• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 06:22
CET 12:22
KST 20:22
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
TL.net Map Contest #21: Winners11Intel X Team Liquid Seoul event: Showmatches and Meet the Pros10[ASL20] Finals Preview: Arrival13TL.net Map Contest #21: Voting12[ASL20] Ro4 Preview: Descent11
Community News
StarCraft, SC2, HotS, WC3, Returning to Blizzcon!45$5,000+ WardiTV 2025 Championship7[BSL21] RO32 Group Stage4Weekly Cups (Oct 26-Nov 2): Liquid, Clem, Solar win; LAN in Philly2Weekly Cups (Oct 20-26): MaxPax, Clem, Creator win10
StarCraft 2
General
Mech is the composition that needs teleportation t TL.net Map Contest #21: Winners StarCraft, SC2, HotS, WC3, Returning to Blizzcon! RotterdaM "Serral is the GOAT, and it's not close" Weekly Cups (Oct 20-26): MaxPax, Clem, Creator win
Tourneys
Constellation Cup - Main Event - Stellar Fest Sparkling Tuna Cup - Weekly Open Tournament $5,000+ WardiTV 2025 Championship Merivale 8 Open - LAN - Stellar Fest Sea Duckling Open (Global, Bronze-Diamond)
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 499 Chilling Adaptation Mutation # 498 Wheel of Misfortune|Cradle of Death Mutation # 497 Battle Haredened Mutation # 496 Endless Infection
Brood War
General
FlaSh on: Biggest Problem With SnOw's Playstyle BW General Discussion [ASL20] Ask the mapmakers — Drop your questions BGH Auto Balance -> http://bghmmr.eu/ Where's CardinalAllin/Jukado the mapmaker?
Tourneys
[ASL20] Grand Finals [BSL21] RO32 Group A - Saturday 21:00 CET [Megathread] Daily Proleagues [BSL21] RO32 Group B - Sunday 21:00 CET
Strategy
PvZ map balance Current Meta How to stay on top of macro? Soma's 9 hatch build from ASL Game 2
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Path of Exile Should offensive tower rushing be viable in RTS games? Dawn of War IV
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread SPIRED by.ASL Mafia {211640}
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine The Games Industry And ATVI Russo-Ukrainian War Thread YouTube Thread
Fan Clubs
White-Ra Fan Club The herO Fan Club!
Media & Entertainment
[Manga] One Piece Anime Discussion Thread Movie Discussion! Korean Music Discussion Series you have seen recently...
Sports
2024 - 2026 Football Thread Formula 1 Discussion NBA General Discussion MLB/Baseball 2023 TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
SC2 Client Relocalization [Change SC2 Language] Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
Learning my new SC2 hotkey…
Hildegard
Coffee x Performance in Espo…
TrAiDoS
Saturation point
Uldridge
DnB/metal remix FFO Mick Go…
ImbaTosS
Reality "theory" prov…
perfectspheres
Our Last Hope in th…
KrillinFromwales
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1464 users

Sensor Tower? - Page 4

Forum Index > StarCraft 2 Strategy
Post a Reply
Prev 1 2 3 4 5 6 Next All
sikyon
Profile Joined June 2010
Canada1045 Posts
Last Edited: 2010-12-20 15:23:06
December 20 2010 15:22 GMT
#61
Personally I find sensor towers to be very useful when contains are up. You can basically see into their base and see all of their troop movements as they try to break out. This gives you a mega reaction time bonus, prevents them from trying sneaky stuff like drops (you can probably see when units dissapear) and all around lets you position properly. With a tank viking match sensor towers are absolutly brutal, because the combination of a sensor tower + comsat can basically prevent your opponent from moving out even if he has viking superiority - he cannot unseige his tanks and move them into range without you noticing, and if he tries you can comsat him and smash his face as he activates seige mode. It's like being able to pull off blind gamesense comsats on enemy tank lines when you don't have vision and catch him with his pants down.

This being said I think you should be able to get a 50% salvage on the sensor tower :S
Thezzy
Profile Joined October 2010
Netherlands2117 Posts
December 20 2010 15:22 GMT
#62
Being a Platinum player, I find they help prevent me from getting blindsided.
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.
Playing Terran is like flying down a MULE drop in a marine suit, firing a Gauss Rifle
bobucles
Profile Joined November 2010
410 Posts
December 20 2010 15:55 GMT
#63
Drop ships can't cloak. So at the very least, a sensor tower will reveal all incoming drops.
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
Profile Joined August 2010
United States42 Posts
December 20 2010 16:28 GMT
#64
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.
out4blood
Profile Joined July 2010
United States313 Posts
December 20 2010 17:41 GMT
#65
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.
http://sc2sig.com/s/us/1228872-1.png?1290726543
demitris
Profile Joined October 2010
United States65 Posts
Last Edited: 2010-12-20 17:49:31
December 20 2010 17:46 GMT
#66
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
Profile Blog Joined October 2010
Canada708 Posts
December 20 2010 17:49 GMT
#67
Sensor towers are both good and bad for Terran.

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.
Life is not about making due with what you have; it's about finding out just how much you can achieve. Never settle for anything less than the best. - - - Read my blog!
JamieDukes
Profile Joined August 2010
Russian Federation82 Posts
December 20 2010 17:50 GMT
#68
sense tower is a thorn in my paw tbh
built a couple around my main to stop reaper drops and didnt have enough firepower to defeat his reaper banshee timing push
))))
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
Last Edited: 2010-12-20 17:56:55
December 20 2010 17:51 GMT
#69
Used EVERY time the game hits lategame in all the matchups. Might get one sooner in TvT. See them very frequently in TvT as a matter of fact, very good vs drop play.

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
Profile Joined November 2010
United States76 Posts
December 20 2010 17:56 GMT
#70
In team matches (if anyone plays those besides me) I find them extremely useful. On the larger maps, you can drop 3-4 of them in your allies' bases and suddenly everyone feels more confident about moving out, expanding, etc. And you also have 4 sets of eyes watching the mini map for those little read dots. Cost to benefit in these cases I think justifies this building.
www.youtube.com/vlnplyr5
nam nam
Profile Joined June 2010
Sweden4672 Posts
December 20 2010 18:07 GMT
#71
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.
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
December 20 2010 18:11 GMT
#72
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
Profile Joined October 2010
United States69 Posts
December 20 2010 18:28 GMT
#73
I personally find them extremely useful for two reasons.

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.
Jinro | Because, maybe, unlike what every whining kid on the internet thinks, terran actually isn't the easiest race? Socking, I know.
Addishuns
Profile Joined December 2010
United States19 Posts
December 20 2010 18:38 GMT
#74
When my resources get a little high I use them near xelnaga towers and behind my base, scares the shit of my opponent into all-ins a lot of the time (Gold league here). Also build near enemy bases to see where his army is.
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
Profile Blog Joined September 2010
368 Posts
December 20 2010 18:54 GMT
#75
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
Profile Joined March 2010
Canada223 Posts
December 20 2010 18:57 GMT
#76
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.
Ignorance is Bliss? Indifferance is Atrocity.
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
December 20 2010 21:26 GMT
#77
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
Profile Joined August 2010
United States124 Posts
December 20 2010 21:50 GMT
#78
On December 21 2010 06:26 FabledIntegral wrote:
Show nested quote +
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.

Its very true, TvP is one of the few matchups where mech is nearly useless.
Lingy
Profile Joined December 2010
England201 Posts
December 20 2010 21:55 GMT
#79
I think some people need to just get used to using another hotkey than A..
They arevery underused
Hydraliskuuuuhh
Nazarid
Profile Joined February 2010
United States445 Posts
December 20 2010 22:00 GMT
#80
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.
Randomize the world, and Life shall be given.
Prev 1 2 3 4 5 6 Next All
Please log in or register to reply.
Live Events Refresh
OSC
09:00
OSC Elite Rising Star #17
CranKy Ducklings111
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Hui .173
Livibee 122
Rex 23
StarCraft: Brood War
Rain 8790
Jaedong 3538
GuemChi 2020
Sea 1826
Horang2 1769
Pusan 536
Stork 330
Mini 284
Larva 284
Hyun 230
[ Show more ]
Zeus 224
PianO 115
Light 115
Killer 91
Backho 87
ZerO 59
Barracks 57
sSak 56
ggaemo 55
Aegong 51
JulyZerg 50
ToSsGirL 48
JYJ45
soO 31
Sharp 30
zelot 19
Icarus 14
Sacsri 13
Noble 10
SilentControl 6
Dota 2
XcaliburYe390
Dendi358
KheZu107
League of Legends
JimRising 380
Reynor95
Counter-Strike
olofmeister1312
shoxiejesuss612
x6flipin362
allub204
zeus174
Other Games
B2W.Neo476
Pyrionflax367
Sick323
crisheroes230
Mew2King143
Fuzer 77
ZerO(Twitch)13
Organizations
StarCraft: Brood War
lovetv 11
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 12 non-featured ]
StarCraft 2
• LUISG 50
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Other Games
• WagamamaTV159
Upcoming Events
Wardi Open
38m
Rex12
Wardi Open
4h 38m
Replay Cast
11h 38m
WardiTV Korean Royale
1d
Replay Cast
1d 11h
Replay Cast
1d 21h
Kung Fu Cup
2 days
Classic vs Solar
herO vs Cure
Reynor vs GuMiho
ByuN vs ShoWTimE
Tenacious Turtle Tussle
2 days
The PondCast
2 days
RSL Revival
2 days
Solar vs Zoun
MaxPax vs Bunny
[ Show More ]
Kung Fu Cup
3 days
WardiTV Korean Royale
3 days
PiGosaur Monday
3 days
RSL Revival
3 days
Classic vs Creator
Cure vs TriGGeR
Kung Fu Cup
4 days
CranKy Ducklings
4 days
RSL Revival
4 days
herO vs Gerald
ByuN vs SHIN
Kung Fu Cup
5 days
BSL 21
5 days
Tarson vs Julia
Doodle vs OldBoy
eOnzErG vs WolFix
StRyKeR vs Aeternum
Sparkling Tuna Cup
5 days
RSL Revival
5 days
Reynor vs sOs
Maru vs Ryung
Kung Fu Cup
6 days
WardiTV Korean Royale
6 days
BSL 21
6 days
JDConan vs Semih
Dragon vs Dienmax
Tech vs NewOcean
TerrOr vs Artosis
Liquipedia Results

Completed

Proleague 2025-11-07
Stellar Fest: Constellation Cup
Eternal Conflict S1

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
SOOP Univ League 2025
YSL S2
BSL Season 21
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual

Upcoming

SLON Tour Season 2
BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
HSC XXVIII
RSL Offline Finals
WardiTV 2025
RSL Revival: Season 3
META Madness #9
BLAST Bounty Winter 2026
BLAST Bounty Winter 2026: Closed Qualifier
eXTREMESLAND 2025
ESL Impact League Season 8
SL Budapest Major 2025
BLAST Rivals Fall 2025
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.