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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 Terran is probably the least gas intensive race if you're just going MMM with sprinkling some tanks here and there.
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On November 28 2010 12:12 bkrow wrote: 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.
Maka did build sensor towers when he was contained by LittleBoy.
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Didnt Idra say in an interview ones that sensor towers was the most underused "unit" in the game? If I played terran I would absolutly build them in key positions, alot of intel for 100 gas.
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Yup always felt it was a weird building for Blizzard to put in, and I'm not sure about their reason/view of it but I believe it's more of a highly situational unit in high level play, and more like a decent option for lower levels of play.
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The sensor tower is pretty fragile. If it would have twice as much hp, then I think it would be used more.
Atm it is only viable in TvT and TvP.
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People keep saying that the "intel" is worth it. Do you really need to build a sensor tower to know that your opponent has an army? Think of a map like jungle basin, and now think of a map like shakuras.
I think it's important to understand that "underused" is due to "situational".
And for people who say terran don't need gas, look at how just about every unit needs upgrades that require gas, as well as production buildings, as well as attachments, as well as 3 different trees of weapons/armory upgrades. They require as much as anyone else does.
No one questions building obs because they are mobile, cloaked, and can be kept alive (within reason), and tbh provide a lot more information for their cost.
A sensor tower is no different than placing a marine. Seeing the red blips on the map, is no different than hearing a "forces are underattack" and minimap ping at the location.
People keep bringing up idra and his comment about it. Not to discredit him but I don't exactly go to Idra for the latest opinions of terran strategy.
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I think once you're on three base, it'd be silly not to get one since you should be maxed/rolling in minerals and gas. A good macro player should be able to afford it, and since terran is a very immobile army, we could use the advance warning.
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On November 29 2010 04:02 Somnolence wrote:Show nested quote +On November 28 2010 12:12 bkrow wrote: 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.
Maka did build sensor towers when he was contained by LittleBoy.
Yeah sensor towers were the reason why Maka was able to win. He was able to successfully make drops, while preventing the enemy from advancing on his expos. And this was a game he was losing early on.
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Sensor towers are good in TvT since that's the only matchup where you are going to be dropped continuously.
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I think they're way too underused. With the medivac speed nerf, Terran's less mobile than ever. Every extra second they know that they're going to be harrassed is precious.
Some of the Terran strategies don't even utilize their second gas until later anyway (marine marauder?), so why not pick it up a little earlier and throw down the sensor tower when you're able to afford it?
You're not going to have 3-5 units patrolling the entire radius of the sensor tower, and it does a great job of psychologically throwing off your opponents. I love warping in dts to harrass Terran mineral lines (to great success), but I'm immediately deterred if the Terran knows that the drop is coming even before I get anywhere close!
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On November 28 2010 00:35 optical630 wrote: people saying high level players are good enough to spot
yet harassment is still sucessful in pro matches. 100 gas is nothing
Ya... I feel like this is the case though I'm obviously no pro.
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It dies to fast. Hp are to low to actually defend it in Keylocations or its save but doesn´t cover important area.
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On November 29 2010 04:40 Sv1 wrote:People keep bringing up idra and his comment about it. Not to discredit him but I don't exactly go to Idra for the latest opinions of terran strategy. I bet Idra never heard of mutalisks or nydus worms, huh?
Since Protoss Stargates are so underused right now, there's no fear about some sort of Protoss ambush or drop. But like many trends, someone will find a way.
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if i could build sensor towers as toss i would build them every game over 12 minutes.
honestly, that people even debate against building them is ridiculous. its -incredibly- powerful.
EDIT: i'm sort of drooling about how i would abuse it. i would throw one down in the middle of the map on temple or delta and force people to come to me to shut it down, so fucking good. maybe i should switch to terran - they have so many options they cant even pick one.
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I forget which game it was, but it was maybe Lamp, vs. like drewbie or something, and it was a long macro intensive game, Drewbie kept doing drops all over the place, so lamp. Built sensor towers to give him the edge on where Drewbie was dropping and it totally shut down the drops, The reason you don't see them in a lot of pro games is because they don't have the luxery of spending 100 gas early on in the game, and Lategame they don't find it necesary.
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I saw that BratOk built sensor towers during every TvT he played on Xelnaga Caverns today. ^__^ They should definitely be used in certain situations.
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On November 29 2010 07:25 Tyrannon wrote: It dies to fast. Hp are to low to actually defend it in Keylocations or its save but doesn´t cover important area.
how the hell can you kill it when it can see any incoming strike force save for cloaked units?
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i dont use them because the opponent can see the radius, which i think is stupid. I prefer turrets because no gas cost, they build faster, and they can shoot. cant see up cliffs tho unless you build them on cliffs tho  i have started using a trick from bratOk though -- spreading out my supply depots and building a lot of turrets in late game. very useful.
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I think the biggest thing people are forgetting is the psychological impact it has on your opponent. I have played against sensor towers and immediately I start planning some kind of strike to take them out. Their range is stupidly large and the fact that you can actually see the range is part of the power of it! You simply don't want to move in units into that range because you feel watched. At least an observer has the common decency to keep hidden so you don't feel violated.
When used properly it shuts down aerial harass, you'd have to force some kind of diversion or wait until he takes out an expansion to attack his main because otherwise the giant red flashing dots will tell him exactly how much time is left to stroll back into base and make that 800/800 muta investment pointless. Even if he doesn't, that scenario is still hopping around your brain when you enter the 'danger zone'.
I might not be spot on with this, but I do know it's very naive to compare it to a normal scouting unit. If you compare it to anything, compare it to an observer with x10 the range, those are 100 gas too.
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i love sensor towers and get them in pretty much any tvt i play and often times in tvz aswell when his muta harass is strong. but i think the main reason why pros dont use them more frequently is how easy they are to abuse for psychological warfare. the opponent sees their radius and can easily let small forces (e.g. 10 overlords) enter and exit the sensor tower range all the time to drive u off. or fake an attack at ur third with some 20 lings, then when ur army moves out of position to defend the third, the main army can get an easy flanking on u...
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