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Widow mine becomes weak as skill increases? - Page 6

Forum Index > StarCraft 2 HotS
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Prime Directive
Profile Joined December 2011
United States186 Posts
February 12 2013 17:44 GMT
#101
Another great strategy to beat a big mine field is dumping 10-20 infested terrans into the field spread out. After the mines trigger rush in with your army. I like the infestor's continued role as a siege breaker.
Vlare
Profile Blog Joined March 2010
748 Posts
February 12 2013 17:44 GMT
#102
On February 13 2013 02:32 Dvriel wrote:
Show nested quote +
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...


I actually find it much easier to deal with a marine drop. You've got more time to react. You get a message saying you're being attacked, incase you missed mini map, and can pull probes. With widow mine, it's just losing all your probes if you didnt look at minimap. No need to bm my mechanics or ability to play, my macro isn't an issue thanks.

A cannon at each base is 150/base and the forge for another 150 if you didnt have one already. So are you saying Protoss should be opening up super fast forge? Or we should go super fast robo vs gas. Currently a proxy factory makes a widow mine before an observer is on the map even. If we spend all our robo time/gas making observers (minimum 2-3) we won't have any units to deal with the actual push because we're so busy dealing with the potential of mines. I've had T do builds where they proxy widow mine or widow mine drop, then do a double drop. Hellbats in 1base, widow mines in the other. With current speed medivacs, Protoss cant' even kill the medis easilly before they get the drop off in the early'ish game.

I really feel like you don't have a ton of experience with it from the Protoss PoV because it's actually very difficult to deal with against skilled opponents. It's not about supply, it actually has nothing to do with supply. In the early game, protoss doesnt want to be investing resources into cannons. The mines don't let us use our first obs to scout because the first obs has to deal with mines. This means we are essentially in the dark for a very long time. Stalker pressure also becomes obsolete with mines due to them dying in 1shot. Oracles are also out of the question. Current pvt openers vs gas feel like dt rush (coinflip vs mine opener) or robo expand, which isnt very economical. You can open air, but any safe T player will counter that with mines.
Mass zerglings doesnt fail
cydial
Profile Blog Joined September 2010
United States750 Posts
February 14 2013 02:58 GMT
#103
On February 09 2013 04:01 Zelniq wrote:
Why is it that everyone just thinks of using widow mines as isolated units, away from your army? The strongest use of the widow mine is and will be when you have an army nearby to protect it, making it so you can't just set it off with 1 zergling, especially with the delay before it activates. Widow mines to support bio or mech armies is what makes it so powerful vs zerg. Watch the recent day9 dailies on it, xigua vs beastyQT


Because having widow mines with your army makes your suffers from the splash of the mine? The strongest use of the widow mine is that it's gimmicky as hell. Unlike the tank, once the widow mine goes off it's useless for 10 seconds. It's annoying at best.
cydial
Profile Blog Joined September 2010
United States750 Posts
Last Edited: 2013-02-14 02:59:25
February 14 2013 02:58 GMT
#104
Love the generalizations z and p players make telling Terran players what to do.
Vlare
Profile Blog Joined March 2010
748 Posts
February 14 2013 03:28 GMT
#105
On February 14 2013 11:58 cydial wrote:
Love the generalizations z and p players make telling Terran players what to do.

What exactly are you talking about
Mass zerglings doesnt fail
BlessedHammers
Profile Joined December 2012
Canada19 Posts
February 14 2013 07:07 GMT
#106
but eveni f you bait with changlings its going to slow you down a lot. your army is going to be having to be really careful so widow mines are godly
AlphaDotCom
Profile Joined March 2011
United States43 Posts
February 16 2013 04:10 GMT
#107
Widow mine drop and proxy factory mine are good at all skill level the latter slightly worse if they scout it obv. the fact that you can have a cloaked unit in opponents base before six minutes is silly
everything is ez when ur terran
Blackknight232
Profile Joined July 2011
United States169 Posts
February 16 2013 04:23 GMT
#108
I think in my honest opinion it's how you use the widow mine rather it be aggressive base strategy or defensive strategy and how it plays into your army comp. It's about what strategy you are going rather than seeing what a pro does and copy what he/she does. That is what i think, this does not mean it's 100% correct, just what i've seen done and the builds i'm using right now.
Hattori_Hanzo
Profile Joined October 2010
Singapore1229 Posts
February 16 2013 04:54 GMT
#109
On February 16 2013 13:10 AlphaDotCom wrote:
Widow mine drop and proxy factory mine are good at all skill level the latter slightly worse if they scout it obv. the fact that you can have a cloaked unit in opponents base before six minutes is silly


Using your buildings to maintain vision within your own base aka SimCity is an important component of SC2 early game defense against T. no different than blocking the ramp against 6-pool.

I hope Blizzard will be more open to this "silly" strategy by making it viable. Zerg is already viable due to their vision options of creep, overlords and 50 mineral units to take the watch towers.

Terran's reapers are an expensive option, made much more viable than in WoL due to their speed increase.
Cauterize the area
Rowrin
Profile Joined September 2011
United States280 Posts
Last Edited: 2013-02-16 05:05:16
February 16 2013 05:02 GMT
#110
IMO: They are good defensive unit to get early game to save gas and allow terran to focus on tech/upgrades.

Besides that, widow mines are pretty much useless as skill increases and as the players progress later into the game. Their only efficient use is early game to harass/defend harass and to hold off a 7-8 minute timing. After that, if you still have a few, you stick the ones you have left to guard mineral lines (Though you cant get too close without friendly fire decimating your scvs). They are pretty much supply sinks once the mid game kicks in. Players either poke with individual units if they know you have WM's, or have some type of detection with their army.

However, that said I would think that at the extremely highest levels, widow mines complement bio armies + medvacs extremely well. Players that are good at moving the mines constantly, maneuvering around the map, keeping their opponent guessing and that are able to respond to small groups of units trying to snipe mines, may be able to get a better return out of them.

It is just another aspect of terran that gets worse as you get better until you cross a massive skill gap.
Fencar
Profile Blog Joined August 2011
United States2694 Posts
Last Edited: 2013-02-16 12:12:30
February 16 2013 12:11 GMT
#111
On February 16 2013 14:02 Rowrin wrote:
IMO: They are good defensive unit to get early game to save gas and allow terran to focus on tech/upgrades.

Besides that, widow mines are pretty much useless as skill increases and as the players progress later into the game. Their only efficient use is early game to harass/defend harass and to hold off a 7-8 minute timing. After that, if you still have a few, you stick the ones you have left to guard mineral lines (Though you cant get too close without friendly fire decimating your scvs). They are pretty much supply sinks once the mid game kicks in. Players either poke with individual units if they know you have WM's, or have some type of detection with their army.

However, that said I would think that at the extremely highest levels, widow mines complement bio armies + medvacs extremely well. Players that are good at moving the mines constantly, maneuvering around the map, keeping their opponent guessing and that are able to respond to small groups of units trying to snipe mines, may be able to get a better return out of them.

It is just another aspect of terran that gets worse as you get better until you cross a massive skill gap.

I completely disagree with the last line. Even on a bad day, when using WM/Bio in TvZ I always get good hits with my Widow Mines.

In TvP they're not so good, but in TvZ they're amazing no matter your skill level, and they steadily get better the better you are at positioning your Widow Mine/Bio.

On February 14 2013 11:58 cydial wrote:
Show nested quote +
On February 09 2013 04:01 Zelniq wrote:
Why is it that everyone just thinks of using widow mines as isolated units, away from your army? The strongest use of the widow mine is and will be when you have an army nearby to protect it, making it so you can't just set it off with 1 zergling, especially with the delay before it activates. Widow mines to support bio or mech armies is what makes it so powerful vs zerg. Watch the recent day9 dailies on it, xigua vs beastyQT


Because having widow mines with your army makes your suffers from the splash of the mine? The strongest use of the widow mine is that it's gimmicky as hell. Unlike the tank, once the widow mine goes off it's useless for 10 seconds. It's annoying at best.

If you spread and kite your Bio and Mines, the splash damage you take is minimal.
This is my signature. There are many like it, but this one is mine.
Vlare
Profile Blog Joined March 2010
748 Posts
February 16 2013 17:42 GMT
#112
Reading a lot of the replies in this thread is very frustrating because it is extremely clear that you simply don't play the beta, or do not understand how unfair the unit is. I don't know if you're just terran players who want something to be unfair or what.
Mass zerglings doesnt fail
crbox
Profile Joined August 2010
Canada1180 Posts
February 16 2013 17:52 GMT
#113
I played STAce in the HotS beta (he played T) and I gotta say his widow mine use was pretty impressive. Basically he was not using them as a buffer to the army, but more as a "finisher". He would set up position near my expo, with tank in range of my hatch and he would drop mines in my main while running some at my third. Basically using them like hellion run-bys but mines are way harder to deal with when you have to defend a push at the same time. He would also leave a few mines, a tank and a bunker at his expo so I couldn't do soft counter attack (I basically had to commit)

You say as people get better mines will be less useful, but I see it as people get better, they will get better at using them . Just like vultures in bw, those are not a 1a unit and require a LOT of practice to be useful.

I personally feel they are easier to use than to play against, but I only played about 50 HotS games so I have no clue yet.
Novacute
Profile Joined September 2011
Australia313 Posts
February 16 2013 18:02 GMT
#114
On February 13 2013 02:44 Prime Directive wrote:
Another great strategy to beat a big mine field is dumping 10-20 infested terrans into the field spread out. After the mines trigger rush in with your army. I like the infestor's continued role as a siege breaker.


I never thought of that. Added to the list of things to try when i roll zerg
p14c
Profile Joined May 2010
Vatican City State431 Posts
February 16 2013 18:04 GMT
#115
It's a gimmicky unit, a relocating turret with horrible DPS. I dont think it will get used at high level. It's too costly(food wise) for what it can do and there are too many detectors in game to be useful. And not only this, it also looks horrible.
If Blizzard really wants Terran to be a good defensive race they should fix the god damn Siege tanks and make Thors useful anti-air units. Thors are so bad they can't even fight mutas for god sake...Thors needs at least Ultra's armor and good AA DPS.
Game Over, Man! Game Over!
Vlare
Profile Blog Joined March 2010
748 Posts
Last Edited: 2013-02-16 18:26:30
February 16 2013 18:25 GMT
#116
On February 17 2013 03:04 p14c wrote:
It's a gimmicky unit, a relocating turret with horrible DPS. I dont think it will get used at high level. It's too costly(food wise) for what it can do and there are too many detectors in game to be useful. And not only this, it also looks horrible.
If Blizzard really wants Terran to be a good defensive race they should fix the god damn Siege tanks and make Thors useful anti-air units. Thors are so bad they can't even fight mutas for god sake...Thors needs at least Ultra's armor and good AA DPS.


Not sure if this is a serious post.

You can have Widow Mines in a protoss base before they have detection. Tell me why Terran shouldn't use this? There aren't that many detectors in the game that are available as early as widow mines are. Widow mines are strong both offensively and defensively. I'm not sure how much you ladder, or what your rank is on the ladder. But I promise, once you start playing the high masters/GM terrans, you will realize the potential that widow mines have.

What exactly is gimicky about the unit? It has function all game long.
Mass zerglings doesnt fail
iky43210
Profile Blog Joined May 2011
United States2099 Posts
February 16 2013 20:55 GMT
#117
window mines need a hold/stop attack function
aksfjh
Profile Joined November 2010
United States4853 Posts
February 16 2013 21:36 GMT
#118
On February 17 2013 05:55 iky43210 wrote:
window mines need a hold/stop attack function

This is really the crux of the issue. Without the ability to counter-micro your opponent, there will be an effective skill cap to the unit.

We're talking about increasing skill here, where it becomes harder (and riskier) to sneak a widow mine into a Protoss base and burrow it before they kill it, and Zergs have the APM to stagger their units before attacking. Yes, somebody can outplay you using the mines creatively, but they can also do that with drops or an all-in.
Big J
Profile Joined March 2011
Austria16289 Posts
February 16 2013 22:00 GMT
#119
On February 17 2013 06:36 aksfjh wrote:
Show nested quote +
On February 17 2013 05:55 iky43210 wrote:
window mines need a hold/stop attack function

This is really the crux of the issue. Without the ability to counter-micro your opponent, there will be an effective skill cap to the unit.

We're talking about increasing skill here, where it becomes harder (and riskier) to sneak a widow mine into a Protoss base and burrow it before they kill it, and Zergs have the APM to stagger their units before attacking. Yes, somebody can outplay you using the mines creatively, but they can also do that with drops or an all-in.


Every cloaked unit would profit from such a thing. Same for Swarm Hosts spawning locusts or Siege Tanks to prevent premature fire.
However, I believe that this just turns the situation around. Right now these non-controllable effects make it possible for a clever/capable opponent to abuse them. With hold fire/spawn etc, it reduces the skillcap for the opponent, while it increases it for yourself.

Also very important to mention in that context. You can control all of them. A cloaked unit can be forced to move instead of attacking, swarm hosts and widow mines can be unburrowed and tanks unsieged. Those mechanism just have a way higher skillcap than a hold fire button and also have other drawbacks.
But for widow mines specifically: Drilling Claws and low priority are intented to help out with those drawbacks, allowing for better control through unburrow.
Tosster
Profile Joined August 2011
Poland299 Posts
February 17 2013 16:38 GMT
#120
Widow mines will still be strong in high level because even if good player can handle them, he still will be afraid to move army to cerrtain places, so terran can utilize this by some form of kiting, turtling or defending field.
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