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[D] Widow Mine Fundamentally Flawed - Page 13

Forum Index > SC2 General
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Traceback
Profile Joined October 2010
United States469 Posts
July 31 2012 19:28 GMT
#241
During the beta and shortly after release there were many units which were thought to be "useless", some of which are often used today.

We should just wait till the beta comes out in order to use them because the whole idea of innovation is to use something in a way that had not been thought of before.
Grapefruit
Profile Joined November 2010
Germany439 Posts
July 31 2012 19:37 GMT
#242
On August 01 2012 04:28 Traceback wrote:
During the beta and shortly after release there were many units which were thought to be "useless", some of which are often used today.

We should just wait till the beta comes out in order to use them because the whole idea of innovation is to use something in a way that had not been thought of before.


For example? If there were "many" you should at least be able to name like 3-5.
Starcraft 2 is funny, everybody picks the race, which he considers to be the weakest. ¯\_(ツ)_/¯
Dyme
Profile Joined November 2010
Germany523 Posts
Last Edited: 2012-07-31 19:50:13
July 31 2012 19:47 GMT
#243
On August 01 2012 04:37 Grapefruit wrote:
Show nested quote +
On August 01 2012 04:28 Traceback wrote:
During the beta and shortly after release there were many units which were thought to be "useless", some of which are often used today.

We should just wait till the beta comes out in order to use them because the whole idea of innovation is to use something in a way that had not been thought of before.


For example? If there were "many" you should at least be able to name like 3-5.

No one really used Hellions till SlayerS Terrans came along and made Blizz nerf them.

Mothership was completely useless.

For a long time Protosses didn't know how incredibly good Zealots with upgrades are.

Mutas versus Protoss ~never happened.

Ghosts were useless, till suddenly they weren't and then they were nerfed for vP (EMP) and vZ (Snipe).

Recently Terrans started using Ravens / BCs in late-lategame scenarios against all races. People have started using Seeker Missiles. Used to be completely useless, way too expensive, way too much micro etc.
PauseBreak
Profile Blog Joined April 2011
United States270 Posts
Last Edited: 2012-07-31 19:48:45
July 31 2012 19:48 GMT
#244
Design flaw: Its a 3 hour timer that you can simply select your unit and pull it away from your deathball. Not hard.
Design flaw: Not to mention the Mine takes up supply. Broodlings don't use supply and they deal damage. Stupid.
Design flaw: Any race can throw out a 50 mineral worker (or 25 min Ling) and just run around the map and trade minerals. Terrible mineral trade.
Desgin flaw: Just like Spider mines in BW. They, if used, will be only to take dmg away from the units at hand. Too expensive.

Solution: Just give Terran a decent 1a unit like Protoss and Zerg have. Fixed.
antilyon
Profile Blog Joined February 2011
Brazil2546 Posts
July 31 2012 20:04 GMT
#245
On August 01 2012 04:47 Dyme wrote:
Show nested quote +
On August 01 2012 04:37 Grapefruit wrote:
On August 01 2012 04:28 Traceback wrote:
During the beta and shortly after release there were many units which were thought to be "useless", some of which are often used today.

We should just wait till the beta comes out in order to use them because the whole idea of innovation is to use something in a way that had not been thought of before.


For example? If there were "many" you should at least be able to name like 3-5.

No one really used Hellions till SlayerS Terrans came along and made Blizz nerf them.

Mothership was completely useless.

For a long time Protosses didn't know how incredibly good Zealots with upgrades are.

Mutas versus Protoss ~never happened.

Ghosts were useless, till suddenly they weren't and then they were nerfed for vP (EMP) and vZ (Snipe).

Recently Terrans started using Ravens / BCs in late-lategame scenarios against all races. People have started using Seeker Missiles. Used to be completely useless, way too expensive, way too much micro etc.

I understood your point!
Blizzard should just nerf the other units in toss unit in HOTS until we play the units they want us to play.
Grapefruit
Profile Joined November 2010
Germany439 Posts
July 31 2012 20:06 GMT
#246
On August 01 2012 04:47 Dyme wrote:
Show nested quote +
On August 01 2012 04:37 Grapefruit wrote:
On August 01 2012 04:28 Traceback wrote:
During the beta and shortly after release there were many units which were thought to be "useless", some of which are often used today.

We should just wait till the beta comes out in order to use them because the whole idea of innovation is to use something in a way that had not been thought of before.


For example? If there were "many" you should at least be able to name like 3-5.

No one really used Hellions till SlayerS Terrans came along and made Blizz nerf them.

Mothership was completely useless.

For a long time Protosses didn't know how incredibly good Zealots with upgrades are.

Mutas versus Protoss ~never happened.

Ghosts were useless, till suddenly they weren't and then they were nerfed for vP (EMP) and vZ (Snipe).

Recently Terrans started using Ravens / BCs in late-lategame scenarios against all races. People have started using Seeker Missiles. Used to be completely useless, way too expensive, way too much micro etc.


?

You say people thought many units where useless around the release of SC2. I ask you which and you reply with the usage of units far after the release of SC2. Those are two entirely different subjects.

Starcraft 2 is funny, everybody picks the race, which he considers to be the weakest. ¯\_(ツ)_/¯
Dalguno
Profile Blog Joined January 2011
United States2446 Posts
July 31 2012 20:10 GMT
#247
Just a question, do the spider mines damage friendly units?
"I'm gonna keep making drones cause I'm a baller, and ballers make drones." -Snute
Gendi2545
Profile Joined February 2012
South Africa50 Posts
July 31 2012 20:14 GMT
#248
What annoys me most about the mines is the 10s waiting time before it explodes. Not for any gameplay reason really, it just seems odd. Vulture mines tried to KILL you asap, these mines latch onto something, sit around doing nothing for no apparent reason and then explode. Why not blow up immediately? Kinda ruins the immersion/excitement a bit.
There is something strange in the Starcraft engine - liquipedia
Grapefruit
Profile Joined November 2010
Germany439 Posts
July 31 2012 20:15 GMT
#249
On August 01 2012 05:10 Dalguno wrote:
Just a question, do the spider mines damage friendly units?


No.
Starcraft 2 is funny, everybody picks the race, which he considers to be the weakest. ¯\_(ツ)_/¯
Babru
Profile Joined September 2010
196 Posts
Last Edited: 2012-07-31 20:28:10
July 31 2012 20:27 GMT
#250
Interesting write up. Just to clarify, the widow mine explosion deals damege to all units nearby?

I like the idea of widow mine dmg incresing over time, forcing micro.
Natengall
Profile Joined April 2010
United States60 Posts
Last Edited: 2012-07-31 22:27:15
July 31 2012 22:14 GMT
#251
On August 01 2012 04:48 PauseBreak wrote:
Design flaw: Its a 3 hour timer that you can simply select your unit and pull it away from your deathball. Not hard.
Design flaw: Not to mention the Mine takes up supply. Broodlings don't use supply and they deal damage. Stupid.
Design flaw: Any race can throw out a 50 mineral worker (or 25 min Ling) and just run around the map and trade minerals. Terrible mineral trade.
Desgin flaw: Just like Spider mines in BW. They, if used, will be only to take dmg away from the units at hand. Too expensive.

Solution: Just give Terran a decent 1a unit like Protoss and Zerg have. Fixed.


Logic flaw: It's a "3 hour timer (lol)" that your opponent can do absolutely nothing about once your scouting observer, harassing warp prism/oracle gets latched onto while sneaking up on the terran's base. This kind of a unit will ultimately change the metagame of TvP such that all protosses won't even bother harassing with expensive units, because it gets nullified completely by an inexpensive unit that all terrans will surely have because it is easy to deploy and can be separated from the main army to great effect.

Logic flaw: The mine takes up a supply that, with 200 target damage, can easily trade for a unit that's four with no micro -- and that supply would not have better been spent on a single marine. If broodlings took up supply, yes, this game would be stupid. Are you really arguing that broodlings should take up supply because they can attack? ...Newsflash: Broodlings are the attack...

Logic flaw: Any race can throw out a 50 mineral worker or hallucinations or zerglings or warp in units under a warp prism within range of widow mines and transform the warp prism back into transport mode to exploit a shitty Terran player that keeps his mines in autoattack. A smart terran would turn off autoattack and manually select beefy units (or better: spread out attack commands so that it is much harder to separate targetted units from untargetted units), and turn on autoattack to counter invisible units (dark templars, observers, swarm hosts).

Logic flaw: Just like spider mines in BW, the widow mines thrive in situations where your army is kept separate from them, so you don't deal damage to units that are already doomed.

Reality: Terrans can now 1a harder than Zerg and Protoss with their newfound warhounds and never have to worry about a counter attack, because of widow mines, yet players like you with the lack of forsight will whine about being underpowered regardless. Dustin Browder himself fears what the widow mine can and will do to the metagame of HotS with the current state of the unit.
http://us.battle.net/sc2/en/profile/594342/1/Natengall/
PauseBreak
Profile Blog Joined April 2011
United States270 Posts
Last Edited: 2012-08-01 02:06:57
August 01 2012 02:03 GMT
#252
On August 01 2012 07:14 Natengall wrote:
Reality: Terrans can now 1a harder than Zerg and Protoss with their newfound warhounds and never have to worry about a counter attack, because of widow mines, yet players like you with the lack of forsight will whine about being underpowered regardless. Dustin Browder himself fears what the widow mine can and will do to the metagame of HotS with the current state of the unit.


Reality Check: Terran will not be able to 1a harder than Zerg nor Protoss. Good job destroying any credibility that you had. Which you didn't.
Seeing as you play Protoss, 1a'ing is pretty much all you know how to do. So it figures that you would have to "micro" a mined unit out of your deathball would be too taxing for you.
Babru
Profile Joined September 2010
196 Posts
August 01 2012 02:09 GMT
#253
I want to know more about the widow mine. Searched liquepedia widow mine didnt find anything. How is it planted? Is its existense tied to supply? Anything that can be massed and doesnt take supply is always a good thing in sc2 seing as one can max out so fast and still have huge resource bank.
Qibla
Profile Joined December 2010
Australia343 Posts
August 01 2012 02:30 GMT
#254
The example with the TvP scenario would have a different outcome IMO if you kite them back. You place the mines under your Terran army, kill the zealots, then kit back and the stalkers/collossi will pick up the mines.

I say this as a Terran player who just got demoted and is on tilt, so no bias. Just need to think outside the box instead of expecting to A Move and win.
Are you calling moi a dipshit?
Zombo Joe
Profile Joined May 2010
Canada850 Posts
August 01 2012 02:40 GMT
#255
Why do people say terrans a move, its the only race that gets completely fucking raped if it a moves.
I am Terranfying.
Picklebread
Profile Joined June 2011
808 Posts
August 01 2012 02:43 GMT
#256
On August 01 2012 11:40 Zombo Joe wrote:
Why do people say terrans a move, its the only race that gets completely fucking raped if it a moves.

I have to agree with this.
terriBean
Profile Joined June 2011
Canada75 Posts
Last Edited: 2012-08-01 02:53:37
August 01 2012 02:46 GMT
#257
Forces enemies to micro differently in battles, and makes it so enemies have to be more careful when pushing/can't charge in blindly. It also forces the Terran to micro should they choose to use widow mines in direct engagements.

How is this bad?

It's situational, like any other unit in the game. They all have their own uses.

On July 31 2012 03:16 Grapefruit wrote:
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.


Rofl.... ok.
1) Forcing observers/overseers/enemy scans will benefit the widow mine user.
2) Overseers move slower than a lot of zerg units, the widow mine will also help with zerg run-bys. If widow mines are on the map, the enemy player will need to have a detection unit follow their main army should they move out. They'll need more if they want to split up their army and/or do counter attacks.
3) You really haven't made a point, I guess banshee cloak, burrow, and dark templars are all fundamentally flawed units too then, since observers/overseers/scans make them obsolete!

gg


edit: also, 12:19

Griffith`
Profile Joined September 2010
714 Posts
August 01 2012 02:49 GMT
#258
Vultures:

75 mineral unit that gives you 3 mines. No timer. No supply.

Widow Mine:

75/25 unit. 10 second timer. 1 supply.


lol wat
griffith.583 (NA)
tokicheese
Profile Joined April 2011
Canada739 Posts
Last Edited: 2012-08-01 03:39:25
August 01 2012 03:03 GMT
#259
On August 01 2012 11:46 terriBean wrote:
Forces enemies to micro differently in battles, and makes it so enemies have to be more careful when pushing/can't charge in blindly. It also forces the Terran to micro should they choose to use widow mines in direct engagements.

How is this bad?

It's situational, like any other unit in the game. They all have their own uses.

Show nested quote +
On July 31 2012 03:16 Grapefruit wrote:
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.


Rofl.... ok.
1) Forcing observers/overseers/enemy scans will benefit the widow mine user.
2) Overseers move slower than a lot of zerg units, the widow mine will also help with zerg run-bys. If widow mines are on the map, the enemy player will need to have a detection unit follow their main army should they move out. They'll need more if they want to split up their army and/or do counter attacks.
3) You really haven't made a point, I guess banshee cloak, burrow, and dark templars are all fundamentally flawed units too then, since observers/overseers/scans make them obsolete!

gg


edit: also, 12:19

http://www.youtube.com/watch?v=Vv-i8s0ipII


Who doesnt already have an observer with their protoss army...? Seriously that means nothing to have one they cost basically nothing and any toss who doesn't have one already deserves to lose because cloaked ghosts are incredibly common. There are no overseers any more vipers make things detectors now.

So no you made no points at all. Good try though.

In the vid he had all his swarm hosts balled and had no buffer for the mines that was just horrific play.
t༼ຈل͜ຈ༽ށ
NATO
Profile Joined April 2010
United States459 Posts
August 01 2012 03:10 GMT
#260
Not sure what the problem is. It's more effective against capital units and in non-1a situations. If it's too weak they can easily adjust the #s to match the weakness. (This included countdown time as well!)
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