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Why so few sensor towers? - Page 2

Forum Index > StarCraft 2 Strategy
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ROOTheognis
Profile Blog Joined January 2006
United States4482 Posts
November 27 2010 16:41 GMT
#21
sensor towers are HIGHLY undersused.

the only reason they are not used currently to their full extent is because it is not currently in fashion. You only see it few and far between but I believe it will be essential in a few months to a year.

Someone super famous needs to use em to great success in GSL before EVERY terran will start using them.


100 gas is nothing in mid to late game. It will be ESSENTIAL as people start to exploit the immobility of terran in the future.
If you avoid your weakness, it will remain your weakness. www.twitter.com/#!/rootheognis Follow me!
Niguana
Profile Joined November 2010
United States36 Posts
Last Edited: 2010-11-27 16:44:13
November 27 2010 16:43 GMT
#22
On November 28 2010 00:09 bobucles wrote:
Is 100 gas really THAT expensive?

It just seems odd to see a good drop kill 5-15 workers, maybe wipe out an expansion every now and then, only to complain that catching it in advance would have been TOO expensive.

It's an instant xel-naga for 125/100, and we know how important those are.


Early-Mid game it is. There is no reason at all to not get them when you have your main and natural saturated with 20+ workers and are preparing for a third, but any earlier than that and it's cutting into your unit count. You can easily, as others said, get the same amount done with a few SCV's at Towers or in pivotal parts of the map. When you start to hit late game is when you throw down sensor towers and when it becomes crucial, especially against mobile Zerg Muta armies or creeped up Roach armies.
ducis
Profile Joined May 2010
Canada96 Posts
November 27 2010 16:48 GMT
#23
i just forget about them, no excuse.
Niguana
Profile Joined November 2010
United States36 Posts
November 27 2010 16:51 GMT
#24
On November 28 2010 01:48 ducis wrote:
i just forget about them, no excuse.


As someone else said, it's just a simple fact of not many high players utilizing them. It's a FOTM kind of deal. I guarantee if SlayerSBoxer made a sensor tower in every game he played in the GSL for a few games, everybody in ladder will start inevitably using it and it will be the cool new revolutionary T building.
uAir
Profile Joined November 2010
United States41 Posts
November 27 2010 21:15 GMT
#25
I use sensor towers in TvT. >_>
Beyond that though I find no real use for them. If harass is going to happen and you don't have units to defend then you don't have units to defend. A sensor tower isn't going to change that. You're often better off getting a viking and having it sit outside on a probable intercept point with an incoming drop or something, at least you'll take out a dropship or two that way. Or if it's mutas, at least you have something there to shoot back.

Sensor tower in TvT does the trick for me though as I'm usually concentrating all of my forces against all of their forces and ends in a standstill of tanks pointing cannons at each other and marines loitering around keeping an eye out for banshees and vikings poking in. In that case, sensor tower = easy alert so I can cut down on the number of marines I spread around my tank/turret line if it's of any help to me. And more often than not, three sensor towers will fully encapsulate your tank line or even the whole map so the enemy can't make any kind of drop or surprise advance or troop movement without you knowing about it and moving your tanks into position as early as possible. Also cuts down on the number of scans you waste.

I suggested a chance to which they make the tower detectors. ONLY WHILE the cloaked unit is moving though. Once the cloaked unit stops the tower no longer picks it up and only detects it again when it is moving. So if they see a stray red dot moving in from the side they still have to scan it to see what it is. And it does not reveal cloaked units. It only reveals cloaked units moving on the map. ie, you'll see the little red mark of where the unit is but as soon as it stops it disappears. Even when in range of your other unit's vision. A scan is still needed to know what is there, simply having the tower only tells you when something is moving there. If an observer stops cold you lose sight of it completely until a detector comes over or you scan.

If they made this change I think sensor towers would quite a bit more use. Especially in TvT and even in TvP now. Still not so sure you'd get much use out of it in TvZ.
let us have faith that right makes might and in that faith dare to do our duty
Bonham
Profile Joined November 2010
Canada655 Posts
November 27 2010 21:26 GMT
#26
As a toss, I'm sure glad they don't get that much use. On a related note, I think this thread should be deleted.
Sv1
Profile Joined June 2010
United States204 Posts
November 27 2010 21:31 GMT
#27
Not bad later in the game, but again, 100 gas, that could be half a thor, half an upgrade. Also, placement is kinda meh. Finding a good spot could be a little tough, more often than not, the sensor tower is built on the edge of your base, and you're only getting detection on half of an area. (What good it a sensor tower that senses units in your base.

I suppose if you're truly terrified of burrowed roaches. I think TvT is really the biggest use as a drop is always a threat.

100 gas though, if you've got it why not. Though a 50 mins for a marine/scv to stand somewhere on patrol.
.Aar
Profile Joined September 2010
2177 Posts
November 27 2010 21:33 GMT
#28
Because we're greedy.

And greed is good.
now run into the setting sun, and suffer, but don't mess up your hair.
PhiliBiRD
Profile Joined November 2009
United States2643 Posts
November 27 2010 21:38 GMT
#29
maybe because most toss and zerg players dont utilize drops vs terran players. the only thing to really fear most of the time is mutalisk harassment.

in some cases players WILl get them because those zerg/toss players DO utilize multi harassment routes and forces them to.

Buddhalol
Profile Joined October 2010
Canada109 Posts
November 27 2010 21:40 GMT
#30
ive wondered this for a while now, but after about 20 min or so with 4-5 on the map i get a bit raged >.<
Jah Rastafari
universalwill
Profile Blog Joined August 2010
United States654 Posts
November 27 2010 21:55 GMT
#31
there's no justified reason why sensor towers are underused. in reality, it's because terrans are used to not using every option their race gives them, and think that any money that doesn't go towards more attacking units is money wasted. once they realize that they can just forgo 2 medivacs (and terran players generally make an unreasonable amount of them earlier than they need to) for coverage of half the map, you'll see sensor towers being used more.
iAmJeffReY
Profile Joined August 2010
United States4262 Posts
November 27 2010 21:58 GMT
#32
Get them in 2s. That's when you see the most abstract abuse of 2s mobility as strats are coupled to be together. Like a massing tank terran, he has no mobility but his allys blink stalkers are there most time.

I didn't know until around 1500 diamond that the enemy knew you put up a sensor tower when you do.
Unbiased biased terran abuser Jeffrey. Sorry for the rage, friend!
FakeDouble
Profile Blog Joined September 2010
Australia676 Posts
November 27 2010 22:00 GMT
#33
If both your armies are being very mobile, scvs and marines won't hold Xelnaga's for long, and you'll forget to retake them. 100 gas seems a worthwhile investment mid-late game when your bases and armies are spread out, e.g. half the map of metalopolis.

I think they can be very useful, it's just that I forget they exist most of the time q_q
Formerly known as carbonaceous
Enervate
Profile Joined August 2010
United States1769 Posts
November 27 2010 22:04 GMT
#34
Your opponent can see your sensor tower range. It's nearly impossible to cover every single drop route with your sensor tower. In fact, in many occasions, a sensor tower can lull you into a false sense of security.
Augury
Profile Blog Joined September 2008
United States758 Posts
November 27 2010 22:05 GMT
#35
They cost too much and don't cover enough area.

They're also easily replaced by supply depots and units.
afirlortwo
Profile Joined April 2010
United States161 Posts
November 27 2010 22:11 GMT
#36
I think sensor towers are woefully underused; people are making a big deal out of the 100 gas, but frankly for most of us (excluding the pros) that would represent 100 gas well spent, especially as the game progresses. I know when playing against terrans I hate to see them put up sensor towers, as it in effect locks down that entire region (and they cover a lot of area). Any element of surprise is gone. For a fairly immobile terran, you'd think sensor towers would be their best friend. Maybe as the game develops and other strategies are explored, starcraft 2 is still a relatively new game
Just a momentary diversion on the road to the grave
crescendo111
Profile Joined August 2010
11 Posts
November 27 2010 22:18 GMT
#37
On November 28 2010 01:18 DyEnasTy wrote:
Show nested quote +
On November 28 2010 00:31 junemermaid wrote:
On November 28 2010 00:24 Snowfield wrote:
Sensor towers cost alot of gas yo, and you're kinda low on gas as terran.

Maybe they should give detection like turrets aswell, would atleast justify their cost a bit more


100 gas is too expensive for knowledge of a muta harass about 5 seconds before it comes and safety from pretty much all drop play?

most people i've seen, even in gsl, are floating gas like a boss, anyways.




Yes. And I think Idra even said sensor towers are underused. I sometimes forget them. But I think in all matchups they can be quite effective.

vsZ: Muta Harass
vsT: Drops
vsP: Proxy pylons near your base that warp in DT's in the backdoor on the new ladder maps and kill you (sigh).



I feel you on the DT's :/
mvpAKAenvyME
Profile Joined November 2010
Canada179 Posts
Last Edited: 2010-11-27 22:46:31
November 27 2010 22:40 GMT
#38
On November 28 2010 00:16 Chma wrote:
Because they are sooo expensive for a structure that does nothing else!
I think the reason you see it so rarely in high level games is because top players like to rely on their own scouting/map control/reaction capabilities, but it definitely has it's places, just feels somewhat forgotten to me sometimes.

I agree with Itortoise's post in whole, it's better to defend with stuff that has it's uses even after the drop, even if you don't know exactly from what angle the drop/banshee is coming and he kills 2-3 workers before you fend him off with units you still are on a smaller loss than if you had built one of the costly towers.

Also, if a drop is incoming whan you are pushing out, it's not loke a sensor tower will kill off the drop/banshee/whatever anyway.

I do very much think more lower/mid terrans should could make good use of it though.

@above: 1st. It most certainly is NOT a xel naga tower. If terran could build xelnaga's I would switch races asap.

2nd. If the enemy kills 15 workers or your whole expansion I think it's more a qustion of reaction time, you either missed the drop completely or you had your troops way far away to be able to do anything about it anyway OR he dropped a huge army instead of a harrass force, in which case we're already discussing something else(in this case you might be better off countering)

Sensor towers can buy time to position yourself, they dont magically defend anything, you still have to watch your mini map to make use of it and be able to react in time.


This is right, but it's also silly in a way. Saying that player wants to rely on their own abilities is just stupid, and if they actually WANT to do that, then they aswell, are stupid. It's like making seige tanks without seige mode, and being like, "oh whatever, I can micro like a god i dont need seige mode" If you want to be the best, you have to use anything and everything that is available, obviously the sensor tower is really good, and what is 125/100 mid-late game? Especially since you could save yourself "x" amount of workers, or an expansion. It might not neeed to be placed right in your base or whatever, it could be placed as a proxy or something, but doesn't the range of it show up for the enemy once they scout it?

Edit: the enemy does know when you put one up...they should get rid of that, thats totally unfair, it'd be like being able to see the range observer or overseer can detect you..
sas911
Profile Joined November 2010
Canada113 Posts
Last Edited: 2010-11-27 23:06:52
November 27 2010 22:58 GMT
#39
Yah... Huge exaggeration of 100 gas. When you lose 2 marauders while moving away from a fight that you see you can't win, do you slap yourself in the face thinking. SHIT I SHOULD'VE SCOUTED BETTER, NOW I LOST. No.. 100 gas and minerals is pathetic, it's ridiculously small. Unless you ACTUALLY use all of your minerals and gas till 100 the whole end game, it's not even close to anything. Was wondering also if you could do like an "offensive" sensor tower against zerg, where you just drop an scv on a high ground near the natural/main (like the high ground by the natural in LT), and place the sensor tower. Placing it properly, ground units can't hit it, so it forces air units, or if they get overlord drop (which will take long to make), they're paying as much as u did for sensor tower, for something they wouldn't have gotten early-mid game anyway.

On November 28 2010 00:16 Chma wrote:
Edit: the enemy does know when you put one up...they should get rid of that, thats totally unfair, it'd be like being able to see the range observer or overseer can detect you..

Umm no that's op though lol. It's honestly fine as is, the range is totally awesome, and it's really not that much when you have such huge armies. And to explain why not showing when they're put up is op, because other wise, terran could just sneak watch towers everywhere, while the other player doesn't know, and just see the movement of everything. Forcing every race to go on a search for watch towers is retarded, and means that even if the terran DOESN'T use watch towers, they could abuse the fact that the other race has to look for them. And showing the range an overseer detects IS cheap, because then overseers are seen easier, as there's a circle following their general location. So if they're on a cliff or something, the other player knows. Again, watch towers are like this for a reason.
Btw sensor tower and xelnaga actually isn't a hell lot of difference. They both don't offer detection. And if you're ANY good of a player you should already know composition, so the only thing that matters is location.
Saechiis
Profile Blog Joined May 2010
Netherlands4989 Posts
November 27 2010 23:10 GMT
#40
On November 28 2010 07:18 crescendo111 wrote:
Show nested quote +
On November 28 2010 01:18 DyEnasTy wrote:
On November 28 2010 00:31 junemermaid wrote:
On November 28 2010 00:24 Snowfield wrote:
Sensor towers cost alot of gas yo, and you're kinda low on gas as terran.

Maybe they should give detection like turrets aswell, would atleast justify their cost a bit more


100 gas is too expensive for knowledge of a muta harass about 5 seconds before it comes and safety from pretty much all drop play?

most people i've seen, even in gsl, are floating gas like a boss, anyways.




Yes. And I think Idra even said sensor towers are underused. I sometimes forget them. But I think in all matchups they can be quite effective.

vsZ: Muta Harass
vsT: Drops
vsP: Proxy pylons near your base that warp in DT's in the backdoor on the new ladder maps and kill you (sigh).



I feel you on the DT's :/


If sensor towers could detect invisible units I'd build them
I think esports is pretty nice.
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