• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 04:26
CET 10:26
KST 18:26
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
ByuL: The Forgotten Master of ZvT25Behind the Blue - Team Liquid History Book17Clem wins HomeStory Cup 289HomeStory Cup 28 - Info & Preview13Rongyi Cup S3 - Preview & Info8
Community News
Weekly Cups (Feb 9-15): herO doubles up2ACS replaced by "ASL Season Open" - Starts 21/0241LiuLi Cup: 2025 Grand Finals (Feb 10-16)46Weekly Cups (Feb 2-8): Classic, Solar, MaxPax win2Nexon's StarCraft game could be FPS, led by UMS maker16
StarCraft 2
General
Wuffy Robot Dog Review – Best Interactive Toy of 2 Behind the Blue - Team Liquid History Book ByuL: The Forgotten Master of ZvT Liquipedia WCS Portal Launched Kaelaris on the futue of SC2 and much more...
Tourneys
PIG STY FESTIVAL 7.0! (19 Feb - 1 Mar) Sparkling Tuna Cup - Weekly Open Tournament StarCraft Evolution League (SC Evo Biweekly) How do the "codes" work in GSL? LiuLi Cup: 2025 Grand Finals (Feb 10-16)
Strategy
Custom Maps
Map Editor closed ? [A] Starcraft Sound Mod
External Content
Mutation # 514 Ulnar New Year The PondCast: SC2 News & Results Mutation # 513 Attrition Warfare Mutation # 512 Overclocked
Brood War
General
Do you consider PvZ imbalanced? A new season just kicks off A cwal.gg Extension - Easily keep track of anyone Recent recommended BW games BGH Auto Balance -> http://bghmmr.eu/
Tourneys
Escore Tournament StarCraft Season 1 [Megathread] Daily Proleagues Small VOD Thread 2.0 KCM Race Survival 2026 Season 1
Strategy
Simple Questions, Simple Answers Zealot bombing is no longer popular? Fighting Spirit mining rates Current Meta
Other Games
General Games
Diablo 2 thread Battle Aces/David Kim RTS Megathread Nintendo Switch Thread ZeroSpace Megathread Path of Exile
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
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
Mafia Game Mode Feedback/Ideas Vanilla Mini Mafia TL Mafia Community Thread
Community
General
US Politics Mega-thread Mexico's Drug War Russo-Ukrainian War Thread Canadian Politics Mega-thread Ask and answer stupid questions here!
Fan Clubs
The IdrA Fan Club The herO Fan Club!
Media & Entertainment
[Req][Books] Good Fantasy/SciFi books [Manga] One Piece Anime Discussion Thread
Sports
2024 - 2026 Football Thread Formula 1 Discussion TL MMA Pick'em Pool 2013
World Cup 2022
Tech Support
TL Community
The Automated Ban List
Blogs
ASL S21 English Commentary…
namkraft
Inside the Communication of …
TrAiDoS
My 2025 Magic: The Gathering…
DARKING
Life Update and thoughts.
FuDDx
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2039 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
09:00
PiGosaur Cup #65
CranKy Ducklings58
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
SortOf 134
StarCraft: Brood War
GuemChi 1902
Larva 367
Barracks 240
Rush 142
ZerO 137
Jaedong 123
Dewaltoss 98
JulyZerg 76
Killer 76
Pusan 55
[ Show more ]
Noble 47
soO 18
Terrorterran 5
Dota 2
XaKoH 563
NeuroSwarm176
League of Legends
JimRising 607
Counter-Strike
byalli1442
Stewie2K1215
olofmeister639
m0e_tv532
allub245
edward116
Other Games
B2W.Neo536
Happy237
crisheroes199
NotJumperer15
ZerO(Twitch)4
Organizations
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 12 non-featured ]
StarCraft 2
• StrangeGG 80
• LUISG 15
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Upcoming Events
Wardi Open
2h 34m
Monday Night Weeklies
7h 34m
OSC
14h 34m
WardiTV Winter Champion…
1d 2h
Replay Cast
1d 23h
WardiTV Winter Champion…
2 days
The PondCast
3 days
Replay Cast
3 days
Korean StarCraft League
4 days
CranKy Ducklings
5 days
[ Show More ]
SC Evo Complete
5 days
Replay Cast
5 days
Sparkling Tuna Cup
6 days
uThermal 2v2 Circuit
6 days
Replay Cast
6 days
Liquipedia Results

Completed

Proleague 2026-02-22
LiuLi Cup: 2025 Grand Finals
Underdog Cup #3

Ongoing

KCM Race Survival 2026 Season 1
Acropolis #4 - TS5
WardiTV Winter 2026
PiG Sty Festival 7.0
Nations Cup 2026
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
eXTREMESLAND 2025
SL Budapest Major 2025

Upcoming

Jeongseon Sooper Cup
Spring Cup 2026
[S:21] ASL SEASON OPEN 2nd Round
[S:21] ASL SEASON OPEN 2nd Round Qualifier
Acropolis #4 - TS6
Acropolis #4
IPSL Spring 2026
HSC XXIX
uThermal 2v2 2026 Main Event
Bellum Gens Elite Stara Zagora 2026
RSL Revival: Season 4
PGL Astana 2026
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
FISSURE Playground #3
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League Season 23
ESL Pro League Season 23
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.