011
United States153 Posts
October 05 2012 07:18 GMT
#70
Hmmm, all these comparisons to the Reaver makes me wonder...Just give Terran the Reaver :DDD
Never say die
Garmer
Profile Joined October 2010
1286 Posts
October 05 2012 07:26 GMT
#71
On October 05 2012 11:40 SarcasmMonster wrote:
Show nested quote +
On October 05 2012 11:33 Waxangel wrote:
sounds like a reaver mine


I've already made that connection buddy.

a reaver that can make mines, and you can control them probably at cost of one supply? sound good to me
Naphal
Profile Joined December 2010
Germany2099 Posts
October 05 2012 07:39 GMT
#72
a) we are not even supposed to know
b) it sounds like a nice idea
c) where the fuck is the problem with logic? i mean the marauder has an endless supply of grenades, and if the widomine only launches a smaller part of it, and then begins to rebuilt it? god no THAT IS SO UNREAL!

balance update #5 should be near, contain your hategasms please <.<
Psychobabas
Profile Blog Joined March 2006
2531 Posts
October 05 2012 07:42 GMT
#73
Maybe they are thinking of something like the mines in Dawn of War. Basically a minefield that blows up about 4-5 times and then "expires" and blows itself up.
Fragile51
Profile Joined October 2011
Netherlands15767 Posts
October 05 2012 07:42 GMT
#74
Wasn't this idea suggested in this subforum a while ago? Like a burrowed minelayer of sorts? Really liked the idea back then, can't wait to see what they do with it.
Callynn
Profile Joined December 2010
Netherlands917 Posts
October 05 2012 07:42 GMT
#75
So Terran will have a reviving, jumping, quadra damage, hit air and ground baneling then?

That sounds... Let's see how it plays out..
Comparing BW with SCII is like comparing a beautiful three-master sailing ship with a modern battlecruiser. Both are beautiful in their own way, both perform the same task, but they are worlds apart in how they are built and how they are steered.
HypertonicHydroponic
Profile Blog Joined October 2010
437 Posts
October 05 2012 08:04 GMT
#76
ok ok ok ok ok ok here's one... what if................., instead of the launcher moving itself, it has to attach itself to a reaper, like a mothership core to a nexus for purify. And THEN, the reaper has to plant it somewhere, like a vulture would plant a spider mine in BW. So the reaper has to come and get each launcher from the factory, and move it to where it needs to go, and then re-move each launcher. Boom, more micro, purpose for the reaper. Alright make it happen.
[P] The Watery Archives -- http://www.teamliquid.net/forum/viewmessage.php?topic_id=279070
Shikyo
Profile Blog Joined June 2008
Finland33997 Posts
Last Edited: 2012-10-05 08:12:01
October 05 2012 08:11 GMT
#77
On October 05 2012 16:42 Callynn wrote:
So Terran will have a reviving, jumping, quadra damage, hit air and ground baneling then?

That sounds... Let's see how it plays out..

You could compare them if baneling could only attack while burrowed.

Oh and if baneling didn't deal 100% splash.
League of Legends EU West, Platinum III | Yousei Teikoku is the best thing that has ever happened to music.
papaz
Profile Joined December 2009
Sweden4149 Posts
October 05 2012 08:24 GMT
#78
Although it's cool they try out things in beta like this I feel they just sacked the warhound without any drastical changes to it and now the widow mine will be a unit.

The warhound absolutely sucked, no doubt. But they could have done so much more with the unit and its synergy with other units before scrapping it entirely. They could have changed its role, changed roles of other units to try fitting it in.

iKill
Profile Blog Joined May 2011
Denmark861 Posts
October 05 2012 08:31 GMT
#79
On October 05 2012 17:04 HypertonicHydroponic wrote:
ok ok ok ok ok ok here's one... what if................., instead of the launcher moving itself, it has to attach itself to a reaper, like a mothership core to a nexus for purify. And THEN, the reaper has to plant it somewhere, like a vulture would plant a spider mine in BW. So the reaper has to come and get each launcher from the factory, and move it to where it needs to go, and then re-move each launcher. Boom, more micro, purpose for the reaper. Alright make it happen.


too complex
thepuppyassassin: "My god... the deathball's grown wings!"
Psychobabas
Profile Blog Joined March 2006
2531 Posts
October 05 2012 08:45 GMT
#80
Why did they scrap the shredder again?
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