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Heart of the Swarm Unit Stats - Page 30

Forum Index > StarCraft 2 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 All
 
 Inkstorm   United States. June 12 2012 00:40. Posts 10
Profile # 
I really don't get everyone's obsession with the widow mine. I can see some select strategies that they counter which I'll point out, but I simply don't believe that justifies their spot in the game.

Advantages Against Each Race

vTerran
+ Show Spoiler +

vProtoss
+ Show Spoiler +

vZerg
+ Show Spoiler +

Counters

vTerran
+ Show Spoiler +

vZerg
+ Show Spoiler +

vProtoss
+ Show Spoiler +

So, what is it that everyone sees in the widow mine that I have overlooked?

- - - - - - - - - -

PS: You are delusional if you believe widow mines shouldn't be able to target air. Those are the most reasonable, cost effective units that widow mines will trade with.

Also, if anyone could help answers these questions for me then I would greatly appreciate it.
1. What happens if a unit with a widow mine attached is killed before the timer runs out?
2. Can widow mines attach to biological buildings (spine crawlers for instance)?
3. What happens to the spider mine attached when a drone begins to morph into a building?
Last edit: 2012-06-12 03:25:29
Old Post

 
 ZenithM   France. June 12 2012 00:41. Posts 8301
Profile # 

On June 11 2012 23:48 Noocta wrote:

Show nested quote +



They will need to buff their range or something anyway.
Reaper unable to kite queens make them uselness pretty much.

And you can't even bunker rush that effectively with reaper now that they don't have the building attack.

I agree. 1 reaper won't do shit against the UltraQueen. I think if you commit to 3 though you could hop in the main, kill 1 or 2 drones without losing any reaper and hop back, but for one, do you really want to commit to 3 reapers? ("no" is the answer), and for two, zerg probably has speed by then and reapers are fucked without their own speed upgrade...
MarineKing is my way of Terran.
Old Post

 
 mick007   Belgium. June 12 2012 00:46. Posts 2
Profile # 
I have 3 quick questions regarding the ghost, the corruptors and the raven for those who play at the mlg :
- Do corruptors have the "syphonning ability" in Hots ? Or was the ability removed ?
- Do the ghosts have the new cloaking ability (something like "x" seconds cloaking duration with "y" seconds cd maybe?)
- Any little modifications about the raven ? (slight redution in cost, build time slighty reduced ?)

thanks
Old Post

  YouMake   United States. June 12 2012 01:00. Posts 262Profile Blog # 

On June 09 2012 17:57 firehand101 wrote:
Spoiler would be nice, but other than that good job!
And warhound price does not sound too bad, it is like a mini thor so it should be a lot cheaper



It's pretty much a Goliath from SC1 so does that mean big thor is gone?
It's time to kick ass and chew bubble gum, but all out of bubble gum! - Duke Nukem!
Old Post

 
 ZeromuS   Canada. June 12 2012 01:04. Posts 8291
Profile Blog # 

On June 12 2012 01:00 YouMake wrote:

Show nested quote +




It's pretty much a Goliath from SC1 so does that mean big thor is gone?


No, the warhound doesnt shoot up so the thor still in.
uOttawa SC2 Club/CSL Team join@uostarcraft.com | Will we see a hatchery this game? - Tasteless (Game 2 Naniwa vs. Leenock MLG winter Arena)
Old Post

 
 SarcasmMonster   June 12 2012 01:05. Posts 2897
Profile # 

On June 12 2012 01:00 YouMake wrote:

Show nested quote +




It's pretty much a Goliath from SC1 so does that mean big thor is gone?


The Warhound is nothing like the Goliath in terms of gameplay...
MMA: The true King of Wings
Old Post

 
 Noocta   France. June 12 2012 01:08. Posts 8626
Profile # 

On June 12 2012 00:37 Jermstuddog wrote:

Show nested quote +



About as imba as infestors with neural parasite.

Amirite?


They isn''th any counter play at " My unit got pulled"
Against NP, you kill the infestors who can't move and it end. Counter play.
Last edit: 2012-06-12 01:08:34
There are no secrets to success. It is the result of preparation, hard work, and learning from failure.
Old Post

 
 Teoita   Italy. June 12 2012 01:09. Posts 4252
Profile Blog # 

On June 12 2012 00:37 Jermstuddog wrote:

Show nested quote +



About as imba as infestors with neural parasite.

Amirite?


It's a bit different though; you can focus fire an infestor channeling neural, but once you get the abduct off that unit is basically down for good. We'll see how it plays out.
Last edit: 2012-06-12 01:10:05
Protoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
Old Post

 
 Charon1979   Austria. June 12 2012 01:11. Posts 309
Profile # 

So, what is it that everyone sees in the widow mine that I have overlooked?


You just see its defensive capabilities while other people see their huge aggression potential too. By the time you do a reactor hellion expand, you could have produced 6 mines, burrowing them next to gateways (and kill every unit coming out before detection) or right under queens, in mineral lines, or anywhere you think 200 guaranteed damage would add nicely.
 
Old Post

 
 moskonia   Israel. June 12 2012 01:12. Posts 932
Profile # 

On June 12 2012 01:00 YouMake wrote:

Show nested quote +




It's pretty much a Goliath from SC1 so does that mean big thor is gone?

It is very different from the Goliath in SC1, since they don't attack air and they have anti mech focus with the missiles. Also, the Thor is still here
"He who learns to walk, should never crawl again"
Old Post

 
 s3rp   Germany. June 12 2012 01:39. Posts 2798
Profile # 

On June 12 2012 00:41 ZenithM wrote:

Show nested quote +


I agree. 1 reaper won't do shit against the UltraQueen. I think if you commit to 3 though you could hop in the main, kill 1 or 2 drones without losing any reaper and hop back, but for one, do you really want to commit to 3 reapers? ("no" is the answer), and for two, zerg probably has speed by then and reapers are fucked without their own speed upgrade...


The guy in the battle report build 3 Reapers and although the Zerg had zero lings or spines he killed 4 Drones at most before they died . Great investment.
Old Post

 
 Inkstorm   United States. June 12 2012 01:51. Posts 10
Profile # 

On June 12 2012 01:11 Charon1979 wrote:
You just see its defensive capabilities while other people see their huge aggression potential too. By the time you do a reactor hellion expand, you could have produced 6 mines, burrowing them next to gateways (and kill every unit coming out before detection) or right under queens, in mineral lines, or anywhere you think 200 guaranteed damage would add nicely.


Let's take things one step at a time.
1. You open the with a reactor factory build and produce 6 widow mines. Awesome, widow mines can be good but it's important to note that we no longer have hellions.
2. You take your 6 widow mines into your opponent's base.
- Your Protoss opponent didn't make a forge which would grant detection (i.e. cannons), wall himself off to prevent units from entering his base, research warpgate so that his T1 units come out directly from his gateways, or create any units to destroy the widow mines whlie they spend 3 seconds burrowing.
- Your Terran opponent also didn't wall himself, create any marines which could destroy the spider mines from a safe distance, or upgrade his CC into a observatory which would grant him scans.
- Your Zerg opponent has no zerglings which would trip the mines nor any that would attack them. In addition, their queen is spamming the stop command so she also attack or simply waddle away. If that wasn't enough, they didn't see the widow mines move on their creep nor have a spine crawler gaurding their base.
3. You take out some of their T1 units and all of your widow mines are now dead.

So... how again does this make widow mines good again?

- - - - - - - - -

On June 12 2012 02:11 willoc wrote:
Just like banelings they will totally suck! Everyone always stays 100% focused on their army ball when they are moving it around the map anyway! /sarcasm.


How can compare rolling banelings with widow mines?

Banelings: Detonates on contact (or manually if necessary) with a bonus to light units which they're supposed to counter. They also serve the role of weakening your opponent's army so that the muta / zergling back-up can clear away the remains.

Widow Mines: Take 3 seconds to burrow, independently select a unit to attach to within their range (which I believe is 4), and have a 10 second delay before exploding...

Tell me how that works half your spider mines are destroyed before burrowing at your opponent's feet while the other half are don't matter because your opponent took two steps back.
Last edit: 2012-06-12 02:26:06
Old Post

 
 Jermstuddog   United States. June 12 2012 01:54. Posts 2054
Profile Blog # 

On June 12 2012 01:09 Teoita wrote:

Show nested quote +



It's a bit different though; you can focus fire an infestor channeling neural, but once you get the abduct off that unit is basically down for good. We'll see how it plays out.


I was more pointing out how NP got nerfed from 9 range to useless.

And people are already complaining about abduct from 7 range and it hasn't even hit the game yet. Can't wait for the future 4 range abduct... Will be awesome...
As it turns out, marines don't actually cost any money -Jinro
Old Post

 
 zhurai   United States. June 12 2012 02:01. Posts 5560
Profile Blog # 
I'm still saying that abduct should be like devourer/pudge hook cause it'll be kinda funny

I also don't think that the widow mines + swarm hosts' locusts should be able to shoot up
(also if the locusts dont' hit up, then maybe I can use ravens to try to hsm the swarmhosts - like lurker+sci vessel, but atm I don't think you can do that cause the locusts would just kill it...)
Twitter: @zhurai | Site: http://zhurai.com | Streamer, Translator (JP->EN) | Staff at Fuwanovel and Assistant Manager for FXO.NA SC2 |
Old Post

 
 Yourmomsbasement   Canada. June 12 2012 02:08. Posts 35
Profile # 
Hydra speed and burrow charge for ultras will bring back the feeling of zerg swarming, fast and fragile is how I like my zerg. In WoL zerg felt so slow... hydras almost never see play, ultra is so easy to micro against, broods....
Now we can mix in speed hydras to protect broods and have a better reason to switch the ultra!

Love that the mineral lockout is not purely time based, the spine crawler hitting them off fixed all my fears of Protoss becoming mass harassment.

Warhound: THANK YOU. TvT really needs this! Not sure how useful it will be against other races. Battle mode hellions don't make sense as far as storyline. Why do hitpoints change? I fell that it should be a change to armour, +2 in battle mode. Like if a transformer morphed to a mode that allowed it to be better covered by plating at the cost of speed. curious how it will work if they keep it as hitpoint change, what if it's taken damage before morphing? Will it scale or just stay at the level of damage ie: 50/100 hp scaled down to 25/50 or still 50/50.
General game streamer and improving SC2 player
Old Post

 
 willoc   Canada. June 12 2012 02:11. Posts 982
Profile # 

On June 12 2012 01:51 Inkstorm wrote:

Show nested quote +



Let's take things one step at a time.
1. You open the with a reactor factory build and produce 6 widow mines. Awesome, widow mines can be good but it's important to note that we no longer have hellions.
2. You take your 6 widow mines into your opponent's base.
- Your Protoss opponent didn't make a forge which would grant detection (i.e. cannons), wall himself off to prevent units from entering his base, research warpgate so that his T1 units come out directly from his gateways, or create any units to destroy the widow mines whlie they spend 3 seconds burrowing.
- Your Terran opponent also didn't wall himself, create any marines which could destroy the spider mines from a safe distance, or upgrade his CC into a observatory which would grant him scans.
- Your Zerg opponent has no zerglings which would trip the mines nor any that would attack them. In addition, their queen is spamming the stop command so she also attack or simply waddle away. If that wasn't enough, they didn't see the widow mines move on their creep nor have a spine crawler gaurding their base.
3. You take out some of their T1 units and all of your widow mines are now dead.

So... how again does this make widow mines good again?


Just like banelings they will totally suck! Everyone always stays 100% focused on their army ball when they are moving it around the map anyway! /sarcasm.
Be bold and mighty forces will come to your aid!
Old Post

 
 Yourmomsbasement   Canada. June 12 2012 02:11. Posts 35
Profile # 

On June 12 2012 02:01 zhurai wrote:
I'm still saying that abduct should be like devourer/pudge hook cause it'll be kinda funny

I also don't think that the widow mines + swarm hosts' locusts should be able to shoot up
(also if the locusts dont' hit up, then maybe I can use ravens to try to hsm the swarmhosts - like lurker+sci vessel, but atm I don't think you can do that cause the locusts would just kill it...)


You'd send a raven out without any support? Try sending a few marines to engage the locust, they don't seem to be very strong units.
General game streamer and improving SC2 player
Old Post

 
 Plansix   United States. June 12 2012 02:13. Posts 5378
Profile Blog # 

On June 12 2012 01:54 Jermstuddog wrote:

Show nested quote +



I was more pointing out how NP got nerfed from 9 range to useless.

And people are already complaining about abduct from 7 range and it hasn't even hit the game yet. Can't wait for the future 4 range abduct... Will be awesome...


It is easier just to change the distance it pulls, rather than the range of the spell. It allows them to balance it's effects on the battle without forcing the controling play to put a super pricey unit at extream risk every time.
Nony on PvT: "It's not imbalanced, the protoss wins and then there is a five minute death animation for the Terran"
Old Post

 
 Snoodles   June 12 2012 02:22. Posts 393
Profile # 
Can anyone recreate this into the HoTs custom map? I for one want to see how TvT plays out now. I mean, the warhound is cheaper than the tank, more mobile, directly counters it. What is that going to look like?
Old Post

 
 gurrpp   United States. June 12 2012 02:26. Posts 407
Profile Blog # 

On June 12 2012 00:40 Inkstorm wrote:
PS: You are delusional if you believe widow mines shouldn't be able to target air. Those are the most reasonable, cost effective units that widow mines will trade with.

Also, if anyone could help answers these questions for me then I would greatly appreciate it.
1. What happens if a unit with a widow mine attached is killed before the timer runs out?
2. Can widow mines attach to biological buildings (spine crawlers for instance)?
3. What happens to the spider mine attached when a drone begins to morph into a building?


1. No explosion at all. This is why the widow mine will be useless in main engagements. Your units at the front that get mined will either die from enemy fire or can be easily focused by your own units.

2 and 3 are interesting, but I haven't tried them out.

I found that the widow mines were the most useful as an aggressive map control tool(rather than being used defensively against drops), especially against zerg. Often zergs will move their vipers between their base and army to recharge energy. Catching out a vipers with widow mines is very cost effective.
El Psy Congroo
Old Post

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