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Why so few sensor towers? - Page 3

Forum Index > StarCraft 2 Strategy
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hizBALLIN
Profile Joined June 2010
United States163 Posts
November 27 2010 23:24 GMT
#41
I know this is a bit off-topic, but I really feel as though sensor towers have absolutely no place in multiplayer. They're really perfectly acceptable in the single player, really Terran don't need it in the least in multiplayer. If anything, I'd rather see it added to Protoss buildings.
That which is overdesigned, too highly specific, anticipates outcomes; the anticipation of outcome guarantees, if not failure, the absence of grace.
hoovehand
Profile Joined April 2010
United Kingdom542 Posts
November 27 2010 23:40 GMT
#42
sensor tower = complacency = fail.

i think it shouldn't even be in the game at all. it's too overpowered, like maphack.
Victim
Profile Joined August 2010
United States188 Posts
November 27 2010 23:41 GMT
#43
One issue I found when using sensor towers is that seeing an incoming drop is most useful when you have units nearby who can respond effectively within the extra spotting time that the sensor tower grants. And if units are that close, the drop doesn't seem that dangerous. More often than not, my Vikings are off scouting for additional expos right when the sensors spot a doom drop coming.
Niguana
Profile Joined November 2010
United States36 Posts
November 28 2010 00:12 GMT
#44
On November 28 2010 08:40 hoovehand wrote:
sensor tower = complacency = fail.

i think it shouldn't even be in the game at all. it's too overpowered, like maphack.


I dont think Overlords should be in the game. It's like their supply depots but they can scout and can carry units. It's like having drop ships and map hacks at the same time, that can also morph into detectors. They're pretty overpowered, like a maphack, they should be removed.
Vandal_heart
Profile Joined November 2010
United Kingdom88 Posts
November 28 2010 00:53 GMT
#45
On November 28 2010 08:24 hizBALLIN wrote:
I know this is a bit off-topic, but I really feel as though sensor towers have absolutely no place in multiplayer. They're really perfectly acceptable in the single player, really Terran don't need it in the least in multiplayer. If anything, I'd rather see it added to Protoss buildings.


Agree. Never really thought it belongs to terran as they can react so quickly with stim. Zerg have creep, so their reaction time from any of their bases is pretty quick too. Toss, however, can warp in units to react quickly, and thats kind of a bitch, because it infers you have the supply, the minerals and the number of gateways. And you'd better hope you have a good many gateways with the cooldown ready, because otherwise healed, stimmed mm will shred your meager number of gateway troops. But thats ok, because we have sentry :p
While i'm hilariously biased i WILL admit that amuleted ht warp rocks against drops.
sikyon
Profile Joined June 2010
Canada1045 Posts
November 28 2010 03:00 GMT
#46
I really liked them in TvT when I was down on viking count but up on tank numbers. Watching sensor towers gives you the ability to see when he attempts to move tanks up using viking sight and you can counter-scan.
bkrow
Profile Blog Joined October 2010
Australia8532 Posts
November 28 2010 03:12 GMT
#47
Lol it seems that until Maka drops a sensor tower or BoxeR wins a GSL because he thwarted muta harass with sensor towers 100 gas is going to be to "expensive". If your floating the gas - drop a sensor tower, i really don't see any reason NOT to.

To claim that sensor towers make you complacent well then that's something you got to figure out with your own playstyle - not a reason for people to not use them.

They are an extremely underused asset; i basically view them as a luxury item and therefore are not "crucial" to the build as such, but add a great deal of cushioning to your play. It's like the mercedes of sc2

i don't see to many negatives especially when you are beyond 1/2 base play. Now if you are a pro and you need every mineral/gas to harass, pump units, go bio, thor and banshee builds; sac and then rebuild; then i understand sensor towers may not cut it into your build order..
In The Rear With The Gear .. *giggle* /////////// cobra-LA-LA-LA-LA-LA!!!!
cannavaro
Profile Joined November 2010
Italy86 Posts
November 28 2010 03:23 GMT
#48
Since you can see the radius, you actually can abuse this fact against the terran by playing mindgames. For example: fly 6-8 speed overlords in a way that looks like they're headed for the mineral line, he'll react and send his marines to defend, thinking they're mutas. Fly your real mutas somewhere else and do damage, or just attack anywhere else with his marines looking for nonexistant mutas.
You can also try to force some scans in similar ways.
ghanjamon
Profile Joined October 2010
22 Posts
November 28 2010 04:08 GMT
#49
I feel the towers have their place in the game such as long TvTs where we just sit around waiting for tanks to unsiege and walk into the no mans land. Also, you you have to realize that using units as "spotters" waste valuable supply that can be used to strengthen your army. Sure, you can have a viking somewhere to spot but i'd rather have it sniping ovies or trading vikings in tvt
Touch
Profile Joined August 2010
Canada475 Posts
Last Edited: 2010-11-28 08:22:53
November 28 2010 08:22 GMT
#50
On November 28 2010 09:12 Niguana wrote:
Show nested quote +
On November 28 2010 08:40 hoovehand wrote:
sensor tower = complacency = fail.

i think it shouldn't even be in the game at all. it's too overpowered, like maphack.


I dont think Overlords should be in the game. It's like their supply depots but they can scout and can carry units. It's like having drop ships and map hacks at the same time, that can also morph into detectors. They're pretty overpowered, like a maphack, they should be removed.
I feel the same way about Observes. 50/100 for keeping tabs on the opponent's army throughout an entire game, absolutely overpowered.

On to the topic...Sensor Towers are great way to make up for Terran's lack of vision. Protoss have Observers, Zerg have Overlords. Yet thit usually involves Terran going 15 minutes or beyond, and taking a third expansion for the Sensor Tower to really be effective. If it's just two base play, decent vision can be easily maintained with Supply Depots / Xel'Naga Towers. Because of the metagame, Protoss/Zerg both have a huge advantage over Terran late game, so most Terrans would prefer to keep the games aggressive and short, 2 (occasionally 3) base play is the most common in these match ups. If the meta changes, maybe you will see more Sensor Towers.

They are the absolute shit in TvT.
Sieg
Sv1
Profile Joined June 2010
United States204 Posts
November 28 2010 17:30 GMT
#51
People seem to think that there's an over emphasis on the 100 gas. Terran is a race that requires timing pushes and pushing at times when upgrades finish. When you've got a build and you're using that gas towards something that is integral to your push, you aren't going to be building a sensor tower, which may or may not even return its investment.

TBH other than drops, what is it telling you other that the opponent has units? You already know your opponent is building an army. Most maps have XNTs and if they don't, you can easily put a marine on patrol and when it gets attacked, you look at what is attacking you. 100 gas early can be:

combat shelds
stim
factory/starport
gas towards tech labs (cause we all know tech labs are free right?)
armor/weapons
armory
fast medivac
part of investment of a planetary
part investment for pre-ignitor.

If our discussion is about early game, you can't justify spending it. Tell me what I'd be getting by building a sensor tower early and maybe I'll agree

Midgame you can afford a marine or even a hellion to scout areas, and late game, depending on how you've expanded, you should already KNOW where attacks will be coming from.

Late game, your opponent should really be trying to hit your expansions rather than your main, you don't need a sensor tower to tell you that an attack may come on that.

I've gained incredible amounts of information by simply holding XNTs alone, far more than whenever I've build sensor towers.

and to be honest, sensor towers are extremely limited to map you're playing on. Do you really need one on steppes or blistering sands? Even LT doesn't really need them if you can take the towers. Maybe if blizzard took out the towers you'd see them, but then everyone would complain about terrans having sensor towers.
TheWarbler
Profile Blog Joined April 2010
United States1659 Posts
November 28 2010 17:36 GMT
#52
It is one of my most used things in TvT. Since alot of people like Drops and I enjoy Tank pushing it really helps me.
if you can believe you can concieve
SwizzY
Profile Blog Joined September 2010
United States1549 Posts
November 28 2010 17:40 GMT
#53
1) Maps are small, what can be spotted with a sensor tower can usually be spotted with a well placed marine or viking.

2) Late game building

3) As far as I can tell, ALOT of high level players DO implement sensor towers into their play. If they don't it's either because they are trying to hit a precise timing push, are way ahead, or if I don't think they are that good in the first place.

:DD
All that glitters is not gold, all that wander are not lost, the old that is strong does not wither, deep roots are not reached by frost.
iAmJeffReY
Profile Joined August 2010
United States4262 Posts
November 28 2010 17:41 GMT
#54
I played a 2s yesterday where I contained two people for a long time, just because they didn't let me pause in the beginning. Sensor towers affect the enemy more than you know. I put them all around the base, with only tanks in the front, but to them, they have no clue if I have tanks around it or not. It stops drops, stops any sneak attacks, really useful when pushing or containing someone.
Unbiased biased terran abuser Jeffrey. Sorry for the rage, friend!
SlapMySalami
Profile Joined August 2010
United States1060 Posts
Last Edited: 2010-12-02 00:21:57
November 28 2010 17:53 GMT
#55
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.



On November 29 2010 02:40 SwizzY wrote:
1) Maps are small, what can be spotted with a sensor tower can usually be spotted with a well placed marine or viking.

2) Late game building

3) As far as I can tell, ALOT of high level players DO implement sensor towers into their play. If they don't it's either because they are trying to hit a precise timing push, are way ahead, or if I don't think they are that good in the first place.

:DD




[image loading]
The vision range is LARGER than a xel'naga tower. The only deciding factor is the resources and that it is destructible, but yes they can essentially build destructible xel'naga towers with the downside of not being able to see little critters or cloaked units should you have ungodly map sense. A well placed marine does not give the vision of a xel'naga tower.
marineking will u huk my bigtt1 ilu
Arcanewinds
Profile Blog Joined May 2010
United Kingdom197 Posts
Last Edited: 2010-11-28 17:56:14
November 28 2010 17:55 GMT
#56
I use them a butt ton vs Zerg and Terran :D

Very useful to spot flanks, mutas, drops, banshees, vikings ANYTHING.

You can cover pretty much any map lengthways with 3 sensor towers, and you never have to worry about being caught unawares again.

(I usually put 2 turrets next to the tower vs zerg)
Genome852
Profile Blog Joined August 2010
United States979 Posts
November 28 2010 18:44 GMT
#57
Sensor towers are amazing... I usually only get them mid / late game as to not prevent cutting too much into my army early on. In a lot of scenarios scouting with a unit has its own downsides anyways (ie. TvT you have a viking on patrol, it's going to die in one volley of viking fire when the opponent comes). Sensor towers also have significantly more 'sight' range than normal units.
klauz619
Profile Joined July 2010
453 Posts
November 28 2010 18:45 GMT
#58
When you have 2 bases 100 gas to know any attack 5-6 seconds in advance is a great deal.
Cyber_Cheese
Profile Blog Joined July 2010
Australia3615 Posts
Last Edited: 2010-11-28 18:51:19
November 28 2010 18:50 GMT
#59
On November 28 2010 01:11 Gudeldar wrote:
Show nested quote +
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


LOL Terran is low on gas? Try playing Protoss


gas issues arent race specific, rather an indication of the amount a race is teching

as for sensor towers; lurkers were removed for underuse, it amazes me blizz didnt take sensors out for underuse yet too
The moment you lose confidence in yourself, is the moment the world loses it's confidence in you.
Parra
Profile Joined September 2010
United States152 Posts
November 28 2010 18:56 GMT
#60
I see a lot sensor towers getting sniped.To use them to there full potential, you need to put them in vulnerable spots
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