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Dayvie "Widow Mine Might REBUILD ITSELF" - Page 5

Forum Index > StarCraft 2 HotS
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Crawdad
Profile Joined September 2012
614 Posts
Last Edited: 2012-10-05 08:56:13
October 05 2012 08:55 GMT
#81
On October 05 2012 17:45 Psychobabas wrote:
Why did they scrap the shredder again?


The Shredder was scrapped because it was being used to kill workers, and it overlapped with the Siege tank. Even though the Widow mine is used to kill workers quite often, and it will begin to overlap with the Siege tank if it's able to attack multiple times, LOL.
Rabiator
Profile Joined March 2010
Germany3948 Posts
October 05 2012 09:00 GMT
#82
On October 05 2012 17:24 papaz wrote:
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.


They kinda HAVE TO make the Widow Mine work now ... and thats terrible. Any "free unit spawner" is terrible, because it fully clashes with the "you have to get an economy and rebuild your army after a battle using your resources" part of any RTS.
If you cant say what you're meaning, you can never mean what you're saying.
Qikz
Profile Blog Joined November 2009
United Kingdom12056 Posts
October 05 2012 09:04 GMT
#83
Sounds like a mine which builds reaver like scarabs. Good idea.

Let's see how this works! When's the next patch? :o!
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
Crawdad
Profile Joined September 2012
614 Posts
October 05 2012 09:05 GMT
#84
On October 05 2012 18:00 Rabiator wrote:n.
They kinda HAVE TO make the Widow Mine work now ... and thats terrible. Any "free unit spawner" is terrible, because it fully clashes with the "you have to get an economy and rebuild your army after a battle using your resources" part of any RTS.


How exactly is it a free unit spawner? You pay for the unit, and it attacks multiple times. When it is in a position to attack, it is also in danger of being killed. Just like most other units in the game.
cerebralz
Profile Joined August 2009
United States443 Posts
October 05 2012 09:24 GMT
#85
I've actually been for this idea for a little while since the beta was announced. Rather than have a widow mine, create a "Widow" mech unit which can drop mines. You can have mines that have different effects based on how much you spend to build them at the unit itself, like a carrier or reaver.

I would also advocate that none of these mines actually do direct damage. Like other people have posted, that overlaps much to much with what mech is.

I would see it as a debuffer and crowd control unit dropping basically traps that blind, slow, or de-energize.

I think that would be a lot more interesting and would promote the whole, slow push-consume the map, type play.
DuckNuked
Profile Joined June 2012
France60 Posts
Last Edited: 2012-10-05 09:46:45
October 05 2012 09:42 GMT
#86
Makes me remember the SF novel Second Variety of Phillip K. Dick.

I Like that, If Blizzard takes inspiration from SF Standards, HoTS can't be a funless game. Self-extending Minefiels is a good idea and really Terran-like.

The most fun would be that mines attack everything that comes close, including Terran units, :D
Keep that way, rework the Broodlord so it fits better in the Zerg "Horror-film-like" and I'll be very excited to play HoTS.
Terran Forum "TvP HELP", Protoss Forum "PvZ HELP!", Zerg Forum: "What use for Hydra???"
wcr.4fun
Profile Joined April 2012
Belgium686 Posts
Last Edited: 2012-10-05 09:46:42
October 05 2012 09:44 GMT
#87
sounds absolutely terrible oO and ridiculous as well. 'A mine that rebuilds itself' LOL.

seems like blizzard isn't running out of terrible ideas any time soon? -.-
Zaurus
Profile Joined October 2010
Singapore676 Posts
October 05 2012 09:47 GMT
#88
Why not just put back the reaver, since launcher is like an immobile reaver with very slow attack rate. Just feel blizz is changing for the sake of changing. Haha
Crawdad
Profile Joined September 2012
614 Posts
October 05 2012 09:52 GMT
#89
On October 05 2012 18:47 Zaurus wrote:
Why not just put back the reaver, since launcher is like an immobile reaver with very slow attack rate. Just feel blizz is changing for the sake of changing. Haha


Not really, a lot of people have been asking for something like this. Whether Blizzard executed it well, we shall have to see. It may be included in tomorrow's patch (assuming there is a patch tomorrow).
Quotidian
Profile Joined August 2010
Norway1937 Posts
October 05 2012 10:12 GMT
#90
I wonder if there's a mineral/gas cost each time it rebuilds itself.. otherwise, it's not really "rebuilding" is it? It's just a unit with a long cooldown between attacks
Ramiz1989
Profile Joined July 2012
12124 Posts
Last Edited: 2012-10-05 10:18:35
October 05 2012 10:18 GMT
#91
On October 05 2012 19:12 Quotidian wrote:
I wonder if there's a mineral/gas cost each time it rebuilds itself.. otherwise, it's not really "rebuilding" is it? It's just a unit with a long cooldown between attacks

I guess it probably is something like that. People are just jumping to conclusion when they don't know how it will exactly work. I guess it will be something like that idea about unit that plant mines around itself(or in cone), but somehow tweaked. It really won't be a Mine that explodes and then rebuilds itself, lol.
"I've been to hell and back, and back to hell…and back. This time, I've brought Hell back with me."
tsango
Profile Joined July 2011
Australia214 Posts
October 05 2012 10:20 GMT
#92
unit costs and damage have been balanced around the current design, so don't expect this change to go through unaccompanied by changes to the unit dynamic/cost/damage as it would obviously be imbalanced.

It's an interesting idea, i think the only way to change the mechanic to work like this without said cost/damage changes would be to place a hard cap on a players number of allowed active widow mines, i dont want to speculate on what that number might be - i would think no more than like 8 though with their current design.

Alternatively they could perhaps be placed in a location on the map, and after exploded and rebuilding regain only the capacity to explode but not relocate, such that they can be reused as many times as it takes for the other player to kill them but only be placed and once 'armed' are there to stay and explode rebuilding at the location of the unit they attached to at point of exploding.

As long as its balanced and the rebuilding process isnt automated (the player has to target it and hit the hotkey to have the action complete) i think im okay with it, new mechanics help move the game forwards and bring new dimensions to play so its usually a good thing
If you dont like something, then that should be reason enough to try and change it
[]Phase[]
Profile Joined September 2010
Belgium927 Posts
October 05 2012 11:00 GMT
#93
On October 05 2012 09:58 unteqair wrote:
Show nested quote +
On October 05 2012 09:40 Zaurus wrote:
Sounds nice, will muta harass still work? I am not worried about ground dmg, but seems pretty OP for air.

That does seem like a problem. It may also make turrets less necessary, though, then again, you may not want supply sitting by the mineral line. I think we'll have to wait and see how it works.


Lets be honest, mutas are ALREADY getting less and less popular on higher levels, mainly due to increase in popularity in the double upgrade + infestor. Yea, it gives you more mapcontrol and defense against drop, but I fear that if other tech paths become too strong compared to the muta path, even more pros will simply drop the muta alltogether in zvt. I mean, now you can spend that gas on upgrades and infestors, but what if you ALSO can spend the gas on vipers or swarm hosts, and since turrets already are pretty good, with the addition of the mines, muta for harassment would only work if you catch your opponent really off-guard, which rarely happens on the highest level.
Crawdad
Profile Joined September 2012
614 Posts
October 05 2012 11:05 GMT
#94
On October 05 2012 20:00 []Phase[] wrote:
Lets be honest, mutas are ALREADY getting less and less popular on higher levels, mainly due to increase in popularity in the double upgrade + infestor. Yea, it gives you more mapcontrol and defense against drop, but I fear that if other tech paths become too strong compared to the muta path, even more pros will simply drop the muta alltogether in zvt. I mean, now you can spend that gas on upgrades and infestors, but what if you ALSO can spend the gas on vipers or swarm hosts, and since turrets already are pretty good, with the addition of the mines, muta for harassment would only work if you catch your opponent really off-guard, which rarely happens on the highest level.


Infestors are the big problem. They are ridiculously effective in too many roles. They already killed the Hydra.
Decendos
Profile Joined August 2011
Germany1341 Posts
Last Edited: 2012-10-05 11:13:15
October 05 2012 11:11 GMT
#95
On October 05 2012 20:05 Crawdad wrote:
Show nested quote +
On October 05 2012 20:00 []Phase[] wrote:
Lets be honest, mutas are ALREADY getting less and less popular on higher levels, mainly due to increase in popularity in the double upgrade + infestor. Yea, it gives you more mapcontrol and defense against drop, but I fear that if other tech paths become too strong compared to the muta path, even more pros will simply drop the muta alltogether in zvt. I mean, now you can spend that gas on upgrades and infestors, but what if you ALSO can spend the gas on vipers or swarm hosts, and since turrets already are pretty good, with the addition of the mines, muta for harassment would only work if you catch your opponent really off-guard, which rarely happens on the highest level.


Infestors are the big problem. They are ridiculously effective in too many roles. They already killed the Hydra.


they hydra just outright sucks and loses to over 80% of all units supplywise. thats what killed the hydra :-P

but yeah the infestor is obv part of the problem since its too strong and hydra too weak.

making the widow mine rebuildable and keeping it 2 supply might be a solution. now make it not hit air and it might work out nicely. although a 0,5 supply mine that only hits ground and has less damage would be better designwise since you would actually be able to get a mine field.
Steins;Gate
Profile Blog Joined August 2012
1422 Posts
October 05 2012 11:12 GMT
#96
...just bring the vulture back
" Perhaps it's impossible to wear an identity without becoming what you pretend to be. "
IcemanAsi
Profile Joined March 2011
Israel681 Posts
October 05 2012 12:06 GMT
#97
Wait... So it's a burrowed unit that will slowley produce an additional unit that rushes enemy units and explodes...It's a baneling swarm host.
Qikz
Profile Blog Joined November 2009
United Kingdom12056 Posts
October 05 2012 12:14 GMT
#98
On October 05 2012 21:06 IcemanAsi wrote:
Wait... So it's a burrowed unit that will slowley produce an additional unit that rushes enemy units and explodes...It's a baneling swarm host.


... no?
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
Ramiz1989
Profile Joined July 2012
12124 Posts
October 05 2012 12:34 GMT
#99
On October 05 2012 21:14 Qikz wrote:
Show nested quote +
On October 05 2012 21:06 IcemanAsi wrote:
Wait... So it's a burrowed unit that will slowley produce an additional unit that rushes enemy units and explodes...It's a baneling swarm host.


... no?

ROFL, that was funny, don't know how he even got that idea. :D
"I've been to hell and back, and back to hell…and back. This time, I've brought Hell back with me."
nukkuj
Profile Blog Joined March 2010
Finland403 Posts
October 05 2012 12:59 GMT
#100
Self re-building minefield, sounds good! As long as it requires player actions, similar to zerg creep tumor spread or reaver scarab building.

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