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Huge Design Flaw of the WM: Single Target Damage - Page 3

Forum Index > StarCraft 2 HotS
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Prev 1 2 3 All
DaveVAH
Profile Blog Joined June 2011
Canada162 Posts
December 03 2012 13:23 GMT
#41
Here is what I suggested in Bnet Forums:

Remove 160 top damage. 80 splash in current radius.
Supply reduced to 1
range increased to 6 via hi sec tracking upgrade
No longer FF's
gCgCrypto
Profile Joined December 2010
Germany297 Posts
December 03 2012 13:28 GMT
#42
what does "no longer FF´s" mean ?
L E E J A E D O N G ! <3
DaveVAH
Profile Blog Joined June 2011
Canada162 Posts
December 03 2012 13:29 GMT
#43
FF is for Friendly fire.
gCgCrypto
Profile Joined December 2010
Germany297 Posts
December 03 2012 13:35 GMT
#44
On December 03 2012 22:29 DaveVAH wrote:
FF is for Friendly fire.


ok thanks, was wondering what the WM had to do with Force Fields :D
I quite like your suggestions
L E E J A E D O N G ! <3
FeyFey
Profile Joined September 2010
Germany10114 Posts
December 03 2012 13:38 GMT
#45
I think the stats for the widow mine are more then fine (especially because you can't tell the mine what to attack directly). But it would nice if you could dodge them. For example if you fly in with mutas you see the small red dot on the ground and have a second to turn around and fly out of the range, before the Mine fires its load.
When Vultures were out on the map in BW, you knew that you can't a move over the whole map, because your army would never get there. It needed alot of awareness and that made playing against vultures really difficult. So I like the widow mine and playing against them is really fun, but it would be really nice to have the ability to play more risky against the widow mine, by making it dodgeable like the 250mm of the thors.
Taefox
Profile Joined March 2010
1533 Posts
Last Edited: 2012-12-03 13:51:46
December 03 2012 13:50 GMT
#46
On December 03 2012 22:23 DaveVAH wrote:
Here is what I suggested in Bnet Forums:

Remove 160 top damage. 80 splash in current radius.
Supply reduced to 1
range increased to 6 via hi sec tracking upgrade
No longer FF's

as long as double the resource for widowmines cuz Terran would like to build one more mine for 160 damage :/ I like the idea bout widowmine range upgrade
@taefoxy
BlueKatz
Profile Joined March 2012
68 Posts
December 03 2012 14:12 GMT
#47
The solution is quite obvious: Remove Single target damage from WM. Buff Tank Single target damage

Meching is not Widow Mining
Quotes are useless
gCgCrypto
Profile Joined December 2010
Germany297 Posts
December 03 2012 14:46 GMT
#48
On December 03 2012 23:12 BlueKatz wrote:
The solution is quite obvious: Remove Single target damage from WM. Buff Tank Single target damage

Meching is not Widow Mining

<3
i really feel buffing the Siege tank would fix so meny problems in the game!
Try running into a mech army with buffed siegetanks with a deathball :D
L E E J A E D O N G ! <3
S1eth
Profile Joined November 2011
Austria221 Posts
December 03 2012 15:14 GMT
#49
On December 03 2012 22:23 DaveVAH wrote:
Here is what I suggested in Bnet Forums:

Remove 160 top damage. 80 splash in current radius.
Supply reduced to 1
range increased to 6 via hi sec tracking upgrade
No longer FF's

Blizzard doesn't want widow mines to one-shot workers, and neither does anyone who plays against mines.
NeonFox
Profile Joined January 2011
2373 Posts
Last Edited: 2012-12-03 15:40:06
December 03 2012 15:16 GMT
#50
On December 03 2012 23:46 gCgCrypto wrote:
Show nested quote +
On December 03 2012 23:12 BlueKatz wrote:
The solution is quite obvious: Remove Single target damage from WM. Buff Tank Single target damage

Meching is not Widow Mining

<3
i really feel buffing the Siege tank would fix so meny problems in the game!
Try running into a mech army with buffed siegetanks with a deathball :D


Straight up buffing the Siege Tank damage is maybe not the best idea, a lot of early game ZvT dynamic is shaped around +1 carapace for zerglings, because it gives a window in which tanks don't one shot zerglings until +1 mech range upgrade.

You could maybe make range upgrades give more damage per upgrade.

edit : mech range upgrades* for the sake of clarity.
gCgCrypto
Profile Joined December 2010
Germany297 Posts
December 03 2012 15:34 GMT
#51
On December 04 2012 00:16 NeonFox wrote:
Show nested quote +
On December 03 2012 23:46 gCgCrypto wrote:
On December 03 2012 23:12 BlueKatz wrote:
The solution is quite obvious: Remove Single target damage from WM. Buff Tank Single target damage

Meching is not Widow Mining

<3
i really feel buffing the Siege tank would fix so meny problems in the game!
Try running into a mech army with buffed siegetanks with a deathball :D


Straight up buffing the Siege Tank damage is maybe not the best idea, a lot of early game ZvT dynamic is shaped around +1 carapace for zerglings, because it gives a window in which tanks don't one shot zerglings until +1 mech range upgrade.

You could maybe make range upgrades give more damage per upgrade.


you can just work around with siege up time, i was simply thinking about a buff to the damage of the tank. maby simply introduce a upgrade that gives tanks +X damage and is researchable at the armory or maby fusion core (depending on how mutch damage it adds)
L E E J A E D O N G ! <3
Ramiz1989
Profile Joined July 2012
12124 Posts
December 03 2012 15:45 GMT
#52
On December 04 2012 00:14 S1eth wrote:
Show nested quote +
On December 03 2012 22:23 DaveVAH wrote:
Here is what I suggested in Bnet Forums:

Remove 160 top damage. 80 splash in current radius.
Supply reduced to 1
range increased to 6 via hi sec tracking upgrade
No longer FF's

Blizzard doesn't want widow mines to one-shot workers, and neither does anyone who plays against mines.

What are you talking about, Widow Mines already one-shot 2/3 workers, only Terran workers survive with 5 HP.

I like that suggestion, but I think that with 6 range, attacking both air and ground, friendly fire is really needed, since it would make Siege Tank + Widow Mine timings pretty invincible.
"I've been to hell and back, and back to hell…and back. This time, I've brought Hell back with me."
BlueKatz
Profile Joined March 2012
68 Posts
December 03 2012 16:09 GMT
#53
Straight up buffing the Siege Tank damage is maybe not the best idea, a lot of early game ZvT dynamic is shaped around +1 carapace for zerglings, because it gives a window in which tanks don't one shot zerglings until +1 mech range upgrade.

If you only buff the direct damage of the Tank, not the Splash then it's just 1 more dead Zergling, not a huge difference
Quotes are useless
Demurity
Profile Joined April 2011
United States424 Posts
Last Edited: 2012-12-03 19:58:25
December 03 2012 19:56 GMT
#54
I disagree with your statement that widow mines are "luck based". Vulture mines in BW had similar affect to either blowing up many units or single units. Whoever is going against mines (P/T/Z) should scout first. This mechanic is similar in TvZ when Terran looks away and gets chain fungled for the few moments that he does not pay attention to his army. Thus, any huge damage can be averted the more vigilant you are with your unit(s), which is how it should be. The more practice you do >> more control/awareness for your units. I assure you the better the player is, the less likely he is to walk his whole army into a few mines, or, replace the scenario with bio vs (burrowed) infestor(s).

Widow mines have the opportunity to be strong in the early game; yes. However, once the mid game comes, Protoss and Zerg hotkey observers / overseers with their masses and can clear mines (Terran has scan). This prevents mines from doing massive damage on their entire mass 99% of the time. It would just be silly to let your mass wander onto the map without detection, especially if it is known the Terran is meching. In turn, this means that most of the time if you are moving units around without detection, it should just be a couple units. When was the last time you saw an Ultralisk roaming the map by itself? -- To clear mines? I think not. Zerglings can be great to scout map especially if you constantly send them out --> those that die, show where mines are.

The way to reduce the chances of getting your harassment shut down is to scout first. May it be to scan the main in tvt, run a couple Zerglings first into the Terran before engaging with all your expensive units, or use an observer to show the way.

And.... I kinda lost track of where this was intended to go, but overall I don't think it is 100% necessary to change the widow mine drastically. OP basically gave alternatives to the idea Blizzard has presented.

On a side note: those videos in the first page of this thread of Dragon going over his tvt play.... heh. The other Terran did not bother to scan the same spot to kill the 2 mines that killed 2 of his banshees and a medivac at three separate times... And the Zerg with the ling/baneling all-in sent all his units in 1 hotkey, 1a'ed in a blob. That is the incorrect way to attack in HotS. Now Zergs must be wary of mines, and send a couple lings first to clear the first wave of explosions.
|Terran|
ledarsi
Profile Joined September 2010
United States475 Posts
December 03 2012 21:01 GMT
#55
Board control units need to be small, more so than any other type of unit in the game. Spending 2 supply for each widow mine is very bad design simply because it so strictly limits how many mines you can actually build.

The primary limit for how many units you should be able to acquire should be your resource economy. The 200 supply limit should be limiting for edge cases only. Hard maxes are far more common in SC2 than they ever were in BW due to every unit costing more supply. And it is no accident that the highly supply efficient units are incredibly popular and powerful.

The Widow Mine needs to be a small unit to be interesting, or even to do its job by spreading them around the map. Having twice as many units where each one is half as effective is vastly superior to having a big unit that is twice as powerful. The Widow Mine's 2 supply version is ultimately useless- not enough guns. Early on when supply cost is irrelevant and the unit count is low on both sides, they can keep you alive. But that's all they are good for. You can't use them to control regions of the map, as you will almost always want actual units in your army instead.
"First decide who you would be, then do what you must do."
6BiT
Profile Joined December 2011
513 Posts
Last Edited: 2012-12-03 21:32:42
December 03 2012 21:32 GMT
#56
The 2 problems with the widow mine....

1. It targets cloaked units
2. It hits air units

A plane/flying object should not trigger a mine lol.
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