Widow Mine Volatility

It’s too much. Please just remove this unit from the game. Not even joking.

6 Likes

Excluding the classic units… Widow mine is the only and most fun new unit that was ever added to Starcraft 2. Even when I somewhere hear the silent random widow mine boom sound at TvZ it makes me giggles because I already know that zerg below top grandmaster with their superior micro skills also known as “press A button and go forward” just lost 20 zerlings to one widow mine.

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naww mine stays sry dawgie

Widow Mine is part of the broader problem with AOE damage in this game

2 Likes

The only issue I personally have with Widow Mine is the potential to decimate a worker line 3-4 minutes into the game when everyone’s economy is ramping up. Besides that I don’t have much issue with it.

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You mean the volatility that made Brood War fights fun.

AOE damage in LOTV is completely fine, with exception of Colossus being a bit too weak (although there are some problems with the way that one scales).

AOE damage in HOTS and WOL was simply too weak.

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No idea what you’re talking about. Brood war has nothing resembling the kind of AOE effects sc2 has. It’s much harder to micro units in Brood War, and units are far more spread out.

Yes it does:

  • Siege Tanks (which can be more numerous and often harder to break).
  • Spider Mines (which deal significant damage in a larger radius than Widow Mines)
  • Plague (which puts all SC2 AOE to shame).
  • Irradiate (up to 250 damage to a target and its surroundings).
  • A more powerful Storm.
  • A 2.0 radius, full drain EMP…
  • Reavers (which are effectively stronger than Disruptors).
  • Spells like Dark Swarm, Maelstrom, Disruption Web, and Stasis Field; which can entire clumps of armies out of commission.
  • Valkyries, Corsairs, and Devourers (acid spores increase all damage dealt to surrounding units) all exist to help punish mass air.

In practice, the spells and splash damage units in Brood War are usually more devastating to large armies than any of their counterparts in StarCraft II. StarCraft II doesn’t allow you to disable half an army with 1-2 spells, burn the other half with AOE units and spells, and then finish off the remaining half like you could in Brood War.

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People care more about seeing a big imbalanced boom boom for effect than washing their eyes and realizing how broken it is that a 75/25 unit can almost always trade efficiently.

4 Likes

100%, it’s like people forgot that the widow mine costs 25 minerals more than a baneling, yet:

  • has 5 range
  • one-shots units much more expensive than it, like mutas and oracles
  • is cloacked
  • does not suicide
  • deals 40 damage flat splash
  • gets a +35(+25) bonus vs shields
  • has 90 health compared to the baneling’s 35
  • Edit: they can also hit air

This is in exchange for what? Costing 2 supply? 25 more minerals? Having to burrow to fire? Utterly ridiculous that the transition from hots to lotv ended up buffing this unit overall through build time.

8 Likes

Unlike the banelings they hard to mass take more time dont reach number of over 60 in a minute run faster than most units and much more. And now look at the lurker its a burrowed tank and you think that is fair?

Yes? Banelings are fine as is. So are lurkers, maybe. Idk what perspective you are complaining from (it better not be Terran), but lurkers are a T3 unit that works well with hive-locked upgrades. It also costs 150/150 total, and has morphing time along with hydra creation time. Protoss and Terran have options to counter lurkers.

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The Protos inside of my is scared of these monsters to many times I lost my army in a matter of seconds because I couldnt kill these fast enough or he drageg my disruptors away with vipers

I rarely even see widow mines anymore, most terrans just go siege tank vs zerg

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I think it depends on what you’re doing. I see widow mines a lot, as my preferred comp is Ling/Bane/Muta

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vipers are pretty awesome