[D]Why Widow Mine is Hard to Balance - Page 5
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Communism
United States176 Posts
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DeCoup
Australia1933 Posts
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Communism
United States176 Posts
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MoonCricket
222 Posts
On December 13 2012 02:14 blarkh wrote: I have a whacky idea that noone seems to have come up with yet. I'm really not sure what the consequences would be, but I figure it would be even more rewarding micro wise. What do you think would happen if Widow Mines weren't cloaked? You'd have to increase the range of the unit to 6 in order to stop Stalkers and Marauders from clearing them out, but at least a non-cloaked Widow Mine wouldn't be as much as a hard counter to Banshees, Medivacs and Mutalisks if all they did was deter flight paths instead of hard counter air play by virtue of having a surprise and first stike advantage. The problem tho' is that it becomes very easy for a Zergling to just dance by and activate all of them, so maybe you'd have to give them the option to turn off auto-fire again? | ||
Novacute
Australia313 Posts
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badname
Australia25 Posts
-Delay from when mine is triggered to when the pay load hits increased by X amount of time. (consideration: buffing the mine to compensate for this nerf) reasoning: It is unreasonable for fast units to always have slow detectors lagging behind them just because of the threat that they could move over a mine field at any time. For example even if you always paired a flock of mutalisks with an overseer the overseer is much slower then the mutalisks even if it has the speed upgrade, meaning just the threat that widow mines can exist will slows down the mutalisk flock to only move at the speed of an overseer, therefore negating the point of the mutalisk's high speed. Alternatively you could rolls the dice and hope the terran didn't make mines or placed them poorly but why bother when it is safer to just make a slow ass death ball that can easily have detection keep up with it. In conclusion making the delay between trigger and hit being much slower allows your more speedy units to safely move around assuming you have the awareness and micro skills needed to pull back out of range or focus fire the second you trigger the mine. -alternative way to solve this issue is to make the mine somewhat visible when borrowed. A detector should still be needed to actually attack the mine tho. reasoning: This clearly works by letting you just avoid the mine and judge if it good to attack or not. | ||
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