• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 21:26
CEST 03:26
KST 10:26
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL21] Ro16 Preview Pt2: All Star10Team Liquid Map Contest #22 - The Finalists16[ASL21] Ro16 Preview Pt1: Fresh Flow9[ASL21] Ro24 Preview Pt2: News Flash10[ASL21] Ro24 Preview Pt1: New Chaos0
Community News
2026 GSL Season 1 Qualifiers15Maestros of the Game 2 announced92026 GSL Tour plans announced15Weekly Cups (April 6-12): herO doubles, "Villains" prevail1MaNa leaves Team Liquid24
StarCraft 2
General
Maestros of the Game 2 announced 2026 GSL Tour plans announced Team Liquid Map Contest #22 - The Finalists MaNa leaves Team Liquid Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool
Tourneys
2026 GSL Season 1 Qualifiers Sparkling Tuna Cup - Weekly Open Tournament GSL CK: More events planned pending crowdfunding RSL Revival: Season 5 - Qualifiers and Main Event Master Swan Open (Global Bronze-Master 2)
Strategy
Custom Maps
[D]RTS in all its shapes and glory <3 [A] Nemrods 1/4 players [M] (2) Frigid Storage
External Content
Mutation # 522 Flip My Base The PondCast: SC2 News & Results Mutation # 521 Memorable Boss Mutation # 520 Moving Fees
Brood War
General
Data needed ASL21 Strategy, Pimpest Plays Discussions ASL21 General Discussion Pros React To: ASL S21, Ro.16 Group C BGH Auto Balance -> http://bghmmr.eu/
Tourneys
Escore Tournament StarCraft Season 2 [ASL21] Ro16 Group C [ASL21] Ro16 Group D [Megathread] Daily Proleagues
Strategy
Simple Questions, Simple Answers What's the deal with APM & what's its true value Any training maps people recommend? Fighting Spirit mining rates
Other Games
General Games
Nintendo Switch Thread Total Annihilation Server - TAForever Diablo IV Dawn of War IV Starcraft Tabletop Miniature Game
Dota 2
The Story of Wings Gaming
League of Legends
G2 just beat GenG in First stand
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas TL Mafia Community Thread Five o'clock TL Mafia
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine Canadian Politics Mega-thread YouTube Thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Manga] One Piece Anime Discussion Thread [Req][Books] Good Fantasy/SciFi books Movie Discussion!
Sports
2024 - 2026 Football Thread McBoner: A hockey love story Formula 1 Discussion Cricket [SPORT]
World Cup 2022
Tech Support
[G] How to Block Livestream Ads
TL Community
The Automated Ban List
Blogs
Sexual Health Of Gamers
TrAiDoS
lurker extra damage testi…
StaticNine
Broowar part 2
qwaykee
Funny Nicknames
LUCKY_NOOB
Iranian anarchists: organize…
XenOsky
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1443 users

[D] Widow Mines, Tanks, and Space Control - Page 4

Forum Index > StarCraft 2 HotS
Post a Reply
Prev 1 2 3 4 5 6 7 8 Next All
IcED Bk
Profile Joined December 2012
Canada245 Posts
December 30 2012 05:26 GMT
#61
The tank needs to be looked at more, the widow mine is for space control not for aggression. What must be understood that has already been stated in this thread is that banglings are melee mines. To say that widow mines should have the splash of bangling is one that should not be made. Blizz needs to look at takes not widow mines!
Advanced Dota 2 player and HoTs Diamond player and HS Player (almost legend ;P)
EsportsJohn
Profile Blog Joined June 2012
United States4883 Posts
December 30 2012 06:09 GMT
#62
On December 30 2012 14:21 intense555 wrote:
Show nested quote +
On December 21 2012 18:18 Wayem wrote:
Hi,

I'm a P player here, but I am 100% behind the idea of buffing mech and will talk a little bit about TvP. I feel it's for now quite fragile because of that damn immortal...

My ideal game ? A game where the defender has a strong advantage and positionnal play has a lot of importance. You win by strong macro and big multitasking by defending and harassing a lot a lot. So a lot of skirmishes around the map as you slowly overcome your opponent, hurting his macro. SC2 is far from there (yet?).

Therefore, I am advocating big buffs to the tank. Hell, tanks should be scary ! I am not supposed to a-move 6 immortals into them and ruining everything... I should try to play with mech's weakness: immobility, avoiding them to harass expansions where tanks aren't, while expanding crazy myself... and then suffering harass myself with hellions/mines, etc. I don't quite now how to explain this and maybe I sound stupid, but this comes from the heart guys :D

On the other hand... in BW T bio was muredered by the biffy P units. Don't get me wrong, I would be very happy if T can mech or go bio, both being viable. But the fast is that bio now just destroy protoss in mid-game without AOE. So we see a lot of turtling, less harass, etc. and this leads to less interesting games.

The problem is, that nerfing for example the marauder is shutting down T bio. So the "design flaw" is more on the P side... that's why I'd make drastic changes to this race that don't feel... well... that don't feel "protoss" or just well designed. Something like make the stalker damage bonus to light and not vs armor, swap sentry and immortal in robo. Yes, immortals T1.5, but nerfed a lot. Etc, etc. and THEN, we will be able to see a viable mech + viable bio.

CONCLUSION: please please buff the hell out of tanks. Remake P almost from scratch. Thanks.

Tanks are already really good against zerg, making them better could break the balance of them in TvZ, maybe a buff like siege tanks ignore immortal shields or something of the sort, something that won't affect TvZ as it looks pretty awesome in HoTS so far.


If you read the OP, I talked about how giving the tank a huge single target damage and reduced splash would balance the tank against other races while simultaneously giving tanks the ability to hold their own against protoss units better. The splash would be base 40 damage, almost the same as it is now, so it wouldn't affect marines, zerglings, or banelings very differently.

Again, it's not even immortals that are the problem with TvP mech; 6-8 tanks, 4-5 fully charged ghosts, and a shitton of hellions wins hands down in almost every fight. The biggest issue is that GETTING there is really painful, so a lategame upgrade that makes tanks more powerful against immortals isn't useful...there needs to be a midgame solution.
StrategyAllyssa Grey <3<3
dere
Profile Blog Joined September 2010
United States153 Posts
January 01 2013 18:12 GMT
#63
I agree that there is a problem with the role overlap of siege tank and widow mines. I don't agree about swapping out the attacks. If you make tank's sieged attack single target I don't see a reason to siege them other than technical tank pushes. They already do more dps to a single target unsieged.

I think either a slight gas reduction for the tank (150/100) or reverting the WoL siege tank nerf would be the best place to start.
However, if you wanted to get wild you could possibly add a concussive shell affect to tanks attacks.
Tennessee Regional Rankings: http://sc2ranks.com/c/8473/tennessee-region-division/
Elldar
Profile Joined July 2010
Sweden287 Posts
January 03 2013 01:07 GMT
#64
On January 02 2013 03:12 dere wrote:
I agree that there is a problem with the role overlap of siege tank and widow mines. I don't agree about swapping out the attacks. If you make tank's sieged attack single target I don't see a reason to siege them other than technical tank pushes. They already do more dps to a single target unsieged.

I think either a slight gas reduction for the tank (150/100) or reverting the WoL siege tank nerf would be the best place to start.
However, if you wanted to get wild you could possibly add a concussive shell affect to tanks attacks.


Tanks in bw and WoL is actually quite similar if you compare the damage system and how it worked in bw and sc2. So buffing damage is not the way to go imo. The big nerf siege tanks got in sc2 compared to bw is the food, 3 food makes a difference and imo is the core problem with mech in TvP.

As for widow mines the supply cost is also too high I do not know about there internal testing but reducing wm and tanks could really evovle TvP and TvT.

To op:

I think that just reducing the food cost solves the problems and it just overcomplicate things with the attack changes.
EsportsJohn
Profile Blog Joined June 2012
United States4883 Posts
January 03 2013 01:49 GMT
#65
On January 03 2013 10:07 Elldar wrote:
Show nested quote +
On January 02 2013 03:12 dere wrote:
I agree that there is a problem with the role overlap of siege tank and widow mines. I don't agree about swapping out the attacks. If you make tank's sieged attack single target I don't see a reason to siege them other than technical tank pushes. They already do more dps to a single target unsieged.

I think either a slight gas reduction for the tank (150/100) or reverting the WoL siege tank nerf would be the best place to start.
However, if you wanted to get wild you could possibly add a concussive shell affect to tanks attacks.


Tanks in bw and WoL is actually quite similar if you compare the damage system and how it worked in bw and sc2. So buffing damage is not the way to go imo. The big nerf siege tanks got in sc2 compared to bw is the food, 3 food makes a difference and imo is the core problem with mech in TvP.

As for widow mines the supply cost is also too high I do not know about there internal testing but reducing wm and tanks could really evovle TvP and TvT.

To op:

I think that just reducing the food cost solves the problems and it just overcomplicate things with the attack changes.


I respectfully disagree. In my opinion, the most difficult problem with the tank is that it is very cost ineffective against protoss units, particularly because zealots and stalkers can close the distance very quickly. AND, as you point out, they are also supply inefficient in that equal supply of immortals or chargelot/stalker can trade mostly evenly. However, fixing the supply still doesn't fix the cost efficiency problem.

Therefore, either the damage needs to be tweaked to be stronger against those units OR the cost needs to go down as well as the supply. I chose damage because I actually think it has the least ramifications on the other matchups and the general gameplay of terran. A major single target damage buff wouldn't matter in TvT or TvZ where most units die in 1-2 tank shots anyway. It might make 1-1-1 tank pushes a little stronger, but with MsC and other buffs protoss is receiving in HotS, protoss still has plenty of safe options against it.

And mines need a huge drop in supply. Yes.
StrategyAllyssa Grey <3<3
EsportsJohn
Profile Blog Joined June 2012
United States4883 Posts
January 03 2013 01:55 GMT
#66
On January 02 2013 03:12 dere wrote:
I agree that there is a problem with the role overlap of siege tank and widow mines. I don't agree about swapping out the attacks. If you make tank's sieged attack single target I don't see a reason to siege them other than technical tank pushes. They already do more dps to a single target unsieged.

I think either a slight gas reduction for the tank (150/100) or reverting the WoL siege tank nerf would be the best place to start.
However, if you wanted to get wild you could possibly add a concussive shell affect to tanks attacks.


There should never be a reason to unsiege tanks other than to move them to another tactical position. With a damage buff to give them more DPS when sieged, there is literally no reason to have unsieged tanks unless you're moving, making SC2 more about positioning and careful movements.

A gas reduction + supply reduction MIGHT work, but I think that a damage buff is simpler and more elegant. With a supply reduction and a gas reduction, you run the risk of tanks becoming way too strong in other matchups (primarily TvT comes to mind). In addition, this doesn't really solve the deathball problem as tanks STILL can't fulfill their role.

Concussive shells was probably even a bad idea on marauders. I imagine the game would have turned out totally differently if the warhound had been in place of the marauder and concussive shells....
StrategyAllyssa Grey <3<3
Zahir
Profile Joined March 2012
United States947 Posts
Last Edited: 2013-01-03 02:15:04
January 03 2013 02:07 GMT
#67
On January 03 2013 10:49 SC2John wrote:
Show nested quote +
On January 03 2013 10:07 Elldar wrote:
On January 02 2013 03:12 dere wrote:
I agree that there is a problem with the role overlap of siege tank and widow mines. I don't agree about swapping out the attacks. If you make tank's sieged attack single target I don't see a reason to siege them other than technical tank pushes. They already do more dps to a single target unsieged.

I think either a slight gas reduction for the tank (150/100) or reverting the WoL siege tank nerf would be the best place to start.
However, if you wanted to get wild you could possibly add a concussive shell affect to tanks attacks.


Tanks in bw and WoL is actually quite similar if you compare the damage system and how it worked in bw and sc2. So buffing damage is not the way to go imo. The big nerf siege tanks got in sc2 compared to bw is the food, 3 food makes a difference and imo is the core problem with mech in TvP.

As for widow mines the supply cost is also too high I do not know about there internal testing but reducing wm and tanks could really evovle TvP and TvT.

To op:

I think that just reducing the food cost solves the problems and it just overcomplicate things with the attack changes.


I respectfully disagree. In my opinion, the most difficult problem with the tank is that it is very cost ineffective against protoss units, particularly because zealots and stalkers can close the distance very quickly. AND, as you point out, they are also supply inefficient in that equal supply of immortals or chargelot/stalker can trade mostly evenly. However, fixing the supply still doesn't fix the cost efficiency problem.

Therefore, either the damage needs to be tweaked to be stronger against those units OR the cost needs to go down as well as the supply. I chose damage because I actually think it has the least ramifications on the other matchups and the general gameplay of terran. A major single target damage buff wouldn't matter in TvT or TvZ where most units die in 1-2 tank shots anyway. It might make 1-1-1 tank pushes a little stronger, but with MsC and other buffs protoss is receiving in HotS, protoss still has plenty of safe options against it.

And mines need a huge drop in supply. Yes.


I like both these lines of reasoning, but ultimately I think buffing the supply efficiency is the way to go. The two main problems a tank heavy player faces are immortals and mass air. A damage buff would help with neither. A supply cost decrease would allow you to have more tanks or more support.

Also, I support having widow mines be less supply/cost expensive and stats tweaked so they are more expendable. I would like mines to be more of a mech support unit, with better tankiness for supply cost and less range + maybe no ability to hit air. Spider mines in bw worked well with mech not only by destroying melee units before they could reach tanks, but also absorbing fire from enemy ranged units.
What is best? To crush the Zerg, see them driven before you, and to hear the lamentations of the Protoss.
dirtydurb82
Profile Joined December 2012
United States178 Posts
January 03 2013 04:54 GMT
#68
With HOTS, you are finally seeing map control mean more than holding a watch tower for a minute or more. Unfortunately, it is only for Terrans.
"The only way to grow E-Sports is to tell the truth." -Richard Lewis
bLueSkY)
Profile Joined November 2006
New Zealand88 Posts
January 03 2013 06:53 GMT
#69
I'm seriously confused, people complain about the state of the game atm (being to stale or "NR30") yet they support mech, and even buffing the siege tank wtf?
If you buff mech, this will lead to more boring games of just sitting back and maxing to 200/200 and deathball fights. Why would you WANT that? This game is inherently boring as it is, don't make it worse.
Buffing the siege tank alone is also an odd idea. Do you want people camping for the entire game?
Elldar
Profile Joined July 2010
Sweden287 Posts
Last Edited: 2013-01-03 11:29:06
January 03 2013 11:28 GMT
#70
On January 03 2013 15:53 bLueSkY) wrote:
I'm seriously confused, people complain about the state of the game atm (being to stale or "NR30") yet they support mech, and even buffing the siege tank wtf?
If you buff mech, this will lead to more boring games of just sitting back and maxing to 200/200 and deathball fights. Why would you WANT that? This game is inherently boring as it is, don't make it worse.
Buffing the siege tank alone is also an odd idea. Do you want people camping for the entire game?


Mech is not boring, imo. And I can't see how a mech player that camps all game ever winning. He will never have a fourth and lose when the meching player mines out.

Besides a 200/200 mech army is really weak TvP but that is because a max mech player should have about 10 more tanks or support units.
Evangelist
Profile Blog Joined June 2011
1246 Posts
January 03 2013 14:59 GMT
#71
On January 03 2013 15:53 bLueSkY) wrote:
I'm seriously confused, people complain about the state of the game atm (being to stale or "NR30") yet they support mech, and even buffing the siege tank wtf?
If you buff mech, this will lead to more boring games of just sitting back and maxing to 200/200 and deathball fights. Why would you WANT that? This game is inherently boring as it is, don't make it worse.
Buffing the siege tank alone is also an odd idea. Do you want people camping for the entire game?


At the moment the main issue with mech is it gets overrun supply for supply unless you hit 150-200 supply. This is because each mech unit is hugely expensive and risking small numbers of mech units results in inefficient engagements.

The way to overcome this is to make tanks stronger without making them particularly more powerful. Both zerg and protoss have methods of punishing a turtling terran - both swarm hosts and oracles fill that role handily. Essentially all they need to do is slow down the mech deathball being built and they will eventually win. What needs to happen now is mech (or more specifically the siege tank) needs to be improved so that siege tanks can take the role they had in BW - spread out space control units which in small numbers offer a significant threat.

One possible way of doing this is simply to buff tank damage against non-armoured units. Just revert the original tank nerf and let them one shot marines and zerglings again. Another way is to reduce the supply of the tank.
Zahir
Profile Joined March 2012
United States947 Posts
Last Edited: 2013-01-03 15:28:15
January 03 2013 15:27 GMT
#72
On January 03 2013 15:53 bLueSkY) wrote:
I'm seriously confused, people complain about the state of the game atm (being to stale or "NR30") yet they support mech, and even buffing the siege tank wtf?
If you buff mech, this will lead to more boring games of just sitting back and maxing to 200/200 and deathball fights. Why would you WANT that? This game is inherently boring as it is, don't make it worse.
Buffing the siege tank alone is also an odd idea. Do you want people camping for the entire game?

Camping is what happens when a player is afraid to leave the safety of his choke. With tanks you have a way to generate defensive power that does not involve sitting near your production with your entire army Pre split. You can push your defense forward by tank hopping / tank pushing, in order to take territory, while the enemy attempts to pick off or smash parts of your army that overextend.

Your post would make sense if we were talking about buffing planetary fortresses. Tanks are for conquering and claiming territory in a methodical, micro intensive, action packed orgy of seiging and unseiging, spreading out and repositioning to respond to enemy troop movement, rushing to reinforce weak points in the line as the enemy army harasses or full out assaults it. They are certainly not for camping. At least at the higher levels of play.
What is best? To crush the Zerg, see them driven before you, and to hear the lamentations of the Protoss.
LavaLava
Profile Joined January 2012
United States235 Posts
January 03 2013 15:58 GMT
#73
On January 02 2013 03:12 dere wrote:
I agree that there is a problem with the role overlap of siege tank and widow mines. I don't agree about swapping out the attacks. If you make tank's sieged attack single target I don't see a reason to siege them other than technical tank pushes. They already do more dps to a single target unsieged.

I think either a slight gas reduction for the tank (150/100) or reverting the WoL siege tank nerf would be the best place to start.
However, if you wanted to get wild you could possibly add a concussive shell affect to tanks attacks.


I posted this thread on reddit that breaks down the problem somewhat logically, and comes to the conclusion that the only really good change to Mech (short of a severe game redesign) would be to put the concussive shell effect onto Widow Mine attacks.
Yoshi Kirishima
Profile Blog Joined July 2009
United States10366 Posts
January 03 2013 20:44 GMT
#74
On January 03 2013 15:53 bLueSkY) wrote:
I'm seriously confused, people complain about the state of the game atm (being to stale or "NR30") yet they support mech, and even buffing the siege tank wtf?
If you buff mech, this will lead to more boring games of just sitting back and maxing to 200/200 and deathball fights. Why would you WANT that? This game is inherently boring as it is, don't make it worse.
Buffing the siege tank alone is also an odd idea. Do you want people camping for the entire game?


No, because right now mech is only about as strong as protoss in a straight up fight, sometimes slightly more, but not significantly more.

The reason why it won't turn into deathball vs deathball is because it is pretty much that right now (referring to WoL). However, Protoss has many harass options and different ways to engage into a mech force, but thing is they don't even need them because mech isn't that strong.

By making mech stronger, the mech player will be able to actually split his army up into more than 1 area, and the protoss will actually have to find holes in the mech players' weakness and maybe eventually try to break through his defense with his full army or near full army (occasionally perhaps a mothership recall), which may or may not be a fitting climax.
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
LavaLava
Profile Joined January 2012
United States235 Posts
January 03 2013 21:12 GMT
#75
On January 03 2013 15:53 bLueSkY) wrote:
I'm seriously confused, people complain about the state of the game atm (being to stale or "NR30") yet they support mech, and even buffing the siege tank wtf?
If you buff mech, this will lead to more boring games of just sitting back and maxing to 200/200 and deathball fights. Why would you WANT that? This game is inherently boring as it is, don't make it worse.
Buffing the siege tank alone is also an odd idea. Do you want people camping for the entire game?

The only reason mech is NR30 is that it only works at all when it's maxed out. If you could make it better at lower unit counts, I know that Terrans would be more than happy to push out in the mid game.
dere
Profile Blog Joined September 2010
United States153 Posts
January 03 2013 21:16 GMT
#76
On January 04 2013 00:58 LavaLava wrote:
Show nested quote +
On January 02 2013 03:12 dere wrote:
I agree that there is a problem with the role overlap of siege tank and widow mines. I don't agree about swapping out the attacks. If you make tank's sieged attack single target I don't see a reason to siege them other than technical tank pushes. They already do more dps to a single target unsieged.

I think either a slight gas reduction for the tank (150/100) or reverting the WoL siege tank nerf would be the best place to start.
However, if you wanted to get wild you could possibly add a concussive shell affect to tanks attacks.


I posted this thread on reddit that breaks down the problem somewhat logically, and comes to the conclusion that the only really good change to Mech (short of a severe game redesign) would be to put the concussive shell effect onto Widow Mine attacks.



Putting the concussive shell effect onto the window mine (and reduce damage) would work as well as long as it was a splash effect. I like this idea.
Tennessee Regional Rankings: http://sc2ranks.com/c/8473/tennessee-region-division/
EsportsJohn
Profile Blog Joined June 2012
United States4883 Posts
January 03 2013 21:23 GMT
#77
On January 03 2013 23:59 Evangelist wrote:
Show nested quote +
On January 03 2013 15:53 bLueSkY) wrote:
I'm seriously confused, people complain about the state of the game atm (being to stale or "NR30") yet they support mech, and even buffing the siege tank wtf?
If you buff mech, this will lead to more boring games of just sitting back and maxing to 200/200 and deathball fights. Why would you WANT that? This game is inherently boring as it is, don't make it worse.
Buffing the siege tank alone is also an odd idea. Do you want people camping for the entire game?


At the moment the main issue with mech is it gets overrun supply for supply unless you hit 150-200 supply. This is because each mech unit is hugely expensive and risking small numbers of mech units results in inefficient engagements.

The way to overcome this is to make tanks stronger without making them particularly more powerful. Both zerg and protoss have methods of punishing a turtling terran - both swarm hosts and oracles fill that role handily. Essentially all they need to do is slow down the mech deathball being built and they will eventually win. What needs to happen now is mech (or more specifically the siege tank) needs to be improved so that siege tanks can take the role they had in BW - spread out space control units which in small numbers offer a significant threat.

One possible way of doing this is simply to buff tank damage against non-armoured units. Just revert the original tank nerf and let them one shot marines and zerglings again. Another way is to reduce the supply of the tank.


This is a very good point. I think if you look at the numbers here, though, it makes more sense to buff damage than supply cost. The reason is that even if you reduce the supply of the tank so that you have a 150 food army as strong as a 170 supply army, you've still been turtling the whole game and trying not to die. All it does is make your lategame army strong, not solve the midgame problems, which is tanks in small numbers vs. the numerous options protoss has.

On January 04 2013 00:58 LavaLava wrote:
Show nested quote +
On January 02 2013 03:12 dere wrote:
I agree that there is a problem with the role overlap of siege tank and widow mines. I don't agree about swapping out the attacks. If you make tank's sieged attack single target I don't see a reason to siege them other than technical tank pushes. They already do more dps to a single target unsieged.

I think either a slight gas reduction for the tank (150/100) or reverting the WoL siege tank nerf would be the best place to start.
However, if you wanted to get wild you could possibly add a concussive shell affect to tanks attacks.


I posted this thread on reddit that breaks down the problem somewhat logically, and comes to the conclusion that the only really good change to Mech (short of a severe game redesign) would be to put the concussive shell effect onto Widow Mine attacks.


I'm not sure how much I agree with this. I'll try to run through some of my thoughts:
1) marauder shells and mine shells would overlap, there's no getting around it. Whether or not that's a bad thing or non-applicable due to separate tech paths, I'm not sure. My only thought is that if mines have a larger slow splash, wouldn't it be easier to just make mass marine/ghost + a few mines in TvP? Or vice versa, if the mines have the same slow splash, wouldn't it just be easier to make marauders? And as such, does that really affect mech all that much?
2) If mines are placed far away from siege tanks in positions to slow down incoming units, won't they just all be sacrificial to friendly fire? Right now, it's more common to see 2-3 mines sitting on top of a tank to clean up units that get close. In these cases, slowing down units that are within the "safe zone" of the tank is not really useful.
3) The problem is broken down too simplistically for me to really believe that concussive shells on widow mines is the ONLY way to make mech work.

You could be right, but I'm just not sure. Honestly, some tweaks to supply and cost efficiency of mech would go a long way...only THEN would a really think about special abilities necessary in order to make it work.
StrategyAllyssa Grey <3<3
dere
Profile Blog Joined September 2010
United States153 Posts
January 04 2013 03:27 GMT
#78
On January 04 2013 06:23 SC2John wrote:

You could be right, but I'm just not sure. Honestly, some tweaks to supply and cost efficiency of mech would go a long way...only THEN would a really think about special abilities necessary in order to make it work.


I agree that the quickest and easiest things to try are to tinker with supply/cost/damage of the mech units. Reverting the wol tank nerf is the number one easiest thing to try imo.
Tennessee Regional Rankings: http://sc2ranks.com/c/8473/tennessee-region-division/
HeeroFX
Profile Blog Joined November 2010
United States2704 Posts
January 04 2013 04:10 GMT
#79
I really don't like the idea that widow mine is a unit. Maybe if it was more vulture like and dropped spider mines that could be cool. Buffing the tanks damage would be a great way to control space I think.
thepuppyassassin
Profile Joined April 2011
900 Posts
January 04 2013 04:55 GMT
#80
I didn't even know space control was even a thing... Correct me if I'm wrong .. but I've never heard Artosis say "The main thing that cost him that game was space control. That space man! gotta control it!" Wasn't this a term coined by Blizzard? Leave it to Blizzard to form their own crazy theories as to how the game plays and functions, rather than gaining some valuable insights from actual pros.
Prev 1 2 3 4 5 6 7 8 Next All
Please log in or register to reply.
Live Events Refresh
Replay Cast
00:00
Code For Giants Cup LATAM #6
CranKy Ducklings103
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RuFF_SC2 152
ProTech125
Vindicta 96
ROOTCatZ 49
CosmosSc2 42
StarCraft: Brood War
GuemChi 5783
Artosis 679
Dota 2
monkeys_forever771
NeuroSwarm420
League of Legends
Doublelift4323
Counter-Strike
fl0m698
taco 82
m0e_tv1
Other Games
tarik_tv5599
C9.Mang0523
Maynarde102
Trikslyr100
ViBE40
Mew2King38
Organizations
Other Games
gamesdonequick929
BasetradeTV238
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 15 non-featured ]
StarCraft 2
• Hupsaiya 118
• CranKy Ducklings SOOP2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• RayReign 13
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Stunt103
Other Games
• Scarra1094
Upcoming Events
Escore
8h 34m
RSL Revival
15h 34m
Big Brain Bouts
15h 34m
PiG vs DeMusliM
Reynor vs Bunny
Replay Cast
22h 34m
WardiTV Map Contest Tou…
1d 9h
Classic vs SHIN
MaxPax vs Percival
herO vs Clem
ByuN vs Rogue
Ladder Legends
1d 13h
uThermal 2v2 Circuit
1d 13h
BSL
1d 17h
Sparkling Tuna Cup
2 days
WardiTV Map Contest Tou…
2 days
[ Show More ]
Ladder Legends
2 days
BSL
2 days
CranKy Ducklings
2 days
Replay Cast
3 days
Wardi Open
3 days
Afreeca Starleague
3 days
Soma vs hero
Monday Night Weeklies
3 days
Replay Cast
3 days
Replay Cast
4 days
Afreeca Starleague
4 days
Leta vs YSC
Replay Cast
5 days
The PondCast
6 days
Replay Cast
6 days
Liquipedia Results

Completed

Proleague 2026-04-22
RSL Revival: Season 4
NationLESS Cup

Ongoing

BSL Season 22
ASL Season 21
CSL 2026 SPRING (S20)
IPSL Spring 2026
KCM Race Survival 2026 Season 2
Escore Tournament S2: W4
StarCraft2 Community Team League 2026 Spring
WardiTV TLMC #16
Nations Cup 2026
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026

Upcoming

Acropolis #4
BSL 22 Non-Korean Championship
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
Maestros of the Game 2
2026 GSL S2
RSL Revival: Season 5
2026 GSL S1
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
IEM Atlanta 2026
Asian Champions League 2026
PGL Astana 2026
BLAST Rivals Spring 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.