Another stupid thing in this game :
Player can see widowmines when they are buried but we can’t see Banelings when they are buried. It’s so stupid, 3 banelings burrow can change a total game and players don’t have time to react.
In the otherside you have widowmines : you can see them when they are buried and even if you fail and don’t pay attention to that you have the time to dodge the shot / split.
Blizzard, you should add something like that : https://i.imgur.com/qTYVQxB.jpg to allow players to see a variation of the ground where banelings are buried like we have already with widowmines.
Why does a widowmine not die on use? Why does a widowmine have range? Why does a widowmine hit air? Why does a widowmine only cost 25 more minerals then a baneling?
Mines automatically, at range, do more damage than a bane, including to clumped air units. They provide a radius 5 zone of death that the opponent has to avoid even if you’re AFK.
Bane mines are detonated with baby-sitting, and do much less for zoning. If they were visible, they’d be entirely useless. Which is of course what you want.
I am with OP on this one. It’s illogical that cloaked units should be visible (or give hints of their position) while there is no detection.
All cloaked units (WM, Banes, DT, Ghosts, Observers) should be totally invisible be they stationary or in motion.
Terrans see our Detectors while moving (due to shimmer that also DT have) and know where to place Scans.
Yes, make WM totally and truly invisible but apply that solution to DT and Observers also…
Widow mines, you make them in factory, send them to a random point, you bury them, you never think about the mines in the entire game, they kill hundreds of units.
Baneling, you make zerglings, you morph them into banelings, you bury them after spending 100 gas in an upgrade that takes several minutes to finish, they should be in the EXACT place where opponent units are going to walk, then you should explode them in the EXACT timing so you must be watching the minimap constantly.
That’s why. Widow Mine are a stupid RNG unit that is RIDICULOUSLY easy to use and Baneling requires tons of skill to suicide a high amount of resources.
Burrow banelings don’t move, don’t have range, and die when they attack unlike the other cloack units.
It’s just OP is a well known whiner, that create regularly a stupid whine post and ask for nerfs on every possible Zerg units. It seems to be a new account as he has a low number of posts, so he was probably already banned at least once.
I know all that, WM is clearly an OP unit that terrans refuse to acknowledge. My point covers all cloaked/burrowed unit that are just by name cloaked. Making hidden units only visible using detection would eliminate such QQ.
But the first to QQ after a week will be terrans that would have no way of “seeing” the OP Obserevr and Super-OP …DT.
LOL, the QQ’er want to save on Scans and refuse to build Ravens or use EMP’s ability to reveal cloaked units.
They want to eat their cake and have it too (extra mules).
I mean, burrowed banes are a one time damage. Widow mines if unchecked are sustained damage. Plus widow mine is a ranged attack that can hit all units. Burrowed banes you need the enemy to run directly over the top of them and only hits ground.
It would be OK, but Spider Mines did not attack air and i remember from BW that hovering units (Archons&Templars) did not trigger them as well as Spider Mines did not attack probes.
All workers are hovering units too, so you can’t use Spider Mines to deny mining (although you can block the construction of a colony centre).
I did wonder why burrowed Banelings were allowed to be invisible while burrowed compared to Widow Mines, but after reading the other posts, I agree on how it works currently. Widow Mines can hit a large range of targets automatically and are reusable - ultimately they’re far more dangerous. Banelings are single-use and you have to get the enemy army to walk right over them, which takes skill in terms of positioning and baiting, even to the point that if the enemy walks up the other side of a ramp, they may be safe from any Baneling detonations.
The other thing is that once a burrowed Baneling trap is pulled off (as well as being glorious to watch! - seriously, there should be an achievement for killing 10 units simultaneously with burrowed banelings!), it tends to only work once. After that, the opponent is going to bring detection or scan like mad.
On the flip side of things, burrowed banelings don’t have as much utility defensively - they can be used to protect a ramp, but don’t do much at all against drops, for example, and are better when unburrowed in these cases, whereas the Widow Mine is defenceless when unburrowed.
All that said, I do think Widow Mines should have an HP reduction from, say, 90 to 75.