SC2 Q&A Batch 37 Released!

Discussion in 'General StarCraft 2 Discussion' started by MeisterX, May 7, 2008.

SC2 Q&A Batch 37 Released!

Discussion in 'General StarCraft 2 Discussion' started by MeisterX, May 7, 2008.

  1. i2new@aol.com

    i2new@aol.com New Member

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    I think its kind cool the spidermine is back with a whole new twist. its cool that the mine is energy based now which is way better then building whole new vulture for 3 mines only. The terrans are starting to look pretty stacked.(only if the medic returns......) Other then that i guess terrans are kinda looking fair IMO.
     
    Last edited by a moderator: May 9, 2008
  2. kuvasz

    kuvasz Corrections Officer

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    Irradiation, EMP, and the defensive matrix were serious technological abilities that needed the concentrated energy of a science vessel to activate. Why would a lousy mine be created the same way? Same goes for the auto turret. I don't like this unit summoning from energy at all (yes, I'm thinking that game).
     
  3. i2new@aol.com

    i2new@aol.com New Member

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    yess you have too look at it this way the current nomad's mines is going to rape almost any ground unit it comes across and the mines being made this way is no different from in my eyes from the mind drone they had before. the mine will kill a zergling 1 shot, kill a roach 1 shot, hurt hydras and ultralisk pritty good aswell
    zealot will take a good punch, immortals will get tickled, stalkers will take a good hit from the mines an colossuses will to aswell. The new mines seem to be pritty well balanced. Since detection for zerg has been greatly reduced its going to be easy to have mines spammed every where and hold an enemy at bay. Like some one said before mine fields in real life are ment to stop or slow down enemy advancement and with the nomad spamming mines terrans will look extra defencive as this wil fit and kinda sounds like it has the normal terran feel. 15 energy flys in my book as ok, i mean if they balance it a bit and make it 20 or 25 energy i still wont complain but mines being made off enegry is a +. Atleast you wont have to spam the unit it self, like the vulture to make mine fields :)
     
  4. Remy

    Remy New Member

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    Kuvasz, turrets or mines built via energy cost is reasonable, so long as it works well gameplay wise and balance wise. But your "yes, I'm thinking that game" comment was simply priceless, I quite enjoyed it to be completely honest.
     
  5. Fenix

    Fenix Moderator

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    Maybe theyt have a minature matter fabrication plant that makes the mines? Or perhaps the mines themselves are energy based (A la Half Life 2 Combine energy ball things)?
     
  6. Ursawarrior

    Ursawarrior New Member

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    yeah! spider mines!!!! and no moar limits!
    its annoying building 30 vultures just to make a garden a mines
     
  7. freedom23

    freedom23 New Member

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    hmmmmmm.. im still measuring the weights of these coz on 1 hand having the spider mines as an energy based skill means that its gonna be dmn helpful against anything on the ground but-----

    *the nomad is a high tier unit so in terms of defending youre gonna have to at least make one nomad for sole purpose of maintaining a minefield if you want to make full use of mines
    *plus its other skills are much more needed in combat if you want to save energy for Def. Matrix and Nano repairs...
    (im not really sure coz it depends on what type of role you would use your nomad against others)
    *it will kill your time to micro mines on the field coz theres a lot of other things to do by the time you get a nomad..
     
  8. Remy

    Remy New Member

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    I think overall, Spider Mines coming at tier 3 isn't that big of an issue.

    VS Zerg, Terran has never relied on Spider Mines. Textbook TvZ is more M&Ms --> Siege Tanks --> SciVes. As for TvP, Zealot is just too good this time around, and Goons aren't in the game anymore. Against Lots with Charge, Terran would be lucky if a few Lots didn't herd a whole bunch of Spider Mines to blow up on the Terran's own troops/base. If we think of the Immortal as the Goon replacement, the Spider Mines would be useless against it now that it has Hardened Shield. The Stalker could possibly herd Spider Mines in certain situations, such as the Terran army positioned not very far behind a field of Spider Mines. Close in, Blink past the Spider Mines, have the Spider Mines chase backwards and blow up in the face of Terran while sacrificing a few Stalkers.

    Herding Spider Mines with the Stalker might or might not work depending. But in any case, even if Spider Mines came back to its old place on the tech tree, it might not be the same deal as it was before, is what I'm saying. At least now that it's energy based(and a low low cost at 15) and deployed by an air unit, there would be a great freedom and flexibility in Spider Mine placement once you get access to them. Spider Mines were really just awesome freebies when you get the awesome Vultures for a jaw-dropping 75 a pop anyway.
     
  9. Psionicz

    Psionicz New Member

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    Don't forget Vikings have the light armor bonus, and they can micro/dance so a skilled player will own Zealots with Vikings primarily and Marauders/Jackal, not to mention the Reapers running everywhere throwing mines and harassing.
    It will be funny too see Immortals simply just walking over a whole mine field and not dying, but the shield isn't deifnite, if it takes x amount of hits it will eventually get damaged, just like on that Protoss showcase, when enough damage was recieved from the tanks they failed.
    But I can imagine that will be a good tactic to dupe their mines.
     
  10. i2new@aol.com

    i2new@aol.com New Member

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    some how i really thiink the mines was ment for TvsZ play. I mean you dont want an infestor digging into your base and infesting your buildings. and almost all zerg ground is going to be raped by the mine. the first 2 major zerg ground units in the current build (zergling & roach) will be one shoted by mines. In this case it forces the zerg player to get higher tier units and really focus. As for the TvsP. your limited to the mines by alot so i would not really be using them so heavly to be truthful. I mean making the nomad is still going to be needed but i dont see nano repair being over used that much so it just gives you another reason to throw a mine down anyways and lets not forget you can use the mines to scout as well if you place them where expansions are or spam them at major choke hold points. They might give you (atleast) 1 second to prepare for incoming enemys. I think the spider mine being tier3 is to filter out the baby units late in the game easly for terrans so they can focus on major big units that will need the extra hit.
     
  11. BloodHawk

    BloodHawk Member

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    So mines work well against idiots?
    The damage does seem low even if it is easier to spam them.
    Why not just have the ghost lay mines. They seem to give every ****ing skill to the ghost at this point anyways. I'd almost be happy to see the ghost get cut from the game so they would have more reason to give the Terrans a serious work out. After what happened with Kerrigan and Duran it would make sense lore wise IMO.


    Who has ever considered WoW to be an esport?
     
  12. i2new@aol.com

    i2new@aol.com New Member

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    If they nerf cyclone on a druid and fear on a warlock yes wow would be a esport. There swaping around skills on units every week. You need to watch the interview they just did with blizzard on how SC2 is going so far. and the dmg on mine, yes is really low. but if you look at all the hp on the units its balanced pritty well. marines and zerglings cant take one hit from a mine. roaches can only take 1 hit since they have 90 HP and there heavy armored so the mine dose +50 dmg. the only person this wont affect well is the protoss since any of there units can take 2 hits+ i like the mine right now. it is there best terran filter for crap the terrans have right now.

    ghost with spider mines would be freaking halarious. mines on a ghost + snipe would be way OP. you would be unable to reach a ghost thats shooting down all your light armored skin units.... this would piss anybody off.
     
  13. Gasmaskguy

    Gasmaskguy New Member

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    How about giving Reapers the Spider Mines? Would make them less useless.
     
  14. ItzaHexGor

    ItzaHexGor Active Member

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    Reapers practically have Spider Mines, they're just time activated rather than proximity activated. I know that's still a fairly significant difference, but they don't need any proximity activated mines because they're there to take out main structures.
     
  15. Gasmaskguy

    Gasmaskguy New Member

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    They don't practically have Spider Mines. They are COMPLETELY different. All they have in common is that they explode at one point, but that's where their differences begin. The Spider Mines don't have timers. They can detect, which Reaper Mines can't (and don't have a need of, since they're on timers). Spider Mines are used vs units, and as you said, Reaper Mines are there to take out main structures, and that limits Reapers to weak raids vs workers and structures.

    So, what I suggested was that Reapers would get both Reaper Mines and Spider Mines, to make Reapers more useful. They're kinda messy and redundant in the current build. R Mines could be on cooldown, and S Mines could perhaps be limited to 3, or also be on a cooldown.
     
  16. ItzaHexGor

    ItzaHexGor Active Member

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    I know that they're both different, in fact I said that they are, but I then went on to say that Reapers have no need for Spider Mines. They're there for raiding, not for taking out groups of or difficult units, except for things like deployed Siege Tanks. They do not need Spider Mines because the D8 Charges are the explosives that are suited to their role, which is to raid workers and structures. Their pistols are enough for the workers, the D8 Charges are fit for the structures, and if they're being overrun by other units, they flee.
     
  17. BloodHawk

    BloodHawk Member

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    I kinda agree with both of you.

    Reapers fit their role well as is.

    Yet I don't think it would hurt to give them the spider mine ability as well.

    I'd like to see Blizz test it out. if it works it works; if it doesn't it doesn't.
     
  18. Psionicz

    Psionicz New Member

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    No. Reapers and Spider mines is bad. Some people like to use their mines aggressivly meaning they bring the Vulture straight into the Dragoons awesomness and drop mines around them, then get out before even more die. That wouldn't very possible with Reapers as they are light and easily killed. Just imagine Zerglings trying to burrow next to Marines, it can't happen.

    I like the fact its air deployed, makes the use of it a lot more precise and there are no obsticals, except for the Phoenix and Corrupts waiting to eat your Nomad.
     
  19. freedom23

    freedom23 New Member

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    Reapers doesnt need spider mines coz they made them one of the "structure demolish type" units.. but i still prefer them having flamethrowers over puny pistols since he carries big fuel tanks anyway therefore making the unit more priority to produce to counter mass early tiers...

    i quite disagree with psionix with corruptors and phoenixs dealing with nomads coz from at this moment i feel like other races are easily able to counter the nomad quickly,..

    i think a few stalkers can instantly deal with nomads by the time terran produces them.. and zergs might go for dark swarm rather than investing on a unit which cant even kill and is AtA attacker only.. i find the infestor a better investment tactically... (there are much more tactics of course)

    but my point really is how come we dont see much air time??.. will it turn out to be the standard GtG battles wid lil air suupport like SC1?? well i just hope that the balancing will make it more beneficial to the air units that we rarely see/use therefore giving a slight edge to make them at least 30% of the players cup of tea ^_^ it might just be me who's suggesting this but at least thats what i hope it can be