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HotS Balance Update #5 [10/5/12] - Page 35

Forum Index > StarCraft 2 HotS
848 CommentsPost a Reply
Prev 1 33 34 35 36 37 43 Next All
Hattori_Hanzo
Profile Joined October 2010
Singapore1229 Posts
October 07 2012 17:02 GMT
#681
You make it sound so easy, I have never seen what you've described in the livestreams.
Cauterize the area
TheLunatic
Profile Joined February 2011
309 Posts
October 07 2012 17:04 GMT
#682
Keep the mine the way it is, I fuckin love this thing, nerf the damage a bit and call it good brings several new dimensions of strategy to the game, absolutely love it
sona
Profile Joined September 2012
Canada52 Posts
Last Edited: 2012-10-07 17:11:33
October 07 2012 17:08 GMT
#683
The new widow mines adds a who new dimension to the gameplay, and its so fun to watch. The damage needs to get nerfed a bit but still this unit DELIVERS. Because of the widow mines we are seeing new strategies and new metagame shift. Terran really needed an early detector type unit like this mine.

The only people who are complaining in this thread are the noobs that 1a all over the map
TheLunatic
Profile Joined February 2011
309 Posts
October 07 2012 17:08 GMT
#684
On October 06 2012 17:14 nenshoua wrote:
If you want proper testing send more invites to master and gm players for pete sake...most pros dont even bother with the beta anymore...

As a masters player I support this idea! : thumbs:
RavenLoud
Profile Joined March 2011
Canada1100 Posts
Last Edited: 2012-10-07 17:19:06
October 07 2012 17:18 GMT
#685
Obviously Blizzard is making the mine OP on purpose to get people to use it at first.

I'm sure that several things will change soon. It probably won't be able to attack air units/cloaked units without detection. The cost should increase, the damage nerfed a bit and IMO it needs to use 25/25 every time it rebuilds its attack.

The void siphon thing is stupid beyond words though, they should probably scrap the oracle if that's the best they can come up with...I would suggest giving it a shield recharge ability.
Thermodynamic
Profile Joined March 2012
Canada10 Posts
October 07 2012 19:26 GMT
#686
On October 06 2012 07:06 -Cyrus- wrote:
I really don't like any of these changes at all. The Widow Mine is just going to compliment bio even more, it's not going to make players want to go mech. Way too strong with this change.

If the new ability shoots air then most likely compliments mech more than bio now spreading some out around chokes and tank lines, frees up some food on thor use to more warhound based mech play
I cant be controlled, only disordered
Incognoto
Profile Blog Joined May 2010
France10239 Posts
October 07 2012 20:27 GMT
#687
The mine is silly. Too much damage for its low cost.
maru lover forever
Phoenix2003
Profile Joined August 2012
126 Posts
October 07 2012 20:28 GMT
#688
Terrans want their race to be OP again so badly. lol
Hattori_Hanzo
Profile Joined October 2010
Singapore1229 Posts
October 07 2012 20:29 GMT
#689
On October 08 2012 05:27 Incognoto wrote:
The mine is silly. Too much damage for its low cost.


From following discussions here and on battle.net beta discussion, the only problem is when the factory is floated to either the third or natural and pretty much contain the opponent on one/two base similar to pre-nerf bunker rush timings.
Cauterize the area
s3rp
Profile Joined May 2011
Germany3192 Posts
October 07 2012 20:36 GMT
#690
On October 08 2012 05:29 Hattori_Hanzo wrote:
Show nested quote +
On October 08 2012 05:27 Incognoto wrote:
The mine is silly. Too much damage for its low cost.


From following discussions here and on battle.net beta discussion, the only problem is when the factory is floated to either the third or natural and pretty much contain the opponent on one/two base similar to pre-nerf bunker rush timings.


Well a fast tech to to mine especially with floated factory would just die to a counter attack with Roaches and a good amount of Gateway Units. The Splash doesn't really do anything do anything with 100+ HP unless theres ALOT of mine defending.
Ramiz1989
Profile Joined July 2012
12124 Posts
October 07 2012 21:11 GMT
#691
On October 08 2012 02:04 TheLunatic wrote:
Keep the mine the way it is, I fuckin love this thing, nerf the damage a bit and call it good brings several new dimensions of strategy to the game, absolutely love it

Well, glad that at least somebody likes it that was QQing a lot before, lol. Damage doesn't need to be nerfed, but right now, it hits ground, air and cloaked/burrowed units, it is a bit too much for cheap factory unit that is also burrowed and can be made with Reactors. Remove its ability to hit air, or ability to hit cloaked units.

Damage needs to be high because it has really long cooldown, I like the unit quite a lot. Every game I've seen with it was pretty interesting.
"I've been to hell and back, and back to hell…and back. This time, I've brought Hell back with me."
CruelZeratul
Profile Joined May 2010
Germany4588 Posts
October 07 2012 21:24 GMT
#692
Isn't it pretty stupid that the Widow Mines can attack cloaked units? I don't like that at all.
Glockateer
Profile Joined June 2009
United States254 Posts
October 07 2012 21:26 GMT
#693
Honestly, the main issue is the massing ability (reactored out) and the burrow time being too short. Double the burrow time and only build one at a time and this "run 15 mines and burrow at an enemies feet" thing won't really occur every game. As for people complaining about observers dying... you have way more sight range than the widow mine attacks so it is 100% your fault. That's like saying siege tank range should be lowered because your army gets shelled.
GET SM4SHED
gOst
Profile Joined June 2011
415 Posts
October 07 2012 21:35 GMT
#694
I kind of like this new approach to the WM. It feels a little bit too powerful atm but something that would be cool were if you had to arm the mine in the direction you want it to fire at. Let's give them a 25-35 degree angle in which they can detect units. The user have to position them more carefully and the opponent can destroy them quit easily if they can find the right angle of attack.
Kind of how claymore mines work in most videogames.
ReachTheSky
Profile Joined April 2010
United States3294 Posts
October 07 2012 21:42 GMT
#695
Am i the only one who misses the old mine?
TL+ Member
Decendos
Profile Joined August 2011
Germany1338 Posts
October 07 2012 21:45 GMT
#696
make the burrowtime be at least 4 seconds again so it cant be burrowed in the face of the opponent.

make it not hit cloaked units (thats just stupidly strong and totally prevents the huge investments into cloak banshees or DTs with a minimal investment in widow mines).

and ffs dont make it hit air unit. (again a super small investment preventing really expensive muta harrass, banshees, phoenix, WP drops etc.)

mines would finally be used in the way they should: as a space control option that prevents zealot/marine/ling runbys and stalls time to reposition the slow mech army and not as a antiharrass and offensive usable supermine vs everything.
s3rp
Profile Joined May 2011
Germany3192 Posts
October 07 2012 21:49 GMT
#697
On October 08 2012 06:45 Decendos wrote:
make the burrowtime be at least 4 seconds again so it cant be burrowed in the face of the opponent.

make it not hit cloaked units (thats just stupidly strong and totally prevents the huge investments into cloak banshees or DTs with a minimal investment in widow mines).

and ffs dont make it hit air unit. (again a super small investment preventing really expensive muta harrass, banshees, phoenix, WP drops etc.)

mines would finally be used in the way they should: as a space control option that prevents zealot/marine/ling runbys and stalls time to reposition the slow mech army and not as a antiharrass and offensive usable supermine vs everything.


With 40 seconds delay and relatively small splash they don't really do that though at least against smart opponents. Right now they're a big and very strong gimmick that isn't something you'd want in later stages but is really nice early game and for some funny stuff.
Crawdad
Profile Joined September 2012
614 Posts
October 07 2012 21:50 GMT
#698
On October 08 2012 06:45 Decendos wrote:
make the burrowtime be at least 4 seconds again so it cant be burrowed in the face of the opponent.


This is one thing I don't like about it. Mines should be a defensive unit, but right now, they're just as good (if not better) for offense. An increased burrow time or lower health would help with this.
Jermstuddog
Profile Blog Joined June 2010
United States2231 Posts
October 07 2012 21:54 GMT
#699
I really dislike the direction they're taking the widow mine.

I have made this suggestion in the past, and really see no reason why they shouldn't implement it.

Make the Widow Mine an ability of the Reaper.

Make it cost HP so it is costly, but also spammable.

I really don't understand the goal with the current design...

As it turns out, marines don't actually cost any money -Jinro
SarcasmMonster
Profile Joined October 2011
3136 Posts
October 07 2012 21:58 GMT
#700
On October 08 2012 06:54 Jermstuddog wrote:
I really dislike the direction they're taking the widow mine.

I have made this suggestion in the past, and really see no reason why they shouldn't implement it.

Make the Widow Mine an ability of the Reaper.

Make it cost HP so it is costly, but also spammable.

I really don't understand the goal with the current design...



I don't like the bolded part specifically.
MMA: The true King of Wings
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