This being said I think you should be able to get a 50% salvage on the sensor tower :S
Sensor Tower? - Page 4
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sikyon
Canada1045 Posts
This being said I think you should be able to get a 50% salvage on the sensor tower :S | ||
Thezzy
Netherlands2117 Posts
I don't have the skill/APM/timings to know when and where my opponent is most likely to drop or harass so the Sensor Tower helps me see it coming a little earlier. It also acts as a deterrent, as my opponent knows I will see it coming. | ||
bobucles
410 Posts
It will also catch army motion outside your base, and mutalisk migrations. With proper sensor tower coverage, there's no excuse for having your siege tanks caught off guard. You should always be well prepared for any attack. | ||
Defions
United States42 Posts
I hate seeing these things go up, and you NEED to be able to see when they do. Terran being able to see all enemy unit motion within a huge radius without the opponent even knowing would be completely and utterly broken, especially when Terran have the longest ground attack range (Siege Tanks, 13) and longest air-to-air attack range (Vikings, 9 I think.) It would be so easy just to swoop in and wipe out a couple drops in a few seconds-- and who knows, maybe you just got lucky? Your opponent would still not know for sure whether or not you had the tower. It is annoying though that Terran have this incredible building that shuts down Drops/Air harass when they also have the absolute best drop harass mechanics and incredible worker/base harass with Banshees/Vikings. So it seems like Terran has the best drops/air harass and the only building that effectively stops it. Kind of ironic, really. | ||
out4blood
United States313 Posts
On December 21 2010 01:28 Defions wrote: It is annoying though that Terran have this incredible building that shuts down Drops/Air harass when they also have the absolute best drop harass mechanics and incredible worker/base harass with Banshees/Vikings. So it seems like Terran has the best drops/air harass and the only building that effectively stops it. Kind of ironic, really. You begin to see why TvT is a really annoying matchup. | ||
demitris
United States65 Posts
On December 21 2010 01:28 Defions wrote: Sensor towers are extremely useful for their cost-- As stated, it really does shut down a lot of harassment and drop options for only 100 gas-- in a longer game, that's nothing compared to being virtually completely safe against any sneaky air/drop attacks. I hate seeing these things go up, and you NEED to be able to see when they do. Terran being able to see all enemy unit motion within a huge radius without the opponent even knowing would be completely and utterly broken, especially when Terran have the longest ground attack range (Siege Tanks, 13) and longest air-to-air attack range (Vikings, 9 I think.) It would be so easy just to swoop in and wipe out a couple drops in a few seconds-- and who knows, maybe you just got lucky? Your opponent would still not know for sure whether or not you had the tower. It is annoying though that Terran have this incredible building that shuts down Drops/Air harass when they also have the absolute best drop harass mechanics and incredible worker/base harass with Banshees/Vikings. So it seems like Terran has the best drops/air harass and the only building that effectively stops it. Kind of ironic, really. agreed Terrans stop complaining about 100 gas worth for god vision. Imagine how much more you would lose from a timely drop. Remember that it costs protoss 100 gas for a single observer which isn't nearly as helpful and dies easily because the tower even picks up on invisible observers and burrowed units. That combined with scans = no vision for me but all way too much vision for you. thank god for high templar is all I can say | ||
TheGiz
Canada708 Posts
Offensively they help Terran with their containment, with the added psychological value of your opponent knowing you know everywhere his units are going. Defensively they protect against drops and warn of attacks. They have the added psychological disadvantage though of your opponent abusing this by having his huge army walk within range of the Sensor Tower to make you freak out or think you are going for drops/harass. | ||
JamieDukes
Russian Federation82 Posts
built a couple around my main to stop reaper drops and didnt have enough firepower to defeat his reaper banshee timing push | ||
FabledIntegral
United States9232 Posts
EDIT: Had no idea it picked up burrowed and cloaked units. Picks up on DT too..? EDIT2: Personally I've also found them very useful in TvT when you lose air dominance, so you can see when they are moving their siege tanks forward. | ||
vlnplyr
United States76 Posts
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nam nam
Sweden4672 Posts
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FabledIntegral
United States9232 Posts
On December 21 2010 03:07 nam nam wrote: I've seen quite a few zerg taking advantage of this, moving a bunch of empty overlords towards one of terrans bases and move in for an attack as terran moves his army back towards the base. Not the highest skill level on the players though so I can't speak for the pros out there. Old trick from SC1, did this all the time | ||
Deadiam
United States69 Posts
The first reason is pretty self explanatory, they give you site of a large area … best used over those voids of space that don’t have any vision from buildings. The second and less thought about one … they are a great for deterring someone for attempting to drop your base because it ruins the “element of surprise”. With that said, I do not use them nearly enough, it is worth a couple hundred min/gas in order to get movement detection for a third of the map’s surface. | ||
Addishuns
United States19 Posts
Also to make my enemy think I have an expansion on an island, expansions overall really. Of course higher league players won't fall for these but I'm still in gold which helps out. 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. =/ This. But it would mess up half my ideas. | ||
lastmotion
368 Posts
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. =/ No, that would make the tower too powerful. I dont think the towers are worth the cost in early game in terms of gas, but in late game, it is ridiculously powerful and cost efficient. It lets you prepare for drops/harrass, and confidently move out. You can position your army better, etc. T already has scan, if you build like 3 or 4 of those towers late game, you pretty much see the entire map. Who cares if the opponent can see the radius? Just make sure to build them in areas where his ground army has hard time approaching it and build turrets around it. | ||
Prophecy3
Canada223 Posts
For 250/200 you can have near map-hack like vision for 50%+ of most maps making your base nearly impervious to drops for the sheer fact of you have time to react to it. I don't think I can overstate how useful Sensor Towers are to your in game decision making and strategic defensive net. Sensor Towers are useful in ALL MUs, on ALL Maps. It's the placement and timing of them that really allow them to shine. Examples: TvP; Going tank heavy Mech makes you immobile but very powerful army wise. The general consensus for dealing with Tanks is to not engage when they're entrenched. Well having a Tower to give you warning of which direction the toss is coming from is invaluable time to react and reposition. TvZ; Mutas?? Sensor tower + Thor = Terranlolz TvT; Drewbie drops? Sensor tower + 2tanks = lolz Conclusion: After your army, production, tech and 1st expo is up. GET A FUCKING SENSOR TOWER, and lock down your base. You play Terran, stop being ambushed. The sensor tower does for Terran what OLs, creep and obs do for Zerg/Protoss. Use Them. | ||
FabledIntegral
United States9232 Posts
On December 21 2010 03:57 Prophecy3 wrote: Sensor Towers are among the most underused to Terrans many racial bonus'. For 250/200 you can have near map-hack like vision for 50%+ of most maps making your base nearly impervious to drops for the sheer fact of you have time to react to it. I don't think I can overstate how useful Sensor Towers are to your in game decision making and strategic defensive net. Sensor Towers are useful in ALL MUs, on ALL Maps. It's the placement and timing of them that really allow them to shine. Examples: TvP; Going tank heavy Mech makes you immobile but very powerful army wise. The general consensus for dealing with Tanks is to not engage when they're entrenched. Well having a Tower to give you warning of which direction the toss is coming from is invaluable time to react and reposition. TvZ; Mutas?? Sensor tower + Thor = Terranlolz TvT; Drewbie drops? Sensor tower + 2tanks = lolz Conclusion: After your army, production, tech and 1st expo is up. GET A FUCKING SENSOR TOWER, and lock down your base. You play Terran, stop being ambushed. The sensor tower does for Terran what OLs, creep and obs do for Zerg/Protoss. Use Them. You can engage tanks np in PvT that are "entrenched." Tanks are utterly terrible in TvP because of their terrible dmg vs chargelots. Takes like 5 siege mode hits to kill 1 chargelot? lolz. Especially since chargelots won't even take massive amounts of splash like any ranged unit. Ridiculously bad. Can't even target fire high templar well, takes three shots to kill one :o. | ||
TheRealDJ
United States124 Posts
On December 21 2010 06:26 FabledIntegral wrote: You can engage tanks np in PvT that are "entrenched." Tanks are utterly terrible in TvP because of their terrible dmg vs chargelots. Takes like 5 siege mode hits to kill 1 chargelot? lolz. Especially since chargelots won't even take massive amounts of splash like any ranged unit. Ridiculously bad. Can't even target fire high templar well, takes three shots to kill one :o. Its very true, TvP is one of the few matchups where mech is nearly useless. | ||
Lingy
England201 Posts
They arevery underused | ||
Nazarid
United States445 Posts
On March 05 2010 17:18 AndrewTo wrote: I'm wondering if it's efficient to use these when you can just send out a few scvs in random directions to scout for flanks and/or backstabs... has anyone found an efficient way to use the sensor tower? if so, please elaborate! where did you place it, was it worth its cost, etc. the good thing about these it gives you the early warning you need in the mid to late game. If you drop a few of these down mid/late game you can greatly increase your mobility because it lets you see whats coming before they get there. Positioning is an amazing thing to have over your opponent. Early game building these would be a waste of resources but after your 3rd base the cost of 1-2 of these is nothing compared to the benefit they will give you(if you are afraid of drops or other harassment drop one in a key location. | ||
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