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Widow mine becomes weak as skill increases? - Page 5

Forum Index > StarCraft 2 HotS
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Buff345
Profile Joined October 2010
United States323 Posts
February 09 2013 22:50 GMT
#81
I just want to say that one thing that Zergs have done against me when I have widow mines is to magic box their mutas and just sit them right over top of my army. My Mines all target the Mutas and they blow up their Mutas as well as my whole army. It might sound kinda silly but it actually kinda sucks to be the Terran in that situation cause then they just come in with their Zerglings and all my mines are detonated already and I have no units left.

Obviously, I could just unborrow my mines if I see the Mutas coming or some other kinda of positioning/micro, but I wanted to point this out if you zergies see a Terran with his Mines too close to his army.
Spyridon
Profile Joined April 2010
United States997 Posts
Last Edited: 2013-02-09 22:54:32
February 09 2013 22:51 GMT
#82
On February 10 2013 07:45 aksfjh wrote:
Show nested quote +
On February 10 2013 06:59 sitromit wrote:
On February 10 2013 06:53 aksfjh wrote:
On February 10 2013 06:49 sitromit wrote:
On February 10 2013 06:46 DeCoup wrote:
On February 10 2013 06:27 sitromit wrote:
On February 10 2013 01:44 Isualin wrote:
On February 10 2013 00:37 Fencar wrote:
Honestly, I think Widow Mines are OP against Zerglings and Banelings.

A single shot can kill up to 30+ Zerglings and or Banelings.

i don't have access to beta so i can't test. is this true if you a-move your lings into a mine? 30 seemed a lot


You don't need to a-move to lose units. You can lose 30+ lings any time you go anywhere with your units, unless you're always moving around the map with detection. Which pretty much completely negates the speed advantage of any Zerg unit that is faster than an Overseer with speed upgrade. For all practical purposes Zerglings and Mutalisks have 2.75 move speed now in HotS in the TvZ matchup.

Unless you keep 1 ling in front of your army.... Then your speed is unaffected. I've been trying to work out the fastest way to get 1 ling in front of my army especially when changing directions. What I'm doing atm is box all, rightclick where I want to go, shift click 1 out of the group, then pressing stop and reclicking the location I want to travel too. I feel like it's faster to do that than it is to select 1 ling and move to target then select the rest of move to target.


And what if there are 2 mines, what if there are 3? How do you know how many Zerglings to run ahead? So you run 1 ling ahead, it blew up, what do you do now? You keep running? What if there's another mine a little further ahead? Do you stop, put 1 ling ahead again, then start moving your units again?

So move-stop-move-stop... that sounds to me like you're moving a lot slower a lot of a sudden, aren't you? That is my whole point.

You put 1 ling in front. If there is more than 1 mine in a group, they all reveal until the first mine shoots. If your ling catches a mine, you know the Terran is wasting resources on mines and you repeat the process for every mine you find. It's not like Terran is Zerg, where 20-30s of defense can be the difference between crushing the push and dying. If the Terran is wasting supply on mines and you trip 3-6 of them without taking REAL damage, you've already won the engagement basically.


Oh but I didn't kill the mine, I just triggered it. Nothing is wasted, except that Zergling I lost. Terran doesn't need to put all the mines together in 1 clump, just because I triggered one, doesn't mean I will see or trigger the one a little further ahead, unless I proceed with the same caution.

If I want to actually "waste" the mine, I need detection. Which again brings me back to my point. My Zerglings now, for all practical purposes, have 2.25 move speed.

If you could waste 1 forcefield for every 1 ling you sent at a Protoss base, would that not be worth it? You wouldn't kill the sentry, but could make it useless, making it essentially 2 supply of dead weight until it gains that energy back. That's what happens when 1 marine or 1 ling detonates 1 mine, it makes that mine dead weight for 40s.

What does it take to do that if he has 10 mines around the map (20 supply)? About 3s of separating out 10 lings in a relatively stress free situation to lead the way to whatever the target is. Or you can just, idk, expand more because it's not like he can actually attack you with the mines.


The ONLY time it's a good idea to spread mines around a map like that in TvZ is if you have 3 mines covering a min line to stop Muta harass.

Why on earth would you spread 10 mines on the map randomly?

Your last sentence shows how ignorant you are to the situation. Widow mines work best the same way as Siege tanks, and have an amazing synergy along with siege tanks. You can do the most damage with them DURING a fight, because you straight up restrict an area, and if they don't follow that restriction they will blow up.

This is supposed to be a real time STRATEGY game. This will require you to think for a second... If you were trying to get the most efficiency out of a Widow mine during a fight, what would you do? Actually think about this question, and come up with some strategies as the best way to use them in a REAL FIGHT.

On February 10 2013 07:50 Buff345 wrote:
I just want to say that one thing that Zergs have done against me when I have widow mines is to magic box their mutas and just sit them right over top of my army. My Mines all target the Mutas and they blow up their Mutas as well as my whole army. It might sound kinda silly but it actually kinda sucks to be the Terran in that situation cause then they just come in with their Zerglings and all my mines are detonated already and I have no units left.

Obviously, I could just unborrow my mines if I see the Mutas coming or some other kinda of positioning/micro, but I wanted to point this out if you zergies see a Terran with his Mines too close to his army.



Ya bad placement could blow your own army up. But keep in mind, blowing up mutas is a HUGE investment for the Zerg. If you do it without bad placement on your own units, you could pull ahead

And it usually only takes 3 hits to blow up the Mutas, just so your aware of how many you need
Qikz
Profile Blog Joined November 2009
United Kingdom12025 Posts
February 09 2013 22:51 GMT
#83
On February 10 2013 07:50 Buff345 wrote:
I just want to say that one thing that Zergs have done against me when I have widow mines is to magic box their mutas and just sit them right over top of my army. My Mines all target the Mutas and they blow up their Mutas as well as my whole army. It might sound kinda silly but it actually kinda sucks to be the Terran in that situation cause then they just come in with their Zerglings and all my mines are detonated already and I have no units left.

Obviously, I could just unborrow my mines if I see the Mutas coming or some other kinda of positioning/micro, but I wanted to point this out if you zergies see a Terran with his Mines too close to his army.


Similar thing happened to me, but with toss and hallu pheonixes. I thought it'd be suicide to put my mines right next to my army, but I didn't realise mine dragging would do that much damage in this game and well, boom went all my tanks :p
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
DeCoup
Profile Joined September 2006
Australia1933 Posts
Last Edited: 2013-02-09 23:13:20
February 09 2013 23:06 GMT
#84
On February 10 2013 07:50 Buff345 wrote:
I just want to say that one thing that Zergs have done against me when I have widow mines is to magic box their mutas and just sit them right over top of my army. My Mines all target the Mutas and they blow up their Mutas as well as my whole army. It might sound kinda silly but it actually kinda sucks to be the Terran in that situation cause then they just come in with their Zerglings and all my mines are detonated already and I have no units left.

Obviously, I could just unborrow my mines if I see the Mutas coming or some other kinda of positioning/micro, but I wanted to point this out if you zergies see a Terran with his Mines too close to his army.

Pretty sure that if the splash hits an air unit there is only air splash and if it hits the ground there is only ground splash. Testing now.

Edit: Wow the splash does hit both air and ground. This means the faster the air unit used for mine dragging the further away the mines need to be from the Terrans army to avoid disaster.
"Poor guy. I really did not deserve that win. So this is what it's like to play Protoss..." - IdrA
aksfjh
Profile Joined November 2010
United States4853 Posts
February 09 2013 23:08 GMT
#85
On February 10 2013 07:39 Spyridon wrote:
Wow... some of the comments here are so ridiculous....

Show nested quote +
On February 10 2013 06:43 aksfjh wrote:
Widow mines suck. Bottom line. They're nothing more than a gimmick play. You can't use them as defense since they have range 5 and have a tendency to either be dodged or sacrificed on 1 unit. Even when your opponent is an idiot and a+moves into the mine(s), the AI tends to create a line of units in SC2, reducing the effectiveness of mines a TON. Their only use is to use them offensively into mineral lines (which is better done with hellbats) or attempt some suicidal burrow during an engagement (which is wasted APM). Bad unit, bad design.


That's so far off, but let's say what your saying is true for a second. How about using your ability to choose the Mines target (which you can do), or if your worried about them being dodged, how about using your positioning and drops to restrict their movement so they can't get away?

By "dodge," I meant straight up avoid the mines by taking different routes if you're using them to control space. As for the targeting part, again, it takes too much APM and attention to do in a 1s window.
aksfjh
Profile Joined November 2010
United States4853 Posts
February 09 2013 23:09 GMT
#86
On February 10 2013 07:51 Qikz wrote:
Show nested quote +
On February 10 2013 07:50 Buff345 wrote:
I just want to say that one thing that Zergs have done against me when I have widow mines is to magic box their mutas and just sit them right over top of my army. My Mines all target the Mutas and they blow up their Mutas as well as my whole army. It might sound kinda silly but it actually kinda sucks to be the Terran in that situation cause then they just come in with their Zerglings and all my mines are detonated already and I have no units left.

Obviously, I could just unborrow my mines if I see the Mutas coming or some other kinda of positioning/micro, but I wanted to point this out if you zergies see a Terran with his Mines too close to his army.


Similar thing happened to me, but with toss and hallu pheonixes. I thought it'd be suicide to put my mines right next to my army, but I didn't realise mine dragging would do that much damage in this game and well, boom went all my tanks :p

It splashes both, regardless of target.
Qikz
Profile Blog Joined November 2009
United Kingdom12025 Posts
February 09 2013 23:21 GMT
#87
On February 10 2013 08:09 aksfjh wrote:
Show nested quote +
On February 10 2013 07:51 Qikz wrote:
On February 10 2013 07:50 Buff345 wrote:
I just want to say that one thing that Zergs have done against me when I have widow mines is to magic box their mutas and just sit them right over top of my army. My Mines all target the Mutas and they blow up their Mutas as well as my whole army. It might sound kinda silly but it actually kinda sucks to be the Terran in that situation cause then they just come in with their Zerglings and all my mines are detonated already and I have no units left.

Obviously, I could just unborrow my mines if I see the Mutas coming or some other kinda of positioning/micro, but I wanted to point this out if you zergies see a Terran with his Mines too close to his army.


Similar thing happened to me, but with toss and hallu pheonixes. I thought it'd be suicide to put my mines right next to my army, but I didn't realise mine dragging would do that much damage in this game and well, boom went all my tanks :p

It splashes both, regardless of target.


I realised that, but up until that one game I hadn't been properly mine dragged as I've never really had any luck with them against toss until the recent buff. I'll make sure to never let that happen again most definately.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
darkscream
Profile Blog Joined December 2010
Canada2310 Posts
February 09 2013 23:42 GMT
#88
The thing is... Widow mines give about as much as you put into them.

Yes, if you just siege them up like a tank, people will bait a shot and then run past them. But that's only if they know they are there. The upgrade which lets them burrow instantly is very very very strong in the late game, because if you are consistent and tricky with moving them around, it can be a real nightmare to attack into. Keep in mind just having mines at all demands detection from your opponent - not an insignificant cost.

Widow mines are the sort of unit that really reward multitasking. If you can look right at them in the main engagement sure, they can be out micro'd. But the more spread out they are, the more APM they demand from your opponent to deal with, and it's a disproportionate amount compared to you setting them up. I've faced terran players who will literally try to drop/runby a widowmine into every base I have as they push out with their main army - it's a huge pain in the ass distraction because you can't just a-move in their direction like a bio drop, and they're VERY easy to lose track of in a hectic game just like DTs or burrowed infestors would be.

You can also use them not to defend an attack, but to flank an incoming attack, so as you force their retreat they get bombed (usually detection will be in front, not behind). I think they have a lot of really sick tactical uses, especially if you consider them as a tax on your opponent's attention span more than a sick pew-pew missle launcher. The simplest way to use them is to defend bases or accompany a big army as you move out, but I suspect we will see some very sick and painful tactical plays in the future when a skilled & korean harassment-oriented terran looks into them further for us.
RampancyTW
Profile Joined August 2010
United States577 Posts
February 09 2013 23:42 GMT
#89
On February 10 2013 08:08 aksfjh wrote:
Show nested quote +
On February 10 2013 07:39 Spyridon wrote:
Wow... some of the comments here are so ridiculous....

On February 10 2013 06:43 aksfjh wrote:
Widow mines suck. Bottom line. They're nothing more than a gimmick play. You can't use them as defense since they have range 5 and have a tendency to either be dodged or sacrificed on 1 unit. Even when your opponent is an idiot and a+moves into the mine(s), the AI tends to create a line of units in SC2, reducing the effectiveness of mines a TON. Their only use is to use them offensively into mineral lines (which is better done with hellbats) or attempt some suicidal burrow during an engagement (which is wasted APM). Bad unit, bad design.


That's so far off, but let's say what your saying is true for a second. How about using your ability to choose the Mines target (which you can do), or if your worried about them being dodged, how about using your positioning and drops to restrict their movement so they can't get away?

By "dodge," I meant straight up avoid the mines by taking different routes if you're using them to control space. As for the targeting part, again, it takes too much APM and attention to do in a 1s window.
Not really. Hotkey lead mine, see red, double-tap hotkey, click clump.

Your ability to devote APM and attention to your mines should scale pretty nicely with your opponent's ability to deal efficiently with mines on the map. It's a nice self-balancing mechanism.
aksfjh
Profile Joined November 2010
United States4853 Posts
February 10 2013 01:00 GMT
#90
On February 10 2013 08:42 RampancyTW wrote:
Show nested quote +
On February 10 2013 08:08 aksfjh wrote:
On February 10 2013 07:39 Spyridon wrote:
Wow... some of the comments here are so ridiculous....

On February 10 2013 06:43 aksfjh wrote:
Widow mines suck. Bottom line. They're nothing more than a gimmick play. You can't use them as defense since they have range 5 and have a tendency to either be dodged or sacrificed on 1 unit. Even when your opponent is an idiot and a+moves into the mine(s), the AI tends to create a line of units in SC2, reducing the effectiveness of mines a TON. Their only use is to use them offensively into mineral lines (which is better done with hellbats) or attempt some suicidal burrow during an engagement (which is wasted APM). Bad unit, bad design.


That's so far off, but let's say what your saying is true for a second. How about using your ability to choose the Mines target (which you can do), or if your worried about them being dodged, how about using your positioning and drops to restrict their movement so they can't get away?

By "dodge," I meant straight up avoid the mines by taking different routes if you're using them to control space. As for the targeting part, again, it takes too much APM and attention to do in a 1s window.
Not really. Hotkey lead mine, see red, double-tap hotkey, click clump.

Your ability to devote APM and attention to your mines should scale pretty nicely with your opponent's ability to deal efficiently with mines on the map. It's a nice self-balancing mechanism.

I would agree if there was some sort of hold-fire mechanism, but there isn't. The reaction window for targeting is extremely small, to the point where even knowing something is coming and being focused on the action, you can still miss it.
RampancyTW
Profile Joined August 2010
United States577 Posts
February 10 2013 01:07 GMT
#91
On February 10 2013 10:00 aksfjh wrote:
Show nested quote +
On February 10 2013 08:42 RampancyTW wrote:
On February 10 2013 08:08 aksfjh wrote:
On February 10 2013 07:39 Spyridon wrote:
Wow... some of the comments here are so ridiculous....

On February 10 2013 06:43 aksfjh wrote:
Widow mines suck. Bottom line. They're nothing more than a gimmick play. You can't use them as defense since they have range 5 and have a tendency to either be dodged or sacrificed on 1 unit. Even when your opponent is an idiot and a+moves into the mine(s), the AI tends to create a line of units in SC2, reducing the effectiveness of mines a TON. Their only use is to use them offensively into mineral lines (which is better done with hellbats) or attempt some suicidal burrow during an engagement (which is wasted APM). Bad unit, bad design.


That's so far off, but let's say what your saying is true for a second. How about using your ability to choose the Mines target (which you can do), or if your worried about them being dodged, how about using your positioning and drops to restrict their movement so they can't get away?

By "dodge," I meant straight up avoid the mines by taking different routes if you're using them to control space. As for the targeting part, again, it takes too much APM and attention to do in a 1s window.
Not really. Hotkey lead mine, see red, double-tap hotkey, click clump.

Your ability to devote APM and attention to your mines should scale pretty nicely with your opponent's ability to deal efficiently with mines on the map. It's a nice self-balancing mechanism.

I would agree if there was some sort of hold-fire mechanism, but there isn't. The reaction window for targeting is extremely small, to the point where even knowing something is coming and being focused on the action, you can still miss it.
Yup! Ditto for avoiding full widow mine splash, though, if there's a lot of other action going on. So it comes down to who's the better player. Sounds like a great system to me!
Fencar
Profile Blog Joined August 2011
United States2694 Posts
February 11 2013 04:12 GMT
#92
On February 10 2013 08:42 darkscream wrote:
The thing is... Widow mines give about as much as you put into them.

Yes, if you just siege them up like a tank, people will bait a shot and then run past them. But that's only if they know they are there. The upgrade which lets them burrow instantly is very very very strong in the late game, because if you are consistent and tricky with moving them around, it can be a real nightmare to attack into. Keep in mind just having mines at all demands detection from your opponent - not an insignificant cost.

Widow mines are the sort of unit that really reward multitasking. If you can look right at them in the main engagement sure, they can be out micro'd. But the more spread out they are, the more APM they demand from your opponent to deal with, and it's a disproportionate amount compared to you setting them up. I've faced terran players who will literally try to drop/runby a widowmine into every base I have as they push out with their main army - it's a huge pain in the ass distraction because you can't just a-move in their direction like a bio drop, and they're VERY easy to lose track of in a hectic game just like DTs or burrowed infestors would be.

You can also use them not to defend an attack, but to flank an incoming attack, so as you force their retreat they get bombed (usually detection will be in front, not behind). I think they have a lot of really sick tactical uses, especially if you consider them as a tax on your opponent's attention span more than a sick pew-pew missle launcher. The simplest way to use them is to defend bases or accompany a big army as you move out, but I suspect we will see some very sick and painful tactical plays in the future when a skilled & korean harassment-oriented terran looks into them further for us.

Bio/Mine drops are even stronger because if you don't clean it up fast, you can lose a hatchery or tech building, and still have a good risk of losing tons of lings to one or two WM blasts if you aren't really careful.
This is my signature. There are many like it, but this one is mine.
LF[Media]
Profile Joined February 2013
United States58 Posts
February 11 2013 12:43 GMT
#93
On February 09 2013 04:10 avilo wrote:
I cautioned this at the very start of beta. I said and repeatedly tried to give feedback to blizzard, the widow mine is a flawed unit. It's strong early game-ish but the longer the game goes, the shittier and more non-existent the unit becomes when the higher tech units come into play.

In the first months of beta/release, the widow mine will seem OK, but as players figure out the game and games lengthen into longer macro games, there will 100% be a problem and the unit will be shown to have an extremely flawed design - the main thing being that it costs 2 supply making your army weaker the longer the game goes, and the more of them you have in your army.

The mine also seems extremely OP vs low skill level players, but vs masters level to pro level the mine will end up looking worthless.

Already wrote many posts about this, here and on the pro forums, as well as mentioning it in videos. I'm sure others have as well to an extent, but blizzard does not seem to recognize this as an issue.

The other issue is these don't really work well with a Terran deathball, while all of the other new additions and buffs to Protoss and Zerg actually enhance those lategame deathballs.

Terran is left out in the cold again.

At least you have Hellbats, right? ^^ As long as you have such a solid (and counter-intuitive) counter to Immortals, who's complaining?
<3 ZOWiE Gear <3
Hammo
Profile Joined February 2011
Australia16 Posts
February 11 2013 15:10 GMT
#94
So far I've only played a little bit of vsAI and so far widow mines are effective as hell protecting your main and natural. However, once detection is up they effectively become useless. I go about 8, set them up and feel safe - especially against drops. Now I know how to use them effectively I'll be definitely going fast Robo (I'm Protoss) against T and then I'll be using immortals to bait the widow mines and smash them out.
SHODAN
Profile Joined November 2011
United Kingdom1149 Posts
February 11 2013 16:35 GMT
#95
I just transitioned from WoL and I don't fully understand how widow mines work ~ what is this mine dragging technique? and can the splash from detonation damage your own units?

I can't wait to see how the top ESF terrans use them next season
kyllinghest
Profile Joined December 2011
Norway1607 Posts
February 11 2013 17:15 GMT
#96
On February 12 2013 00:10 Hammo wrote:
So far I've only played a little bit of vsAI and so far widow mines are effective as hell protecting your main and natural. However, once detection is up they effectively become useless. I go about 8, set them up and feel safe - especially against drops. Now I know how to use them effectively I'll be definitely going fast Robo (I'm Protoss) against T and then I'll be using immortals to bait the widow mines and smash them out.

If you can find unprotected mines with your immortals thats great, but if you don't snipe them before they go off they will decimate your 250/100 investment. Widow mines do spell damage.
"NO" -Has
[X]Ken_D
Profile Blog Joined May 2005
United States4650 Posts
February 12 2013 15:36 GMT
#97
Widow mines right now are incredibly strong units. They can shut down opponent's movement early in the game until detection. Even with detection, the detector might get blown up by the widow mines so more babysitting for the opponent. The defense of the widow mines combine with units or stationary defense is so amazing in the early, mid, and late game.

Don't be surprise when widow mines are nerfed in the future.
[X]Domain - I just do the website. Nothing more.
Vlare
Profile Blog Joined March 2010
748 Posts
February 12 2013 17:23 GMT
#98
I feel widow mines allow for Terran players to really control the mobility of their opponent. It also forces multiple observers once the tech is revealed because, the mines can be dropped in mineral lines at any point in time, placed at future expansions, and to deny drops defensively for Terran. If not observers, it forces cannons. The mines essentially pay for themselves assuming the other player respects them and responds. And if they don't. 1widowmine drop can simply end the game. I feel between widow mines and hellbats, Terran has a lot of potential currently in the harrassment / forcing the opponent into the defensive area.
Mass zerglings doesnt fail
BronzeKnee
Profile Joined March 2011
United States5219 Posts
February 12 2013 17:27 GMT
#99
On February 09 2013 11:13 sagefreke wrote:
I don't get all the hate against the WM. The unit has essentially replaced the siege tank at this point in terms of high damage +splash.


Is this sarcasm?

You seem to know exactly why we hate the Widow Mine.
Dvriel
Profile Joined November 2011
607 Posts
February 12 2013 17:32 GMT
#100
On February 13 2013 02:23 Vlare wrote:
I feel widow mines allow for Terran players to really control the mobility of their opponent. It also forces multiple observers once the tech is revealed because, the mines can be dropped in mineral lines at any point in time, placed at future expansions, and to deny drops defensively for Terran. If not observers, it forces cannons. The mines essentially pay for themselves assuming the other player respects them and responds. And if they don't. 1widowmine drop can simply end the game. I feel between widow mines and hellbats, Terran has a lot of potential currently in the harrassment / forcing the opponent into the defensive area.


Really?

One Widow Mine is 2 supply.Cannons built in mineral line are 0!!! Observers still 1 supply and allow enemy to kill the mine free with no damage.

I only one widow mine drop makes you lose the game,you got big problem and its called macro and not WM. The Full Marines Medivac does much more damage.They can move,they can be healed,they can kill workers,units and even Structures!!!They are even cheaper,but nobody cries about this...
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