Why so few sensor towers? - Page 3
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hizBALLIN
United States163 Posts
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hoovehand
United Kingdom542 Posts
i think it shouldn't even be in the game at all. it's too overpowered, like maphack. | ||
Victim
United States188 Posts
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Niguana
United States36 Posts
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
United Kingdom88 Posts
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
Canada1045 Posts
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bkrow
Australia8532 Posts
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.. | ||
cannavaro
Italy86 Posts
You can also try to force some scans in similar ways. | ||
ghanjamon
22 Posts
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Touch
Canada475 Posts
On November 28 2010 09:12 Niguana wrote: I feel the same way about Observes. 50/100 for keeping tabs on the opponent's army throughout an entire game, absolutely overpowered.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. 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. | ||
Sv1
United States204 Posts
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
United States1659 Posts
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SwizzY
United States1549 Posts
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 | ||
iAmJeffReY
United States4262 Posts
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SlapMySalami
United States1060 Posts
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 ![]() 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. | ||
Arcanewinds
United Kingdom197 Posts
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
United States979 Posts
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klauz619
453 Posts
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Cyber_Cheese
Australia3615 Posts
On November 28 2010 01:11 Gudeldar wrote: 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 | ||
Parra
United States152 Posts
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