StarCraft® II

Easy fix for widow mines

This is my first post, so apologies if this is the wrong place for it.

The thing I like so much about widow mines is that they work with the Terran theme of turtling. They really fit with siege tanks and bunkers. So, I like the idea of putting down widow mines to zone off areas from enemy incursion.

Unfortunately, as a spectator, I think games decided by them have been boring. Widow mines take few actions to deploy, but many actions to successfully circumvent. Because they can decimate large armies, they can't be ignored.

Instead of trying to fiddle with their damage and costs, my suggestion is to:
  • increase widow mine hit points when burrowed from 90 to 220,
  • decrease widow mine hit points when unburrowed from 90 to 40, and
  • make it so that widow mines don't hit flying units.


Reasoning:

By preventing widow mines from hitting flying units, they are easily detectable with overseers. But, even if an approaching army detects a minefield, it will take a long time to destroy the mines because they each have as much health as about 1.5 roaches or 0.75 spine crawlers. This makes the mines effective for zoning, but only deadly against units not escorted by detection.

Decreasing the widow mine hit points makes mines more of a defensive unit. I have not enjoyed at all the games where someone runs three widow mines behind a mineral line, but the opponent isn't able to kill them in time despite seeing them. It's too big a penalty to pay for not walling the front gate off.

Also, I got the impression that Blizzard wanted to make Terran drop play more viable in HOTS. If widow mines hit flying units, drop play is almost dead unless you bring a raven along with every drop. I don't think that flying a medivac over a widow mine should be an 800 resource mistake.

To be honest, I took the time to write to keep HOTS enjoyable to watch. I've really liked nearly all of Blizzard's changes. Though, I thought this one could use a bit more tweaking. I'm looking forward to hearing people's opinions.
Edited by ChuckBuck on 12/12/2012 7:55 PM PST
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My feelings on WM

Should not hit air.
Should not hit invisible unit unless detection is present.
Should be manual detonation.
Should die upon detonation.
Should be 1 Supply
Should cost 50 Minerals 25 Gas
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My feelings on WM

Should not hit air.
Should not hit invisible unit unless detection is present.
Should be manual detonation.
Should die upon detonation.
Should be 1 Supply
Should cost 50 Minerals 25 Gas


No one would ever build it...

Only fix I think is not hit air. Cost 25/25 and 1 supply.
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Yes. to everything.
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A health difference is a really cool solution +1

My feelings:
Can hit air
Should definitey not be cheaper on supply or cost
Should be somewhat visible (think moving DT equivalent) but as a small dot when burrowed
Should have 4 range initially (queens/sentry can attack. Maybe roaches can play micro in/out)
Should have an expensive upgrade to 6 range (different color visual dot)
Replace + vs shields with + vs mech (helps vs hellbats due to splash)
Make mines not immune to eachothers splash (makes a big mine ball questionable)

Reasoning:
- More useful in all matchups
- Makes lings + micro viable (roach every game is sooo boring)
- Provides a late game role
- Encourages sharp eyes and reactive play
- Using roach burrow move to kill marines with widow mines is fun :D - dont nerf splash
- Makes non friendly splash a real and unique disadvantage
Edited by UnseenEnigma on 3/11/2013 8:36 PM PDT
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Only fix I think is not hit air. Cost 25/25 and 1 supply.


Thats bloody insane. They would still 1 shot almost everything on the ground and could be massed for next to nothing.
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Is there even a widow mine in campaign?

This seems the wrong forum.


No their isn't and that is a good point. Even playing the campaign on brutal blizzard considered it too much of a bull!@#$ unit for zerg to deal with and didn't include it.
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