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[D] Widow Mine Fundamentally Flawed - Page 10

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althaz
Profile Joined May 2010
Australia1001 Posts
Last Edited: 2012-07-31 05:12:21
July 31 2012 05:08 GMT
#181
On July 31 2012 03:16 Grapefruit wrote:+ Show Spoiler +

Okay, so a few days ago I made a thread about Terran in HotS, which was closed pretty much immidiatly. A few days later a new thread was made that only covered one of the topics I used, which is very active right now. I'm not sure how this is fair. Sure, my thread wasn't as facy but it seemed like people were actually starting a discussion rather than premature balance whine.

Threads here:

+ Show Spoiler +
My thread: http://www.teamliquid.net/forum/viewmessage.php?topic_id=355234
New thread: http://www.teamliquid.net/forum/viewmessage.php?topic_id=356258


Because of this situation I'll give my other topic a second try, more fancy this time. Please note that this is NOT a balance thread. Balance has NOTHING to do with this. It's about poor design that needs to be discussed. I know that a huge portion of the community is under the impression that the changes to the other races are OP while their race is getting the short end of the stick. Please try to be a objectively as possible. I also know that the beta isn't even out, but I think that we all want a solid game, so the earlier the community has an opinion on something the sooner potential issues can get sorted out.


I think the Widow Mine is fundamentally flawed in its design and I am going to explain why.


Let's start by re-watching the introduction of it in the latest HotS video Blizzard put out.

Skip to 2:38



Awesome, huh? A little unit that does "terrible, terrible damage". Admitetly, it LOOKS really strong in the video, so strong indeed that there are a lot of people who're worried that it might be overpowered, even Blizzard seems to think so:

Show nested quote +
How cost-efficient can this be I wonder? 
1 zealot to one widow mine is kind of cost efficient (100min = 75min-25gas)… and if 2 zealots die in the process hmmm… 

In the battle report between terran and zerg i saw widow mines decimate the vipers and swarmhosts… Sooo cost efficient so why not just make widow mines and marines all game long… 

Well that is my concern hope some at blizz sees this or maybe they allready have it covered.. 
Feel free to discuss if u like… like to hear some thoughts on this



This is our biggest fear with this unit and why we aren't entirely sure about it in its current state. It's really hard to balance it in terms of a good cost to make it useful, but at the same time not overly powerful. We are still playing with costs, stats and build times to find the right fit. What you saw in the MLG build certainly isn't final.


http://eu.battle.net/sc2/en/forum/topic/4940524507#9


But let's look closely at those situations.

[image loading]

We have 15 Speed Roaches vs. 4 Marauders, 10 Marines and 4 Widow Mines. The Roaches "catch" the mines and the Terran units run away, BOOM Roaches dead. That's what it looks like but if you watch closely you'll notice a cut in the scene, which isn't only there to not stretch the video, no the problem is that you can't just run with Bio from Speed Roaches for 10 seconds without losing a big chunk of your squad, and that doesn't even take into accound that a situation like this would almost never happen in a game, there would always be Lings that would force a fight. My point: The way the scene is made makes the Widow Mine look a lot stronger than it actually is, because if the Terran has to run away from the fight you have 10 seconds to remove the units with mines from your army and that should be doable even with bronze level APM and micro.

I can see many of you thinking something like this now "Okay, so the mine isn't effective if your army is to small to engage the enemy but what if it is? Then the opponent has to fight you and deal with the mines that the same time. That IS strong."

No, it isn't strong, it is a gamble at best. Consider the same fight with a few Marines added, so that Terran could take the fight. We could get into a situation, where the outcome of the battle is dependant of the explosions of the Mines, as in if the Mines explode with within the army the Terran wins if not otherwise. So far so good, but this is where we get to the biggest flaw of the Widow Mine, if the unit the Mine is attached to dies, the Mine is gone. So, as a Terran, you would want the units with Mines live for 10 seconds so that they can explode, but that's hardly even possible. You'd have to anti-focus fire the units with Mines (not a-move but pick 2-3 units and let them attack units individually and assigning them a new target once it dies so they don't start to attack the units with mines). Really, think about how high the chances are that you unintentionally take out a unit with a Mine, that doesn't only lose you potential damage, you also basically kill one of your own units. That doesn't even take into consideration that the other player can influence this with his micro.

With that in mind, let's take a look at the second scene.

[image loading]

We got 10 Zealots, 9 Stalkers, 1 Immortal and 2 Collossi versus 10 Battle Hellions, 7 Warhounds and 3 Widow Mines. In Blizzards video the Mines attach themselves to the Colossi and 1 Stalker and Terran wins the fight pretty easy.

I've recreated this scene in a HotS unit tester, trying to be very precise about the units placements and this is what happened:



Note, not a single Mines gets to detonate because the Zealots, who caught them, die far too quick.

You might think that it's okay that they sometimes attach to "good" and sometimes to "bad" units, which is a risk you have to take.

That's bad for three reasons, first of all, SC2 isn't a game about luck second what is even more important: even if it lands on a "good" unit you might not even want it to live that long and try to snipe is ASAP and now the third and biggest reason: If you get units instead of the Mines you win the fights straight up! (3 Marauders in the first scene and 1 Warhound and 1 Battle Hellion) So why would anybody want to take that risk?

Also take into consideration that the other player will know about the option of Widow Mines and play accordingly. Protoss, will have an Observer (like pretty much always) Zergs will have Overseeers and Terran will scan like for burrowed Banes or maybe even build Ravens. That reduces the chance of a successful detonation pretty much to zero.

The only usage that leaves for the Widow Mine is to put it in chokes or defensive position to spot for units and deal some damage. The problem with that is that this neither is how the unit is promoted nor is this needed in the Terran army. Terran already has Sensor Towers, Bunkers, Turrets, Tanks, Scans and Pfs, which offer great tools for map awareness as well as defensive options.

Okay, that much to the current situation, now my idea how to change this, feel free to criticize it and suggest changes, because that's want this thread is for.

I think a good option to make the Widow Mine viable as the unit it is promoted as would be to let the Mine deal damage even if the units its attached to dies. I think a good way to do this would be to to let it deal percentaged damage depending on how long the Mine has to detonate naturally. Example: The max damge is 200 after 10 seconds, if the Mine unit gets killed after 1 second it deals 20 damge if it dies after 5 seconds 100 and so on. I think this could lead to exiting moments and intense micro battles.


Okay, now what do you think about this matter? Remember this is not about balance or races, it's about getting viable units that enrich the game, not units that nobody ever uses because of certain issues.

EDIT:

To all the people that keep saying that it is not intended as a direct combat unit:

If it is not intended like that they shouldn't promote it like that. This is totally misleading.







If your first thread was anything like this, then guess what? It was closed because it's a balance whine. The benefit of the widow mine is supposed to be AWAY from your main army, as stated by Blizzard in roughly 100 interviews about HotS.

The widow mine might detonate after 10 seconds (making it fairly weak) or it might detonate after 2 seconds (making it much stronger). It might be OP as shit and detonate instantly, dealing 800 damage in a 10 AoE or it might be completely useless, waiting 20 seconds to detonate and deal 16 damage in a 1.5 AoE. These are just simply stat changes, no change to the actual design of the unit.

Also, even in it's current form, every single problem you state the Widow Mine has, can be fixed by using them better. Put them further ahead of your army, put them (as Blizzard have told us to do) in a counter-attack path, guarding your back-door when you move out.

You haven't given ANY examples of how it's badly designed, only how it's weak. If it's too weak, it'll likely be buffed (I'd like to see maybe less damage, but more AoE and much faster detonation time).

EDIT: It's also worth mentioning that the way to make a deathball less-strong is not to pull supply out of it, as Dustin Browder often suggests (like an idiot), it's to give ways of controlling areas without using up a lot of supply when defending (eg: spider mines, 2 supply tanks, canons + 1-2 HT with the old psi-storm radius, small group of lurkers with a couple of defilers).
The first rule we don't talk about race conditions. of race conditions is
tQSky
Profile Joined August 2010
Canada63 Posts
July 31 2012 05:09 GMT
#182
On July 31 2012 14:00 Staboteur wrote:
I do not understand.

For one, we haven't actually seen the release version of this unit in action. Any number of things could change... and that should speak for itself. Imagine the mechanics will remain the same, but the numbers will be tweaked to achieve balance. This shouldn't be impossible to believe.

For two, it's a unit that GUARANTEES that the thing it hits will be dead in 10 seconds 100% of the time (barring what, ultralisks?) and FORCES your opponent to move across the map more cautiously. It's easy to say it is useless defensively, but realistically it can't be impossible to believe that one or a pair of mines will heavily impede a counterattack or flock of mutas or an unfortunate blink of blink stalkers... Obviously you wouldn't just blindly spider mine up your own base without scouting, but Widow mines should serve as a functional response to certain mobility plays among less other less situational uses, so someone declaring that they're "useless defensively" just sounds silly.

This thread comes across as complaining that they aren't useful in every situation, and therefore are useless. I find it hard to agree.

also, wouldn't zerg be relying on zergling suicides or detection + queens/hydras to actually clear mines? I don't imagine roaches could shoot the mines without getting latched on to... in fact, I'm not even sure queens or unupgraded hydras could. At least in the HOTS maps, they seem to latch on from quite some range.

This.

How did BW players ever survive spider mines? They cost no supply and you got 3 of them for 75 minerals. The game's not out yet, give our player base some credit before you bash new ideas.
Beast
Gotmog
Profile Joined October 2010
Serbia899 Posts
July 31 2012 05:15 GMT
#183
On July 31 2012 03:34 dani` wrote:
I wish all these HotS discussions would just wait until, you know, we have actually played it. Concluding a unit is over/underpowered seems premature at this point.


Wait till at least a beta is out before starting balance disussions.
They will change a lot till the beta so this whole topic is pointless.


The fact that any of these threads have been made is sad. Why are we talking about balance regarding a game that is not even out....


This thread is not about balance....the guy isnt asking for XX dmg boost or detonation speed increase.
He is saying that he thinks the mechanics of mines are bad.

get it ?
"When you play the game of drones, you win or you die. There is no middle ground"
Nerski
Profile Blog Joined November 2010
United States1095 Posts
July 31 2012 05:20 GMT
#184
This is pointless because none of the balance of any new things will be finalized until beta ends.
Twitter: @GoForNerski /// Youtube: Youtube.com/nerskisc
RaiKageRyu
Profile Joined August 2009
Canada4773 Posts
July 31 2012 05:34 GMT
#185
It's not about balance. It's about design. This is important guys if you want to have a fun game. TvP is balanced right now in WoL but it's designed like an hourglass. Not fun.

I agree with the OP, in that mines not detonating when killed is absolutely stupid. Browder says Mines are there to force deathballs to split apart but with mines not detonating upon death, this just allows the opponent to diffuse them by straight up force firing their own unit while still in a death ball. Not a significant change.

Think about it if Widow mines could detonate upon death. Now the opponent has to remove them ASAP not only cause it's a ticking time bomb but you could focus fire the units attached to mines down for some quick TERRIBLE TERRIBLE damage.

Also, with this type of detonation method, it gives the opponent a chance to use the mines back against you, with zealots or zerglings to take the mines and run into your army and if you attack carelessly, BOOM, you lose your whole army. Mine attached to Stalker? Blink into his army and BOOM. Double-edge sword style makes the unit super exciting.

However, with this method, I think the detonation time needs to shorten to 5 secs to make it work otherwise it's too easy for your own mines to run back int your army.

Someone call down the Thunder?
R3DT1D3
Profile Joined January 2012
285 Posts
July 31 2012 05:34 GMT
#186
On July 31 2012 14:20 Nerski wrote:
This is pointless because none of the balance of any new things will be finalized until beta ends.


And by then it will be too late.
Fluid
Profile Joined September 2010
Canada136 Posts
July 31 2012 05:38 GMT
#187
On July 31 2012 14:20 Nerski wrote:
This is pointless because none of the balance of any new things will be finalized until beta ends.


It's not pointless. There are sometimes very obvious flaws in the game and it takes blizzard a few weeks to catch on. For example everyone who saw the shredder knew instantly how op it was and that you could just destroy entire mineral lines with it. How did this unit make it past the design stage and actually in the playable alpha? I don't know but either blizzard doesn't test their units correctly or they test it on low skill players who don't use them to their full potential.

Anyways, it seems their tactic is to use their "nerf" ability as much as possible to fix these blatant flaws instead of redesigning the units from scratch (too much work for little dustin).

kochanfe
Profile Joined July 2011
Micronesia1338 Posts
July 31 2012 05:47 GMT
#188
Hmmm... this guy doesn't seem like he knows a WHOLE lot about SC2...
"The flame that burns twice as bright burns half as long." - Lao Tzu
jsemmens
Profile Blog Joined June 2011
United States439 Posts
July 31 2012 06:15 GMT
#189
This thread should be closed because we can never have a real answer to this question until the Beta comes out. Until then, all we are doing is arguing about might or might not be.
Check out the Flash Fanclub! http://www.teamliquid.net/forum/viewmessage.php?topic_id=336995
GhandiEAGLE
Profile Blog Joined March 2011
United States20754 Posts
July 31 2012 06:39 GMT
#190
Actually I found an interesting use: putting them on cliffs like the one above the fourth on Cloud Kingdom. They plant in a safe spot then go down to the probes below. Four mines wreck an entire mineral line
Oh, my achin' hands, from rakin' in grands, and breakin' in mic stands
Dox
Profile Blog Joined April 2010
Australia1199 Posts
July 31 2012 06:54 GMT
#191
OP likes playing Bombardier, huh?
@NvDox | Plantronics Nv: Rossi . mOOnGLaDe . deth . JazBas | @NvSC2 | @NvCoD | @NvLeague | @NvHearthstone | @NvDotA2 | @PLT_MF
X3GoldDot
Profile Joined August 2011
Malaysia3840 Posts
July 31 2012 06:54 GMT
#192
widow mine has the potential to be incredibly powerful and also useless, also afaik, the opponent cant see which unit the mine is being attached to, which makes splitting the units near impossible
prime/startale/[SexComaZerg, RoyalRoaderZerg, SirLifealot] ingame ID = GoodGame
a176
Profile Blog Joined August 2009
Canada6688 Posts
July 31 2012 07:17 GMT
#193
spider mines were only 'op' in certain parts of a game - early game where detection is limited, and when terran is ahead in production where vultures can be mass produced and you can simply "out mine" your opponent. otherwise the spider mine just became another layer of defense at terran's disposal, but not the primary layer, because they are so easily destroyed.

yet now blizzard wants to attach a resource and supply cost to the unit? they really expect players to sacrifice [significant] resources, production time, and most importantly, supply, to mine up a map?

OP has a good point. terrible game design as it stands now. and it relates to many other threads where blizzard is trying to make SC2 the "BW that is not BW" and only end up hurting their game design.

i dont see why they cant just give the spider mine back to the hellion so it could deal with these unit balls rather than giving it a dumb OP transformation mode; it allows players to be far more creative and strategic with the use of hellions.
starleague forever
PredY
Profile Joined September 2009
Czech Republic1731 Posts
July 31 2012 07:19 GMT
#194
it doesnt matter whether its "balance" or "design", pretty sure in beta they can change the "design" in about 10 seconds and release a patch. dude you made 3 threads about game that's not even in the beta.

i would bet money they've changed "design" on widow mine 10+ times. just trust blizzard
http://www.twitch.tv/czelpredy
Adrenal6land
Profile Blog Joined June 2012
United States46 Posts
Last Edited: 2012-07-31 07:53:56
July 31 2012 07:52 GMT
#195
there is no thought and or micro put into that youtube video. this is what blizzard is trying to avoid in HOTS. remember that post about "getting away from the death ball". what you have created here is 2 death balls. and the protosses death ball is better because your unit composition is not well thought out. if you have bio with that, you can kite back and let the widow mines do the damage. then pick off the left over army. if you have your hellions in normal mode, they could avoid/dodge the zealots as well.
AND if you just put your army a little farther back you wouldnt even have to micro. the toss would be forced to walk over widow mines BEFORE he runs into your units. you have to remember that you cant just get a high adamage/splash damage unit and be able to use it with your death ball. you have to place it properly and decide where you want to engage and think about what the enemies unit composition is.

im requesting that you remake the youtube video and just place your terran army several steps back so that you dont blow up all your own units or kill all his zealots with widow mines attatched like a bronzie
Noocta
Profile Joined June 2010
France12578 Posts
July 31 2012 08:04 GMT
#196
On July 31 2012 15:54 X3GoldDot wrote:
widow mine has the potential to be incredibly powerful and also useless, also afaik, the opponent cant see which unit the mine is being attached to, which makes splitting the units near impossible


He can see it I think.
Would be stupid if he didn't.
" I'm not gonna fight you. I'm gonna kick your ass ! "
karpo
Profile Joined October 2010
Sweden1998 Posts
Last Edited: 2012-07-31 08:59:27
July 31 2012 08:58 GMT
#197
How about having both a automatic "activate on movement" and a manual one? Then it would require timing and micro just like baneling, more as you can decide on what to eliminate while banelings only really kill marines.

There's alot that can be done by quite small changes to the game. Give it some time in beta, suggesting spider mines from hellions is a pipe dream and not worth discussing. Just like every other "i want BW stuff" argument about HotS.
naastyOne
Profile Joined April 2012
491 Posts
Last Edited: 2012-07-31 14:05:58
July 31 2012 14:05 GMT
#198
Considering TL is a heart of SC2 hating community, i`m hardly surprised to see more HOTS hate.

Now, obviously the mine design is not set in stone, and would probably be changed based on the actual, massive playtests.

But claiming that the mine is fundamentally flawed, is like claiming that SC1 spider mine was fundamentally flawed.

Or Reaver or Carrier were fundametally flawed. Think about reaver. It is a unit for which you need to buy 10 scarabs or suffer reload problems, and it can die without using up all the scarabs. What a flawed shit that unit is.
Ramiz1989
Profile Joined July 2012
12124 Posts
July 31 2012 14:26 GMT
#199
On July 31 2012 23:05 naastyOne wrote:
Considering TL is a heart of SC2 hating community, i`m hardly surprised to see more HOTS hate.

Now, obviously the mine design is not set in stone, and would probably be changed based on the actual, massive playtests.

But claiming that the mine is fundamentally flawed, is like claiming that SC1 spider mine was fundamentally flawed.

Or Reaver or Carrier were fundametally flawed. Think about reaver. It is a unit for which you need to buy 10 scarabs or suffer reload problems, and it can die without using up all the scarabs. What a flawed shit that unit is.

Couldn't agree more.

People have to realize that Blizzard is making the game. Their ideas might not be perfect, there are a lot better ideas, but you get what you get, and it is up to you to use that unit to its full potential and to find different strategies, to think outside of the box etc.
"I've been to hell and back, and back to hell…and back. This time, I've brought Hell back with me."
Sapphire.lux
Profile Joined July 2010
Romania2620 Posts
Last Edited: 2012-07-31 14:52:32
July 31 2012 14:40 GMT
#200
Isn't one of the core functions of the widow mine, the ability to manualy "aim"? Much like banelings, but with a lot better vision. If so, then i do not see the problem: you let the zerglings/ marines run by, and target the more expensive units. That's what i think they did in the battle reports and why it apeared to have a small range (it took time for the player to select the mine and attack the queens).

Now if the mine should detonate even after the unit is killed, i don't know...one thing is sure though: with the "delay" of x seconds for detonation, there can not be any friendly fire. Kamikaze flying units in the mineral line or zealots in the hellion/ tank line would probably make the mine useless.

EDIT: in regards to the " you will want to focuss fire the important units anyway so the mines are wasted". They are not meant to be part of the death ball, in general. They control space, ex: you see some zealots and stalkers going past your army to an expansion, you target the stalkers with the mines and use the fast hellions to kill the zealots.

You can also use the mine as anti iar, even in the main army: you get surprized by mutas without having thors, you target the mutas with mines
Head Coach Park: "They should buff tanks!"
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