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Sensor Tower?

Forum Index > StarCraft 2 Strategy
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AndrewTo
Profile Joined February 2010
United States40 Posts
March 05 2010 08:18 GMT
#1
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.
Railz
Profile Joined July 2008
United States1449 Posts
March 05 2010 08:22 GMT
#2
I usually put it on the very edge of my main cliffs, or at cliffs off to the side of my expansions. If you plan on trying to go mid game, ie get an expansion going before them, it is pretty integral to know incoming attacks so you can adjust accordingly. It is NOT used for offensive/timing attacks at all.
Did the whole world just get a lot smaller and go whooosh?_-` Number 0ne By.Fantasy Fanatic!
Mikilatov
Profile Blog Joined May 2008
United States3897 Posts
March 05 2010 08:26 GMT
#3
I like the sensor tower, I really do, but I never see myself getting them. They are damn expensive. I think they're 125/100 or something.

Specifically I can see them being extremely useful in long TvT's, especially consdiering the fact that they all seem to be turning into mass-air battles, and positioning matters to a huge degree.
♥ I used to lasso the shit out of your tournaments =( ♥ | Much is my hero. | zizi yO~ | Be Nice, TL.
Floophead_III
Profile Joined September 2009
United States1832 Posts
March 05 2010 08:39 GMT
#4
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
Half man, half bear, half pig.
Mikilatov
Profile Blog Joined May 2008
United States3897 Posts
March 05 2010 08:53 GMT
#5
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


I don't think an SCV can consistently scan a huge area for enemy troop movement via land or air, especially not over cliffs and empty air areas. Positioning and pre-emptiveness can COMPLETELY turn a game around.
♥ I used to lasso the shit out of your tournaments =( ♥ | Much is my hero. | zizi yO~ | Be Nice, TL.
Mystlord *
Profile Blog Joined July 2008
United States10264 Posts
March 05 2010 09:03 GMT
#6
I haven't found a good use for the Sensor Tower yet. It's better to just build depots everywhere for vision, because if you're going to build a sensor tower at the edge of the cliff to scan for drops, you'll probably regret wasting that 100 gas on a sensor tower that would be better served on something better like upgrades.
It is impossible to be a citizen if you don't make an effort to understand the most basic activities of your government. It is very difficult to thrive in an increasingly competitive world if you're a nation of doods.
raga4ka
Profile Joined February 2008
Bulgaria5679 Posts
Last Edited: 2010-03-05 09:14:34
March 05 2010 09:06 GMT
#7
I always use it at the edges of my bases to detect a possible counter attack . I still haven't used them for offensive purposes yet . I don't know if it's worth it or not but it's pretty useful and it helps you gain map control . if it costed less gas i would see myself using it a lot more .
ShadowDrgn
Profile Blog Joined July 2007
United States2497 Posts
March 05 2010 09:07 GMT
#8
The silliest part of sensor towers is that your opponent can see the sensor radius. Did someone at Blizzard feel that the tower was so imba that it needed a built-in weakness like that?
Of course, you only live one life, and you make all your mistakes, and learn what not to do, and that’s the end of you.
raga4ka
Profile Joined February 2008
Bulgaria5679 Posts
Last Edited: 2010-03-05 09:15:01
March 05 2010 09:12 GMT
#9
On March 05 2010 18:07 ShadowDrgn wrote:
The silliest part of sensor towers is that your opponent can see the sensor radius. Did someone at Blizzard feel that the tower was so imba that it needed a built-in weakness like that?


lol they can ? I hope they can't see tank's range as well ....
Kleander
Profile Blog Joined November 2006
United States334 Posts
March 05 2010 09:18 GMT
#10
yeah at first i didnt know what it was, i thought it was a bug, like someone pinged the map and it froze like that... but sensor tower is super useful on maps like kulas ravine, you can hide them in nooks and send scv's to watch towers, its pretty damn awesome how much ground you can cover
Ambition is a poor excuse for not having enough sense to be lazy. 지지 Guess who's learning Korean
Mikilatov
Profile Blog Joined May 2008
United States3897 Posts
March 05 2010 09:23 GMT
#11
Yeah I have to agree, your opponent seeing the radius is kinda sucky.
♥ I used to lasso the shit out of your tournaments =( ♥ | Much is my hero. | zizi yO~ | Be Nice, TL.
Vexki
Profile Joined February 2010
Australia36 Posts
March 05 2010 09:34 GMT
#12
Sensor towers are an amazing scouting tool, you're pretty much building your own Xel'Naga watchtowers. It doesn't matter that you can't really see what exact units the opponent is using, you see a big blob of red heading towards your base from some direction and get ready to defend. Four sensor towers can pretty much cover an entire map, showing you exactly where your opponent is at any time.

On maps like scrap yard, the range is big enough to detect an air attack AS it leaves the opponents base, it can also detect if the opponent takes the island expansion, or if they're destroying the destructible rocks.

Gas isn't a problem if you go bio, you can sustain MnMnM off 1 base of gas, or mech if you get a lot of hellions.

Offensively, if you're setting up a contain and you're throwing down turrets, why not also throw down a sensor tower? It's close enough to the opponents base that you can pretty much see how many production facilities they have, and if they have enough units to hold you off if you were to just run in there.
P00RKID
Profile Joined December 2009
United States424 Posts
March 05 2010 09:41 GMT
#13
Hmm I don't know about letting the opponent see the sensor tower's radius. Perhaps they should only be able to see the radius line if they have a detector there. Otherwise its a big tip off.
"Does your butt hurt? 'cause you fell from heaven once the cast was over?" Artosis
PredY
Profile Joined September 2009
Czech Republic1731 Posts
March 05 2010 09:55 GMT
#14
build one on the edge of your main on scrap station. it will save your ass from various drops and you can also see the island expo.
http://www.twitch.tv/czelpredy
Odds
Profile Joined May 2008
Canada1188 Posts
March 05 2010 10:11 GMT
#15
Your opponent should really only be able to see the radius if he's scouted the tower itself. =/
Odds.633, AM. Plat level currently. Would love more practice partners, add me, let's play!
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
March 05 2010 11:25 GMT
#16
sensor tower would be good on straight island map, or if the person is doing air/drop only.
..and then I would, ya know, check em'. (Aka SpoR)
Mente
Profile Joined December 2009
United States288 Posts
March 05 2010 11:48 GMT
#17
I only see sensor towers being really useful in tvt. I've had no desire to build them in any other matchup.
Solomon Grundy want pants too!
Unentschieden
Profile Joined August 2007
Germany1471 Posts
March 05 2010 11:53 GMT
#18
I don´t think People realise how broken this would be if the Radius wasn´t revealed. That is the ONLY reason why Terrans don´t cover the map with them, they would be easy enough to hide otherwise. Only getting (!) is not as big of a limitation as you´d think, You always get air/nonair as well as Movementspeed. Plus there is always the context of what you know about the Enemys Tech (Terrans have scan, there is no excuse NOT to know).
There is also the factor that even though the enemy knows about the Towers he doesn´t know anything else. If the Terran manages to have mapcontrol and Resources enough to set up 2 or 3 he is pretty much set in terms of Map awareness, the opponent has no choice but to go stealth units. He can´t send Harrassment forces since they would be discovered by the Tower too early and the Terran could react. He can´t send his mainforce since then the Terran would sacrifice the Tower and go for the Main/Expansions.

The sensor Towers are definetly not bad but people need to get compfortable with the gas restrictions.
Aerox
Profile Blog Joined September 2004
Malaysia1213 Posts
Last Edited: 2010-03-05 12:27:17
March 05 2010 12:26 GMT
#19
On March 05 2010 18:41 P00RKID wrote:
Hmm I don't know about letting the opponent see the sensor tower's radius. Perhaps they should only be able to see the radius line if they have a detector there. Otherwise its a big tip off.

I like the idea of using the detector to spot the sensor tower's area of detection but instead of a constant radius line, a viewable sonar wave that goes off every 3-5 seconds or something. It allows fast units to dodge the detection if they move out of the area before the sonar hits them and while not letting the enemy know instantly the exact edge of the detection area unless they move slow while watching the ground. The sonar wave speed will of course be adjusted.
"Eyes in the sky."
MidKnight
Profile Joined December 2008
Lithuania884 Posts
March 05 2010 12:38 GMT
#20
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. =/


+++++++++
Psyonic_Reaver
Profile Blog Joined June 2007
United States4337 Posts
March 05 2010 12:40 GMT
#21
I don't like how the enemy can see the enemy sensor range. On Scrap Yard or whatever gay fuck name that map is. I like to take the island and it would be AWESOME to put a sensor tower there to make sure I don't get dropped but nooooooooooooooo can't alert the enemy that i'm there. Bleh...

I find Sensor Towers to be a great way to see if Toss have obs in your base or if Zerg Roaches are trying to burrow past your forces or something. I like to place them around a player I know I have contained to make sure nothing slips past.
So wait? I'm bad? =(
Niten
Profile Blog Joined October 2009
United States598 Posts
March 05 2010 18:31 GMT
#22
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. =/


I wholeheartedly agree with you here. Being able to suddenly see a radius for something you haven't even seen yet from the fog of war is completely stupid. This should really apply to seige tanks as well.
Korra: "Ok, I know that I'm not good at emotions, but that's what Tenzin's gonna teach me, right? He's gonna teach me to be happy and gentle and spiritual, and the rest of that bullsh**t."
dustdust
Profile Joined March 2010
Germany76 Posts
Last Edited: 2010-03-05 18:42:26
March 05 2010 18:42 GMT
#23
with one or two sensor towers I can keep my tanks unsieged all the time and siege/move them appropriately as soon as I see red dots incoming.
L0thar
Profile Blog Joined September 2007
987 Posts
March 05 2010 18:53 GMT
#24
On March 05 2010 21:40 Psyonic_Reaver wrote:
I find Sensor Towers to be a great way to see if Toss have obs in your base or if Zerg Roaches are trying to burrow past your forces or something. I like to place them around a player I know I have contained to make sure nothing slips past.


What? Sensor Towers don't detect cloaked or burrowed units, no?
MasterReY
Profile Blog Joined August 2007
Germany2708 Posts
March 05 2010 19:12 GMT
#25
sensor towers helped me ALOT in a game i played just 5 mins ago.

TvP on Blistering sands.

Protoss killed the rocks @my backramp in early game so there was the threat of getting my main raped all the time. i build 2 sensor towers to see if his units some to attack my base and was able to prepare well with sieged twanks and stuff when he tries to attack @ backramp.

REPLAY: http://www.mediafire.com/?uttzndzu4ij

https://www.twitch.tv/MasterReY/ ~ Biggest Reach fan on TL.net (Don't even dare to mention LR now) ~ R.I.P Violet ~ Developer of SCRChart
TL+ Member
MasterReY
Profile Blog Joined August 2007
Germany2708 Posts
March 05 2010 19:13 GMT
#26
On March 06 2010 03:53 adelarge wrote:
Show nested quote +
On March 05 2010 21:40 Psyonic_Reaver wrote:
I find Sensor Towers to be a great way to see if Toss have obs in your base or if Zerg Roaches are trying to burrow past your forces or something. I like to place them around a player I know I have contained to make sure nothing slips past.


What? Sensor Towers don't detect cloaked or burrowed units, no?


they dont detect them as in you cant attack them, but they still show that they are there with those little red circles.
https://www.twitch.tv/MasterReY/ ~ Biggest Reach fan on TL.net (Don't even dare to mention LR now) ~ R.I.P Violet ~ Developer of SCRChart
TL+ Member
Chairman Ray
Profile Blog Joined December 2009
United States11903 Posts
March 05 2010 19:17 GMT
#27
The problem I find with the sensor tower is that it helps your opponent too much. With such a steep cost, it should be like any other building or unit that only helps you. Against a sensor tower, I would walk a dozen probes towards one of their bases, and a few seconds later, send my main force to attack another base.
Unentschieden
Profile Joined August 2007
Germany1471 Posts
March 05 2010 19:23 GMT
#28
Wouldn´t you rather use Hallucinations?
Tears.Of.The.Moon
Profile Joined September 2009
Slovenia715 Posts
Last Edited: 2010-03-05 19:26:35
March 05 2010 19:25 GMT
#29
I found the sensor tower quite usefull against zerg, if he went heavy air.
You alredy have an Enginering bay in that matchup because of the turrets you need vs mutalisk. So the sensor tower is alredy unlocked , and it realy payes to have him against mutas, so your marines can see from which side the mutas will come. It counters muta harass quite well, since you always know from which side they are coming. It makes a huge difference for your marine force.
But except that matchup ,i didn't realy found it usefull.
ヽ(´ー`)┌
Eben
Profile Blog Joined September 2008
United States769 Posts
March 05 2010 19:28 GMT
#30
On March 06 2010 04:13 MasterReY wrote:
Show nested quote +
On March 06 2010 03:53 adelarge wrote:
On March 05 2010 21:40 Psyonic_Reaver wrote:
I find Sensor Towers to be a great way to see if Toss have obs in your base or if Zerg Roaches are trying to burrow past your forces or something. I like to place them around a player I know I have contained to make sure nothing slips past.


What? Sensor Towers don't detect cloaked or burrowed units, no?


they dont detect them as in you cant attack them, but they still show that they are there with those little red circles.


No they dont. they dont show stealth units at all (not 100% sure about burrowed..)
789
Profile Joined October 2009
United States959 Posts
March 05 2010 20:03 GMT
#31
I like the concept of sensor towers and agree they can be quite useful. But the 2 major drawbacks (high cost and enemy being able to see radius) make me feel they aren't worth it in most cases. The only time I ever really bother to think about using them is if my opponent is doing a heavy air or drop based strategy. There is something about your enemy knowing that you know that bothers me, especially at the cost of 100 gas. The radius being shown makes them worthless for using at a hidden base. If they cost less gas or the radius wasn't shown I'd probably use them a lot more.
Member of Hyuk Hyuk Hyuk Cafe! He's the next Jaedong, baby!
Holgerius
Profile Blog Joined January 2009
Sweden16951 Posts
March 05 2010 20:09 GMT
#32
I can definitely see how, on certain maps, it could be a great tool for scouting to put up a Sensor Tower at some key locations.
I believe in the almighty Grötslev! -- I am never serious and you should never believe a thing I say. Including the previous sentence.
3FFA
Profile Blog Joined February 2010
United States3931 Posts
March 05 2010 20:53 GMT
#33
finally they have been proven to have an actual USE! YES!
"As long as it comes from a pure place and from a honest place, you know, you can write whatever you want."
Antpile
Profile Joined March 2009
United States213 Posts
Last Edited: 2010-03-05 23:35:09
March 05 2010 23:32 GMT
#34
These things are ridiculously useful.

As a zerg player, I find them very annoying when the terran puts one at each expo because it basically shuts down all herassment and shows him any nydus worms immediately. I can no longer get my mutas any where near any of his mineral lines without ten thousand marines already sitting there waiting for me. Same goes for a big ground force heading for one of his expos. Basically, I can never catch the terran unprepared again.

It is definitely worth putting up once you've gone to two bases unless you put the second in some goofy place in an attempt to hide it. If you just expanded your nat, it's not like they won't find it or anything, so you should put the tower down as soon as your defenses are set. This way, one army can defend both bases due to having warning of any incoming attacks.

This thing is worth it's weight in gold. Just imagine how much BS this thing will stop over the course of your SC2 career. How many cheesy drops, nydus worms, or muta surprises this thing will save you from and hence how many games you would have lost that you end up winning just because of spending 100 gas. You'd be crazy not to use these.

The radius needs to be viewable though. This thing is basically built in maphack.

One piece of advice i will give though is to place the tower someplace there is a bunch of missile turrets, because I WILL snipe that thing with my mutas if I can.
brocoli
Profile Joined February 2010
Brazil264 Posts
Last Edited: 2010-03-05 23:51:01
March 05 2010 23:50 GMT
#35
They are ridiculously good already.
Just go and watch any replay with them in action.

But regarding siege tanks, it is really a shame that the radius is visible for them =/

@Chairman Ray:
this is kinda risky... if those probes get scanned, they'll be Viking'd/Banshee'd for sure.
Roulette36
Profile Joined October 2009
United States55 Posts
March 05 2010 23:57 GMT
#36
does the blimps show up on the mini map?
Foxhawk
Profile Joined December 2009
United States41 Posts
March 05 2010 23:59 GMT
#37
I like them vs reapers if I can afford it.
No plan of battle ever survives contact with the enemy.
MorroW
Profile Joined August 2008
Sweden3522 Posts
Last Edited: 2010-03-06 00:05:47
March 06 2010 00:05 GMT
#38
they r good lategame tvt when the map is split, u can see which direction he moves without having to scan all the time. the cost is nothing since ur rich with 200 psi :p

i dont like that my opponent can see my sensor array area tho, thats pretty retarded
Progamerpls no copy pasterino
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
March 06 2010 00:10 GMT
#39
They're good vs nydus worms
ModeratorBlame yourself or God
Twe3k
Profile Joined August 2009
89 Posts
March 06 2010 00:19 GMT
#40
They are useless early on. During one of my first games on Beta, I made a sensor tower thinking it would detect cloak... yeah I definitely lost that game.

SENSOR TOWER DOES NOT SEE CLOAK!

But I think I might need to start incorporating them in to my game play more during Mid to late game. Map control becomes very important as Terran and this building allows it to happen.
Lets Burn! <_/_/_D
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
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.
bobucles
Profile Joined November 2010
410 Posts
December 21 2010 00:04 GMT
#81
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.
If there's a viable ground path to your siege tanks, you're playing mech completely wrong. With choke points, island cliffs, salvageable bunkers, and flying buildings to wall off ANYWHERE, there is absolutely no excuse for leaving any less than an impenetrable siege defense.
Conrose
Profile Joined October 2010
437 Posts
December 21 2010 00:10 GMT
#82
An efficient spread of Sensor Towers is amazing in 3v3 and 4v4 games (Especially on maps where mains are spread out), while conditionally useful in 2v2s at fairly specific locations.

1v1s I don't use them much.
Geovu
Profile Blog Joined November 2010
Estonia1344 Posts
December 21 2010 00:11 GMT
#83
It makes me sad and really pissed off when a Terran puts up a single sensor tower and can see in my main on LT or Metal. Or see the whole frigging map on Steppes. I'd have to build 4 observers or more just to spot the radius of a sensor tower completely and you can see cloaked units (!?!) as though Terran had poor detection in the first place.

No Terrans seem to like this building either so if it was removed from the game I think everyone would be happy.
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
December 21 2010 00:27 GMT
#84
On December 21 2010 09:04 bobucles wrote:
Show nested quote +
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.
If there's a viable ground path to your siege tanks, you're playing mech completely wrong. With choke points, island cliffs, salvageable bunkers, and flying buildings to wall off ANYWHERE, there is absolutely no excuse for leaving any less than an impenetrable siege defense.


As if. Please show me someone that is playing mech correctly then using said buildings to wall off, etc. Using cliffs isn't mech play, it's an option viable for mech play. And if you've seen a particular game on LT lately, you'd know it's still worthless even in your scenario.
Rodregeus
Profile Joined August 2010
Australia126 Posts
December 21 2010 01:15 GMT
#85
On December 21 2010 09:11 Geovu wrote:
It makes me sad and really pissed off when a Terran puts up a single sensor tower and can see in my main on LT or Metal. Or see the whole frigging map on Steppes. I'd have to build 4 observers or more just to spot the radius of a sensor tower completely and you can see cloaked units (!?!) as though Terran had poor detection in the first place.

No Terrans seem to like this building either so if it was removed from the game I think everyone would be happy.



I like them, especially if doing drop play. Even more so if it's against Z. You can see exactly where all their overlords are and avoid them accordingly, to get your drop to their base unseen. Also makes OL sniping a hell of a lot easier.

Obviously though not quite as viable on huge maps cause you would need a ton of towers.
Fear the reaper. // lol never mind.
Komsa
Profile Joined November 2010
United States99 Posts
December 21 2010 01:44 GMT
#86
Sensor tower purpose it to make sure ur contain isn't being dropped around. You set up a contain, or in TvT a stalemate then use sensor tower to make sure their army stays on the border of your push/contain...
If you see all his units move out of tower vision or if you see his front line come forward, he's about to try something.

What's the point dreaming of what towers should be in a strategy forum? Watch pro replays, they know how to use them. Take their free advice.
I not only use all the brains that I have, but all that I can borrow. -Woodrow Wilson
Rodregeus
Profile Joined August 2010
Australia126 Posts
December 21 2010 03:27 GMT
#87
On December 21 2010 10:44 Komsa wrote:

What's the point dreaming of what towers should be in a strategy forum? Watch pro replays, they know how to use them. Take their free advice.


Same reason as everything else here i would assume. Both to start a conversation potentially leading to new fun strategies. Along with the fact people here like to talk starcraft, so why the hell not?
Fear the reaper. // lol never mind.
PooNinja
Profile Joined November 2010
Australia46 Posts
December 21 2010 03:36 GMT
#88
On December 21 2010 09:11 Geovu wrote:
It makes me sad and really pissed off when a Terran puts up a single sensor tower and can see in my main on LT or Metal. Or see the whole frigging map on Steppes. I'd have to build 4 observers or more just to spot the radius of a sensor tower completely and you can see cloaked units (!?!) as though Terran had poor detection in the first place.

No Terrans seem to like this building either so if it was removed from the game I think everyone would be happy.


Sensor towers do not detect cloaked units.
Geovu
Profile Blog Joined November 2010
Estonia1344 Posts
December 21 2010 03:53 GMT
#89
On December 21 2010 12:36 PooNinja wrote:
Show nested quote +
On December 21 2010 09:11 Geovu wrote:
It makes me sad and really pissed off when a Terran puts up a single sensor tower and can see in my main on LT or Metal. Or see the whole frigging map on Steppes. I'd have to build 4 observers or more just to spot the radius of a sensor tower completely and you can see cloaked units (!?!) as though Terran had poor detection in the first place.

No Terrans seem to like this building either so if it was removed from the game I think everyone would be happy.


Sensor towers do not detect cloaked units.

I meant that they show up as blips, I might be wrong at that too though.
TehForce
Profile Joined July 2010
1072 Posts
December 21 2010 03:58 GMT
#90
On December 21 2010 12:53 Geovu wrote:
Show nested quote +
On December 21 2010 12:36 PooNinja wrote:
On December 21 2010 09:11 Geovu wrote:
It makes me sad and really pissed off when a Terran puts up a single sensor tower and can see in my main on LT or Metal. Or see the whole frigging map on Steppes. I'd have to build 4 observers or more just to spot the radius of a sensor tower completely and you can see cloaked units (!?!) as though Terran had poor detection in the first place.

No Terrans seem to like this building either so if it was removed from the game I think everyone would be happy.


Sensor towers do not detect cloaked units.

I meant that they show up as blips, I might be wrong at that too though.


just like he said, sensor towers DO NOT detect cloaked units, that includes the "blips".
NesTea <3
fidey
Profile Joined May 2010
United States46 Posts
December 21 2010 04:24 GMT
#91
Sensor towers are f*cking ridiculous, why are Terrans actually whining about 100 gas? It costs 100 gas for a slow moving, noticeable observer that typically dies immediately against any competent player. I wouldn't mind having a xel naga watchtower for 125/100.
It is a lot like nature, you only have as many animals as the ecosystem can support and you only have as many friends as you can tolerate the bitching of
ShootingStar
Profile Joined December 2010
17 Posts
December 21 2010 04:27 GMT
#92
It's pretty silly not to have at least 1 sensor tower, putting supply depots down for spotting is.....OK, but this means you only spot the drop once it is already at your base, it will more than likely be able to snipe off the depot and leave before it gets killed at the very least.

Having a sensor tower mean's you can spot any drops way before they get to you so the chances are you can intercept them and kill them or scare them off with either very minimal damage being sustained if any at all, plus simply having a sensor tower will discourage drops anyway as a drops main power is the element of surprise. Not to mention it also will make you far better at dealing with doom drops which can very easily cripple or end the game for you.

For Terran, and especially a Terran with an immobile army, a sensor tower or 2 is a must in my eye's, people argue it's 100 gas, but seriously it's absolutely ridiculous to think it doesn't pay for itself during a game.
Addishuns
Profile Joined December 2010
United States19 Posts
December 21 2010 04:37 GMT
#93
On December 21 2010 13:24 fidey wrote:
Sensor towers are f*cking ridiculous, why are Terrans actually whining about 100 gas? It costs 100 gas for a slow moving, noticeable observer that typically dies immediately against any competent player. I wouldn't mind having a xel naga watchtower for 125/100.


But observers are cloaked, mobile, and detectors. Sensor towers are immobile, visible, and only detect visible units (at a huge range of course).
Azzur
Profile Blog Joined July 2010
Australia6259 Posts
December 21 2010 04:39 GMT
#94
Sensor towers are useful but they're not that great for they cost an expensive 100 gas. I sometimes use them in the lategame.
fidey
Profile Joined May 2010
United States46 Posts
Last Edited: 2010-12-21 04:48:05
December 21 2010 04:45 GMT
#95
On December 21 2010 13:37 Addishuns wrote:
Show nested quote +
On December 21 2010 13:24 fidey wrote:
Sensor towers are f*cking ridiculous, why are Terrans actually whining about 100 gas? It costs 100 gas for a slow moving, noticeable observer that typically dies immediately against any competent player. I wouldn't mind having a xel naga watchtower for 125/100.


But observers are cloaked, mobile, and detectors. Sensor towers are immobile, visible, and only detect visible units (at a huge range of course).


If you've ever seen any Terran play on Xel Naga Caverns you'll see that a sensor tower covers almost the whole map if it is placed by the gold 3rd. With 2-3 missle turrets there is almost no way any sensible counter attacks or drops could happen.

I'm going to be honest, observers can detect units, but units can also detect observers. They lose half of their utility when they are scouted. And what are you going to detect? Banshees and dark templar? In late game? This is why pheonix hallucination scouting is becoming the dominate method of scouting as P. Observers are not cost effective right now and even with the patch are going to be annoying to get.

PS: 100 gas isn't a lot at all. Aren't marines the staple Terran unit right now? I'd hate to remind any T right now but almost any build is gas heavy besides MMM.
It is a lot like nature, you only have as many animals as the ecosystem can support and you only have as many friends as you can tolerate the bitching of
Gr1m
Profile Joined October 2010
Australia52 Posts
December 21 2010 04:47 GMT
#96
I use it in TvT Fairly often. I find it reassuring to have one in my main so I know Ive got time to respond to drops. I did also use it a couple times on the front lines to ensure no tank flanking but that was because I already had the lead and a maxed army of tank/Viking.
Grim.776 SEA / GRiM.445 NA
ShootingStar
Profile Joined December 2010
17 Posts
December 21 2010 05:00 GMT
#97
TBH I don't even think people understand the concept of a sensor tower and blindly listen that 100 gas is a lot of gas no matter what, what can 100 gas get you really that will be more useful than a sensor tower, Like someone else said, it's basically your own xel'naga tower, and how much are xel'naga's valued by good players, A LOT.

vlovo
Profile Joined November 2010
Netherlands18 Posts
December 21 2010 05:07 GMT
#98
after 15minutes its a realy good tower, especially on LT/meta with close across ravine spawns(or whatever thats called)
bobucles
Profile Joined November 2010
410 Posts
Last Edited: 2010-12-21 05:43:21
December 21 2010 05:39 GMT
#99
On December 21 2010 09:27 FabledIntegral wrote:
Show nested quote +
On December 21 2010 09:04 bobucles wrote:
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.
If there's a viable ground path to your siege tanks, you're playing mech completely wrong. With choke points, island cliffs, salvageable bunkers, and flying buildings to wall off ANYWHERE, there is absolutely no excuse for leaving any less than an impenetrable siege defense.


As if. Please show me someone that is playing mech correctly then using said buildings to wall off, etc. Using cliffs isn't mech play, it's an option viable for mech play. And if you've seen a particular game on LT lately, you'd know it's still worthless even in your scenario.
Oh, I'm sorry, I forgot. This is TL, where pro players a-move their siege tanks across the map.

Siege tanks are the single unit that benefits more from terrain than anything else. They get an advantage every single time a unit has to walk around, climb up, or fight his way through ANY obstacle. Why? Because siege tanks have the longest range in the game. Only a few seconds of obstruction are needed to render an area virtually unassailable, and Terran packs those in spades. All the chargelots and speedlings in the world can't touch a tank on a cliff, and it takes ridiculous numbers to break siege tanks hiding behind anything.

If you aren't using terrain, structures, and cliffs to their FULLEST advantage, you simply aren't playing mech. The extra intel from sensor towers is critical to making sure it works.
xseverityx
Profile Joined October 2010
52 Posts
December 21 2010 06:58 GMT
#100
its rediculously good for close air positions... you basically get to drop with 0 risk if you have a senor tower up.
Sentient66
Profile Joined July 2009
United States651 Posts
December 21 2010 07:31 GMT
#101
I like getting a sensor tower when I feel I'm in a comfortable enough position and have enough money to spend and not fall behind on macro. I also think that they're great for lategame, where both players are sitting on 4+ bases, and you can see everywhere their army moves with just 3 sensor towers.
seNsiX.421
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