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On June 20 2012 13:28 archonOOid wrote: how should zerg stop terran mech when terran can drop down widow mines? Roaches will die immediately, mutas won't work and hydras are still glass cannons. Vipers and swarm hosts both seem good at slowly picking mech armies apart.
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On June 20 2012 13:28 archonOOid wrote: how should zerg stop terran mech when terran can drop down widow mines? Roaches will die immediately, mutas won't work and hydras are still glass cannons.
it will be cost effective on any unit except a drone or zergling but you can kill your own unit to stop the explosion from hurting the rest of your army. I expect killing your own unit will be a preferred method when not engaged in combat.
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On June 20 2012 13:28 archonOOid wrote: how should zerg stop terran mech when terran can drop down widow mines? Roaches will die immediately, mutas won't work and hydras are still glass cannons. If any terran is stupid enough to fly his medivacs over your army, there is this unit called an infestor.
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On June 20 2012 13:28 archonOOid wrote: how should zerg stop terran mech when terran can drop down widow mines? Roaches will die immediately, mutas won't work and hydras are still glass cannons. This complaint is sooo silly that it almost hurts, because a widow mine ISNT A BANELING.
1. You have to drop it. 2. It has to burrow. 3. Then it latches onto a target and 4. after 10 friggin seconds it explodes.
So you basically can still use your units until the 10 seconds are up and ... who knows ... maybe the explosion from the widow mine works like siege tank fire and deals friendly fire. The point is that you can very easily just move a bunch of Zerglings in front when the Terran starts to drop and chances are high that you only lose 25 minerals for each Zergling while he spent 75/25 for the mine. It isnt rocket science ...
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On June 20 2012 13:16 nick1689 wrote: Is the hydralisk upgrade lair tech or hive?
It's Hive tech.
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Watching GSL got me thinking. If Zerg can have instantly detonating Baneling mines, why do the Widow Mines need to have a 10 second countdown on them? It's a little more powerful, certainly, but does 1 Widow Mine (which, I suspect, will almost always end up latching onto a Zealot or a Ling) really do more damage than 2 burrowed Banelings do to a group of Marines?
Or maybe I'm misreading this an an attempt to balance the mine when they actually just think it'd be fun to force/watch the oponent to try and separate out the hit unit.
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On June 21 2012 20:46 Dzerzhinsky wrote: Watching GSL got me thinking. If Zerg can have instantly detonating Baneling mines, why do the Widow Mines need to have a 10 second countdown on them? It's a little more powerful, certainly, but does 1 Widow Mine (which, I suspect, will almost always end up latching onto a Zealot or a Ling) really do more damage than 2 burrowed Banelings do to a group of Marines?
Or maybe I'm misreading this an an attempt to balance the mine when they actually just think it'd be fun to force/watch the oponent to try and separate out the hit unit. Blizzard is making for a diverse game, don't complain on one of the good things with HotS -
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On June 21 2012 20:46 Dzerzhinsky wrote: Watching GSL got me thinking. If Zerg can have instantly detonating Baneling mines, why do the Widow Mines need to have a 10 second countdown on them? It's a little more powerful, certainly, but does 1 Widow Mine (which, I suspect, will almost always end up latching onto a Zealot or a Ling) really do more damage than 2 burrowed Banelings do to a group of Marines?
Or maybe I'm misreading this an an attempt to balance the mine when they actually just think it'd be fun to force/watch the oponent to try and separate out the hit unit. it almost always kills the unit its attached to(except for zerglings and marines pretty much every other unit is atleast about equal in cost),(also think about early game hellion+widdow mine harass in pvz, if zerg play it like they do now they risk losing their queens), but more importantly it has attachement range 6 and hits air wich means that unlike baneling mines you can only snipe them with siege range units, you cant just clear them out with detection without losing anything. its not meant to be used on a group of marines its meant to kill a stalker or a tank or other units worth twice their cost, while forcing your opponent to use micro on getting single units out of his ball instead of microing the battle
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On June 21 2012 20:28 Iyerbeth wrote:Show nested quote +On June 20 2012 13:16 nick1689 wrote: Is the hydralisk upgrade lair tech or hive? It's Hive tech.
Ah, that's disappointing
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On June 25 2012 23:33 nick1689 wrote:Show nested quote +On June 21 2012 20:28 Iyerbeth wrote:On June 20 2012 13:16 nick1689 wrote: Is the hydralisk upgrade lair tech or hive? It's Hive tech. Ah, that's disappointing 
Very disappointing.
That said, I'm glad hydras aren't utterly useless anymore. They were my favorite unit in BW.
Also: ultralisks.
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On June 20 2012 13:28 archonOOid wrote: how should zerg stop terran mech when terran can drop down widow mines? Roaches will die immediately, mutas won't work and hydras are still glass cannons. 1. Run away ASAP before the mines are burrowed and ready and 2. send in Zerglings once they are burrowed.
He spends 72/25, you spend 25/0 ... maybe the explosions even harm the Terrans own unit like the Siege Tank (if Blizzard totally screwed up the Widow Mine).
Oh and there still is that thing called Nydus worm, which brings you into his base faster than he should be able to come back.
Since creep spreading is much easier nowadays you could also try advancing Spine + Spore Crawlers to "dig them up". I dont think they are triggered by buildings ...
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hmmm one thing to test would be what happens if a unit with a mine attached gets loaded into a transport <.<
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Russian Federation4295 Posts
On June 26 2012 04:13 Naphal wrote: hmmm one thing to test would be what happens if a unit with a mine attached gets loaded into a transport <.< Nothing happens you'll simply will not be aple to put that unit to transport. IMO
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I've asked this question a few times to no answer.
Why haven't these new stats been put into the HOTS custom map?
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Russian Federation4295 Posts
On June 26 2012 05:43 Snoodles wrote: I've asked this question a few times to no answer.
Why haven't these new stats been put into the HOTS custom map? Because it's not updated for this time?
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On June 26 2012 05:46 Existor wrote:Show nested quote +On June 26 2012 05:43 Snoodles wrote: I've asked this question a few times to no answer.
Why haven't these new stats been put into the HOTS custom map? Because it's not updated for this time? 
I'd chip in with a donation or something and I'm sure others would too so that we can get as good a clone as possible to start testing gameplay instead of just speculating. The current outdated HoTs custom was pretty accurate.
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Oracle having 80 health and only 20 shields should be changed to maybe 60 health and 40 shields, or 40 health and 60 shields. With 100 health it is still relatively easy to pick off but one shot from a cannon, turret or spore instantly gets rid of all it's shields and reduces the oracle's reusability as the health that you cannot repair is whittled down.
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On July 10 2012 01:42 LucidityDark wrote: Oracle having 80 health and only 20 shields should be changed to maybe 60 health and 40 shields, or 40 health and 60 shields. With 100 health it is still relatively easy to pick off but one shot from a cannon, turret or spore instantly gets rid of all it's shields and reduces the oracle's reusability as the health that you cannot repair is whittled down.
Considering that it currently only takes half a second to entomb a mineral line, I think the HP/shield ratio is pretty reasonable. Unlike the WP, the Oracle does not have to stay in place when it uses its abilities, so any damage a player can do to it should count.
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i'd much rather see the mine being dropped by a unit instead of the factory and make it not cost supply. And I hope we won't be able to kil the unit which carries the mine to bypass the explosion. I hope it will still explode. I also hope we will be able to load it up into overlords and stuff but then it will just explode inside the transport (after the ten seconds) and kill it with it. I also should deal friendly fire.
This way we'll have zealot or zergling bombing back again which was just so much fun. Run zergling into minefield, widow mine attaches to zergling. Load it up into overlord, sent it flying over a group of tanks, drop it. EXPLOSIONS. Deal with it. :D Although this is probably going to be way too hard to excecute. Spider mine just had a lot more fun concepts to it. Although it might become ultralisk bombing this way because a zergling would probably not survive and picking out the single zerglign which has the mine and load it into a overlord is a lot harder than picking up the ultra, which can survive other damage a lot better and is a lot easier to load into the transport, that has the mine on it.
The mines are not going to be that good if they're going to cost supply and have to be made from the factory imo. You're going to have way too few of them and he'll just be able to sacrifice some cheap lings to counter them. If you put them on a unit and make them not cost supply they'll be a lot more massable and terran will have a decent form of zone control. (siegetank sucked in wol, they will suck even more in hots because of the viper unless they majorly buff them again, see modifying movement threads etc).
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