|
Widow Mine – Light, Mechanical
("Requires Factory Minerals: 75 Gas: 25 Supply: 1 Build Time: 20 Health: - Speed: - Attack Damage: 200* Attack Range: * Attack Delay: 10 Seconds after latching on. Special Ability – Burrow: 3 seconds to burrow. Aside from the time to burrow it functions exactly the same as regular burrow. After burrowing and a brief arming time the mine will launch up and latch itself to a unit. The mine has a limited type of detection in that it will not give you detection, but will latch on to and reveal invisible units. Ground or air. The range is approximately 5-6 and the explosion does an AoE with a radius of about 3-4. Multiple mines cannot latch on to the same unit, and a small countdown animation visible to you and your opponent appears on the unit affected. There is a 10 second delay between attachment and detonation. There is no known way to remove the mines short of detonation. http://www.teamliquid.net/forum/viewmessage.php?topic_id=343635") 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 |
|
Have a group of zerglings move ahead of the army with an overseer and just clean up the mines?
Dunno, seems horribly gimmicky. |
|
Hallucinations?
|
|
Edited by KLC on 12/07/12 12:59 (BST)
Ok so u want sentry to use its energy for mines so there are no ff any more… Do u now how early widow mines can be produced and at what rate?…
For the zergling part… one mine can destroy a pack of zerglings because of AOE so u need to send 1 maybe 2 at the time maybe separate and hope not just to waste them against marines or other kinds of jazz… u feel me? And as shown in the battle report u can just run them in and burrow them on top of the thingies u want to kill… so do not think the solutions are that simple… but do hope so!!! :) |
|
Sentry uses energy for hallucinations, terran uses minerals and gas for mines. It's a trade.
1 ling for one mine. 25 minerals for 75/25. Seems like a pretty good trade to me. Honestly, while I do think mines are overly gimmicky, they don't seem uncounterable at all. You just have to be more careful and scout more when traversing the map, which is always good. They're burrowing on top of your units in battle? Micro your troops and kill them, or run away. |
|
Edited by HcoreUnited on 13/07/12 08:38 (BST)
Widow Mine – Light, Mechanical If its good,it will be nerfed to oblivion ,dont worry be :) |
For the zergling part… one mine can destroy a pack of zerglings because of AOE so u need to send 1 maybe 2 at the time maybe separate and hope not just to waste them against marines or other kinds of jazz… u feel me? And as shown in the battle report u can just run them in and burrow them on top of the thingies u want to kill… so do not think the solutions are that simple… but do hope so!!! :) They have a 10 second detonation time, which is plenty to select the tergeted zergling and run away (or run it into your opponants army) with it. The 'burrow on top of things' only happened to swarm hosts and vipers, both were uncapable to do damage at that point. The damage the widow mines did was more due to the fact that there were no support units like ling or roaches. I didn't see a problem here, as it could have easely be prevented by the zerg player. The widowmine only worries me in TvP as protoss does not seem to have an effecient counter to it. As it is, the widow mine has a range of 6, the same as a stalker. Though this can easely be fixed be reducing the range of the widow mine, allowing stalkers to kill them before they come in range to lash on to their target. Overal I like that the widow mine will force zergs and protoss players to be more cautious when moving around the map. Like a terran version of burrowed banelings (which strangely, though one of the most powerfull tools in ZvT, is hardly ever used). |
|
Community
|
Edited by Kapeselus on 13/07/12 15:48 (BST)
How cost-efficient can this be I wonder? 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. |
#9
13/07/2012
|
How cost-efficient can this be I wonder? You are making it sound like HoTS will never be out lol. Oh and if you guys take out the Widow Mine, I doubt many players are gonna be terrans in hots. For one reason: Widow Mines are the funnest thing being added to them, take that away and terrans are just getting the basic units...build a unit, put it with army, move out and attack your opponent. |
Thanks for the comment - much appreciated. |
Its sad seeing all these zergs and tosses that does not want terran to have any fun stuff! Well, Siege Tanks are becoming used less and less with current metagame and Abduct is just another nail to the eye. Ignoring that it looks ridiculous and grants almost free snipe of a high tech unit regardless of positioning. Blizzard, spells should enhance micro, not deny it! |
|
since we're talking about Hots new units, i's like to speak about the oracle. I've seen them in action (in the videos commentated by day9 and rob simpson), and as much as i hate using a word that's been so misused in these forums, they seem overpowered.
The problem is, apparently, they are a low risk/high reward unit. you can deny all mining from a base almost indefinitely, just put an oracle near each of your opponent's base and hit entomb regularly, a bit like a zerg hitting his injects. Photon cannons, turrets and spore crawler do not seem to bother them at all, since they're under fire for a very short amount of time. Spine crawlers or cannons don't do nearly enough damage to get rid of the mineral prisons before their time is up. the workers must all be sent to attack those prisons, then sent back to mining manually each time, which requires a lot of apm overall. They effectively force an opponent to go air to get rid of them, which is another huge hit at your economy if you did not plan to go air. And finally they are very fast, not sure if corruptors or vikings could actually catch them. Now I'm certainly not saying idiotic things like "the game is broken" or "toss imba", I know it is a work in progress. I'm just asking, am I right and if not, why am I wrong? |
|
Edited by Mojko on 13/07/12 21:01 (BST)
I think the biggest problem of the Widow mine is the fact that they can be used offensively as shown in the Day9 cast and it can't be taken off a unit once deployed.
I would like to have an option to remove the mine somehow, for example: If the effected unit is hit by friendly fire the widow mine is destroyed, but the effected unit remains (but taking the friendly fire damage). This would give the option to high APM players to get rid of the mines and save their units, but some damage would be suffered nonetheless. This idea can be further balanced by amount of damage that is required to destroy the deployed widow mine and widow mine deploy time. |
|
I would not worry too much about the oracle.
As it is, protoss air is very weak and hardly used. It gives little gain to open with air and it transitions into nothing, not to mention it does not provide detection. I welcome a nice new toss air unit that will make it more appealing to go stargate tech before templar or robo tech. The oracle itself is an expensive air unit so it's not like protoss can just easely mix in 3 oracles without sevearly delaying other tech. Blizzard already seems aware of the low risk of sending them into mineral lines by giving them only a small amount of shields (20 iirc). This means that it will take unrepairable hull damage if there are units or static AA defences present. Overal I consider the oracle a good spelcaster that can be used in low numbers. I like how it's abilities are very unique aswel as the way in which it harrasses by preventing mining instead of just killing drones like every other form of harrasment. Besides, it if really does turn out to be OP, blizzard is always ready to knee-jerk nerf it into the ground by 'slighty' reducing it's abilities to be 50% less effective. |
|
Edited by Monkybone on 13/07/12 21:04 (BST)
Well, Siege Tanks are becoming used less and less with current metagame and Abduct is just another nail to the eye. Ignoring that it looks ridiculous and grants almost free snipe of a high tech unit regardless of positioning. Yep, I agree with this. We have enough anti-micro spells, Zerg already has fungal. Abduct demolishes a lot of micro and positioning situations by forcing passiveness. Good control of key units will become much more irrelevant, which is bad. Storm on the other hand is a really good spell, because it creates awesome micro situations where good micro really rewards the player. Banelings too. That's why I like blinding cloud, but not abduct. |
You don't think the tempest is a valuable unit? especially used with an oracle that can give you the vision of any enemy building? But I did not know about the high price and low shield, that indeed must balance things up. |










