• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 10:34
CEST 16:34
KST 23:34
  • 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
[ASL22] Ro4 Preview: Mirror Mirror6[ASL22] Ro8 Preview: Within Reach5[ASL22] Ro8 Preview: In A Tizzy11[ASL22] Ro16 Preview: Holy Diver5[ASL22] Ro16 Preview: Rough Waters10
Community News
Weekly Cups (October 5-11): Farewell to 5.0.160Rollback Netcode in Brood War845.0.17 Patch Notes - October 7, 202622Weekly Cups Results (Sep 28-Oct 4)0SC4ALL: II SC2 Complete Invited Player Lineup10
StarCraft 2
General
StarCraft open world shooter announced at BlizzCon Weekly Cups (October 5-11): Farewell to 5.0.16 5.0.17 Patch Notes - October 7, 2026 ESL Pro Tour for SC2 discontinued [Old] StarCraft 3 Reportedly in Development
Tourneys
Stellar Fest TWO the Moon (Dec 16-20) ISSL (IntoTheTV x SOOP SC2 League): Premier RSL 2026 Offline Finals LCQ Sign-Ups $3,500 WardiTV Not-Summer Championship ScienceCraft (October 24-25) - Live Event
Strategy
[H] ZvP Mid-Late Game: Stalkers Collossi HT
Custom Maps
[A] Nemrods 1/4 players [M] (2) Sweltering Sands [M] (2) Frigid Storage
External Content
The PondCast: SC2 News & Results Mutation # 547 Temple Of Terror Mutation # 546 Catch the Train Mutation # 545 And Drops and Rifts
Brood War
General
ASL22 General Discussion Sagi.gg Launcher Released BSL23 Confirmations Starts on New BSL Portal Visiting korea this week BW General Discussion
Tourneys
[Megathread] Daily Proleagues ASL 22 Finals [ASL22] Semifinal A [ASL22] Semifinal B
Strategy
Simple Questions, Simple Answers Cliff Jump Revisited (1 in a 1000 strategy) Replay Review Process - What do you do?
Other Games
General Games
Nintendo Switch Thread Stormgate/Frost Giant Megathread General RTS Discussion Thread Warcraft III: The Frozen Throne Total Annihilation Zero
Dota 2
Dota 2 Champions League Season 3 Begins April 25!
League of Legends
[TL LoL EUW IHs] Teemo shall perish
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Community Thread
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine Canadian Politics Mega-thread Artificial Intelligence Thread
Fan Clubs
Serral Fan Club
Media & Entertainment
[Manga] One Piece Movie Discussion! Diablo Animated Series on Netflix
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
Recent Gifted Posts
Blogs
The Link Between Gaming and …
TrAiDoS
[ASL22] Ro4 Day1 Ticket Giv…
bITt.mAN
38 yo Retired SWE loo…
PurE)Rabbit-SF
Can Bots Beat Pros?? Starcr…
namkraft
[meme] I finally understa…
LUCKY_NOOB
Customize Sidebar...

Website Feedback

Closed Threads



Active: 13037 users

Designated Balance Discussion Thread - Page 764

Forum Index > SC2 General
Post a Reply
Prev 1 762 763 764 765 766 1266 Next
lolfail9001
Profile Joined August 2013
Russian Federation40190 Posts
September 16 2013 18:11 GMT
#15261
On September 17 2013 03:09 Ghanburighan wrote:
Show nested quote +
On September 17 2013 02:59 lolfail9001 wrote:
On September 17 2013 02:53 Ghanburighan wrote:
And black is white...

A mirror cannot be unbalanced because no composition or timing that you make is such that it cannot be matched by a composition or timing the opposition makes.

Hellbats led to poor gameplay, they were poor design. They were discussed in this thread because the "correction" nerfed hellbats in TvP and TvZ, making hellbat use entirely (pace Supernova) obsolete in TvP.

You mean ForGG instead of SuNo, right?


Haven't seen ForGG build hellbats (but, hey, I haven't seen all games). The idea was, they are very rare, and you CAN exclude certain outliers (SuNo, ForGG both, I guess). You CANNOT list terran players that use WM.

In fact he uses his marauder-hellbat-mass expand style in TvP after doing some small timing in early-mid game. It is awesome but reliant on outexpanding though IMO.
DeMoN pulls off a Miracle and Flies to the Moon
GodZo
Profile Joined November 2011
Italy224 Posts
September 16 2013 18:30 GMT
#15262
when a mirror match up, is too random and with few strategy, like the pvp, implicates a favoured player can be eliminated easier, that is the reason that "favoured terran" is more favoured than a "favoured toss" in the mirrors, in this logic, a mirror match up can be unbalanced, if you consider an entire tournament and results.
프로토스, Yellow, GdZ
NarutO
Profile Blog Joined December 2006
Germany18839 Posts
September 16 2013 18:43 GMT
#15263
No, that would simply mean that consistency and deep runs with Protoss are less likely, because of the chance to be eliminated in the mirror. That in itself doesn't say anything about the balance of the mirror. Even if you have a rock/paper/scissors style PvP it can never be imbalanced, because both parties can choose all 3 options at any time.

CommentatorPolt | MMA | Jjakji | BoxeR | NaDa | MVP | MKP ... truly inspiring.
saddaromma
Profile Joined April 2013
1129 Posts
September 16 2013 18:55 GMT
#15264
helbats were op vs any other terran strategy, hence imbalance. And got tuned down. You can call it game design or balance. Whatever. But, again if you are thinking balance only matters at race level, i strongly disagree with, it should be looked at within each race, unit and composition. You can't discuss balance and design separately, they're tightly related.
Coffeeling
Profile Blog Joined November 2010
Finland250 Posts
September 16 2013 18:57 GMT
#15265
There's balance of different things. Matchup balance, strategic balance (where SC2 sucks because mass expanding doesn't work that well), how the tech routes stack up and stuff. Mirror match balance is some of the latter ones pretty much by definition, just as by definition it's matchup balance is perfect.
Squee
Grumbels
Profile Blog Joined May 2009
Netherlands7032 Posts
September 16 2013 19:02 GMT
#15266
On September 17 2013 03:57 Coffee Zombie wrote:
There's balance of different things. Matchup balance, strategic balance (where SC2 sucks because mass expanding doesn't work that well), how the tech routes stack up and stuff. Mirror match balance is some of the latter ones pretty much by definition, just as by definition it's matchup balance is perfect.

Maybe people are thinking of bio vs mech, or roach/hydra/infestor vs mutaling. It's still a mirror, but you don't realistically have access to the same tools since you use a different style. It would be nice if this was the norm, in the name of diversity and such.
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
lolfail9001
Profile Joined August 2013
Russian Federation40190 Posts
Last Edited: 2013-09-16 19:31:36
September 16 2013 19:30 GMT
#15267
On September 17 2013 03:55 saddaromma wrote:
helbats were op vs any other terran strategy, hence imbalance. And got tuned down. You can call it game design or balance. Whatever. But, again if you are thinking balance only matters at race level, i strongly disagree with, it should be looked at within each race, unit and composition. You can't discuss balance and design separately, they're tightly related.

Then it somehow ends up that you are contradicting yourself, since you say that all Blizz cares about is statistical balance, but hellbats were legitimately imbalanced(as in only really viable strat) only in TvT. Yet Blizzard nerfed 'em. Boom!
DeMoN pulls off a Miracle and Flies to the Moon
Grumbels
Profile Blog Joined May 2009
Netherlands7032 Posts
September 16 2013 19:58 GMT
#15268
On September 17 2013 04:30 lolfail9001 wrote:
Show nested quote +
On September 17 2013 03:55 saddaromma wrote:
helbats were op vs any other terran strategy, hence imbalance. And got tuned down. You can call it game design or balance. Whatever. But, again if you are thinking balance only matters at race level, i strongly disagree with, it should be looked at within each race, unit and composition. You can't discuss balance and design separately, they're tightly related.

Then it somehow ends up that you are contradicting yourself, since you say that all Blizz cares about is statistical balance, but hellbats were legitimately imbalanced(as in only really viable strat) only in TvT. Yet Blizzard nerfed 'em. Boom!

Blizzard also nerfed blueflame hellions before because those were an issue in TvT and they went through some trouble to eliminate 4gate as the premier PvP strategy. And of course mutalisks in HotS.

Can't recall any other examples though.
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
lolfail9001
Profile Joined August 2013
Russian Federation40190 Posts
September 16 2013 19:59 GMT
#15269
On September 17 2013 04:58 Grumbels wrote:
Show nested quote +
On September 17 2013 04:30 lolfail9001 wrote:
On September 17 2013 03:55 saddaromma wrote:
helbats were op vs any other terran strategy, hence imbalance. And got tuned down. You can call it game design or balance. Whatever. But, again if you are thinking balance only matters at race level, i strongly disagree with, it should be looked at within each race, unit and composition. You can't discuss balance and design separately, they're tightly related.

Then it somehow ends up that you are contradicting yourself, since you say that all Blizz cares about is statistical balance, but hellbats were legitimately imbalanced(as in only really viable strat) only in TvT. Yet Blizzard nerfed 'em. Boom!

Blizzard also nerfed blueflame hellions before because those were an issue in TvT and they went through some trouble to eliminate 4gate as the premier PvP strategy. And of course mutalisks in HotS.

Can't recall any other examples though.

They actually changed alot of stuff to do something to actually fix mirror match-ups. Granted those were major examples.
DeMoN pulls off a Miracle and Flies to the Moon
Grumbels
Profile Blog Joined May 2009
Netherlands7032 Posts
Last Edited: 2013-09-16 20:38:58
September 16 2013 20:38 GMT
#15270
On September 17 2013 04:59 lolfail9001 wrote:
Show nested quote +
On September 17 2013 04:58 Grumbels wrote:
On September 17 2013 04:30 lolfail9001 wrote:
On September 17 2013 03:55 saddaromma wrote:
helbats were op vs any other terran strategy, hence imbalance. And got tuned down. You can call it game design or balance. Whatever. But, again if you are thinking balance only matters at race level, i strongly disagree with, it should be looked at within each race, unit and composition. You can't discuss balance and design separately, they're tightly related.

Then it somehow ends up that you are contradicting yourself, since you say that all Blizz cares about is statistical balance, but hellbats were legitimately imbalanced(as in only really viable strat) only in TvT. Yet Blizzard nerfed 'em. Boom!

Blizzard also nerfed blueflame hellions before because those were an issue in TvT and they went through some trouble to eliminate 4gate as the premier PvP strategy. And of course mutalisks in HotS.

Can't recall any other examples though.

They actually changed alot of stuff to do something to actually fix mirror match-ups. Granted those were major examples.

Looking through the patch notes for changes that were at least 50% based on a mirror match-up:
Zealot build time increase to nerf proxy gates, a very valid PvP strategy.
Thors prioritize ground units over medivacs, to make thors useful in TvT.
Various battlecruiser changes, a unit mostly used in TvT.
Sentry build time reduction to offset the warpgate research increase, and the pylon radius/highground/ramp changes, to fix warpgate rushes which are most powerful in PvP.
Blink research time increase, done partly to help PvP since blink stalkers was such a powerful strategy there.
Banshee cloak cost reduction to offset the hellbat change.

You could also say that tempests primarily exist to scare off colossi. They experimented with warhounds to deal with marine tank. Blizzard also says that having mech be viable in TvT is their minimum goal for mech.

Of course almost all changes they make have some effect on mirror match-ups and they tend to try and not break the existing mirror strategies for the sake of fixing a non-mirror.
tempests to deal with colossi and brood lords, not implemented but warhounds to deal with siege tanks and protoss,
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
MarlieChurphy
Profile Blog Joined January 2013
United States2065 Posts
Last Edited: 2013-09-16 22:10:13
September 16 2013 22:09 GMT
#15271
So in light of the recent SK MC Post about balance among other things, he mentions that widow mines and low teir terran units counter hive tech zerg units too easily. ZvT is stagnated to MnMnMnWM (vikings if u go broodlord ofcourse) vs ling/bane/muta - hive, and zergs can't really do anything until hive tech.
RIP SPOR 11/24/11 NEVAR FORGET
Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
September 16 2013 22:16 GMT
#15272
On September 17 2013 07:09 MarlieChurphy wrote:
So in light of the recent SK MC Post about balance among other things, he mentions that widow mines and low teir terran units counter hive tech zerg units too easily. ZvT is stagnated to MnMnMnWM (vikings if u go broodlord ofcourse) vs ling/bane/muta - hive, and zergs can't really do anything until hive tech.


This is less about the strength of low tier units and more to do that neither Thors nor Battlecruisers provide anything of value that the Marine and the Marauder already provides.

You are able to access Seige Tanks in the same tier as Hellions and Widow Mines making it the only low tier unit in the terran arsenal that sees little play outside of TvT.

Colossus provides something that no other Protoss unit provides.
Broodlords/Ultralisks provides something no other zerg units provides.

Why should the terrans pay 300/200 for a flying stimmed marine? (Battlecruiser)
Why would the terrans pay 300/200 for a slow stimmed marauder? (Thor)

Hark, what baseball through yonder window breaks?
MarlieChurphy
Profile Blog Joined January 2013
United States2065 Posts
September 16 2013 23:14 GMT
#15273
On September 17 2013 07:16 Thieving Magpie wrote:
Show nested quote +
On September 17 2013 07:09 MarlieChurphy wrote:
So in light of the recent SK MC Post about balance among other things, he mentions that widow mines and low teir terran units counter hive tech zerg units too easily. ZvT is stagnated to MnMnMnWM (vikings if u go broodlord ofcourse) vs ling/bane/muta - hive, and zergs can't really do anything until hive tech.


This is less about the strength of low tier units and more to do that neither Thors nor Battlecruisers provide anything of value that the Marine and the Marauder already provides.

You are able to access Seige Tanks in the same tier as Hellions and Widow Mines making it the only low tier unit in the terran arsenal that sees little play outside of TvT.

Colossus provides something that no other Protoss unit provides.
Broodlords/Ultralisks provides something no other zerg units provides.

Why should the terrans pay 300/200 for a flying stimmed marine? (Battlecruiser)
Why would the terrans pay 300/200 for a slow stimmed marauder? (Thor)



For the sake of argument lets say your are 100% accurate. There is no way they can nerf marines and marauders at this point, and buffing thors and BCs still doesn't solve the initial problem. (why would you waste your time teching to those even if they are slightly better/worth it when the other shit does just fine)
RIP SPOR 11/24/11 NEVAR FORGET
Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
September 16 2013 23:59 GMT
#15274
On September 17 2013 08:14 MarlieChurphy wrote:
Show nested quote +
On September 17 2013 07:16 Thieving Magpie wrote:
On September 17 2013 07:09 MarlieChurphy wrote:
So in light of the recent SK MC Post about balance among other things, he mentions that widow mines and low teir terran units counter hive tech zerg units too easily. ZvT is stagnated to MnMnMnWM (vikings if u go broodlord ofcourse) vs ling/bane/muta - hive, and zergs can't really do anything until hive tech.


This is less about the strength of low tier units and more to do that neither Thors nor Battlecruisers provide anything of value that the Marine and the Marauder already provides.

You are able to access Seige Tanks in the same tier as Hellions and Widow Mines making it the only low tier unit in the terran arsenal that sees little play outside of TvT.

Colossus provides something that no other Protoss unit provides.
Broodlords/Ultralisks provides something no other zerg units provides.

Why should the terrans pay 300/200 for a flying stimmed marine? (Battlecruiser)
Why would the terrans pay 300/200 for a slow stimmed marauder? (Thor)



For the sake of argument lets say your are 100% accurate. There is no way they can nerf marines and marauders at this point, and buffing thors and BCs still doesn't solve the initial problem. (why would you waste your time teching to those even if they are slightly better/worth it when the other shit does just fine)


I wasn't talking about buffing.

A Battlecruiser is a unit that deals 6 damage every .23 seconds making it not much different from a stimmed marine. It has similar range and is slower. There is no tactical reason to ever build one.

A colossus acts different than either Templars OR stalkers Or zealots Or immortals.
A Broodlord has better range than either Hydra, Roach, or Mutalisk

As tools you actually build them not only for their power, but because they allow you to do what you can't normally do.

Battlecruisers don't provide that. Vikings *BARELY* provide that and only because Colossus exist.

I'm not saying Terran needs buffs. I'm saying there is no need to pay 200 gas for something you already have that costs less gas.

Its not a nerf this, buff that scenario, it's a "Why would I make a fatter marauder" scenario.
Hark, what baseball through yonder window breaks?
archwaykitten
Profile Joined May 2010
90 Posts
September 17 2013 00:20 GMT
#15275
I (largely) agree with you when it comes to Thors being too similar to marauders, but your marine vs Battlecruisers comparison is a huge stretch. There are plenty of tactical reasons to build Battlecruisers over marines. They can fly, they significantly outrange marines when using yamato cannons, they're much less vulnerable to area of effect damage, they can be repaired quickly, and they're incredibly supply effective in the ultra late game.
MarlieChurphy
Profile Blog Joined January 2013
United States2065 Posts
Last Edited: 2013-09-17 00:38:12
September 17 2013 00:32 GMT
#15276
On September 17 2013 09:20 archwaykitten wrote:
I (largely) agree with you when it comes to Thors being too similar to marauders, but your marine vs Battlecruisers comparison is a huge stretch. There are plenty of tactical reasons to build Battlecruisers over marines. They can fly, they significantly outrange marines when using yamato cannons, they're much less vulnerable to area of effect damage, they can be repaired quickly, and they're incredibly supply effective in the ultra late game.

You are correct but that is off the topic. For the sake of his argument lets just assume he was correct. (I also agree that BC are really the best counter to mass ravens and yamato is counter to a lot of things really late game)


On September 17 2013 08:59 Thieving Magpie wrote:
Show nested quote +
On September 17 2013 08:14 MarlieChurphy wrote:
On September 17 2013 07:16 Thieving Magpie wrote:
On September 17 2013 07:09 MarlieChurphy wrote:
So in light of the recent SK MC Post about balance among other things, he mentions that widow mines and low teir terran units counter hive tech zerg units too easily. ZvT is stagnated to MnMnMnWM (vikings if u go broodlord ofcourse) vs ling/bane/muta - hive, and zergs can't really do anything until hive tech.


This is less about the strength of low tier units and more to do that neither Thors nor Battlecruisers provide anything of value that the Marine and the Marauder already provides.

You are able to access Seige Tanks in the same tier as Hellions and Widow Mines making it the only low tier unit in the terran arsenal that sees little play outside of TvT.

Colossus provides something that no other Protoss unit provides.
Broodlords/Ultralisks provides something no other zerg units provides.

Why should the terrans pay 300/200 for a flying stimmed marine? (Battlecruiser)
Why would the terrans pay 300/200 for a slow stimmed marauder? (Thor)



For the sake of argument lets say your are 100% accurate. There is no way they can nerf marines and marauders at this point, and buffing thors and BCs still doesn't solve the initial problem. (why would you waste your time teching to those even if they are slightly better/worth it when the other shit does just fine)


I wasn't talking about buffing.

A Battlecruiser is a unit that deals 6 damage every .23 seconds making it not much different from a stimmed marine. It has similar range and is slower. There is no tactical reason to ever build one.

A colossus acts different than either Templars OR stalkers Or zealots Or immortals.
A Broodlord has better range than either Hydra, Roach, or Mutalisk

As tools you actually build them not only for their power, but because they allow you to do what you can't normally do.

Battlecruisers don't provide that. Vikings *BARELY* provide that and only because Colossus exist.

I'm not saying Terran needs buffs. I'm saying there is no need to pay 200 gas for something you already have that costs less gas.

Its not a nerf this, buff that scenario, it's a "Why would I make a fatter marauder" scenario.



You still are missing the point, or not making a case for your point about the solution for the problem I suggested initially. Pretend thors and BC don't exist right now, the problem is MnMnMnWM. What do we do about them in TvZ? Or do we just buff some zerg stuff ? (I don't think you can do this)
RIP SPOR 11/24/11 NEVAR FORGET
ysnake
Profile Joined June 2012
Bosnia-Herzegovina261 Posts
September 17 2013 01:03 GMT
#15277
On September 17 2013 09:32 MarlieChurphy wrote:
Show nested quote +
On September 17 2013 09:20 archwaykitten wrote:
I (largely) agree with you when it comes to Thors being too similar to marauders, but your marine vs Battlecruisers comparison is a huge stretch. There are plenty of tactical reasons to build Battlecruisers over marines. They can fly, they significantly outrange marines when using yamato cannons, they're much less vulnerable to area of effect damage, they can be repaired quickly, and they're incredibly supply effective in the ultra late game.

You are correct but that is off the topic. For the sake of his argument lets just assume he was correct. (I also agree that BC are really the best counter to mass ravens and yamato is counter to a lot of things really late game)


Show nested quote +
On September 17 2013 08:59 Thieving Magpie wrote:
On September 17 2013 08:14 MarlieChurphy wrote:
On September 17 2013 07:16 Thieving Magpie wrote:
On September 17 2013 07:09 MarlieChurphy wrote:
So in light of the recent SK MC Post about balance among other things, he mentions that widow mines and low teir terran units counter hive tech zerg units too easily. ZvT is stagnated to MnMnMnWM (vikings if u go broodlord ofcourse) vs ling/bane/muta - hive, and zergs can't really do anything until hive tech.


This is less about the strength of low tier units and more to do that neither Thors nor Battlecruisers provide anything of value that the Marine and the Marauder already provides.

You are able to access Seige Tanks in the same tier as Hellions and Widow Mines making it the only low tier unit in the terran arsenal that sees little play outside of TvT.

Colossus provides something that no other Protoss unit provides.
Broodlords/Ultralisks provides something no other zerg units provides.

Why should the terrans pay 300/200 for a flying stimmed marine? (Battlecruiser)
Why would the terrans pay 300/200 for a slow stimmed marauder? (Thor)



For the sake of argument lets say your are 100% accurate. There is no way they can nerf marines and marauders at this point, and buffing thors and BCs still doesn't solve the initial problem. (why would you waste your time teching to those even if they are slightly better/worth it when the other shit does just fine)


I wasn't talking about buffing.

A Battlecruiser is a unit that deals 6 damage every .23 seconds making it not much different from a stimmed marine. It has similar range and is slower. There is no tactical reason to ever build one.

A colossus acts different than either Templars OR stalkers Or zealots Or immortals.
A Broodlord has better range than either Hydra, Roach, or Mutalisk

As tools you actually build them not only for their power, but because they allow you to do what you can't normally do.

Battlecruisers don't provide that. Vikings *BARELY* provide that and only because Colossus exist.

I'm not saying Terran needs buffs. I'm saying there is no need to pay 200 gas for something you already have that costs less gas.

Its not a nerf this, buff that scenario, it's a "Why would I make a fatter marauder" scenario.



You still are missing the point, or not making a case for your point about the solution for the problem I suggested initially. Pretend thors and BC don't exist right now, the problem is MnMnMnWM. What do we do about them in TvZ? Or do we just buff some zerg stuff ? (I don't think you can do this)


Problem is the Widow Mine, not the Marines or Marauders. Bio micro was always fun to watch and hard to execute (granted, I doubt that any Zerg complained about Terran's splits, when we all know how difficult it is to actually do them right), especially against Banelings, however, Blizzard gave Terran the perfect counter to Zerg's counter to bio, which is the Widow Mine.

Buffing Zerg would cause a road of imbalances, as currently, ZvP is a fucking awesome MU to watch and to play. ZvT is fun to watch first 10 times and is horrible to play at all stages of the game.

I do not like to play against gimmicky tactics against gimmicky units in such a game as SC2 (unless gimmickness is bestowed upon you with proxy rax or some shenanigans like that), that's like giving Zerg the upgrade to deal a critical strike 30% of the time. That's how Widow Mines are, and that's how Widow Mines work. I do not like them in this game, and moreso, I believe that majority of the players don't like playing or using them either.
You are no longer automatically breathing and blinking.
MarlieChurphy
Profile Blog Joined January 2013
United States2065 Posts
Last Edited: 2013-09-17 01:49:40
September 17 2013 01:42 GMT
#15278
Yea, I think the problem really lies in the unit concept itself. Just think how many iterations they went through before they 'settled' on the current form. They were all pretty bad. The ultimate goal of the unit wasn't to be a staple part of the army, or even a harass potential. It was simply to be a map defense control mechanic for runby and muta repelling etc. A spidermine replacement that worked for air, if you will.

Perhaps they should have an additional timer that doesn't allow them to unburrow before they shoot once, or after X amount of time. That would definitely be a more exciting element for spectators. Or maybe the unit should be moved to some separate building/unit that can only cast out X amount of widow mines at a time (sort of like a nuke silo). It would be neat to see ghosts in armies calling down widow mines or something like that.
RIP SPOR 11/24/11 NEVAR FORGET
Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
September 17 2013 01:58 GMT
#15279
On September 17 2013 10:42 MarlieChurphy wrote:
Yea, I think the problem really lies in the unit concept itself. Just think how many iterations they went through before they 'settled' on the current form. They were all pretty bad. The ultimate goal of the unit wasn't to be a staple part of the army, or even a harass potential. It was simply to be a map defense control mechanic for runby and muta repelling etc. A spidermine replacement that worked for air, if you will.

Perhaps they should have an additional timer that doesn't allow them to unburrow before they shoot once, or after X amount of time. That would definitely be a more exciting element for spectators. Or maybe the unit should be moved to some separate building/unit that can only cast out X amount of widow mines at a time (sort of like a nuke silo). It would be neat to see ghosts in armies calling down widow mines or something like that.


The widowmine is problematic not because of its design.

It's essentially the SC2 siege tank minus the drawbacks.

Does it have a blind spot? Nope.
High damage? Yup.
Mobile? Yup.
Cheap? Yup.
Easy to mass? Yes as well.

The "drawback" is it has a shorter range than the tank. But for all the advantages it gains, of course its worth the range loss.

The problem isn't that its a crappy mine, it's that its a good siege tank.
Hark, what baseball through yonder window breaks?
hearters
Profile Joined May 2013
Singapore224 Posts
September 17 2013 02:10 GMT
#15280
Would be nice if ghosts or a few ravens (without having to have a lot of them ) were more effective against zerg, together with widow mine being less effective.

Especially ghosts, then we would see more nukes too. Instead of long death animations.
Research: 1. Creep Spread Trick 2. Patrol Splitting Zerglings 3. Multiple Queen Production 4. Organised Creep Spread 5. Select Larvae/Morph Unit Rapidfire
Prev 1 762 763 764 765 766 1266 Next
Please log in or register to reply.
Live Events Refresh
WardiTV Weekly
20:00
WardiTV Mondays #108
WardiTV889
IntoTheiNu 862
OGKoka 296
Rex132
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
OGKoka 296
LamboSC2 169
Rex 132
ProTech14
StarCraft: Brood War
Britney 48041
Bisu 1907
actioN 1102
Jaedong 1054
Mini 925
Horang2 833
EffOrt 766
Hyuk 501
Stork 409
Snow 385
[ Show more ]
Rush 254
firebathero 246
hero 173
Zeus 157
Light 144
Dewaltoss 97
PianO 78
sSak 74
Mong 57
Pusan 45
Shinee 44
Sexy 20
Terrorterran 19
Rock 18
HiyA 18
Shine 17
Sharp 17
Trap 17
sorry 16
scan(afreeca) 12
Icarus 10
zelot 10
ajuk12(nOOB) 9
Sacsri 8
Noble 5
Dota 2
Gorgc8413
qojqva2349
Dendi1195
syndereN320
Counter-Strike
edward45
Other Games
B2W.Neo771
crisheroes399
DeMusliM238
Pyrionflax209
Liquid`VortiX166
KnowMe147
Khaldor130
Mew2King73
Trikslyr54
QueenE49
Organizations
Other Games
BasetradeTV259
[ Show 13 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• ChaeLyn 6
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• C_a_k_e 914
• WagamamaTV502
League of Legends
• Nemesis2170
Other Games
• Shiphtur616
Upcoming Events
PiGosaur Cup
9h 26m
Kung Fu Cup
20h 26m
The PondCast
1d 19h
Online Event
2 days
Korean StarCraft League
3 days
Afreeca Starleague
3 days
Rush vs Soulkey
CranKy Ducklings
3 days
BSL Open Qualifier
4 days
Sparkling Tuna Cup
4 days
IPSL
5 days
[ Show More ]
BSL Open Qualifier
5 days
WardiTV Weekly
5 days
IntoTheTV X SOOP
6 days
Liquipedia Results

Completed

Proleague 2026-10-12
Blizzard Classic Cup 2026
Copium Cup

Ongoing

ASL Season 22
Super Anchor Qualifying S3
Acropolis #5
HCC Season 3
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026

Upcoming

Acropolis #5 - GSC
BSL Season 23
SC4ALL II: Brood War
BSL 23: Non-Korean Championship
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
eXTREMESLAND 2026
PGL Major Singapore 2026
Stake Ranked Episode 6
BLAST Rivals Fall 2026
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
1win Private Club #2
Thunderpick World Champ. '26
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.