• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 03:08
CEST 09:08
KST 16:08
  • 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 Qualifiers14Maestros of the Game 2 announced82026 GSL Tour plans announced14Weekly Cups (April 6-12): herO doubles, "Villains" prevail1MaNa leaves Team Liquid24
StarCraft 2
General
Maestros of the Game 2 announced Team Liquid Map Contest #22 - The Finalists MaNa leaves Team Liquid 2026 GSL Tour plans announced 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
ASL21 General Discussion Pros React To: ASL S21, Ro.16 Group C BGH Auto Balance -> http://bghmmr.eu/ [TOOL] Starcraft Chat Translator Data needed
Tourneys
[ASL21] Ro16 Group C [ASL21] Ro16 Group D [Megathread] Daily Proleagues [ASL21] Ro16 Group B
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
Diablo IV Nintendo Switch Thread Dawn of War IV Starcraft Tabletop Miniature Game General RTS Discussion Thread
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 Things Aren’t Peaceful in Palestine Canadian Politics Mega-thread Russo-Ukrainian War Thread YouTube Thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece [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: 1624 users

Designated Balance Discussion Thread - Page 768

Forum Index > SC2 General
Post a Reply
Prev 1 766 767 768 769 770 1266 Next
a176
Profile Blog Joined August 2009
Canada6688 Posts
September 17 2013 18:51 GMT
#15341
What is the difference between a widow mine and a siege tank?
starleague forever
Vanadiel
Profile Joined April 2012
France961 Posts
September 17 2013 19:03 GMT
#15342
On September 18 2013 03:20 saddaromma wrote:
Show nested quote +
On September 18 2013 02:03 NarutO wrote:
On September 18 2013 01:46 Aiobhill wrote:
On September 18 2013 01:08 Big J wrote:
On September 18 2013 00:38 RaFox17 wrote:
Wouldn´t buffing tanks mean that terran could just go 3 cc even more safely with just adding few tanks to defend against roach bane-all in?


Terrans can already do that. They don't do it a lot because:
- tanks are more expensive than mines, which means you have to cut/delay something else
- the rax+techlab factory+reactor setup has to be swapped, therefore stim has to be delayed
- tanks, though great against such ground allins are bad against aggressive mutalisk openings

It's true that it would become safer, but it also comes with certain drawbacks and are still not a freewin against those allins.

On September 18 2013 00:55 lolfail9001 wrote:
On September 18 2013 00:38 RaFox17 wrote:
Wouldn´t buffing tanks mean that terran could just go 3 cc even more safely with just adding few tanks to defend against roach bane-all in?

You would not be all that aggressive though, since siege tank openers sacrifice map presence most of time.


that's not true, tanks are added after the standard hellions are out. You have exactly as much mappresence.

On September 18 2013 00:47 Hattori_Hanzo wrote:
On September 18 2013 00:38 RaFox17 wrote:
Wouldn´t buffing tanks mean that terran could just go 3 cc even more safely with just adding few tanks to defend against roach bane-all in?


Which is why I recommend a compromise where there is a massive jump in damage for every vehicle weapons upgrade earned for the siege tank. This gives the siege tank a chance at the starting line up again after 20 min.


Upgrades are standardized. Though the idea is interesting, it's meanless to discuss it because it's not going to happen. The closest thing to that would be some form of armory-requiring damage upgrade or something along those lines.

On September 18 2013 00:55 Aiobhill wrote:
On September 18 2013 00:46 MarlieChurphy wrote:So essentially lowering the apm/micro/finesse requirements for zergs and increasing the similar requirements for terran.


Looking how Terran overperforms at the highest tournament level and underperforms on ladder, it's pretty safe to say that this is the exact opposite of what SC2 needs.

From a balance (not entertainment) perspective it makes sense to either want terran simpler or the other races more difficult and stronger.


why would I want to make the game simpler, or make balanced races stronger? The first idea goes against our idea of a skillintense game, the second one just imbalances the game in favor of the buffed races.


Aligulac has 5 T in top 10, including 1, 2, 3.
WCS Standings have 6 T in top 10, including 1, 3, 4, 5.
TLPD has 7 T in top 10, including 1, 2.

That's a godawful unlikely distribution if we start from your assumption of 'balanced races'.


Hey man, instead of calling me out and telling me I do fake statistics and post statistics of a third rate tournament, what about you answer to my reply :-)? Did you suddenly realize nearly every name-pro took part and the qualifier in itself was as stacked as can be? Do you realize the statistics are not what you want them to be?

He has fair point. Everyone can provide 'convenient' statstics. Thats why I prefer if people kept it out of here.


Exactly. Funny to see Naruto using statistics of evidence of balance match up, while he dismissed all statistics we've had over the past few month where we had a 60% TvZ, tweaking in some crazy way (look, if you remove all win from top terran, the match up is balanced!).



On September 18 2013 00:46 MarlieChurphy wrote:
I think I actually came up with a pretty decent idea for widow mines right now. What if after they shoot their missile (until it unburrows and reburrows) it loses it's cloaked status (lorewise it overheats or powersurges until it recharges). So this way it still holds the same initial burst potential but makes zerg players have less shit to apm and invest into by bringing overseers and their lack of detection in general.

This also creates another skillset and challenge for terrans to let them blast and reposition them and be more strategic and cautious with them with them (even just burrow/unburrow where they stand).

So essentially lowering the apm/micro/finesse requirements for zergs and increasing the similar requirements for terran.

The mines could display an animation or buff that signals when they are revealed (powered down) and need to be reburrowed.

If this seems too much of a nerf, an alternative would just be that the mines are revealed until they self reload or are repositioned. So that way lower skilled players still don't have all the extra tasking to do when using mines if they just leave them planted.




Hum, I don't think so, they should instead increase the micro possibility for the zerg, for example if we had, like when the Raven use the seeker missile, a visual indication of which unit is targeted so top player could split, known if mutalisk needs to be saved... and so on
Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
September 17 2013 19:04 GMT
#15343
On September 18 2013 03:51 a176 wrote:
What is the difference between a widow mine and a siege tank?


One is the premier terran siege weapon and the other cost 125 gas.
Hark, what baseball through yonder window breaks?
plogamer
Profile Blog Joined January 2012
Canada3132 Posts
Last Edited: 2013-09-17 19:16:11
September 17 2013 19:11 GMT
#15344
On September 18 2013 04:03 Vanadiel wrote:
Show nested quote +
On September 18 2013 03:20 saddaromma wrote:
On September 18 2013 02:03 NarutO wrote:
On September 18 2013 01:46 Aiobhill wrote:
On September 18 2013 01:08 Big J wrote:
On September 18 2013 00:38 RaFox17 wrote:
Wouldn´t buffing tanks mean that terran could just go 3 cc even more safely with just adding few tanks to defend against roach bane-all in?


Terrans can already do that. They don't do it a lot because:
- tanks are more expensive than mines, which means you have to cut/delay something else
- the rax+techlab factory+reactor setup has to be swapped, therefore stim has to be delayed
- tanks, though great against such ground allins are bad against aggressive mutalisk openings

It's true that it would become safer, but it also comes with certain drawbacks and are still not a freewin against those allins.

On September 18 2013 00:55 lolfail9001 wrote:
On September 18 2013 00:38 RaFox17 wrote:
Wouldn´t buffing tanks mean that terran could just go 3 cc even more safely with just adding few tanks to defend against roach bane-all in?

You would not be all that aggressive though, since siege tank openers sacrifice map presence most of time.


that's not true, tanks are added after the standard hellions are out. You have exactly as much mappresence.

On September 18 2013 00:47 Hattori_Hanzo wrote:
On September 18 2013 00:38 RaFox17 wrote:
Wouldn´t buffing tanks mean that terran could just go 3 cc even more safely with just adding few tanks to defend against roach bane-all in?


Which is why I recommend a compromise where there is a massive jump in damage for every vehicle weapons upgrade earned for the siege tank. This gives the siege tank a chance at the starting line up again after 20 min.


Upgrades are standardized. Though the idea is interesting, it's meanless to discuss it because it's not going to happen. The closest thing to that would be some form of armory-requiring damage upgrade or something along those lines.

On September 18 2013 00:55 Aiobhill wrote:
On September 18 2013 00:46 MarlieChurphy wrote:So essentially lowering the apm/micro/finesse requirements for zergs and increasing the similar requirements for terran.


Looking how Terran overperforms at the highest tournament level and underperforms on ladder, it's pretty safe to say that this is the exact opposite of what SC2 needs.

From a balance (not entertainment) perspective it makes sense to either want terran simpler or the other races more difficult and stronger.


why would I want to make the game simpler, or make balanced races stronger? The first idea goes against our idea of a skillintense game, the second one just imbalances the game in favor of the buffed races.


Aligulac has 5 T in top 10, including 1, 2, 3.
WCS Standings have 6 T in top 10, including 1, 3, 4, 5.
TLPD has 7 T in top 10, including 1, 2.

That's a godawful unlikely distribution if we start from your assumption of 'balanced races'.


Hey man, instead of calling me out and telling me I do fake statistics and post statistics of a third rate tournament, what about you answer to my reply :-)? Did you suddenly realize nearly every name-pro took part and the qualifier in itself was as stacked as can be? Do you realize the statistics are not what you want them to be?

He has fair point. Everyone can provide 'convenient' statstics. Thats why I prefer if people kept it out of here.


Exactly. Funny to see Naruto using statistics of evidence of balance match up, while he dismissed all statistics we've had over the past few month where we had a 60% TvZ, tweaking in some crazy way (look, if you remove all win from top terran, the match up is balanced!).



Show nested quote +
On September 18 2013 00:46 MarlieChurphy wrote:
I think I actually came up with a pretty decent idea for widow mines right now. What if after they shoot their missile (until it unburrows and reburrows) it loses it's cloaked status (lorewise it overheats or powersurges until it recharges). So this way it still holds the same initial burst potential but makes zerg players have less shit to apm and invest into by bringing overseers and their lack of detection in general.

This also creates another skillset and challenge for terrans to let them blast and reposition them and be more strategic and cautious with them with them (even just burrow/unburrow where they stand).

So essentially lowering the apm/micro/finesse requirements for zergs and increasing the similar requirements for terran.

The mines could display an animation or buff that signals when they are revealed (powered down) and need to be reburrowed.

If this seems too much of a nerf, an alternative would just be that the mines are revealed until they self reload or are repositioned. So that way lower skilled players still don't have all the extra tasking to do when using mines if they just leave them planted.




Hum, I don't think so, they should instead increase the micro possibility for the zerg, for example if we had, like when the Raven use the seeker missile, a visual indication of which unit is targeted so top player could split, known if mutalisk needs to be saved... and so on


What are you talking about? Looking at aligulac's report, the highest TvZ winrate at 55.6% in April 2013. That was during the reign of hellbats, which are nerfed and are no longer relevant in the current meta.

Since the hellbat nerf in July, we have July winrates at 50% and August winrates at 52%.

/edit

It's one thing to criticize Narut0's method of analysis, but to be balanced, you also have to present some of your own research or look at reputable statistics which doesn't show any major imbalance.

As for your idea of creating micro opportunity, I wouldn't use ravens as the model. Ravens are not used in either TvZ or TvP, and barely in TvT (except to dump excess energy after using it to detect banshees) because the lock-on time is too long.

I've seen Polt use it once, but at that time hyun was forced into an all-in push with queens off the creep. Backing away from ravens would mean queens would die and weaken the entire push.
Vanadiel
Profile Joined April 2012
France961 Posts
Last Edited: 2013-09-17 19:52:09
September 17 2013 19:50 GMT
#15345
On September 18 2013 04:11 plogamer wrote:
Show nested quote +
On September 18 2013 04:03 Vanadiel wrote:
On September 18 2013 03:20 saddaromma wrote:
On September 18 2013 02:03 NarutO wrote:
On September 18 2013 01:46 Aiobhill wrote:
On September 18 2013 01:08 Big J wrote:
On September 18 2013 00:38 RaFox17 wrote:
Wouldn´t buffing tanks mean that terran could just go 3 cc even more safely with just adding few tanks to defend against roach bane-all in?


Terrans can already do that. They don't do it a lot because:
- tanks are more expensive than mines, which means you have to cut/delay something else
- the rax+techlab factory+reactor setup has to be swapped, therefore stim has to be delayed
- tanks, though great against such ground allins are bad against aggressive mutalisk openings

It's true that it would become safer, but it also comes with certain drawbacks and are still not a freewin against those allins.

On September 18 2013 00:55 lolfail9001 wrote:
On September 18 2013 00:38 RaFox17 wrote:
Wouldn´t buffing tanks mean that terran could just go 3 cc even more safely with just adding few tanks to defend against roach bane-all in?

You would not be all that aggressive though, since siege tank openers sacrifice map presence most of time.


that's not true, tanks are added after the standard hellions are out. You have exactly as much mappresence.

On September 18 2013 00:47 Hattori_Hanzo wrote:
On September 18 2013 00:38 RaFox17 wrote:
Wouldn´t buffing tanks mean that terran could just go 3 cc even more safely with just adding few tanks to defend against roach bane-all in?


Which is why I recommend a compromise where there is a massive jump in damage for every vehicle weapons upgrade earned for the siege tank. This gives the siege tank a chance at the starting line up again after 20 min.


Upgrades are standardized. Though the idea is interesting, it's meanless to discuss it because it's not going to happen. The closest thing to that would be some form of armory-requiring damage upgrade or something along those lines.

On September 18 2013 00:55 Aiobhill wrote:
On September 18 2013 00:46 MarlieChurphy wrote:So essentially lowering the apm/micro/finesse requirements for zergs and increasing the similar requirements for terran.


Looking how Terran overperforms at the highest tournament level and underperforms on ladder, it's pretty safe to say that this is the exact opposite of what SC2 needs.

From a balance (not entertainment) perspective it makes sense to either want terran simpler or the other races more difficult and stronger.


why would I want to make the game simpler, or make balanced races stronger? The first idea goes against our idea of a skillintense game, the second one just imbalances the game in favor of the buffed races.


Aligulac has 5 T in top 10, including 1, 2, 3.
WCS Standings have 6 T in top 10, including 1, 3, 4, 5.
TLPD has 7 T in top 10, including 1, 2.

That's a godawful unlikely distribution if we start from your assumption of 'balanced races'.


Hey man, instead of calling me out and telling me I do fake statistics and post statistics of a third rate tournament, what about you answer to my reply :-)? Did you suddenly realize nearly every name-pro took part and the qualifier in itself was as stacked as can be? Do you realize the statistics are not what you want them to be?

He has fair point. Everyone can provide 'convenient' statstics. Thats why I prefer if people kept it out of here.


Exactly. Funny to see Naruto using statistics of evidence of balance match up, while he dismissed all statistics we've had over the past few month where we had a 60% TvZ, tweaking in some crazy way (look, if you remove all win from top terran, the match up is balanced!).



On September 18 2013 00:46 MarlieChurphy wrote:
I think I actually came up with a pretty decent idea for widow mines right now. What if after they shoot their missile (until it unburrows and reburrows) it loses it's cloaked status (lorewise it overheats or powersurges until it recharges). So this way it still holds the same initial burst potential but makes zerg players have less shit to apm and invest into by bringing overseers and their lack of detection in general.

This also creates another skillset and challenge for terrans to let them blast and reposition them and be more strategic and cautious with them with them (even just burrow/unburrow where they stand).

So essentially lowering the apm/micro/finesse requirements for zergs and increasing the similar requirements for terran.

The mines could display an animation or buff that signals when they are revealed (powered down) and need to be reburrowed.

If this seems too much of a nerf, an alternative would just be that the mines are revealed until they self reload or are repositioned. So that way lower skilled players still don't have all the extra tasking to do when using mines if they just leave them planted.




Hum, I don't think so, they should instead increase the micro possibility for the zerg, for example if we had, like when the Raven use the seeker missile, a visual indication of which unit is targeted so top player could split, known if mutalisk needs to be saved... and so on


What are you talking about? Looking at aligulac's report, the highest TvZ winrate at 55.6% in April 2013. That was during the reign of hellbats, which are nerfed and are no longer relevant in the current meta.

Since the hellbat nerf in July, we have July winrates at 50% and August winrates at 52%.

/edit

It's one thing to criticize Narut0's method of analysis, but to be balanced, you also have to present some of your own research or look at reputable statistics which doesn't show any major imbalance.

As for your idea of creating micro opportunity, I wouldn't use ravens as the model. Ravens are not used in either TvZ or TvP, and barely in TvT (except to dump excess energy after using it to detect banshees) because the lock-on time is too long.

I've seen Polt use it once, but at that time hyun was forced into an all-in push with queens off the creep. Backing away from ravens would mean queens would die and weaken the entire push.


I was just using the raven to illustrate what I was talking about, that it could be interesting if we could see which unit is targeted by the widow mine, same as when the seeker missile is used (units in red).

About winrate, Naruto was also talking about IEM qualifier, while he dismissed WCS, OSL, GSTL statistics since the beginning of HoTS. And I remember him back in the days where he just remove wins from Flash or Innovation because they just are "too strong so it doesn't count when they win" (but, if i remember well, he kept their loss) just to prove a point.
Nebuchad
Profile Blog Joined December 2012
Switzerland12449 Posts
September 17 2013 19:52 GMT
#15346
There's no such thing as a good cherrypicked stat. You can easily see the problem when NarutO wants to suppress Innovation from the stats in TvZ because he's too good, then wants to suppress non-korean events from the stats in PvT because they're too bad.

Anyway you shouldn't have to use stats to see that terrans have been struggling with TvP recently, you should just watch games. They used to use early agression to refrain protoss tech (or "greed", if you want to put one of those dumb valor judgements on it), and now they can't as the protoss defensive play is getting too tight. Obviously they're gonna struggle until they find a new way to deal with this fast lategame shift. Maybe there's no way to do it, and then there's a balance problem. Maybe the scv pulls are a good way to do it (as it seems people are shutting down First pretty easily with it), and then the metagame can evolve to protosses trying to achieve their goal without dying to this. In that case, you can still argue there's a design problem if you want (but then you don't use stats).
No will to live, no wish to die
Jerom
Profile Joined April 2011
Netherlands588 Posts
September 17 2013 21:18 GMT
#15347
Maybe a slight nerf to widow mines, a slight boost to siege tanks, and making ravens more viable in TvZ would be the ultimate goal. I'd like to see it go from MMMM to Marine Siege tank with Ravens in the end. That'd, in my opinion, be the ultimate metagame.
ChristianS
Profile Blog Joined March 2011
United States3304 Posts
September 17 2013 21:30 GMT
#15348
So a lot of people here seem to be of the opinion that we ought to nerf widow mines and buff siege tanks, because siege tanks are awesome game design and widow mines are less so. So I guess my question is, why? Is that just nostalgia, or can you give concrete reasons why siege tanks make for better gameplay than widow mines?

I mean, I loved the siege tank in BW. But siege tanks were designed with:
a) massive range.
b) gigantic damage and AoE.
c) extremely slow/defensive.
d) extreme weakness to air, or to anything that can get close to them.

That means the gameplay they encourage is a slow amassing of tanks until you hit a critical mass, with contingency plans for how you'll negate air play. That's very slow-paced, very turtley gameplay. Widow mines are less powerful en masse, but they are much better in small numbers, and much more easily repositioned, encouraging fast-paced, aggressive gameplay with lots of multitasking around the map. It's also possible to micro against them (unlike tanks). This is the sort of reasoning Blizzard uses to justify shifting the AoE base of Terran from siege tanks to widow mines.

I think a lot of people would like to see widow mines diminish and use, while siege tanks make a comeback. That might take a change from Blizzard, in which case we can't just suggest ways for them to make it happen. We need to explain why the siege tank makes for better gameplay.
"Never attribute to malice that which is adequately explained by stupidity." -Robert J. Hanlon
Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
September 17 2013 21:46 GMT
#15349
On September 18 2013 06:30 ChristianS wrote:
So a lot of people here seem to be of the opinion that we ought to nerf widow mines and buff siege tanks, because siege tanks are awesome game design and widow mines are less so. So I guess my question is, why? Is that just nostalgia, or can you give concrete reasons why siege tanks make for better gameplay than widow mines?

I mean, I loved the siege tank in BW. But siege tanks were designed with:
a) massive range.
b) gigantic damage and AoE.
c) extremely slow/defensive.
d) extreme weakness to air, or to anything that can get close to them.

That means the gameplay they encourage is a slow amassing of tanks until you hit a critical mass, with contingency plans for how you'll negate air play. That's very slow-paced, very turtley gameplay. Widow mines are less powerful en masse, but they are much better in small numbers, and much more easily repositioned, encouraging fast-paced, aggressive gameplay with lots of multitasking around the map. It's also possible to micro against them (unlike tanks). This is the sort of reasoning Blizzard uses to justify shifting the AoE base of Terran from siege tanks to widow mines.

I think a lot of people would like to see widow mines diminish and use, while siege tanks make a comeback. That might take a change from Blizzard, in which case we can't just suggest ways for them to make it happen. We need to explain why the siege tank makes for better gameplay.


The problem is that Widow Mines are better than seige tanks and hence there is no reason to build seige tanks. If we want a unit that seiges up, deals high damage, and provides splash--why use Seige Tanks when Widow Mines are available.

Its not like you first get widow mines, and then upgrade to tanks. Or you first get tanks, and then upgrade to widow mines.

They're available at the same time. One is cheaper, deals more damage, takes up less supply, and hits air.

The problem isn't that we need to nerf one and/or buff the other. The problem is that there isn't a situation where you'd want the tank over the mine and they're available at the same time.
Hark, what baseball through yonder window breaks?
a176
Profile Blog Joined August 2009
Canada6688 Posts
September 17 2013 21:53 GMT
#15350
On September 18 2013 06:30 ChristianS wrote:
So a lot of people here seem to be of the opinion that we ought to nerf widow mines and buff siege tanks, because siege tanks are awesome game design and widow mines are less so. So I guess my question is, why? Is that just nostalgia, or can you give concrete reasons why siege tanks make for better gameplay than widow mines?

I mean, I loved the siege tank in BW. But siege tanks were designed with:
a) massive range.
b) gigantic damage and AoE.
c) extremely slow/defensive.
d) extreme weakness to air, or to anything that can get close to them.

That means the gameplay they encourage is a slow amassing of tanks until you hit a critical mass, with contingency plans for how you'll negate air play. That's very slow-paced, very turtley gameplay. Widow mines are less powerful en masse, but they are much better in small numbers, and much more easily repositioned, encouraging fast-paced, aggressive gameplay with lots of multitasking around the map. It's also possible to micro against them (unlike tanks). This is the sort of reasoning Blizzard uses to justify shifting the AoE base of Terran from siege tanks to widow mines.

I think a lot of people would like to see widow mines diminish and use, while siege tanks make a comeback. That might take a change from Blizzard, in which case we can't just suggest ways for them to make it happen. We need to explain why the siege tank makes for better gameplay.


because the widow mine obviously overlaps function with the siege tank.

in fact, its cheaper in minerals, gas, and food. it also hits air units. why would you ever build a siege tank again?

the trade off is lower range and lower dps but that is irrelevant considering the current siege tank is barely able to effectively attack at long range anyways.
starleague forever
ElMeanYo
Profile Joined March 2011
United States1032 Posts
September 17 2013 22:04 GMT
#15351
I think you guys are right, the widow mine has made the siege tank obsolete.

I'd like to see some change that would include tanks as a viable alternative strategy in TvZ other than just emergency defense vs Roach-Bane allin.
“The only man who never makes mistakes is the man who never does anything.” ― Theodore Roosevelt
9-BiT
Profile Blog Joined January 2012
United States1089 Posts
September 17 2013 22:35 GMT
#15352
On September 18 2013 04:04 Thieving Magpie wrote:
Show nested quote +
On September 18 2013 03:51 a176 wrote:
What is the difference between a widow mine and a siege tank?


One is the premier terran siege weapon and the other cost 125 gas.

The 'ol teamliquid switcheroo.
kwark_uk: @father_sc learn to play maybe?
YyapSsap
Profile Joined September 2010
New Zealand1511 Posts
September 17 2013 23:11 GMT
#15353
On September 18 2013 06:30 ChristianS wrote:
So a lot of people here seem to be of the opinion that we ought to nerf widow mines and buff siege tanks, because siege tanks are awesome game design and widow mines are less so. So I guess my question is, why? Is that just nostalgia, or can you give concrete reasons why siege tanks make for better gameplay than widow mines?

I mean, I loved the siege tank in BW. But siege tanks were designed with:
a) massive range.
b) gigantic damage and AoE.
c) extremely slow/defensive.
d) extreme weakness to air, or to anything that can get close to them.

That means the gameplay they encourage is a slow amassing of tanks until you hit a critical mass, with contingency plans for how you'll negate air play. That's very slow-paced, very turtley gameplay. Widow mines are less powerful en masse, but they are much better in small numbers, and much more easily repositioned, encouraging fast-paced, aggressive gameplay with lots of multitasking around the map. It's also possible to micro against them (unlike tanks). This is the sort of reasoning Blizzard uses to justify shifting the AoE base of Terran from siege tanks to widow mines.

I think a lot of people would like to see widow mines diminish and use, while siege tanks make a comeback. That might take a change from Blizzard, in which case we can't just suggest ways for them to make it happen. We need to explain why the siege tank makes for better gameplay.


Marine/Tank TvZ back in WoL was spectacular to watch same as in BW incase you've forgotten. Its a whole new different ballgame when tanks are the support units compared to widow mines being a support unit. It was always interesting to see how the zerg approach a marine/tank/medivac army where as MMMM is more of a constant meat grinder..

Plus it wouldn't mean massing tanks would be the way to go either because they are simply support units unless you mech. Its a win-win if tanks regain their viability because:

a) it brings back marine/tank/medivac albeit stronger than WoL because of potential tank buffs.
b) MMMM style can still be played out (for those who like more mobility/fast paced games).
c) Mech gets a buff in the form of stronger tanks.

This just needs to be counter balanced by a buff on the zerg in some shape or form to reduce the MMMM effectiveness throughout late mid/late game.

Im surprised its taking so long for blizzard to take notice because of how dominant strategy the MMMM has become.
ChristianS
Profile Blog Joined March 2011
United States3304 Posts
September 18 2013 00:15 GMT
#15354
On September 18 2013 06:46 Thieving Magpie wrote:
+ Show Spoiler +
On September 18 2013 06:30 ChristianS wrote:
So a lot of people here seem to be of the opinion that we ought to nerf widow mines and buff siege tanks, because siege tanks are awesome game design and widow mines are less so. So I guess my question is, why? Is that just nostalgia, or can you give concrete reasons why siege tanks make for better gameplay than widow mines?

I mean, I loved the siege tank in BW. But siege tanks were designed with:
a) massive range.
b) gigantic damage and AoE.
c) extremely slow/defensive.
d) extreme weakness to air, or to anything that can get close to them.

That means the gameplay they encourage is a slow amassing of tanks until you hit a critical mass, with contingency plans for how you'll negate air play. That's very slow-paced, very turtley gameplay. Widow mines are less powerful en masse, but they are much better in small numbers, and much more easily repositioned, encouraging fast-paced, aggressive gameplay with lots of multitasking around the map. It's also possible to micro against them (unlike tanks). This is the sort of reasoning Blizzard uses to justify shifting the AoE base of Terran from siege tanks to widow mines.

I think a lot of people would like to see widow mines diminish and use, while siege tanks make a comeback. That might take a change from Blizzard, in which case we can't just suggest ways for them to make it happen. We need to explain why the siege tank makes for better gameplay.


The problem is that Widow Mines are better than seige tanks and hence there is no reason to build seige tanks. If we want a unit that seiges up, deals high damage, and provides splash--why use Seige Tanks when Widow Mines are available.

Its not like you first get widow mines, and then upgrade to tanks. Or you first get tanks, and then upgrade to widow mines.

They're available at the same time. One is cheaper, deals more damage, takes up less supply, and hits air.

The problem isn't that we need to nerf one and/or buff the other. The problem is that there isn't a situation where you'd want the tank over the mine and they're available at the same time.

On September 18 2013 06:53 a176 wrote:
+ Show Spoiler +
On September 18 2013 06:30 ChristianS wrote:
So a lot of people here seem to be of the opinion that we ought to nerf widow mines and buff siege tanks, because siege tanks are awesome game design and widow mines are less so. So I guess my question is, why? Is that just nostalgia, or can you give concrete reasons why siege tanks make for better gameplay than widow mines?

I mean, I loved the siege tank in BW. But siege tanks were designed with:
a) massive range.
b) gigantic damage and AoE.
c) extremely slow/defensive.
d) extreme weakness to air, or to anything that can get close to them.

That means the gameplay they encourage is a slow amassing of tanks until you hit a critical mass, with contingency plans for how you'll negate air play. That's very slow-paced, very turtley gameplay. Widow mines are less powerful en masse, but they are much better in small numbers, and much more easily repositioned, encouraging fast-paced, aggressive gameplay with lots of multitasking around the map. It's also possible to micro against them (unlike tanks). This is the sort of reasoning Blizzard uses to justify shifting the AoE base of Terran from siege tanks to widow mines.

I think a lot of people would like to see widow mines diminish and use, while siege tanks make a comeback. That might take a change from Blizzard, in which case we can't just suggest ways for them to make it happen. We need to explain why the siege tank makes for better gameplay.


because the widow mine obviously overlaps function with the siege tank.

in fact, its cheaper in minerals, gas, and food. it also hits air units. why would you ever build a siege tank again?

the trade off is lower range and lower dps but that is irrelevant considering the current siege tank is barely able to effectively attack at long range anyways.

Well so this is just saying they need to have more diversified roles. Of course, overlap in roles isn't necessarily bad; if two units have very similar roles, often you only get one or the other instead of both. Siege tanks are better defensively or against ranged unit compositions (this is, for instance, why tanks are still dominant in TvT), while widow mines are better all-around units, and since they're more accessible if you could use either one for a task, you prefer the widow mine. I'm not sure what the changes you think this should cause; why shouldn't tanks be a more niche unit, while widow mines become dominant?

On September 18 2013 08:11 YyapSsap wrote:
Show nested quote +
On September 18 2013 06:30 ChristianS wrote:
So a lot of people here seem to be of the opinion that we ought to nerf widow mines and buff siege tanks, because siege tanks are awesome game design and widow mines are less so. So I guess my question is, why? Is that just nostalgia, or can you give concrete reasons why siege tanks make for better gameplay than widow mines?

I mean, I loved the siege tank in BW. But siege tanks were designed with:
a) massive range.
b) gigantic damage and AoE.
c) extremely slow/defensive.
d) extreme weakness to air, or to anything that can get close to them.

That means the gameplay they encourage is a slow amassing of tanks until you hit a critical mass, with contingency plans for how you'll negate air play. That's very slow-paced, very turtley gameplay. Widow mines are less powerful en masse, but they are much better in small numbers, and much more easily repositioned, encouraging fast-paced, aggressive gameplay with lots of multitasking around the map. It's also possible to micro against them (unlike tanks). This is the sort of reasoning Blizzard uses to justify shifting the AoE base of Terran from siege tanks to widow mines.

I think a lot of people would like to see widow mines diminish and use, while siege tanks make a comeback. That might take a change from Blizzard, in which case we can't just suggest ways for them to make it happen. We need to explain why the siege tank makes for better gameplay.


Marine/Tank TvZ back in WoL was spectacular to watch same as in BW incase you've forgotten. Its a whole new different ballgame when tanks are the support units compared to widow mines being a support unit. It was always interesting to see how the zerg approach a marine/tank/medivac army where as MMMM is more of a constant meat grinder..

Plus it wouldn't mean massing tanks would be the way to go either because they are simply support units unless you mech. Its a win-win if tanks regain their viability because:

a) it brings back marine/tank/medivac albeit stronger than WoL because of potential tank buffs.
b) MMMM style can still be played out (for those who like more mobility/fast paced games).
c) Mech gets a buff in the form of stronger tanks.

This just needs to be counter balanced by a buff on the zerg in some shape or form to reduce the MMMM effectiveness throughout late mid/late game.

Im surprised its taking so long for blizzard to take notice because of how dominant strategy the MMMM has become.

I mean, so tanks are in sufficiently low use that Blizzard could probably safely buff them without breaking everything (although it still might break TvT). That said, I'm not sure it's accurate to say that a Zerg approaching a marine/tank army was more interesting. The high range of the siege tank makes positioning and micro a great deal less important. For instance, if you want to protect your banelings from widow mines, you move them away from the mines and let them detonate on zerglings instead. But against tanks, you can't really do anything about it – there's no way to keep your banelings out of the 13 range, so the most you could do is split them. But unlike marine splits against banelings, you can't tell where the tank shots are going to hit, so you have to just keep all the banelings split up, rather than splitting away from strategic places. I would say the Zerg micro against MMMM is strictly more interesting and complex than that against marine/tank.

Here's the thing: I love siege tanks, and I'd really like them to get big buffs so they were a core army unit again. But I'm trying to come up with a reason why they'd be a better primary army unit to play with and watch than widow mines, and all I can come up with is because I like them. And I think that's just the nostalgia talking.
"Never attribute to malice that which is adequately explained by stupidity." -Robert J. Hanlon
9-BiT
Profile Blog Joined January 2012
United States1089 Posts
September 18 2013 00:22 GMT
#15355
I would support a mine buff only if it came with a very strong tank buff. And also a signature from every zerg player on earth that they would shut the fuck up about balance.
kwark_uk: @father_sc learn to play maybe?
ChristianS
Profile Blog Joined March 2011
United States3304 Posts
September 18 2013 00:25 GMT
#15356
Wait, a mine buff? Who's suggesting that?
"Never attribute to malice that which is adequately explained by stupidity." -Robert J. Hanlon
a176
Profile Blog Joined August 2009
Canada6688 Posts
Last Edited: 2013-09-18 00:59:58
September 18 2013 00:58 GMT
#15357
On September 18 2013 09:15 ChristianS wrote:
Well so this is just saying they need to have more diversified roles. Of course, overlap in roles isn't necessarily bad; if two units have very similar roles, often you only get one or the other instead of both. Siege tanks are better defensively or against ranged unit compositions (this is, for instance, why tanks are still dominant in TvT), while widow mines are better all-around units, and since they're more accessible if you could use either one for a task, you prefer the widow mine. I'm not sure what the changes you think this should cause; why shouldn't tanks be a more niche unit, while widow mines become dominant?


you dont see widow mine vT because of the sheer dps of marines, let alone most terran units outranging them, plus free scans limit their burrowed effectiveness.

when you look at the vZ matchup, widow mines are very effective because of the lack of detection, until going into mid-late game, when zerg has enough units to deal adequate dps themselves to destroy widow mines quickly, and to spam overseers to help with detection.

vP, well, we all know that matchup is virtually unchanged from WoL.
starleague forever
a176
Profile Blog Joined August 2009
Canada6688 Posts
September 18 2013 01:04 GMT
#15358
perhaps the biggest issue with the widow/spider mine comparison is the complete lack of strategic use for the widow mine. terran builds widow mine, terran researches drills, terran attacks+burrows+rinse repeat. its so one dimensional; just another unit to add to the deathball.
starleague forever
MattD
Profile Joined March 2013
United Kingdom83 Posts
Last Edited: 2013-09-18 01:10:50
September 18 2013 01:08 GMT
#15359
On September 18 2013 09:58 a176 wrote:
Show nested quote +
On September 18 2013 09:15 ChristianS wrote:
Well so this is just saying they need to have more diversified roles. Of course, overlap in roles isn't necessarily bad; if two units have very similar roles, often you only get one or the other instead of both. Siege tanks are better defensively or against ranged unit compositions (this is, for instance, why tanks are still dominant in TvT), while widow mines are better all-around units, and since they're more accessible if you could use either one for a task, you prefer the widow mine. I'm not sure what the changes you think this should cause; why shouldn't tanks be a more niche unit, while widow mines become dominant?


you dont see widow mine vT because of the sheer dps of marines, let alone most terran units outranging them, plus free scans limit their burrowed effectiveness.

when you look at the vZ matchup, widow mines are very effective because of the lack of detection, until going into mid-late game, when zerg has enough units to deal adequate dps themselves to destroy widow mines quickly, and to spam overseers to help with detection.

vP, well, we all know that matchup is virtually unchanged from WoL.


The problem in tvz isn't detection, its the fact its impossible to be cost efficient vs widow mines, and when terran has alot of supply and has 10-15 of them there is no way to set them off. You cant send units in because the marine marauder kills them too fast to set them off or they unburrow because of drilling claws. Killing a widow mine with 2 banelings is a win for the terran, surely that says something. Widow mines are way too fucking good, it's as simple as that.
Hattori_Hanzo
Profile Joined October 2010
Singapore1229 Posts
September 18 2013 01:38 GMT
#15360
On September 18 2013 10:08 MattD wrote:
Show nested quote +
On September 18 2013 09:58 a176 wrote:
On September 18 2013 09:15 ChristianS wrote:
Well so this is just saying they need to have more diversified roles. Of course, overlap in roles isn't necessarily bad; if two units have very similar roles, often you only get one or the other instead of both. Siege tanks are better defensively or against ranged unit compositions (this is, for instance, why tanks are still dominant in TvT), while widow mines are better all-around units, and since they're more accessible if you could use either one for a task, you prefer the widow mine. I'm not sure what the changes you think this should cause; why shouldn't tanks be a more niche unit, while widow mines become dominant?


you dont see widow mine vT because of the sheer dps of marines, let alone most terran units outranging them, plus free scans limit their burrowed effectiveness.

when you look at the vZ matchup, widow mines are very effective because of the lack of detection, until going into mid-late game, when zerg has enough units to deal adequate dps themselves to destroy widow mines quickly, and to spam overseers to help with detection.

vP, well, we all know that matchup is virtually unchanged from WoL.


The problem in tvz isn't detection, its the fact its impossible to be cost efficient vs widow mines, and when terran has alot of supply and has 10-15 of them there is no way to set them off. You cant send units in because the marine marauder kills them too fast to set them off or they unburrow because of drilling claws. Killing a widow mine with 2 banelings is a win for the terran, surely that says something. Widow mines are way too fucking good when you run into them while chasing the MMM bioball, it's as simple as that.


Fixed that for you. It isn't as Much as WM are too powerful, it's too powerful against a lesser muta/ling/bling player.
The ladder Terran has learned (including myself) have learned the APM requirements for some builds used in progames were too damn high!

There's nothing imbalanced when two highly skilled opponents use low health, high mobility units to fight each other, I'm sorry but it will always be faster finger first wins.
Cauterize the area
Prev 1 766 767 768 769 770 1266 Next
Please log in or register to reply.
Live Events Refresh
Next event in 2h 52m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Nina 147
StarCraft: Brood War
Pusan 269
ToSsGirL 174
Aegong 142
Backho 73
910 69
JulyZerg 45
soO 41
yabsab 38
SilentControl 19
Dewaltoss 18
[ Show more ]
Icarus 11
Dota 2
NeuroSwarm110
League of Legends
JimRising 658
Counter-Strike
summit1g6959
shoxiejesuss247
Super Smash Bros
Mew2King159
Other Games
C9.Mang0510
singsing462
WinterStarcraft363
ceh9317
Trikslyr18
Organizations
Dota 2
PGL Dota 2 - Main Stream3364
Other Games
gamesdonequick724
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 15 non-featured ]
StarCraft 2
• Berry_CruncH169
• practicex 37
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Rush1093
• Stunt678
• TFBlade492
Upcoming Events
The PondCast
2h 52m
KCM Race Survival
2h 52m
WardiTV Map Contest Tou…
3h 52m
Gerald vs herO
Clem vs Cure
ByuN vs Solar
Rogue vs MaxPax
ShoWTimE vs TBD
OSC
7h 52m
CranKy Ducklings
16h 52m
Escore
1d 2h
RSL Revival
1d 9h
Replay Cast
1d 16h
WardiTV Map Contest Tou…
2 days
Universe Titan Cup
2 days
Rogue vs Percival
[ Show More ]
Ladder Legends
2 days
uThermal 2v2 Circuit
2 days
BSL
2 days
Sparkling Tuna Cup
3 days
WardiTV Map Contest Tou…
3 days
Ladder Legends
3 days
BSL
3 days
Replay Cast
3 days
Replay Cast
4 days
Wardi Open
4 days
Afreeca Starleague
4 days
Soma vs hero
Monday Night Weeklies
4 days
Replay Cast
4 days
Afreeca Starleague
5 days
Leta vs YSC
Replay Cast
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
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
IEM Kraków 2026

Upcoming

Escore Tournament S2: W4
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
Asian Champions League 2026
IEM Atlanta 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.