Sensor Tower?
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AndrewTo
United States40 Posts
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Railz
United States1449 Posts
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Mikilatov
United States3897 Posts
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. | ||
Floophead_III
United States1832 Posts
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Mikilatov
United States3897 Posts
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. | ||
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Mystlord
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United States10264 Posts
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raga4ka
Bulgaria5679 Posts
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ShadowDrgn
United States2497 Posts
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raga4ka
Bulgaria5679 Posts
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
United States334 Posts
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Mikilatov
United States3897 Posts
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Vexki
Australia36 Posts
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
United States424 Posts
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PredY
Czech Republic1731 Posts
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Odds
Canada1188 Posts
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CharlieMurphy
United States22895 Posts
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Mente
United States288 Posts
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Unentschieden
Germany1471 Posts
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
Malaysia1213 Posts
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. ![]() | ||
MidKnight
Lithuania884 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. =/ +++++++++ | ||
Psyonic_Reaver
United States4337 Posts
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. | ||
Niten
United States598 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. =/ 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. | ||
dustdust
Germany76 Posts
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L0thar
987 Posts
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
Germany2708 Posts
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 | ||
MasterReY
Germany2708 Posts
On March 06 2010 03:53 adelarge wrote: 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. | ||
Chairman Ray
United States11903 Posts
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Unentschieden
Germany1471 Posts
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Tears.Of.The.Moon
Slovenia715 Posts
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. | ||
Eben
United States769 Posts
On March 06 2010 04:13 MasterReY wrote: 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
United States959 Posts
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Holgerius
Sweden16951 Posts
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3FFA
United States3931 Posts
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Antpile
United States213 Posts
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
Brazil264 Posts
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
United States55 Posts
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Foxhawk
United States41 Posts
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MorroW
Sweden3522 Posts
i dont like that my opponent can see my sensor array area tho, thats pretty retarded | ||
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Zelniq
United States7166 Posts
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Twe3k
89 Posts
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. | ||
Kappus
United States30 Posts
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
Germany274 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. =/ /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 | ||
Clonze
Canada281 Posts
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Monokeros
United States2493 Posts
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Mente
United States288 Posts
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 | ||
BadZombieAsh
4 Posts
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Touch
Canada475 Posts
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Supersrsbnz
52 Posts
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
United States26 Posts
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Voyager I
United States260 Posts
My enemy shouldn't have to scour the map for hidden Sensor Towers every time he feels like doing something remotely sneaky. | ||
Techno
1900 Posts
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ViRtU4l
France114 Posts
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Lunit
United States183 Posts
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GhoSt[shield]
Canada2131 Posts
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
United States620 Posts
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moonkei
United States9 Posts
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
Brazil163 Posts
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crescendo111
11 Posts
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
Germany20 Posts
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 ![]() ![]() 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? | ||
out4blood
United States313 Posts
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. | ||
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. | ||
bobucles
410 Posts
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
437 Posts
1v1s I don't use them much. | ||
Geovu
Estonia1344 Posts
No Terrans seem to like this building either so if it was removed from the game I think everyone would be happy. | ||
FabledIntegral
United States9232 Posts
On December 21 2010 09:04 bobucles wrote: 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
Australia126 Posts
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. ![]() | ||
Komsa
United States99 Posts
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. | ||
Rodregeus
Australia126 Posts
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? | ||
PooNinja
Australia46 Posts
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
Estonia1344 Posts
On December 21 2010 12:36 PooNinja wrote: Sensor towers do not detect cloaked units. I meant that they show up as blips, I might be wrong at that too though. | ||
TehForce
1072 Posts
On December 21 2010 12:53 Geovu wrote: 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". | ||
fidey
United States46 Posts
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ShootingStar
17 Posts
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
United States19 Posts
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
Australia6259 Posts
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fidey
United States46 Posts
On December 21 2010 13:37 Addishuns wrote: 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. | ||
Gr1m
Australia52 Posts
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ShootingStar
17 Posts
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vlovo
Netherlands18 Posts
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bobucles
410 Posts
On December 21 2010 09:27 FabledIntegral wrote: Oh, I'm sorry, I forgot. This is TL, where pro players a-move their siege tanks across the map.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. 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
52 Posts
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Sentient66
United States651 Posts
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