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Sensor Tower? - Page 3

Forum Index > StarCraft 2 Strategy
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Kappus
Profile Blog Joined March 2010
United States30 Posts
March 06 2010 00:39 GMT
#41
I have yet to confirm this, but in a ZvT I was playing, I sent a changeling into the enemy base, only to have it be shot and killed immediately upon coming into range of the marines. I tried again, multiple times, only to have it killed instantly. I then slipped my overseer around the back of the base and began to explore, walking right past some enemy units without being killed. As I neared the gate, I noticed the marines, and they shot me as soon as I was in range.

Upon viewing the replay, I could clearly see that the enemy Terran did NOT tell his units to attack me, and that the marines at the gate were within the radius of a sensor tower. I can only imagine that the sensor tower detects changelings as enemy units. Whether this is a bug or not, I do not know.
xlep
Profile Joined December 2009
Germany274 Posts
March 06 2010 00:49 GMT
#42
On March 05 2010 19:11 Odds wrote:
Your opponent should really only be able to see the radius if he's scouted the tower itself. =/


/signed

like to get them against sneaky opponents, but its very map-dependent. One well placed tower can really save your ass e.g. on Metalopolis/Blistering Sands against reapers.

I can also see them being used against zerg but I didn't really need them until now
skill is scissors beating rock
Clonze
Profile Joined October 2009
Canada281 Posts
March 06 2010 03:12 GMT
#43
I think sensor towers should be used in a blockade.. holding your opponent back from something. For example, kulas ravine.. you can set sensor towers up on the cliffs with tanks / bunkers and turrets.
Putting zenio on your fantasy team is almost as bad as putting him on your actual team. -Alex Smith
Monokeros
Profile Blog Joined November 2005
United States2493 Posts
March 06 2010 03:25 GMT
#44
Heres a big tip, put the sentry tower in a place thats an advantage to YOU so you draw your opponent there to kill it, then you fight him on YOUR terms. Use it as bait, and if you see an attack coming you can't handle you have plenty of time to retreat.
Keep the Dream Alive twitch.tv/monokerros
Mente
Profile Joined December 2009
United States288 Posts
March 06 2010 20:27 GMT
#45
On March 06 2010 12:12 Clonze wrote:
I think sensor towers should be used in a blockade.. holding your opponent back from something. For example, kulas ravine.. you can set sensor towers up on the cliffs with tanks / bunkers and turrets.


100% agree
Solomon Grundy want pants too!
BadZombieAsh
Profile Joined August 2010
4 Posts
August 31 2010 18:24 GMT
#46
Do you realize that a sensor tower allows you to detect ALL units? Cloaked as well? These things are supremely useful, you can track your enemies movements and respond accordingly. Sensor towers may be THE most unbalanced thing that terrans have. See that blotch of red coming, but no units in site range? Quick, scan for cloaked units! See the red blotch heading down the edge of the map toward your base? Quick, send vikings to counter the air assault! If you can't move on a base undetected, how do you expect to hit his expansions without getting quickly countered, especially since he's already scanning your base and knows what you're sending. Insult to injury, he knows what you're sending (Scan) and where it's going (Sensor Tower). I think the radius being known is a VERY small price to pay for a constant detector with such huge range and abilities...
Touch
Profile Joined August 2010
Canada475 Posts
August 31 2010 18:35 GMT
#47
Sensor Tower basically gives you map hack in a large area of the map. They are to balance out the map detection that Overlords and Observers give the other races. You almost have to get them after claiming a third.
Sieg
Supersrsbnz
Profile Joined August 2010
52 Posts
August 31 2010 18:49 GMT
#48
On March 05 2010 17:39 Floophead_III wrote:
Sensor tower is a complete waste ATM. I'm not paying gas for something I can use an scv for. I can see it being useful perhaps mid-late tvz if they're playing burrow abusive. Other than that, pretty freaking useless. If it cost only mins I'd probably use it, or even 50/50 or something, but not 100 gas LOL


That's ridiculous, you wouldn't pay the extra 50 gas to have an extra huge area of vision?
Counterfeiter
Profile Joined February 2010
United States26 Posts
August 31 2010 18:53 GMT
#49
i'm not a very good player but i've set down the towers in locations to see if he goes for an expansion. if you see a lil red dot going towards gold/another expansion you know he's goin for it.. but that only works for l8 game etc... it also helps to know when they are going to attack or if they going for backdoor etc
Voyager I
Profile Joined July 2010
United States260 Posts
Last Edited: 2010-08-31 18:58:01
August 31 2010 18:57 GMT
#50
Tower would be ridiculously broken if your enemy couldn't see the radius. Imagine going in for a big drop and losing everything halfway to Vikings because he had a Tower tucked in somewhere. Not to mention that you could hide them in ridiculous places and end up with vision of the enemy's entire base or something.

My enemy shouldn't have to scour the map for hidden Sensor Towers every time he feels like doing something remotely sneaky.
Techno
Profile Joined June 2010
1900 Posts
August 31 2010 19:15 GMT
#51
Its useful on Desert Oasis because of the dual attack paths.
Hell, its awesome to LOSE to nukes!
ViRtU4l
Profile Joined April 2010
France114 Posts
August 31 2010 19:26 GMT
#52
Overpowered as hell. Terrans not only have the best harass units, but also the best anti-harass tech.
Lunit
Profile Joined July 2010
United States183 Posts
August 31 2010 19:34 GMT
#53
Very effective on blistering sands. You can postion your units very well before they reach you and can result and gg sometimes.
GhoSt[shield]
Profile Blog Joined April 2010
Canada2131 Posts
August 31 2010 19:57 GMT
#54
On September 01 2010 03:24 BadZombieAsh wrote:
Do you realize that a sensor tower allows you to detect ALL units? Cloaked as well? These things are supremely useful, you can track your enemies movements and respond accordingly. Sensor towers may be THE most unbalanced thing that terrans have. See that blotch of red coming, but no units in site range? Quick, scan for cloaked units! See the red blotch heading down the edge of the map toward your base? Quick, send vikings to counter the air assault! If you can't move on a base undetected, how do you expect to hit his expansions without getting quickly countered, especially since he's already scanning your base and knows what you're sending. Insult to injury, he knows what you're sending (Scan) and where it's going (Sensor Tower). I think the radius being known is a VERY small price to pay for a constant detector with such huge range and abilities...



Typical misinformed/bad post when someone first comes onto this website. Your enthusiasm is nice to see, but the misinformation you are spreading is not. Your game knowledge as gleaned from this post does not mean you have the right to claim what is balanced and imbalanced especially if you have no correct information about the units you are posting about.
The Sensor Tower cannot see cloaked units at all. It is not a detector. It allows you to see enemy units in fog of war, but not the unit type.

Liquidpedia Entry: "The Sensor Tower senses - but does not detect - any approaching uncloaked enemy units


As for my own two cents on the Sensor tower. As a Z player (400 diamond which means absolutely nothing), Sensor towers are fairly useful if gas-intensive. However, when putting them in strategic locations for maximum sensor vision, often times I will attempt to snipe the Sensor tower with Muta. The Sensor tower has only 200 hp, lower than that of a turret so it goes down in about 3 volleys with 8 muta. Futhermore, the Terran will most likely replace the Sensor tower with turret support against future attacks. Therefore you are getting them to spend further minerals and the extra 100 gas on turret/static defense and less on army.

Here is the Liquidpedia entry for the Sensor tower for all those who like to have the correct information when discussing a topic.
Sensor Tower Liquidpedia
whomybuddy
Profile Joined August 2010
United States620 Posts
August 31 2010 20:16 GMT
#55
It's terran Map hack T.T'''
Roaches all the way way way.
moonkei
Profile Joined August 2010
United States9 Posts
August 31 2010 20:17 GMT
#56
On September 01 2010 04:15 Techno wrote:
Its useful on Desert Oasis because of the dual attack paths.



Agreed, worked great for me this morning... I had a nice long game with a Z where we both took each others main out. He decided to rebuild on the islands so I denied him the other expansions with a tower set up on each corner.
Flight
Profile Joined August 2010
Brazil163 Posts
August 31 2010 20:22 GMT
#57
I was once trying to nuke someone, but I was taking a lot of care not to enter his sense tower range with my cloaked ghost. Guess next time I'll have one less thing to worry about!
crescendo111
Profile Joined August 2010
11 Posts
August 31 2010 20:53 GMT
#58
On September 01 2010 03:24 BadZombieAsh wrote:
Do you realize that a sensor tower allows you to detect ALL units? Cloaked as well? These things are supremely useful, you can track your enemies movements and respond accordingly. Sensor towers may be THE most unbalanced thing that terrans have. See that blotch of red coming, but no units in site range? Quick, scan for cloaked units! See the red blotch heading down the edge of the map toward your base? Quick, send vikings to counter the air assault! If you can't move on a base undetected, how do you expect to hit his expansions without getting quickly countered, especially since he's already scanning your base and knows what you're sending. Insult to injury, he knows what you're sending (Scan) and where it's going (Sensor Tower). I think the radius being known is a VERY small price to pay for a constant detector with such huge range and abilities...


You really can't post things like that. Sensor towers do not detect cloaked units. I guarantee someone has read your post, and decided to use sensor towers now to detect cloaked units and it's going to either A) cost them the game or at the least B) set them back on their strategy.
crz1
Profile Joined December 2010
Germany20 Posts
Last Edited: 2010-12-20 15:17:30
December 20 2010 14:46 GMT
#59
maybe this question is a little late at this point in time and i'm really confused on the warning to bring that thread only back up again if i have a good reason ;x
but i didn't find info neither in this thread nor in liquipedia - cant even test it out atm cause i'm at work but that question right now burns in me hope i did not over read it anywhere. (And liquipedia needs clearly an update on that matter! sorry for criticizing that while asking propably idiotic questions )

i know that the sensor towers mark enemies on the screen with red symbols. so my question here: are enemy units also displayed on the minimap as well within the sensor radius? like the vision creep gives a zerg. Or do i always have to check manually by moving my vision to the area of interest?

Alright soweit
out4blood
Profile Joined July 2010
United States313 Posts
December 20 2010 15:13 GMT
#60
On December 20 2010 23:46 crz1 wrote:i know that the sensor towers mark enemies on the screen with red symbols. so my question here: are enemy units also displayed on the minimap as well within the sensor radius?

Yes, units revealed by the sensor tower appear on your min-map.
http://sc2sig.com/s/us/1228872-1.png?1290726543
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