• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 21:29
CEST 03:29
KST 10:29
  • 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: 1439 users

IEM Mvp's widow mines and afterburn vs Protoss - Page 12

Forum Index > StarCraft 2 HotS
Post a Reply
Prev 1 10 11 12 13 Next All
govie
Profile Blog Joined November 2012
9334 Posts
March 11 2013 22:51 GMT
#221
The question is if u have a problem with medivacs or the damage the widowmine does in early game? Medivacs doesnt kill probes, the mine does. I.e. As i see it, P have the oracle, it kills alot of workers too, therefore T builds some defenses. Why wont P build a cannon near minerallines after scouting possible minedrops? It's pretty cheap a cannon.
The two NBA teams in states with legal weed are called the Nuggets and the Blazers...
Tuczniak
Profile Joined September 2010
1561 Posts
March 11 2013 23:16 GMT
#222
On March 12 2013 07:51 govie wrote:
The question is if u have a problem with medivacs or the damage the widowmine does in early game? Medivacs doesnt kill probes, the mine does. I.e. As i see it, P have the oracle, it kills alot of workers too, therefore T builds some defenses. Why wont P build a cannon near minerallines after scouting possible minedrops? It's pretty cheap a cannon.
I don't play either T or P. But there is clear difference in things you mentioned. Stargate+oracle is big mineral and gass investement. Building a medivac and few mines isn't, because you would have made them anyway. They are part of your army and you don't have to damage with it. On the other side P invested a lot and the main thing he delayed his tech he needs to survive, which is completely different from stargate. All that means that if both players build turrets/cannons and harass doesn't happen, in case of oracles P is behind, in case of WM drop P is behind too.
Xequecal
Profile Joined October 2010
United States473 Posts
March 12 2013 01:02 GMT
#223
On March 12 2013 07:51 govie wrote:
The question is if u have a problem with medivacs or the damage the widowmine does in early game? Medivacs doesnt kill probes, the mine does. I.e. As i see it, P have the oracle, it kills alot of workers too, therefore T builds some defenses. Why wont P build a cannon near minerallines after scouting possible minedrops? It's pretty cheap a cannon.


The main issue is that even a cannon cannot kill a mine before it burrows. Sure, the mine will die, but it's still going to take 12 probes with it from the splash damage attack unless you run them away. That's very difficult to do in time as you have very little time to react and if you CAN pull it off you didn't need the cannon in the first place.

The problem is a 4.25 speed medivac simply cannot be intercepted at all with stalkers (imagine trying to prevent a phoenix from flying over your mineral line with just stalkers, it's impossible) as it can just go around obstacles. Once it reaches your workers, it also outruns the workers meaning it can drop the mines across them and they can't escape. You have to do a frantic 300 APM worker split sending them in 8 different directions in about 2 seconds so the mine fire doesn't splash them all to death.
govie
Profile Blog Joined November 2012
9334 Posts
March 12 2013 01:04 GMT
#224
On March 12 2013 08:16 Tuczniak wrote:
Show nested quote +
On March 12 2013 07:51 govie wrote:
The question is if u have a problem with medivacs or the damage the widowmine does in early game? Medivacs doesnt kill probes, the mine does. I.e. As i see it, P have the oracle, it kills alot of workers too, therefore T builds some defenses. Why wont P build a cannon near minerallines after scouting possible minedrops? It's pretty cheap a cannon.
I don't play either T or P. But there is clear difference in things you mentioned. Stargate+oracle is big mineral and gass investement. Building a medivac and few mines isn't, because you would have made them anyway. They are part of your army and you don't have to damage with it. On the other side P invested a lot and the main thing he delayed his tech he needs to survive, which is completely different from stargate. All that means that if both players build turrets/cannons and harass doesn't happen, in case of oracles P is behind, in case of WM drop P is behind too.


Dont agree yet

Stargate is 150/150
Oracle is 150/150

is 300/300

Widowmine 150/50
Burrow 150/150
Medivac 100/100

is 400/300

The widowmine is gasintensive too which in general would seem to delay the terran aswell (armysize, slower 3rd or upgrades). It is for P and Z to find out u can punish the use of widowminesdrops in a timewindow earlier or later in the game. If gas goes into widowmines it isnt going into upgrades, armysize or a more economic build, try to punish that!

What i do find wierd is that 1 widowmine can kill 15 zerglings or something, thats just overkill. If masters dont find a good answer to early widowmines the could try to reduce the radius of the splashdamage. That could be an answer if masters dont find the answer..
The two NBA teams in states with legal weed are called the Nuggets and the Blazers...
Salv
Profile Blog Joined December 2007
Canada3083 Posts
March 12 2013 01:58 GMT
#225
I don't know if the afterburner on medivacs is too powerful or not, but I will say that right now I am unsure on how you're supposed to handle it. I played a PvT a few hours ago on SEA, and with my first observer I saw a medivac leaving from the bottom left of the Terran's base - he spawned bottom right; myself top left. So I warped in 3 stalkers along the bottom left edge of my base, and two stalkers along the top right of my base in case he swooped around the other side.

So the medivac comes, turns on afterburners and flies right by my three stalkers into my base to unload medivacs. Now, if I had put six stalkers there, I would have killed it (two volleys from 6 stalkers kills a medivac), but in WOL, seeing two or three stalkers would have definitely scared away the Terran, obviously that isn't going to work. So either you have to put enough stalkers (about six) in the exact spot to stop the drop, or you just have to give up trying to stop the drop and just focus on defending it perfectly.
GorGor
Profile Joined September 2012
78 Posts
March 12 2013 05:43 GMT
#226
On March 12 2013 10:58 Salv wrote:
I don't know if the afterburner on medivacs is too powerful or not, but I will say that right now I am unsure on how you're supposed to handle it. I played a PvT a few hours ago on SEA, and with my first observer I saw a medivac leaving from the bottom left of the Terran's base - he spawned bottom right; myself top left. So I warped in 3 stalkers along the bottom left edge of my base, and two stalkers along the top right of my base in case he swooped around the other side.

So the medivac comes, turns on afterburners and flies right by my three stalkers into my base to unload medivacs. Now, if I had put six stalkers there, I would have killed it (two volleys from 6 stalkers kills a medivac), but in WOL, seeing two or three stalkers would have definitely scared away the Terran, obviously that isn't going to work. So either you have to put enough stalkers (about six) in the exact spot to stop the drop, or you just have to give up trying to stop the drop and just focus on defending it perfectly.

Why is it that when protoss players are talking about defending drops they say "you have to defend it PERFECTLY." It's pretty much ALL that terran can do at this point vs protoss as far as early/mid-game aggression. 2 rax builds have been figured out especially when scouted. Photon overcharge shuts down any early 3 rax pressure. MSC naturally shuts down banshees so hard I don't even need to elaborate as to why they may NEVER be used again in the matchup. 1/1/1 is a shell of what is was in WOL due to the msc/photon overcharge and the list goes on and on. Pretty much the only thing that protoss doesn't already have a 100% answer for is drops in mineral lines around 10+ minute timings. Considering the window for terran aggression is so small and that photon overcharge lasts for a full minute why can't protoss cast photon overcharge preemptively as a deterrent to stop drops before they even happen and then split up their forces accordingly?
Treehead
Profile Blog Joined November 2010
999 Posts
Last Edited: 2013-03-12 15:32:33
March 12 2013 15:24 GMT
#227
On March 12 2013 07:51 govie wrote:
The question is if u have a problem with medivacs or the damage the widowmine does in early game? Medivacs doesnt kill probes, the mine does. I.e. As i see it, P have the oracle, it kills alot of workers too, therefore T builds some defenses. Why wont P build a cannon near minerallines after scouting possible minedrops? It's pretty cheap a cannon.


When you say "after scouting possible mindrops" - do you mean to say that P scouted an expand and a walled-off main? Cuz realistically, that's all P is going to see before the medivac if the Terran is trying to hide it.

On March 12 2013 14:43 GorGor wrote:
Show nested quote +
On March 12 2013 10:58 Salv wrote:
I don't know if the afterburner on medivacs is too powerful or not, but I will say that right now I am unsure on how you're supposed to handle it. I played a PvT a few hours ago on SEA, and with my first observer I saw a medivac leaving from the bottom left of the Terran's base - he spawned bottom right; myself top left. So I warped in 3 stalkers along the bottom left edge of my base, and two stalkers along the top right of my base in case he swooped around the other side.

So the medivac comes, turns on afterburners and flies right by my three stalkers into my base to unload medivacs. Now, if I had put six stalkers there, I would have killed it (two volleys from 6 stalkers kills a medivac), but in WOL, seeing two or three stalkers would have definitely scared away the Terran, obviously that isn't going to work. So either you have to put enough stalkers (about six) in the exact spot to stop the drop, or you just have to give up trying to stop the drop and just focus on defending it perfectly.

Why is it that when protoss players are talking about defending drops they say "you have to defend it PERFECTLY." It's pretty much ALL that terran can do at this point vs protoss as far as early/mid-game aggression. 2 rax builds have been figured out especially when scouted. Photon overcharge shuts down any early 3 rax pressure. MSC naturally shuts down banshees so hard I don't even need to elaborate as to why they may NEVER be used again in the matchup. 1/1/1 is a shell of what is was in WOL due to the msc/photon overcharge and the list goes on and on. Pretty much the only thing that protoss doesn't already have a 100% answer for is drops in mineral lines around 10+ minute timings. Considering the window for terran aggression is so small and that photon overcharge lasts for a full minute why can't protoss cast photon overcharge preemptively as a deterrent to stop drops before they even happen and then split up their forces accordingly?


Polt does a 2-mine drop early and then 10-minute pressure later on with bio/WMs. The early WM drop requires very defensive play (i.e. 2-3 units sitting in your main mineral line, warp-ins do not appear sufficient), and the followup seems hard to keep on an even economic footing for.

Personally, I think elminating the pre-10 minute timings via WM/Photon Overcharge is a vast improvement to TvP.
Crownlol
Profile Blog Joined October 2011
United States3726 Posts
March 12 2013 15:40 GMT
#228
One of the biggest problems I had with WMs was the game where 1 WM in each mineral line 1shotted two Oracles, while Stalkers couldn't handle WM drops at all.
shaGuar :: elemeNt :: XeqtR :: naikon :: method
Salv
Profile Blog Joined December 2007
Canada3083 Posts
March 12 2013 15:48 GMT
#229
On March 12 2013 14:43 GorGor wrote:
Show nested quote +
On March 12 2013 10:58 Salv wrote:
I don't know if the afterburner on medivacs is too powerful or not, but I will say that right now I am unsure on how you're supposed to handle it. I played a PvT a few hours ago on SEA, and with my first observer I saw a medivac leaving from the bottom left of the Terran's base - he spawned bottom right; myself top left. So I warped in 3 stalkers along the bottom left edge of my base, and two stalkers along the top right of my base in case he swooped around the other side.

So the medivac comes, turns on afterburners and flies right by my three stalkers into my base to unload medivacs. Now, if I had put six stalkers there, I would have killed it (two volleys from 6 stalkers kills a medivac), but in WOL, seeing two or three stalkers would have definitely scared away the Terran, obviously that isn't going to work. So either you have to put enough stalkers (about six) in the exact spot to stop the drop, or you just have to give up trying to stop the drop and just focus on defending it perfectly.

Why is it that when protoss players are talking about defending drops they say "you have to defend it PERFECTLY." It's pretty much ALL that terran can do at this point vs protoss as far as early/mid-game aggression. 2 rax builds have been figured out especially when scouted. Photon overcharge shuts down any early 3 rax pressure. MSC naturally shuts down banshees so hard I don't even need to elaborate as to why they may NEVER be used again in the matchup. 1/1/1 is a shell of what is was in WOL due to the msc/photon overcharge and the list goes on and on. Pretty much the only thing that protoss doesn't already have a 100% answer for is drops in mineral lines around 10+ minute timings. Considering the window for terran aggression is so small and that photon overcharge lasts for a full minute why can't protoss cast photon overcharge preemptively as a deterrent to stop drops before they even happen and then split up their forces accordingly?


I never said you have to defend it perfectly, I said that maybe we just have to give up trying to be able to stop the Terran from dropping and focus on defending it perfectly instead - saying that Protoss might need to focus on defending something perfectly is different than saying you must to defend this perfectly.

Photon overcharge is a good spell, but you're going to have buildings around your base, not just clustered around your nexus. Maybe that's an idea, put your buildings around your nexus instead so that you can overcharge defend, but I don't know if that's really a good idea. Your base has to be built a specific way or else you're going to take a lot of damage to a drop.
Crownlol
Profile Blog Joined October 2011
United States3726 Posts
March 12 2013 16:00 GMT
#230
On March 13 2013 00:24 Treehead wrote:
Show nested quote +
On March 12 2013 07:51 govie wrote:
The question is if u have a problem with medivacs or the damage the widowmine does in early game? Medivacs doesnt kill probes, the mine does. I.e. As i see it, P have the oracle, it kills alot of workers too, therefore T builds some defenses. Why wont P build a cannon near minerallines after scouting possible minedrops? It's pretty cheap a cannon.


When you say "after scouting possible mindrops" - do you mean to say that P scouted an expand and a walled-off main? Cuz realistically, that's all P is going to see before the medivac if the Terran is trying to hide it.

Show nested quote +
On March 12 2013 14:43 GorGor wrote:
On March 12 2013 10:58 Salv wrote:
I don't know if the afterburner on medivacs is too powerful or not, but I will say that right now I am unsure on how you're supposed to handle it. I played a PvT a few hours ago on SEA, and with my first observer I saw a medivac leaving from the bottom left of the Terran's base - he spawned bottom right; myself top left. So I warped in 3 stalkers along the bottom left edge of my base, and two stalkers along the top right of my base in case he swooped around the other side.

So the medivac comes, turns on afterburners and flies right by my three stalkers into my base to unload medivacs. Now, if I had put six stalkers there, I would have killed it (two volleys from 6 stalkers kills a medivac), but in WOL, seeing two or three stalkers would have definitely scared away the Terran, obviously that isn't going to work. So either you have to put enough stalkers (about six) in the exact spot to stop the drop, or you just have to give up trying to stop the drop and just focus on defending it perfectly.

Why is it that when protoss players are talking about defending drops they say "you have to defend it PERFECTLY." It's pretty much ALL that terran can do at this point vs protoss as far as early/mid-game aggression. 2 rax builds have been figured out especially when scouted. Photon overcharge shuts down any early 3 rax pressure. MSC naturally shuts down banshees so hard I don't even need to elaborate as to why they may NEVER be used again in the matchup. 1/1/1 is a shell of what is was in WOL due to the msc/photon overcharge and the list goes on and on. Pretty much the only thing that protoss doesn't already have a 100% answer for is drops in mineral lines around 10+ minute timings. Considering the window for terran aggression is so small and that photon overcharge lasts for a full minute why can't protoss cast photon overcharge preemptively as a deterrent to stop drops before they even happen and then split up their forces accordingly?


Polt does a 2-mine drop early and then 10-minute pressure later on with bio/WMs. The early WM drop requires very defensive play (i.e. 2-3 units sitting in your main mineral line, warp-ins do not appear sufficient), and the followup seems hard to keep on an even economic footing for.

Personally, I think elminating the pre-10 minute timings via WM/Photon Overcharge is a vast improvement to TvP.



If you drop a WM in a mineral line that has a cannon in it, will the cannon kill the mine before it goes off on the probes?
shaGuar :: elemeNt :: XeqtR :: naikon :: method
Hattori_Hanzo
Profile Joined October 2010
Singapore1229 Posts
March 12 2013 16:44 GMT
#231
On March 13 2013 01:00 Crownlol wrote:
Show nested quote +
On March 13 2013 00:24 Treehead wrote:
On March 12 2013 07:51 govie wrote:
The question is if u have a problem with medivacs or the damage the widowmine does in early game? Medivacs doesnt kill probes, the mine does. I.e. As i see it, P have the oracle, it kills alot of workers too, therefore T builds some defenses. Why wont P build a cannon near minerallines after scouting possible minedrops? It's pretty cheap a cannon.


When you say "after scouting possible mindrops" - do you mean to say that P scouted an expand and a walled-off main? Cuz realistically, that's all P is going to see before the medivac if the Terran is trying to hide it.

On March 12 2013 14:43 GorGor wrote:
On March 12 2013 10:58 Salv wrote:
I don't know if the afterburner on medivacs is too powerful or not, but I will say that right now I am unsure on how you're supposed to handle it. I played a PvT a few hours ago on SEA, and with my first observer I saw a medivac leaving from the bottom left of the Terran's base - he spawned bottom right; myself top left. So I warped in 3 stalkers along the bottom left edge of my base, and two stalkers along the top right of my base in case he swooped around the other side.

So the medivac comes, turns on afterburners and flies right by my three stalkers into my base to unload medivacs. Now, if I had put six stalkers there, I would have killed it (two volleys from 6 stalkers kills a medivac), but in WOL, seeing two or three stalkers would have definitely scared away the Terran, obviously that isn't going to work. So either you have to put enough stalkers (about six) in the exact spot to stop the drop, or you just have to give up trying to stop the drop and just focus on defending it perfectly.

Why is it that when protoss players are talking about defending drops they say "you have to defend it PERFECTLY." It's pretty much ALL that terran can do at this point vs protoss as far as early/mid-game aggression. 2 rax builds have been figured out especially when scouted. Photon overcharge shuts down any early 3 rax pressure. MSC naturally shuts down banshees so hard I don't even need to elaborate as to why they may NEVER be used again in the matchup. 1/1/1 is a shell of what is was in WOL due to the msc/photon overcharge and the list goes on and on. Pretty much the only thing that protoss doesn't already have a 100% answer for is drops in mineral lines around 10+ minute timings. Considering the window for terran aggression is so small and that photon overcharge lasts for a full minute why can't protoss cast photon overcharge preemptively as a deterrent to stop drops before they even happen and then split up their forces accordingly?


Polt does a 2-mine drop early and then 10-minute pressure later on with bio/WMs. The early WM drop requires very defensive play (i.e. 2-3 units sitting in your main mineral line, warp-ins do not appear sufficient), and the followup seems hard to keep on an even economic footing for.

Personally, I think elminating the pre-10 minute timings via WM/Photon Overcharge is a vast improvement to TvP.



If you drop a WM in a mineral line that has a cannon in it, will the cannon kill the mine before it goes off on the probes?


No, the cannon needs to fire 5x to destroy the 90hp widow mine.
With Planetary nexus however they can 3 shot each widow mine.

As others have said it's better to focus on the medivac, losing it that early is huge.
It would take skill to kite the probes around planetary nexus to force the medivac to remain in range and be eventually destroyed.
Cauterize the area
Plansix
Profile Blog Joined April 2011
United States60190 Posts
March 12 2013 17:25 GMT
#232
On March 13 2013 01:44 Hattori_Hanzo wrote:
Show nested quote +
On March 13 2013 01:00 Crownlol wrote:
On March 13 2013 00:24 Treehead wrote:
On March 12 2013 07:51 govie wrote:
The question is if u have a problem with medivacs or the damage the widowmine does in early game? Medivacs doesnt kill probes, the mine does. I.e. As i see it, P have the oracle, it kills alot of workers too, therefore T builds some defenses. Why wont P build a cannon near minerallines after scouting possible minedrops? It's pretty cheap a cannon.


When you say "after scouting possible mindrops" - do you mean to say that P scouted an expand and a walled-off main? Cuz realistically, that's all P is going to see before the medivac if the Terran is trying to hide it.

On March 12 2013 14:43 GorGor wrote:
On March 12 2013 10:58 Salv wrote:
I don't know if the afterburner on medivacs is too powerful or not, but I will say that right now I am unsure on how you're supposed to handle it. I played a PvT a few hours ago on SEA, and with my first observer I saw a medivac leaving from the bottom left of the Terran's base - he spawned bottom right; myself top left. So I warped in 3 stalkers along the bottom left edge of my base, and two stalkers along the top right of my base in case he swooped around the other side.

So the medivac comes, turns on afterburners and flies right by my three stalkers into my base to unload medivacs. Now, if I had put six stalkers there, I would have killed it (two volleys from 6 stalkers kills a medivac), but in WOL, seeing two or three stalkers would have definitely scared away the Terran, obviously that isn't going to work. So either you have to put enough stalkers (about six) in the exact spot to stop the drop, or you just have to give up trying to stop the drop and just focus on defending it perfectly.

Why is it that when protoss players are talking about defending drops they say "you have to defend it PERFECTLY." It's pretty much ALL that terran can do at this point vs protoss as far as early/mid-game aggression. 2 rax builds have been figured out especially when scouted. Photon overcharge shuts down any early 3 rax pressure. MSC naturally shuts down banshees so hard I don't even need to elaborate as to why they may NEVER be used again in the matchup. 1/1/1 is a shell of what is was in WOL due to the msc/photon overcharge and the list goes on and on. Pretty much the only thing that protoss doesn't already have a 100% answer for is drops in mineral lines around 10+ minute timings. Considering the window for terran aggression is so small and that photon overcharge lasts for a full minute why can't protoss cast photon overcharge preemptively as a deterrent to stop drops before they even happen and then split up their forces accordingly?


Polt does a 2-mine drop early and then 10-minute pressure later on with bio/WMs. The early WM drop requires very defensive play (i.e. 2-3 units sitting in your main mineral line, warp-ins do not appear sufficient), and the followup seems hard to keep on an even economic footing for.

Personally, I think elminating the pre-10 minute timings via WM/Photon Overcharge is a vast improvement to TvP.



If you drop a WM in a mineral line that has a cannon in it, will the cannon kill the mine before it goes off on the probes?


No, the cannon needs to fire 5x to destroy the 90hp widow mine.
With Planetary nexus however they can 3 shot each widow mine.

As others have said it's better to focus on the medivac, losing it that early is huge.
It would take skill to kite the probes around planetary nexus to force the medivac to remain in range and be eventually destroyed.


Widow mines do have an impressive amount of HP for their cost and low attack priority. If they had a standard attack priority or moved slower, it would be fine, but five cannons shots per mine is a bit much.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
lamiller
Profile Joined September 2011
United States92 Posts
March 12 2013 17:53 GMT
#233
On March 13 2013 02:25 Plansix wrote:
Show nested quote +
On March 13 2013 01:44 Hattori_Hanzo wrote:
On March 13 2013 01:00 Crownlol wrote:
On March 13 2013 00:24 Treehead wrote:
On March 12 2013 07:51 govie wrote:
The question is if u have a problem with medivacs or the damage the widowmine does in early game? Medivacs doesnt kill probes, the mine does. I.e. As i see it, P have the oracle, it kills alot of workers too, therefore T builds some defenses. Why wont P build a cannon near minerallines after scouting possible minedrops? It's pretty cheap a cannon.


When you say "after scouting possible mindrops" - do you mean to say that P scouted an expand and a walled-off main? Cuz realistically, that's all P is going to see before the medivac if the Terran is trying to hide it.

On March 12 2013 14:43 GorGor wrote:
On March 12 2013 10:58 Salv wrote:
I don't know if the afterburner on medivacs is too powerful or not, but I will say that right now I am unsure on how you're supposed to handle it. I played a PvT a few hours ago on SEA, and with my first observer I saw a medivac leaving from the bottom left of the Terran's base - he spawned bottom right; myself top left. So I warped in 3 stalkers along the bottom left edge of my base, and two stalkers along the top right of my base in case he swooped around the other side.

So the medivac comes, turns on afterburners and flies right by my three stalkers into my base to unload medivacs. Now, if I had put six stalkers there, I would have killed it (two volleys from 6 stalkers kills a medivac), but in WOL, seeing two or three stalkers would have definitely scared away the Terran, obviously that isn't going to work. So either you have to put enough stalkers (about six) in the exact spot to stop the drop, or you just have to give up trying to stop the drop and just focus on defending it perfectly.

Why is it that when protoss players are talking about defending drops they say "you have to defend it PERFECTLY." It's pretty much ALL that terran can do at this point vs protoss as far as early/mid-game aggression. 2 rax builds have been figured out especially when scouted. Photon overcharge shuts down any early 3 rax pressure. MSC naturally shuts down banshees so hard I don't even need to elaborate as to why they may NEVER be used again in the matchup. 1/1/1 is a shell of what is was in WOL due to the msc/photon overcharge and the list goes on and on. Pretty much the only thing that protoss doesn't already have a 100% answer for is drops in mineral lines around 10+ minute timings. Considering the window for terran aggression is so small and that photon overcharge lasts for a full minute why can't protoss cast photon overcharge preemptively as a deterrent to stop drops before they even happen and then split up their forces accordingly?


Polt does a 2-mine drop early and then 10-minute pressure later on with bio/WMs. The early WM drop requires very defensive play (i.e. 2-3 units sitting in your main mineral line, warp-ins do not appear sufficient), and the followup seems hard to keep on an even economic footing for.

Personally, I think elminating the pre-10 minute timings via WM/Photon Overcharge is a vast improvement to TvP.



If you drop a WM in a mineral line that has a cannon in it, will the cannon kill the mine before it goes off on the probes?


No, the cannon needs to fire 5x to destroy the 90hp widow mine.
With Planetary nexus however they can 3 shot each widow mine.

As others have said it's better to focus on the medivac, losing it that early is huge.
It would take skill to kite the probes around planetary nexus to force the medivac to remain in range and be eventually destroyed.


Widow mines do have an impressive amount of HP for their cost and low attack priority. If they had a standard attack priority or moved slower, it would be fine, but five cannons shots per mine is a bit much.


So what if you have to run your probes away? The cannon is a detector remember so the cannon will kill the dang window mine no matter what... If you dont pull your workers like any type of harass of course its going to do damage.
lamiller
Profile Joined September 2011
United States92 Posts
March 12 2013 17:56 GMT
#234
Also this is a poor thread to begin with because you say that MVP's build worked extremely well against two foreigners... well duh... MVP is the better player and should win so lets not blame it on a dang build. Even in the Korean vs Korean there was a 50% win rate so I wouldnt say that its OP by any stretch of the imagination.

If you guys think that MVP isnt far better then MaNa or Grubby then you are poorly mistaken.
Targe
Profile Blog Joined February 2012
United Kingdom14103 Posts
March 12 2013 18:01 GMT
#235
On March 13 2013 01:00 Crownlol wrote:
Show nested quote +
On March 13 2013 00:24 Treehead wrote:
On March 12 2013 07:51 govie wrote:
The question is if u have a problem with medivacs or the damage the widowmine does in early game? Medivacs doesnt kill probes, the mine does. I.e. As i see it, P have the oracle, it kills alot of workers too, therefore T builds some defenses. Why wont P build a cannon near minerallines after scouting possible minedrops? It's pretty cheap a cannon.


When you say "after scouting possible mindrops" - do you mean to say that P scouted an expand and a walled-off main? Cuz realistically, that's all P is going to see before the medivac if the Terran is trying to hide it.

On March 12 2013 14:43 GorGor wrote:
On March 12 2013 10:58 Salv wrote:
I don't know if the afterburner on medivacs is too powerful or not, but I will say that right now I am unsure on how you're supposed to handle it. I played a PvT a few hours ago on SEA, and with my first observer I saw a medivac leaving from the bottom left of the Terran's base - he spawned bottom right; myself top left. So I warped in 3 stalkers along the bottom left edge of my base, and two stalkers along the top right of my base in case he swooped around the other side.

So the medivac comes, turns on afterburners and flies right by my three stalkers into my base to unload medivacs. Now, if I had put six stalkers there, I would have killed it (two volleys from 6 stalkers kills a medivac), but in WOL, seeing two or three stalkers would have definitely scared away the Terran, obviously that isn't going to work. So either you have to put enough stalkers (about six) in the exact spot to stop the drop, or you just have to give up trying to stop the drop and just focus on defending it perfectly.

Why is it that when protoss players are talking about defending drops they say "you have to defend it PERFECTLY." It's pretty much ALL that terran can do at this point vs protoss as far as early/mid-game aggression. 2 rax builds have been figured out especially when scouted. Photon overcharge shuts down any early 3 rax pressure. MSC naturally shuts down banshees so hard I don't even need to elaborate as to why they may NEVER be used again in the matchup. 1/1/1 is a shell of what is was in WOL due to the msc/photon overcharge and the list goes on and on. Pretty much the only thing that protoss doesn't already have a 100% answer for is drops in mineral lines around 10+ minute timings. Considering the window for terran aggression is so small and that photon overcharge lasts for a full minute why can't protoss cast photon overcharge preemptively as a deterrent to stop drops before they even happen and then split up their forces accordingly?


Polt does a 2-mine drop early and then 10-minute pressure later on with bio/WMs. The early WM drop requires very defensive play (i.e. 2-3 units sitting in your main mineral line, warp-ins do not appear sufficient), and the followup seems hard to keep on an even economic footing for.

Personally, I think elminating the pre-10 minute timings via WM/Photon Overcharge is a vast improvement to TvP.



If you drop a WM in a mineral line that has a cannon in it, will the cannon kill the mine before it goes off on the probes?

Nope but all you need to do is pull probes then wait for the cannon to kill the widow mine.
11/5/14 CATACLYSM | The South West's worst Falco main
Crownlol
Profile Blog Joined October 2011
United States3726 Posts
Last Edited: 2013-03-12 19:37:36
March 12 2013 19:34 GMT
#236
On March 13 2013 03:01 Targe wrote:
Show nested quote +
On March 13 2013 01:00 Crownlol wrote:
On March 13 2013 00:24 Treehead wrote:
On March 12 2013 07:51 govie wrote:
The question is if u have a problem with medivacs or the damage the widowmine does in early game? Medivacs doesnt kill probes, the mine does. I.e. As i see it, P have the oracle, it kills alot of workers too, therefore T builds some defenses. Why wont P build a cannon near minerallines after scouting possible minedrops? It's pretty cheap a cannon.


When you say "after scouting possible mindrops" - do you mean to say that P scouted an expand and a walled-off main? Cuz realistically, that's all P is going to see before the medivac if the Terran is trying to hide it.

On March 12 2013 14:43 GorGor wrote:
On March 12 2013 10:58 Salv wrote:
I don't know if the afterburner on medivacs is too powerful or not, but I will say that right now I am unsure on how you're supposed to handle it. I played a PvT a few hours ago on SEA, and with my first observer I saw a medivac leaving from the bottom left of the Terran's base - he spawned bottom right; myself top left. So I warped in 3 stalkers along the bottom left edge of my base, and two stalkers along the top right of my base in case he swooped around the other side.

So the medivac comes, turns on afterburners and flies right by my three stalkers into my base to unload medivacs. Now, if I had put six stalkers there, I would have killed it (two volleys from 6 stalkers kills a medivac), but in WOL, seeing two or three stalkers would have definitely scared away the Terran, obviously that isn't going to work. So either you have to put enough stalkers (about six) in the exact spot to stop the drop, or you just have to give up trying to stop the drop and just focus on defending it perfectly.

Why is it that when protoss players are talking about defending drops they say "you have to defend it PERFECTLY." It's pretty much ALL that terran can do at this point vs protoss as far as early/mid-game aggression. 2 rax builds have been figured out especially when scouted. Photon overcharge shuts down any early 3 rax pressure. MSC naturally shuts down banshees so hard I don't even need to elaborate as to why they may NEVER be used again in the matchup. 1/1/1 is a shell of what is was in WOL due to the msc/photon overcharge and the list goes on and on. Pretty much the only thing that protoss doesn't already have a 100% answer for is drops in mineral lines around 10+ minute timings. Considering the window for terran aggression is so small and that photon overcharge lasts for a full minute why can't protoss cast photon overcharge preemptively as a deterrent to stop drops before they even happen and then split up their forces accordingly?


Polt does a 2-mine drop early and then 10-minute pressure later on with bio/WMs. The early WM drop requires very defensive play (i.e. 2-3 units sitting in your main mineral line, warp-ins do not appear sufficient), and the followup seems hard to keep on an even economic footing for.

Personally, I think elminating the pre-10 minute timings via WM/Photon Overcharge is a vast improvement to TvP.



If you drop a WM in a mineral line that has a cannon in it, will the cannon kill the mine before it goes off on the probes?

Nope but all you need to do is pull probes then wait for the cannon to kill the widow mine.



The damage WM's deal vs the damage they can tank seems to be a little odd. WMs oneshot Oracles, but can tank 5 cannon shots?

I'm not complaining since I haven't even played yet, just was shocked during the IEM games when Oracle harass was completely negated by one (microless)WM per mineral line, while being harassed by WMs.
shaGuar :: elemeNt :: XeqtR :: naikon :: method
Xequecal
Profile Joined October 2010
United States473 Posts
March 12 2013 19:39 GMT
#237
On March 13 2013 03:01 Targe wrote:
Nope but all you need to do is pull probes then wait for the cannon to kill the widow mine.


It's not as easy as "pull probes." You have almost no reaction time. It takes the probes two seconds to get out of the mine attack range, so you have only one second to react or you're going to lose half of them. Also, the medivac can outrun your probes and after dropping one mine, can run ahead of your fleeing workers, cut them off, and drop another mine in their path. Once you've comitted to running misclicking even one dodge slightly loses the game instantly as your bunched up running probe ball all explodes to splash damage. Or alternatively you can do the 300 APM probe split and try to run them in 8 different directions to minimize splash kills.

Blue flame hellions got nerfed for exactly this garbage, (forcing people to do 300 APM multiple-direction probe splits to not lose the game instantly) it's really only a matter of time before the nerf this. It's skill-less to execute and requires GM+ micro to not just immediately lose to.
Targe
Profile Blog Joined February 2012
United Kingdom14103 Posts
March 12 2013 20:55 GMT
#238
On March 13 2013 04:39 Xequecal wrote:
Show nested quote +
On March 13 2013 03:01 Targe wrote:
Nope but all you need to do is pull probes then wait for the cannon to kill the widow mine.


It's not as easy as "pull probes." You have almost no reaction time. It takes the probes two seconds to get out of the mine attack range, so you have only one second to react or you're going to lose half of them. Also, the medivac can outrun your probes and after dropping one mine, can run ahead of your fleeing workers, cut them off, and drop another mine in their path. Once you've comitted to running misclicking even one dodge slightly loses the game instantly as your bunched up running probe ball all explodes to splash damage. Or alternatively you can do the 300 APM probe split and try to run them in 8 different directions to minimize splash kills.

Blue flame hellions got nerfed for exactly this garbage, (forcing people to do 300 APM multiple-direction probe splits to not lose the game instantly) it's really only a matter of time before the nerf this. It's skill-less to execute and requires GM+ micro to not just immediately lose to.


*Check minimap*
*See drop*
*Pull probes*

That's the extent of it, I'm sure you're exaggerating their effectiveness. I know it requires you to be constantly looking at the minimap however the game is not totally balanced at levels of the game lower than the top so different strategies are able to work far more effectively at different levels of gameplay.
11/5/14 CATACLYSM | The South West's worst Falco main
Hattori_Hanzo
Profile Joined October 2010
Singapore1229 Posts
Last Edited: 2013-03-13 00:08:09
March 12 2013 23:54 GMT
#239
On March 13 2013 05:55 Targe wrote:
Show nested quote +
On March 13 2013 04:39 Xequecal wrote:
On March 13 2013 03:01 Targe wrote:
Nope but all you need to do is pull probes then wait for the cannon to kill the widow mine.


It's not as easy as "pull probes." You have almost no reaction time. It takes the probes two seconds to get out of the mine attack range, so you have only one second to react or you're going to lose half of them. Also, the medivac can outrun your probes and after dropping one mine, can run ahead of your fleeing workers, cut them off, and drop another mine in their path. Once you've comitted to running misclicking even one dodge slightly loses the game instantly as your bunched up running probe ball all explodes to splash damage. Or alternatively you can do the 300 APM probe split and try to run them in 8 different directions to minimize splash kills.

Blue flame hellions got nerfed for exactly this garbage, (forcing people to do 300 APM multiple-direction probe splits to not lose the game instantly) it's really only a matter of time before the nerf this. It's skill-less to execute and requires GM+ micro to not just immediately lose to.


*Check minimap*
*See drop*
*Pull probes*

That's the extent of it, I'm sure you're exaggerating their effectiveness. I know it requires you to be constantly looking at the minimap however the game is not totally balanced at levels of the game lower than the top so different strategies are able to work far more effectively at different levels of gameplay.


You beat me to it.

Needs more scouting. XvP have to watch out for Oracle rush, putting up early spore crawler or bunker/turret.
So yes, at everyone needs to learn2play.

Edit: Before I forget, "Offense is the best defense"

Popping out two fast oracles will force the T to make Vikings first instead of medivac.
Pair up the oracles with a h. Phoniex to pre clear any possible mines in the mineral line.
Cauterize the area
RyF
Profile Joined October 2011
Austria508 Posts
Last Edited: 2013-03-13 09:57:45
March 13 2013 09:56 GMT
#240
Edit: wrong mood while posting
Prev 1 10 11 12 13 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 95
ROOTCatZ 49
CosmosSc2 44
StarCraft: Brood War
GuemChi 5783
Artosis 679
Dota 2
monkeys_forever771
NeuroSwarm463
League of Legends
Doublelift4323
Counter-Strike
fl0m792
taco 82
m0e_tv72
Other Games
tarik_tv5599
C9.Mang0523
Trikslyr103
Maynarde102
ViBE40
JimRising 38
Mew2King36
Organizations
Other Games
gamesdonequick929
BasetradeTV259
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 32m
RSL Revival
15h 32m
Big Brain Bouts
15h 32m
PiG vs DeMusliM
Reynor vs Bunny
Replay Cast
22h 32m
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.