On November 05 2010 05:02 nanoscorp wrote:
Even with a missile turret up, Nada lost half his mineral line to a single banshee. The range thing mentioned earlier matters, it takes more than 1 turret to cover a mineral line from air harassment.
I think the tipping point should be cloak: ie if your opponent shows you a cloaked banshee, matching him with a turret or two is worthwhile. You know he's invested fairly heavily at that point, and you'll save yourself a MULE or two worth of minerals down the line with some static detection and harvester protection. Also, day9 mentioned timing of defensive structures in a fairly recent show and I think it applies here: when your army is chilling at home, you don't need the static D. On your way out, sure, throw up a couple to provide some insurance. I think of it as closing the door on your way out.
In defense of the pros, I'm not sure we mere armchair QBs understand the speed at which armies build up and get thrown at each other. 4-6 marines do matter, quite a bit in some of the confrontations, and the price there isn't 25 energy on your CC, it can be losing your whole army. Sure, a couple turrets would be nice, but so would not losing your whole base to a ground push.
Even with a missile turret up, Nada lost half his mineral line to a single banshee. The range thing mentioned earlier matters, it takes more than 1 turret to cover a mineral line from air harassment.
I think the tipping point should be cloak: ie if your opponent shows you a cloaked banshee, matching him with a turret or two is worthwhile. You know he's invested fairly heavily at that point, and you'll save yourself a MULE or two worth of minerals down the line with some static detection and harvester protection. Also, day9 mentioned timing of defensive structures in a fairly recent show and I think it applies here: when your army is chilling at home, you don't need the static D. On your way out, sure, throw up a couple to provide some insurance. I think of it as closing the door on your way out.
In defense of the pros, I'm not sure we mere armchair QBs understand the speed at which armies build up and get thrown at each other. 4-6 marines do matter, quite a bit in some of the confrontations, and the price there isn't 25 energy on your CC, it can be losing your whole army. Sure, a couple turrets would be nice, but so would not losing your whole base to a ground push.
A couple turrets in one base is cost effective vs banshee tech. A couple turrets in 3+ bases isn't.
Cannons and spores are 150 a piece making them much less cost effective vs air harass. From personal experience, cannons are only useful against zerg.