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Yep. Mines can definetly be handled to a decent degree with an overseer. As mentioned earlier, even with no detection mines light up and reveal themself briefly before detonation. If you sweep in towards the base you can check for them without detection without taking a hit. Or if you have good reflexes you can even pull away after flying directly at them (if your a mad man). Pre burrow upgrade you can check the area with ao overseer and keep a close eye for reburrowing. You can even drop changelings to detonate them so you can pick them off with your muta (or just detonate them then harass and ignore the mine).
Yes a there is risk vs reward, but a Terran with defensive mines will more likely have nothing else in position, and have less static defense. So the potential for high skill ceiling damaging harass is there.
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On December 13 2012 19:00 NeWeNiyaLord wrote: Nothing hurts my feelings more than seeing my 10-20 mutas die to 1-2 widow mines at random places :p Maybe those 5 other widow mines hurt your feelings more? Since there is absolutely no way on earth that can happen. It is impossible, even if you have them maxed clumped up and fly directly into them it can't happen.
Also I am pretty sure also mutas can pick off detected widow mines before they fire. And as said before, you don't need to take an overseer with you all the time, just keep them hanging around bases and use them when your mutas arrive.
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On December 13 2012 07:41 Plansix wrote:Show nested quote +On December 13 2012 07:40 -NegativeZero- wrote: Tempest 80 dmg vs massive air?... I don't think anyone is ever going to make a colossus in a PvP again lol Yay! My day is made, for I hate them so when they fry my zealots. But isn't the colossus consider to be more ground than air? So what weapon will the tempest fire on them?
If it really rapes colossus this hard, it will be bad for the game. We'll now have tempest wars instead of colossus war. If tempest didn't hard counter colossus we could have a mix of both collossus and tempest.
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On December 13 2012 18:29 Infernal_dream wrote:Show nested quote +On December 13 2012 18:20 MilesTeg wrote: Wow what a disappointing patch, I didn't see that coming. No need to give Mutas something gimmicky; as long as mines shoot up no one is going to make them. The risk is just not worth it.
Not to mention that vipers dying to mines is also problematic. It makes engaging a late game terran army almost impossible.
All this patch does is damage ZvZ a bit, and adding another funky ability as a band aid over more fundamental problems.
Come on Blizzard we all know that mines won't be able to target air units by the time the game comes out. Stop wasting time.
Terrible patch. Then dont stack all of your mutas together and a move them. This has already been discussed. They are fucking mines. You don't walk your amy into mines. That's called being stupid. Just like terran stims a few marines and runs them forward you can run a muta forward to see if there's any mines.
Saying something completely idiotic and calling someone stupid at the same time... great post.
The trade-off is just ridiculously bad. Just the fact that you risk pretty much losing the game instantly means it is not exactly a good decision to harass. And even if you play perfectly you still usually lose more than you win.
If someone makes a muta in ZvT right now he's an idiot, or not being serious. Blizzard can add as many stupid stuff as they want, I don't know maybe make them shoot a pink lazer next time, it still won't change the fact that they're a really bad tech choice.
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On December 13 2012 19:07 MilesTeg wrote:Show nested quote +On December 13 2012 18:29 Infernal_dream wrote:On December 13 2012 18:20 MilesTeg wrote: Wow what a disappointing patch, I didn't see that coming. No need to give Mutas something gimmicky; as long as mines shoot up no one is going to make them. The risk is just not worth it.
Not to mention that vipers dying to mines is also problematic. It makes engaging a late game terran army almost impossible.
All this patch does is damage ZvZ a bit, and adding another funky ability as a band aid over more fundamental problems.
Come on Blizzard we all know that mines won't be able to target air units by the time the game comes out. Stop wasting time.
Terrible patch. Then dont stack all of your mutas together and a move them. This has already been discussed. They are fucking mines. You don't walk your amy into mines. That's called being stupid. Just like terran stims a few marines and runs them forward you can run a muta forward to see if there's any mines. Saying something completely idiotic and calling someone stupid at the same time... great post. The trade-off is just ridiculously bad. Just the fact that you risk pretty much losing the game instantly means it is not exactly a good decision to harass. And even if you play perfectly you still usually lose more than you win. If someone makes a muta in ZvT right now he's an idiot, or not being serious. Blizzard can add as many stupid stuff as they want, I don't know maybe make them shoot a pink lazer next time, it still won't change the fact that they're a really bad tech choice. And these people make sure I can gimp my air defense since zerg don't make mutas anyway :D
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if they really want to keep mines hitting air then they should remove the single target damage. mines would still be a great addition beneath turrets but the zerg wouldnt always lose 100 gas for 25 gas and therefore never again playing mutas.
they should remove single target damage anyway because it is 100% luckbased which is stupid and i honestly dont know why no one seems to care that a luckbased thing is in the strategy game starcraft!?
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On December 13 2012 19:11 Decendos wrote: if they really want to keep mines hitting air then they should remove the single target damage. mines would still be a great addition beneath turrets but the zerg wouldnt always lose 100 gas for 25 gas and therefore never again playing mutas.
I don't think removing single target damage is a bad idea. However, saying they lose 100 gas for 25 gas is just stupid. In order to have one widow mine fire you probably have had at least 4 burrowed in different spots, so that is 100 gas for 100 gas + more minerals.
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I love ZvZ right now . actually i always did . Anyway i like the changes tbh the terran nerf to armory im not to sure about .
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On December 13 2012 18:49 Sissors wrote:Show nested quote +On December 13 2012 18:46 Big J wrote:On December 13 2012 18:32 Decendos wrote:On December 13 2012 18:29 Infernal_dream wrote:On December 13 2012 18:20 MilesTeg wrote: Wow what a disappointing patch, I didn't see that coming. No need to give Mutas something gimmicky; as long as mines shoot up no one is going to make them. The risk is just not worth it.
Not to mention that vipers dying to mines is also problematic. It makes engaging a late game terran army almost impossible.
All this patch does is damage ZvZ a bit, and adding another funky ability as a band aid over more fundamental problems.
Come on Blizzard we all know that mines won't be able to target air units by the time the game comes out. Stop wasting time.
Terrible patch. Then dont stack all of your mutas together and a move them. This has already been discussed. They are fucking mines. You don't walk your amy into mines. That's called being stupid. Just like terran stims a few marines and runs them forward you can run a muta forward to see if there's any mines. and it has already been discussed that sending in 1 muta for 1 mine is bad because you lose 100 gas for 25 gas. muta doesnt need speed buff nor regeneration buff. it needs mines not hitting air and maybe acceleration buff so you can micro them better --> moving shot. Not that I think that mines attacking air is needed, after they changed HSM and Thor, so Terran right now has 5(!!!!) burst damage antiair tools (Viking, Thor, HSM, Widow Mine, Yamato Canon) 4 of them being longrange. [To be honest, I think that Terran right now is completly overranged. It's like anytime you see a high tech Terran unit, it already does damage to you. It forces any combat to be a 1a overrun, as withdrawing or microing in sightrange means a ton of free damage Of those you mention only the widow mine is new and relevant against mutas. HSM was effectively nerfed against mutas, and HIP on thor is useless against mutas.
Wasn't meant to talk about mutalisks with that, just generally whether Widow Mine shooting air is needed. Without the Thor change, I would very well say so - else opening Mech could be too hard against Stargate openings, as there is nothing that can buy you time to transition into Vikings and the overall damage output will just be extremly low. With a strong Thor, that can at least be a useful damage support vs Void Rays, Carriers and Tempests I would guess that Mech has a greater chance. (still needs Vikings, which is a good thing, but you don't need to go Tanks into mass vikings, like in WoL) But yeah, I dislike units that shoot nearly as far as their opponents can see. It makes positioning overly hard and the game being balanced around getting a "perfect overrun", instead of winning a well-controlled engagement. If they keep it like that, I think that Z needs something that guarantees vision of an army (like scan and revelation for T/P), else facing all of those range 9-15 lategame units of P/T might result too much in balancing for blind army clashes. Maybe some changeling/overseer tweaks.
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dayum! new medivac beam looks like garbage:D
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I like the mutalisk update! Not really sure about the others
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On December 13 2012 19:13 Sissors wrote:Show nested quote +On December 13 2012 19:11 Decendos wrote: if they really want to keep mines hitting air then they should remove the single target damage. mines would still be a great addition beneath turrets but the zerg wouldnt always lose 100 gas for 25 gas and therefore never again playing mutas.
I don't think removing single target damage is a bad idea. However, saying they lose 100 gas for 25 gas is just stupid. In order to have one widow mine fire you probably have had at least 4 burrowed in different spots, so that is 100 gas for 100 gas + more minerals.
thats a good and fair point. but ling bling mutaplay got nerfed so hard in ZvT with: mines hitting air, medivac speed buff, medivac healing buff, hellbat raping lings and being bio that even if you trade even with mines the other mentioned buffs in combination with mines hitting air made ling bling muta play a lot worse than in WoL (where it was in a perfect state although even there mass muta was figured out and it was more like 10-15 mutas on pro level).
ling bling muta is almost completely the same as in WoL but their counters got SO MUCH better that even without mines hitting air i am curious if mutas would be/will be played.
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On December 13 2012 11:53 wcr.4fun wrote: I would buy hots if:
- removed thor - added goliath (possibly with really small splash to air, reason see below) - add air stacking (not as an ability obvious, but by using an overlord or larvae added to your group or via another method) - add moving shot to game - revert passive regeneration on mutalisk - remove swarm host, make the lurker somehow work (-remove collussus? Add other more interesting and skill requiring unit) - remove widow mine - add spider mine to reaper/hellion/... whatever fits best - change fungal to plague - change consume from absorbing builing heatlth to destroying a unit (bw version) - change blinding cloud to dark swarm (toned down perhaps, percentage based damage reduction? like 80 percent or something) - Make ultralisks smaller - change general pathing of units to allow better control (see bw) and destroy deathball - require less workers per base for saturation meaning less income per base and thus allowing more options (low econ games vs high econ games) - significantly tone down spawn larvae/mule and chronoboost - give cooldown advantage to gateways versus warp gates
I think this is everything. Obviously balance any issues which may arise through these changes
Sooooo you would buy Hots if it was brood war?
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Well you forget one unit, the viper with blinding cloud which really helps your ling/bling when attacking. However I agree, hellbats alone pretty much screw over the pure bling/muta play, add thors against mutas and I don't think tanks are that important.
Btw do widow mines fire when under blinding cloud? On bases next to inaccessible terrain I could see it useful to cast blinding cloud on an expansion before mutas move in, at least takes care of turrets. (Of course you cant keep vipers with your mutas all the time).
Personally I still see a role for the muta, but i guess it wont be as important as in the traditional ling/bling/muta composition. However as anti-drop and light harrasment they still work. Just snipe a supply depot and go back, deny an expansion, etc. If sniping a supply depot makes you lose a muta to widow mines, he probably now has invested lots to cover his entire base in widow mines: win for you.
Honestly right now I consider roach, hydra, viper composition as terran to be really enjoyable both to play against, and to watch in streams. It really forces you to think about your positioning, and you dont have the stupid infestor stuff. Personally a bit afraid that the swarmhost isn't as enjoyable. Not balance wise, but simply because from my (limitted) experience when a zerg starts making swarm hosts, I add in more siege tanks to compensate, and the end result is zerg streaming free units into tank lines, without anything actually happening. They dont do damage since I got then enough siege tanks, but it just gets boring, generally the result is a race who can make siege units faster, him swarm hosts or me siege tanks.
I think I won it everytime for now, so it really isn't that I complain because I lose from them, I just dont consider it fun.
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All this QQ about mines almost makes me wanna switch to Z just so I can abuse mutas as the only player on ladder to use them, lol.
You can micro mutas vs mines. The mine goes visible shortly before detonating, giving you a short timespan to move away from it. You just have to be on the ball about it.
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Wait the thor size got reduced does that mean less SCV's then before can repair ? Ive been using muta's again and the thors die so quickly even when surrounded.
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interesting change. i hope the medivac beam colour is purple, because fuck ya!
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i guess protoss will eventually only go air in pvz/pvp in macro game...
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Russian Federation125 Posts
On December 13 2012 19:42 iKill wrote: All this QQ about mines almost makes me wanna switch to Z just so I can abuse mutas as the only player on ladder to use them, lol.
You can micro mutas vs mines. The mine goes visible shortly before detonating, giving you a short timespan to move away from it. You just have to be on the ball about it. Even without it mines can't hold mutaharass.
How many mines can terran leave on each base? 2-3? It's only 2-3 dead mutas if magic boxing. 2-3 mines is like 1 thor - soft counter yes, but skilled zerg can easily overcome such defence with muta. And now with regen it will be easy even without skill.
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On December 13 2012 19:48 TCVSMKVSDH wrote: i guess protoss will eventually only go air in pvz/pvp in macro game...
Eh, air is already my lategame transition vs Mech T.
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