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On October 09 2012 03:15 s3rp wrote:Show nested quote +On October 09 2012 01:45 yourself2k8 wrote:On October 09 2012 00:13 arcHoniC wrote:On October 08 2012 23:43 yourself2k8 wrote:Widow Mine
This unit has a new missile ability called Unstable Payload. Unstable Payload is an auto-cast ability that initiates once the Widow Mine is burrowed. It cannot be turned off unless the unit is unburrowed. This ability launches a missile at a target within 5 range, then starts to rearm another missile. Unstable Payload does 160 damage to a single target and 40 splash damage. The missile auto-acquires cloaked units. (Note: It will auto attack cloaked units without having detection.) The missile auto-acquires temporary units like Hallucinations, Infested Terrans, and Locusts. It takes 40 seconds to rearm the missile. The cost is free for now. The build time of this unit has increased to 40 seconds. I'm not seeing how this is any different than the shredder. It needs to be burrowed to attack. It does AoE to air and ground. They removed the shredder because it was strong and could be used offensively. Now they put it back in and called it a "mine." I really don't get this change, and wish they'd come up with new and interesting ideas instead of circling around to the same things again and again. The shredder did not have a 40 second reload time If that was all they needed to add to keep the shredder, why didn't they just add that and remove the mine? My point is that now that the mine doesn't self destruct, it is in concept the same as the shredder. It fills the same role that the shredder did, a role that the terran didn't need. Its just as easy to abuse offensively as the shredder was, which was the reason the shredder was removed in the first place. They made a change to an existing unit and turned it into a unit that they decided to remove earlier. What gives? It right now makes Mech kinda work in TvP though . Because after the they changed Battle Helions Bio they really became bad in TvP since they melt to Archons like crazy.
I think changing battle hellions to bio was a mistake, but that's personal opinion. I'll agree that widow mines needed to be more useful in TvP, but couldn't we have made them do extra damage to psionic or something to deal with archons? instead of making them unstoppable in TvZ?
If I have to go down the thought process of having a biological racecar....Has anyone tried mech + medivacs? Does that solve the issue of archons melting them?
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On October 09 2012 03:23 yourself2k8 wrote:Show nested quote +On October 09 2012 03:15 s3rp wrote:On October 09 2012 01:45 yourself2k8 wrote:On October 09 2012 00:13 arcHoniC wrote:On October 08 2012 23:43 yourself2k8 wrote:Widow Mine
This unit has a new missile ability called Unstable Payload. Unstable Payload is an auto-cast ability that initiates once the Widow Mine is burrowed. It cannot be turned off unless the unit is unburrowed. This ability launches a missile at a target within 5 range, then starts to rearm another missile. Unstable Payload does 160 damage to a single target and 40 splash damage. The missile auto-acquires cloaked units. (Note: It will auto attack cloaked units without having detection.) The missile auto-acquires temporary units like Hallucinations, Infested Terrans, and Locusts. It takes 40 seconds to rearm the missile. The cost is free for now. The build time of this unit has increased to 40 seconds. I'm not seeing how this is any different than the shredder. It needs to be burrowed to attack. It does AoE to air and ground. They removed the shredder because it was strong and could be used offensively. Now they put it back in and called it a "mine." I really don't get this change, and wish they'd come up with new and interesting ideas instead of circling around to the same things again and again. The shredder did not have a 40 second reload time If that was all they needed to add to keep the shredder, why didn't they just add that and remove the mine? My point is that now that the mine doesn't self destruct, it is in concept the same as the shredder. It fills the same role that the shredder did, a role that the terran didn't need. Its just as easy to abuse offensively as the shredder was, which was the reason the shredder was removed in the first place. They made a change to an existing unit and turned it into a unit that they decided to remove earlier. What gives? It right now makes Mech kinda work in TvP though . Because after the they changed Battle Helions Bio they really became bad in TvP since they melt to Archons like crazy. I think changing battle hellions to bio was a mistake, but that's personal opinion. I'll agree that widow mines needed to be more useful in TvP, but couldn't we have made them do extra damage to psionic or something to deal with archons? instead of making them unstoppable in TvZ? If I have to go down the thought process of having a biological racecar....Has anyone tried mech + medivacs? Does that solve the issue of archons melting them?
It's only been a few days, there will be changes. The widow mine works a lot better than I expected, and it makes mech more versatile. But yeah, there are some issues that need ironing out.
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On October 09 2012 03:23 yourself2k8 wrote:Show nested quote +On October 09 2012 03:15 s3rp wrote:On October 09 2012 01:45 yourself2k8 wrote:On October 09 2012 00:13 arcHoniC wrote:On October 08 2012 23:43 yourself2k8 wrote:Widow Mine
This unit has a new missile ability called Unstable Payload. Unstable Payload is an auto-cast ability that initiates once the Widow Mine is burrowed. It cannot be turned off unless the unit is unburrowed. This ability launches a missile at a target within 5 range, then starts to rearm another missile. Unstable Payload does 160 damage to a single target and 40 splash damage. The missile auto-acquires cloaked units. (Note: It will auto attack cloaked units without having detection.) The missile auto-acquires temporary units like Hallucinations, Infested Terrans, and Locusts. It takes 40 seconds to rearm the missile. The cost is free for now. The build time of this unit has increased to 40 seconds. I'm not seeing how this is any different than the shredder. It needs to be burrowed to attack. It does AoE to air and ground. They removed the shredder because it was strong and could be used offensively. Now they put it back in and called it a "mine." I really don't get this change, and wish they'd come up with new and interesting ideas instead of circling around to the same things again and again. The shredder did not have a 40 second reload time If that was all they needed to add to keep the shredder, why didn't they just add that and remove the mine? My point is that now that the mine doesn't self destruct, it is in concept the same as the shredder. It fills the same role that the shredder did, a role that the terran didn't need. Its just as easy to abuse offensively as the shredder was, which was the reason the shredder was removed in the first place. They made a change to an existing unit and turned it into a unit that they decided to remove earlier. What gives? It right now makes Mech kinda work in TvP though . Because after the they changed Battle Helions Bio they really became bad in TvP since they melt to Archons like crazy. I think changing battle hellions to bio was a mistake, but that's personal opinion. I'll agree that widow mines needed to be more useful in TvP, but couldn't we have made them do extra damage to psionic or something to deal with archons? instead of making them unstoppable in TvZ? If I have to go down the thought process of having a biological racecar....Has anyone tried mech + medivacs? Does that solve the issue of archons melting them?
Mech with Medivacs if not all that good since it takes away ALOT of Gas from your Core Units while only benefitting your buffer units . And not even that greatly to be honest because Archons deal 50-57~ with Splash . Strangly enough Bio + BH works well since you'll need Medivacs there anyway and BH deal with Zealots which is Bio's big weakness pretty well even at lower upgrades as long as you get Blueflame . But with Mech Medivacs aren't really useful so thats not really an option.
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On October 09 2012 03:33 s3rp wrote:Show nested quote +On October 09 2012 03:23 yourself2k8 wrote:On October 09 2012 03:15 s3rp wrote:On October 09 2012 01:45 yourself2k8 wrote:On October 09 2012 00:13 arcHoniC wrote:On October 08 2012 23:43 yourself2k8 wrote:Widow Mine
This unit has a new missile ability called Unstable Payload. Unstable Payload is an auto-cast ability that initiates once the Widow Mine is burrowed. It cannot be turned off unless the unit is unburrowed. This ability launches a missile at a target within 5 range, then starts to rearm another missile. Unstable Payload does 160 damage to a single target and 40 splash damage. The missile auto-acquires cloaked units. (Note: It will auto attack cloaked units without having detection.) The missile auto-acquires temporary units like Hallucinations, Infested Terrans, and Locusts. It takes 40 seconds to rearm the missile. The cost is free for now. The build time of this unit has increased to 40 seconds. I'm not seeing how this is any different than the shredder. It needs to be burrowed to attack. It does AoE to air and ground. They removed the shredder because it was strong and could be used offensively. Now they put it back in and called it a "mine." I really don't get this change, and wish they'd come up with new and interesting ideas instead of circling around to the same things again and again. The shredder did not have a 40 second reload time If that was all they needed to add to keep the shredder, why didn't they just add that and remove the mine? My point is that now that the mine doesn't self destruct, it is in concept the same as the shredder. It fills the same role that the shredder did, a role that the terran didn't need. Its just as easy to abuse offensively as the shredder was, which was the reason the shredder was removed in the first place. They made a change to an existing unit and turned it into a unit that they decided to remove earlier. What gives? It right now makes Mech kinda work in TvP though . Because after the they changed Battle Helions Bio they really became bad in TvP since they melt to Archons like crazy. I think changing battle hellions to bio was a mistake, but that's personal opinion. I'll agree that widow mines needed to be more useful in TvP, but couldn't we have made them do extra damage to psionic or something to deal with archons? instead of making them unstoppable in TvZ? If I have to go down the thought process of having a biological racecar....Has anyone tried mech + medivacs? Does that solve the issue of archons melting them? Mech with Medivacs if not all that good since it takes away ALOT of Gas from your Core Units while only benefitting your buffer units . And not even that greatly to be honest because Archons deal 50-57~ with Splash . Strangly enough Bio + BH works well since you'll need Medivacs there anyway and BH deal with Zealots which is Bio's big weakness pretty well even at lower upgrades as long as you get Blueflame . But with Mech Medivacs aren't really useful so thats not really an option.
Sort of the explanation I was expecting, but I had to ask since I've never tried it. Well, to my point... the widow mine could've been altered differently to meet this need in TvP, without completely destroying TvZ as seen in this QXC game.
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so, when do you guys think the next patch is coming?
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On October 09 2012 03:40 rpgalon wrote: so, when do you guys think the next patch is coming?
My guess is Friday if there is a pattern.
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On October 09 2012 03:40 rpgalon wrote: so, when do you guys think the next patch is coming?
Not soon enough.
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Oracle is the biggest troll unit in mine out situations now (kinda like it otherwise expensive observer, bad warp prism ... like the Tempest is a bad Carrier, must be hard for the HotS units for Toss and the ones that created them), but together with Queens you can turn Zerg buildings into mineral generators ... if you work together with your enemy... Still the Oracle is a nice throw in the mix if you go Stargate.
And if you go mech having a Medivac for drop saves you a bit of repair cost on Hellions, small bonus ... as for Archons destroying them in battle form, they needed another conter and the Archon actually was the best choice Imo. That being said normal Hellions tank Archons quiet well, so Hellion and Battle Hellions are needde and in a good position. You want Hellions anyway between your Battles. Widow mine will probably end up tech labbed, seeing all those scout factories landing everywhere and trying to build mines.
I want the last version back, autocast can be so frustrating. But it would be actually pretty funny if they would launch missiles like seeker missiles, so you can pull those missiles into opponents if you know what you are doing. Red laser tagger on the mines target, then the missiles flies and you have a tiny moment to position your unit, should also hit the last position of the target even if its dead or loaded in. Mini Reaver !
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On October 09 2012 03:33 s3rp wrote:Show nested quote +On October 09 2012 03:23 yourself2k8 wrote:On October 09 2012 03:15 s3rp wrote:On October 09 2012 01:45 yourself2k8 wrote:On October 09 2012 00:13 arcHoniC wrote:On October 08 2012 23:43 yourself2k8 wrote:Widow Mine
This unit has a new missile ability called Unstable Payload. Unstable Payload is an auto-cast ability that initiates once the Widow Mine is burrowed. It cannot be turned off unless the unit is unburrowed. This ability launches a missile at a target within 5 range, then starts to rearm another missile. Unstable Payload does 160 damage to a single target and 40 splash damage. The missile auto-acquires cloaked units. (Note: It will auto attack cloaked units without having detection.) The missile auto-acquires temporary units like Hallucinations, Infested Terrans, and Locusts. It takes 40 seconds to rearm the missile. The cost is free for now. The build time of this unit has increased to 40 seconds. I'm not seeing how this is any different than the shredder. It needs to be burrowed to attack. It does AoE to air and ground. They removed the shredder because it was strong and could be used offensively. Now they put it back in and called it a "mine." I really don't get this change, and wish they'd come up with new and interesting ideas instead of circling around to the same things again and again. The shredder did not have a 40 second reload time If that was all they needed to add to keep the shredder, why didn't they just add that and remove the mine? My point is that now that the mine doesn't self destruct, it is in concept the same as the shredder. It fills the same role that the shredder did, a role that the terran didn't need. Its just as easy to abuse offensively as the shredder was, which was the reason the shredder was removed in the first place. They made a change to an existing unit and turned it into a unit that they decided to remove earlier. What gives? It right now makes Mech kinda work in TvP though . Because after the they changed Battle Helions Bio they really became bad in TvP since they melt to Archons like crazy. I think changing battle hellions to bio was a mistake, but that's personal opinion. I'll agree that widow mines needed to be more useful in TvP, but couldn't we have made them do extra damage to psionic or something to deal with archons? instead of making them unstoppable in TvZ? If I have to go down the thought process of having a biological racecar....Has anyone tried mech + medivacs? Does that solve the issue of archons melting them? Mech with Medivacs if not all that good since it takes away ALOT of Gas from your Core Units while only benefitting your buffer units . And not even that greatly to be honest because Archons deal 50-57~ with Splash . Strangly enough Bio + BH works well since you'll need Medivacs there anyway and BH deal with Zealots which is Bio's big weakness pretty well even at lower upgrades as long as you get Blueflame . But with Mech Medivacs aren't really useful so thats not really an option.
Are you sure? The biggest problem with bio + BH I see is upgrades and to a lesser extent mobility. As you kind need air upgrades for Vikings, adding ground mech upgrades become a too much to bear. So it would be 0/0 BH (with Blueflame) against 3 / 3 Chargelots in the lategame. If someone has HOTS beta this would be an interesting test. The other point is their slow movement speed, bio often depends on kiting chargelots / the protoss army in general, which gets difficult with BH.
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And upon the day of the fifth balance update, Umpteen looked upon the Terrans, and he saw much rejoicing. And he spoke to them, asking "Why do you rejoice?" And they answered him: "We celebrate for now we too have Banelings!" And Umpteen's brow was furrowed, for the Baneling was a Zerg creation. Seeing his countenance, the Terrans hastened to explain: "Not true banelings, but machines made in their likeness."
"Machines that destroy themselves valiantly in battle, so others may live?" Umpteen asked, perplexed. And there was great mirth at his words. "Nay," spoke the Terrans. "The machine lives on to fight again."
Next Umpteen asked, "Machines capable of inflicting twenty damage, and thirty-five against light?" Again there was great mirth. "Nay," was the reply. "Forty to all! And sixty and one hundred to the one struck."
Umpteen spoke again: "Still, machines which must cleave to their targets." Once more they answered "Nay!"
"Fragile things!" he gasped. "Quick to expire!" "Thrice nay!" was the answer. "They have the strength of the noble Hydra!"
"Then surely the cost must be commensurate!" he declared, and there was uproarious laughter. "Scarcely half! A pittance more than the baneling itself!"
In great consternation, he cried "But there is no upgrade to hide them from sight!" "Nay!" was the taunting cry. "Nay, for they are born with this facility! And they see all; strike all - yea, even those things that hide in the earth or fly over it or veil themselves from mortal sight." And the noise of their merriment was considerable.
And lo, as it was before and as it was prophesised, the Heart of the Swarm expansion condemned the Zerg race to the Augean Stables, there with their bare hands to deal again with almost inconceivable quantities of bullshit.
+ Show Spoiler +Don't take this in the least seriously; just a bit of fun
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On October 09 2012 05:34 puissance wrote:Show nested quote +On October 09 2012 03:33 s3rp wrote:On October 09 2012 03:23 yourself2k8 wrote:On October 09 2012 03:15 s3rp wrote:On October 09 2012 01:45 yourself2k8 wrote:On October 09 2012 00:13 arcHoniC wrote:On October 08 2012 23:43 yourself2k8 wrote:Widow Mine
This unit has a new missile ability called Unstable Payload. Unstable Payload is an auto-cast ability that initiates once the Widow Mine is burrowed. It cannot be turned off unless the unit is unburrowed. This ability launches a missile at a target within 5 range, then starts to rearm another missile. Unstable Payload does 160 damage to a single target and 40 splash damage. The missile auto-acquires cloaked units. (Note: It will auto attack cloaked units without having detection.) The missile auto-acquires temporary units like Hallucinations, Infested Terrans, and Locusts. It takes 40 seconds to rearm the missile. The cost is free for now. The build time of this unit has increased to 40 seconds. I'm not seeing how this is any different than the shredder. It needs to be burrowed to attack. It does AoE to air and ground. They removed the shredder because it was strong and could be used offensively. Now they put it back in and called it a "mine." I really don't get this change, and wish they'd come up with new and interesting ideas instead of circling around to the same things again and again. The shredder did not have a 40 second reload time If that was all they needed to add to keep the shredder, why didn't they just add that and remove the mine? My point is that now that the mine doesn't self destruct, it is in concept the same as the shredder. It fills the same role that the shredder did, a role that the terran didn't need. Its just as easy to abuse offensively as the shredder was, which was the reason the shredder was removed in the first place. They made a change to an existing unit and turned it into a unit that they decided to remove earlier. What gives? It right now makes Mech kinda work in TvP though . Because after the they changed Battle Helions Bio they really became bad in TvP since they melt to Archons like crazy. I think changing battle hellions to bio was a mistake, but that's personal opinion. I'll agree that widow mines needed to be more useful in TvP, but couldn't we have made them do extra damage to psionic or something to deal with archons? instead of making them unstoppable in TvZ? If I have to go down the thought process of having a biological racecar....Has anyone tried mech + medivacs? Does that solve the issue of archons melting them? Mech with Medivacs if not all that good since it takes away ALOT of Gas from your Core Units while only benefitting your buffer units . And not even that greatly to be honest because Archons deal 50-57~ with Splash . Strangly enough Bio + BH works well since you'll need Medivacs there anyway and BH deal with Zealots which is Bio's big weakness pretty well even at lower upgrades as long as you get Blueflame . But with Mech Medivacs aren't really useful so thats not really an option. Are you sure? The biggest problem with bio + BH I see is upgrades and to a lesser extent mobility. As you kind need air upgrades for Vikings, adding ground mech upgrades become a too much to bear. So it would be 0/0 BH (with Blueflame) against 3 / 3 Chargelots in the lategame. If someone has HOTS beta this would be an interesting test. The other point is their slow movement speed, bio often depends on kiting chargelots / the protoss army in general, which gets difficult with BH.
Well even at 0/0 they deal with Zealots pretty well even though they themselves die pretty fast. And getting a second armory for +1 or +2 isn't really a problem. The mobility part well they move just as fast as unstimmed Bio . For the kiting part well you can kite with your Bio if you have to although a nicely build wall of BH for Zealots will Buffer pretty nicely and and gives the Bio more time to reach/kill the more vulnerable parts of the Toss army. When the Zealots are gone you don't really need to kite anymore and can focus on spreading your Bio to move in. Has to be done before a new wave of Zealots arrives though. BH/Helion build pretty fast but still have to move around to your army.
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On October 09 2012 05:44 Umpteen wrote:And upon the day of the fifth balance update, Umpteen looked upon the Terrans, and he saw much rejoicing. And he spoke to them, asking "Why do you rejoice?" And they answered him: "We celebrate for now we too have Banelings!" And Umpteen's brow was furrowed, for the Baneling was a Zerg creation. Seeing his countenance, the Terrans hastened to explain: "Not true banelings, but machines made in their likeness."
"Machines that destroy themselves valiantly in battle, so others may live?" Umpteen asked, perplexed. And there was great mirth at his words. "Nay," spoke the Terrans. "The machine lives on to fight again."
Next Umpteen asked, "Machines capable of inflicting twenty damage, and thirty-five against light?" Again there was great mirth. "Nay," was the reply. "Forty to all! And sixty and one hundred to the one struck."
Umpteen spoke again: "Still, machines which must cleave to their targets." Once more they answered "Nay!"
"Fragile things!" he gasped. "Quick to expire!" "Thrice nay!" was the answer. "They have the strength of the noble Hydra!"
"Then surely the cost must be commensurate!" he declared, and there was uproarious laughter. "Scarcely half! A pittance more than the baneling itself!"
In great consternation, he cried "But there is no upgrade to hide them from sight!" "Nay!" was the taunting cry. "Nay, for they are born with this facility! And they see all; strike all - yea, even those things that hide in the earth or fly over it or veil themselves from mortal sight." And the noise of their merriment was considerable.
And lo, as it was before and as it was prophesised, the Heart of the Swarm expansion condemned the Zerg race to the Augean Stables, there with their bare hands to deal again with almost inconceivable quantities of bullshit.+ Show Spoiler +Don't take this in the least seriously; just a bit of fun
quoted for awesomeness
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On October 09 2012 05:44 Umpteen wrote:And upon the day of the fifth balance update, Umpteen looked upon the Terrans, and he saw much rejoicing. And he spoke to them, asking "Why do you rejoice?" And they answered him: "We celebrate for now we too have Banelings!" And Umpteen's brow was furrowed, for the Baneling was a Zerg creation. Seeing his countenance, the Terrans hastened to explain: "Not true banelings, but machines made in their likeness."
"Machines that destroy themselves valiantly in battle, so others may live?" Umpteen asked, perplexed. And there was great mirth at his words. "Nay," spoke the Terrans. "The machine lives on to fight again."
Next Umpteen asked, "Machines capable of inflicting twenty damage, and thirty-five against light?" Again there was great mirth. "Nay," was the reply. "Forty to all! And sixty and one hundred to the one struck."
Umpteen spoke again: "Still, machines which must cleave to their targets." Once more they answered "Nay!"
"Fragile things!" he gasped. "Quick to expire!" "Thrice nay!" was the answer. "They have the strength of the noble Hydra!"
"Then surely the cost must be commensurate!" he declared, and there was uproarious laughter. "Scarcely half! A pittance more than the baneling itself!"
In great consternation, he cried "But there is no upgrade to hide them from sight!" "Nay!" was the taunting cry. "Nay, for they are born with this facility! And they see all; strike all - yea, even those things that hide in the earth or fly over it or veil themselves from mortal sight." And the noise of their merriment was considerable.
And lo, as it was before and as it was prophesised, the Heart of the Swarm expansion condemned the Zerg race to the Augean Stables, there with their bare hands to deal again with almost inconceivable quantities of bullshit.+ Show Spoiler +Don't take this in the least seriously; just a bit of fun Ok, this is the best part of this thread. Can we get a second hymn highlighting the confusion of the oracle? And that of the stewardship of the Mothership Core?
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On October 09 2012 05:44 Umpteen wrote:And upon the day of the fifth balance update, Umpteen looked upon the Terrans, and he saw much rejoicing. And he spoke to them, asking "Why do you rejoice?" And they answered him: "We celebrate for now we too have Banelings!" And Umpteen's brow was furrowed, for the Baneling was a Zerg creation. Seeing his countenance, the Terrans hastened to explain: "Not true banelings, but machines made in their likeness."
"Machines that destroy themselves valiantly in battle, so others may live?" Umpteen asked, perplexed. And there was great mirth at his words. "Nay," spoke the Terrans. "The machine lives on to fight again."
Next Umpteen asked, "Machines capable of inflicting twenty damage, and thirty-five against light?" Again there was great mirth. "Nay," was the reply. "Forty to all! And sixty and one hundred to the one struck."
Umpteen spoke again: "Still, machines which must cleave to their targets." Once more they answered "Nay!"
"Fragile things!" he gasped. "Quick to expire!" "Thrice nay!" was the answer. "They have the strength of the noble Hydra!"
"Then surely the cost must be commensurate!" he declared, and there was uproarious laughter. "Scarcely half! A pittance more than the baneling itself!"
In great consternation, he cried "But there is no upgrade to hide them from sight!" "Nay!" was the taunting cry. "Nay, for they are born with this facility! And they see all; strike all - yea, even those things that hide in the earth or fly over it or veil themselves from mortal sight." And the noise of their merriment was considerable.
And lo, as it was before and as it was prophesised, the Heart of the Swarm expansion condemned the Zerg race to the Augean Stables, there with their bare hands to deal again with almost inconceivable quantities of bullshit.+ Show Spoiler +Don't take this in the least seriously; just a bit of fun
I am a Terran and thought this was hilarious, very good post!
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My suggestion might be remove the widow mine completely, then add abilities to the reaper and thor. The reaper lays spider mines, and the thor gets the ability/missle the current widow mine has as a casting ability. so thor can shoot the missle and reaper lays spider mines, much more fun and more balanced in my opinion.
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Even more turtle-inducing game designs. As if this game hasn't already rewarded turtle play enough.
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I mean, so widow mine is now basically a watch tower on a timer.. is that it? Not being able to manually fire is also stupid. What does it add to the game removing the ability to manually target/fire? Only circumstance that is helpful is when player completely misses enemy movement or don't pay attention to them at all. So basically it helps prevent noobs from missing a chance to blow something up. (and the chances are they won't even notice that it blew something up.. lol) How wonderful.
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On October 09 2012 07:07 usethis2 wrote: I mean, so widow mine is now basically a watch tower on a timer.. is that it? Not being able to manually fire is also stupid. What does it add to the game removing the ability to manually target/fire? Only circumstance that is helpful is when player completely misses enemy movement or don't pay attention to them at all. So basically it helps prevent noobs from missing a chance to blow something up. (and the chances are they won't even notice that it blew something up.. lol) How wonderful.
Well you can position them to cover your army from flanks and/or to cover a tankline in TvZ/TvP . As defensive units it's not so hot right now with the 40 seconds CD though since it's not really a good idea to leave behind too much supply.
Once enough long range units and detection are out it kinda loses its use but it still way better than before.
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On October 06 2012 08:20 red4ce wrote: The new widow mine seems pretty cool. The burrow and shoot stuff mechanic seems a little to similar to the swarm host but I imagine there are enough differences between the units so they don't feel the same. Void Siphon sounds incredibly stupid and useless though. Draining minerals from a building sounds like a rejected WC3 ability. Grubby suggestion, probably. XD Grunts used to hit buildings to generate profit. (Pillage?)
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On October 09 2012 07:40 s3rp wrote:Show nested quote +On October 09 2012 07:07 usethis2 wrote: I mean, so widow mine is now basically a watch tower on a timer.. is that it? Not being able to manually fire is also stupid. What does it add to the game removing the ability to manually target/fire? Only circumstance that is helpful is when player completely misses enemy movement or don't pay attention to them at all. So basically it helps prevent noobs from missing a chance to blow something up. (and the chances are they won't even notice that it blew something up.. lol) How wonderful. Well you can position them to cover your army from flanks and/or to cover a tankline in TvZ/TvP . As defensive units it's not so hot right now with the 40 seconds CD though since it's not really a good idea to leave behind too much supply. Once enough long range units and detection are out it kinda loses its use but it still way better than before. But the design still makes no sense. Even for pros. Unless you stare at the mines all the time, you have no idea which cloaked/burrowed units they hit, since those do not show up on minimap. You can only verify looking at the timer afterwards, "Oh, it must have killed something.'
Seriously?
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