• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 13:07
CEST 19:07
KST 02:07
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL19] Finals Recap: Standing Tall9HomeStory Cup 27 - Info & Preview18Classic wins Code S Season 2 (2025)16Code S RO4 & Finals Preview: herO, Rogue, Classic, GuMiho0TL Team Map Contest #5: Presented by Monster Energy6
Community News
Weekly Cups (June 30 - July 6): Classic Doubles2[BSL20] Non-Korean Championship 4x BSL + 4x China8Flash Announces Hiatus From ASL66Weekly Cups (June 23-29): Reynor in world title form?14FEL Cracov 2025 (July 27) - $8000 live event22
StarCraft 2
General
The SCII GOAT: A statistical Evaluation The GOAT ranking of GOAT rankings Weekly Cups (June 23-29): Reynor in world title form? Weekly Cups (June 30 - July 6): Classic Doubles Program: SC2 / XSplit / OBS Scene Switcher
Tourneys
RSL: Revival, a new crowdfunded tournament series FEL Cracov 2025 (July 27) - $8000 live event Sparkling Tuna Cup - Weekly Open Tournament WardiTV Mondays Korean Starcraft League Week 77
Strategy
How did i lose this ZvP, whats the proper response Simple Questions Simple Answers
Custom Maps
[UMS] Zillion Zerglings
External Content
Mutation # 481 Fear and Lava Mutation # 480 Moths to the Flame Mutation # 479 Worn Out Welcome Mutation # 478 Instant Karma
Brood War
General
Flash Announces Hiatus From ASL SC uni coach streams logging into betting site BW General Discussion BGH Auto Balance -> http://bghmmr.eu/ ASL20 Preliminary Maps
Tourneys
[BSL20] Grand Finals - Sunday 20:00 CET CSL Xiamen International Invitational [BSL20] Non-Korean Championship 4x BSL + 4x China The Casual Games of the Week Thread
Strategy
Simple Questions, Simple Answers I am doing this better than progamers do.
Other Games
General Games
Nintendo Switch Thread Stormgate/Frost Giant Megathread Path of Exile What do you want from future RTS games? Beyond All Reason
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Stop Killing Games - European Citizens Initiative Summer Games Done Quick 2024! Summer Games Done Quick 2025!
Fan Clubs
SKT1 Classic Fan Club! Maru Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece [\m/] Heavy Metal Thread
Sports
Formula 1 Discussion 2024 - 2025 Football Thread NBA General Discussion TeamLiquid Health and Fitness Initiative For 2023 NHL Playoffs 2024
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
Culture Clash in Video Games…
TrAiDoS
from making sc maps to makin…
Husyelt
Blog #2
tankgirl
StarCraft improvement
iopq
Trip to the Zoo
micronesia
Customize Sidebar...

Website Feedback

Closed Threads



Active: 688 users

Why so few sensor towers?

Forum Index > StarCraft 2 Strategy
Post a Reply
Normal
bobucles
Profile Joined November 2010
410 Posts
Last Edited: 2010-11-27 15:05:25
November 27 2010 14:55 GMT
#1
I don't understand why sensor towers are so rarely used in gameplay. Isn't scouting information the most powerful resource? With the large range it can pick up drop ships from a mile away.

One of the recent Dreamhack matches took place on Metolopolis, with both players adjacent to each other. The match had a lot of drop ship harass causing a lot of trouble(which is fairly common for that situation). It seems one sensor tower could have shut that all down!
ltortoise
Profile Joined August 2010
633 Posts
November 27 2010 14:58 GMT
#2
They cost a ton of gas, and their vision ability can be replaced by spotter unit placement (IE 1 - 2 vikings)

Sensor towers can be good, but it's the kind of structure you don't WANT to make. If you can get the same vision from stuff you already have (units) then you don't need to spend your gas on a tower.

I actually think sensor towers would be best when you're NOT on close positions (air or ground) because a lot of the fighting will be pretty much assumed to be close to one of your two bases. You don't have *THAT* much spotting to do with your units.

However, on situations like Scrap Station or Shakuras, sensor towers can be better because it starts become a bit unrealistic to spot *everything* that could be coming at you and all the directions in which this can happen.
bobucles
Profile Joined November 2010
410 Posts
Last Edited: 2010-11-27 15:10:30
November 27 2010 15:09 GMT
#3
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.
Chma
Profile Joined September 2010
Sweden15 Posts
Last Edited: 2010-11-27 15:21:51
November 27 2010 15:16 GMT
#4
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.
Snowfield
Profile Blog Joined April 2010
1289 Posts
November 27 2010 15:24 GMT
#5
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
Saechiis
Profile Blog Joined May 2010
Netherlands4989 Posts
November 27 2010 15:28 GMT
#6
Building sensor towers is like morphing all your bases into Planetary Fortresses. Sure, you can do it, and yes it will make defending your mineral lines easier. But most people would rather invest that money into a banshee that can be used for agression AND spotting AND overall army strength.

Sensor towers are also easily killed and your opponent is completely aware of it's existence and it's span once it goes up. It doesn't detect invisible units and it doesn't detect what units it detects. In short, most of the sensor towers' use can be substituted by good scouting, Xel'Naga Tower possesion and intelligent building placement.
I think esports is pretty nice.
wmd221
Profile Joined November 2010
40 Posts
November 27 2010 15:28 GMT
#7
the idea with things like sensor towers and to a lesser extent missile turrets is that you're spending resources on something you can shouldn't need with proper scouting and awareness.

sensor towers are something you'll generally see later in a game where the resources are easier to allocate into things aside from production facilities/units/upgrades.

obviously mistakes happen and there are situations where they would help, but to most 'top' players the mind set is "ok i should've been there to stop that drop" not "if I had sensor tower I would've known there was a drop coming "
HoMM
Profile Joined July 2010
Estonia635 Posts
November 27 2010 15:30 GMT
#8
I think they are underrated in low level play. Obviously for high level players every little bit matters and they are good enough to not need to spend the resources for it and instead get, say, 1 more tank.
In low level play, however, I've found that sensor towers can help out a lot.
I usually get my sensor towers when I'm on 3 or 4 bases to prevent any drops or banshees or suprise attacks from catching me off guard. They have definitely helped me out way more than the small resource investment has cost me.

I'm a silver T (HoMM.998), but with a relatively high win ratio counting that I've lost a high amount of my losses due to lag, the cute "You have been dropped" message if my computer takes too long to load the game.

Also if you really don't want sensor towers due to them being a permanent immobile investment, you can just place a marine at every expansion, corner and Xel'Naga on the map (not literally but use your game sense to decide where you need them).

But yeah, get sensor towers if you're playing a macro game and you feel that your opponent may catch you off guard without them.
SC2 Masters Protoss - LoL Diamond adc/support www.twitter.com/hommlol www.youtube.com/homm87
junemermaid
Profile Joined September 2006
United States981 Posts
November 27 2010 15:31 GMT
#9
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.
the UMP says YER OUT
optical630
Profile Joined August 2010
United Kingdom768 Posts
November 27 2010 15:35 GMT
#10
people saying high level players are good enough to spot



yet harassment is still sucessful in pro matches. 100 gas is nothing
Sm3agol
Profile Blog Joined September 2010
United States2055 Posts
November 27 2010 15:38 GMT
#11
While i agree that with perfect play, sensor towers shouldn't be needed, lets face it, noone is playing this game perfectly yet. I have seen countless high level matches decided because of an unscouted drop/harassment, that a sensor tower would have prevented. People just need to get off their high horse and realize that they aren't perfect, and go ahead and get some scouting. If "pros" like ttone, qxc, trump, etc can lose games fairly often to a drop coming in while their army is out of position. then random platinum level n00bies will too. Sure, those resources might technically be better placed in a viking or banshee, but if you're not making money at this game......go ahead and get the sensor tower. Gas isn't THAT hard to get.
iAmJeffReY
Profile Joined August 2010
United States4262 Posts
November 27 2010 15:45 GMT
#12
It's the same reason you see them go 100 food without combat shield. It slips your mind as you play. I do it near end of games, only vs zerg. Once I get my 3rd, I throw down 2-3 of em, and push naama style with sensor towers and a slow push with tanks in tow. It actually is kinda damn deadly to stop some flanks here and there.
Unbiased biased terran abuser Jeffrey. Sorry for the rage, friend!
Altsa
Profile Blog Joined August 2010
Finland990 Posts
November 27 2010 15:48 GMT
#13
I feel like 100 gas is a steal for being safe from surprise attacks
AoD
Seide
Profile Blog Joined August 2010
United States831 Posts
November 27 2010 15:50 GMT
#14
see it decently often in TvT on maps like delta. Most other maps/MUs a good player will have good enough map awareness to not need them
One fish, two fish, red fish, blue fish.
Sapphire.lux
Profile Joined July 2010
Romania2620 Posts
November 27 2010 15:59 GMT
#15
Once mech becomes viable, sensor towers will be key.
Head Coach Park: "They should buff tanks!"
Gudeldar
Profile Joined August 2010
United States1200 Posts
November 27 2010 16:11 GMT
#16
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
Marksman
Profile Blog Joined May 2009
Malaysia523 Posts
November 27 2010 16:14 GMT
#17
I use it a lot on TvT and once in TvP (Diamond League).

Sensor towers are good both offensively and defensively if you use them correctly. TvT especially if you can get a tank viking contain. Sensor towers at other avenues of approach will deter him from moving there because TvT is very dependent on unit placement as compared to other matchups of Terrans. If he moves to kill the tower, you know his position and you can take the advantage that can be game winning.

Early game yes you should not use it but once you set up a good position or push slowly, a sensor tower can be really effective. It's akin to a glass telescope as to the void ray of a glass cannon.

I live by the LoL
DyEnasTy
Profile Blog Joined October 2009
United States3714 Posts
November 27 2010 16:18 GMT
#18
On November 28 2010 00:31 junemermaid 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


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).
Much better to die an awesome Terran than to live as a magic wielding fairy or a mindless sac of biological goop. -Manifesto7
jrkirby
Profile Blog Joined August 2010
United States1510 Posts
November 27 2010 16:19 GMT
#19
Because no on thinks in the middle of the game "Oh, and I want a sensor tower." The just keep macroing regular style. Almost everyone could use a couple more sensors.
wmd221
Profile Joined November 2010
40 Posts
November 27 2010 16:31 GMT
#20
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


is this not the entire point of the game to increase your ability to control and be aware of the map?

pro players aren't perfect, if they were there would be no reason to even have tournaments to begin with.
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.
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
PartyBiscuit
Profile Joined September 2010
Canada4525 Posts
November 28 2010 19:00 GMT
#61
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.
the farm ends here
Somnolence
Profile Joined August 2010
Lithuania127 Posts
November 28 2010 19:02 GMT
#62
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.
Synneby
Profile Joined October 2005
Sweden61 Posts
November 28 2010 19:05 GMT
#63
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.
Yoshi Kirishima
Profile Blog Joined July 2009
United States10325 Posts
November 28 2010 19:20 GMT
#64
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.
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
Koshi
Profile Blog Joined August 2010
Belgium38799 Posts
November 28 2010 19:24 GMT
#65
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.
I had a good night of sleep.
Sv1
Profile Joined June 2010
United States204 Posts
Last Edited: 2010-11-28 19:42:44
November 28 2010 19:40 GMT
#66
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.
TheRealDJ
Profile Joined August 2010
United States124 Posts
November 28 2010 21:59 GMT
#67
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.
TheRealDJ
Profile Joined August 2010
United States124 Posts
November 28 2010 22:01 GMT
#68
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.
Deleted User 47542
Profile Blog Joined May 2009
1484 Posts
November 28 2010 22:11 GMT
#69
Sensor towers are good in TvT since that's the only matchup where you are going to be dropped continuously.
DarkPlasmaBall
Profile Blog Joined March 2010
United States44210 Posts
Last Edited: 2010-11-28 22:17:58
November 28 2010 22:17 GMT
#70
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!
"There is nothing more satisfying than looking at a crowd of people and helping them get what I love." ~Day[9] Daily #100
Chicane
Profile Joined November 2010
United States7875 Posts
November 28 2010 22:21 GMT
#71
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.
Tyrannon
Profile Joined February 2010
Germany113 Posts
November 28 2010 22:25 GMT
#72
It dies to fast. Hp are to low to actually defend it in Keylocations or its save but doesn´t cover important area.
bobucles
Profile Joined November 2010
410 Posts
November 29 2010 01:14 GMT
#73
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.
30to1
Profile Joined November 2010
105 Posts
Last Edited: 2010-11-29 01:34:16
November 29 2010 01:27 GMT
#74
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.
Bonkerz
Profile Blog Joined September 2010
United States831 Posts
November 29 2010 02:08 GMT
#75
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.
High masters terran streaming in 720p 60 FPS with commentary and analysis after every game twitch.tv/bonkerz1
Holgerius
Profile Blog Joined January 2009
Sweden16951 Posts
November 29 2010 04:31 GMT
#76
I saw that BratOk built sensor towers during every TvT he played on Xelnaga Caverns today. ^__^ They should definitely be used in certain situations.
I believe in the almighty Grötslev! -- I am never serious and you should never believe a thing I say. Including the previous sentence.
0mar
Profile Joined February 2010
United States567 Posts
November 29 2010 06:22 GMT
#77
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?
Lockindal
Profile Joined October 2010
United States73 Posts
November 29 2010 07:08 GMT
#78
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.
Greth
Profile Blog Joined November 2007
Belgium318 Posts
November 29 2010 09:33 GMT
#79
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.
http://youtube.com/grethsc
Black Gun
Profile Blog Joined July 2009
Germany4482 Posts
November 29 2010 09:38 GMT
#80
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...

"What am I supposed to do against this?" - "Lose!" :-]
emc
Profile Joined September 2010
United States3088 Posts
November 29 2010 09:41 GMT
#81
If zerg had a building that did this, I'd be using them constantly I'm not sure why players are afraid to get them. Sure in the early and mid game it's not worth it, but once you are maxed and have floating resources I think it would be a damn good investment and gives you map control.
Malhavoc
Profile Joined October 2010
Italy308 Posts
Last Edited: 2010-11-29 09:52:14
November 29 2010 09:51 GMT
#82
I find sensor towers useful also in TvT as an offensive tool when you are containing your opponent. When you contain them with siege tanks and such, he usually tries to go for a drop in your base. If you plant 1-2 towers you can see his medievac going out and easily intercept it as he leaves his base. This way you don't need to keep some units in your base just in case of a drop.
yarkO
Profile Blog Joined September 2009
Canada810 Posts
November 29 2010 09:59 GMT
#83
As Protoss, I really hate when I see that big circle appear on the map. I feel like I have no real way to deal with the tower itself, and positioning my army offensively becomes a much bigger hassle. I always feel cornered off when the Terran throws down a Sensor Tower or 2, since there is no way I can surprise his army.

Maybe vs other races, it's not as good. In TvP, they are quite strong.
When you are prepared, there's no such thing as pressure.
FirstQT
Profile Joined October 2010
United States115 Posts
November 29 2010 10:02 GMT
#84
people just forget its in the game.
ZDuke
Profile Joined November 2010
Australia6 Posts
November 29 2010 10:14 GMT
#85
I think to see how effective sensor towers are you have to think about how you play against an oppoent that has them.

ie. If you are going drop play and you opponent puts up a sensor tower, do you drop in a place where they will see it coming? or look for an other opportunity?

The fact that you opponent can see its range is something you can use to your advantage, in one game I played (TvT on Lost temple) I scanned my oppoent to see a couple of medivacs, so threw up a tower which covered all of my base except the back corner, of corse thats where he tried to drop, and my vikings were ready.
I didn't have to try and cover the whole base because i had a pretty good idea where the drop would come from.

Towers can be very useful at "funneling" enemy forces.

The reason imo that they are more common in TvT is that other races generally use drop less often.

I definatly agree that early game 100gas is much better spent on a fact, starport, addons, tank, etc. but that doesn't mean that you shouldn't build them.
Cake?
CHOChi
Profile Joined June 2010
Germany73 Posts
November 29 2010 11:03 GMT
#86
i think they're only really great in tvt when you decide to give up the air dominance. since you just can scan as he tries to move further
Don't worry. I got this
Dante08
Profile Blog Joined February 2008
Singapore4126 Posts
November 29 2010 11:19 GMT
#87
I seriously think its because people are too busy macroing or doing other stuff that they forget to use sensor towers. And to people who are saying sensor towers are too expensive, c'mon, 125/100 to spot your opponents enemy or drop is soooo worth it.
Tonyoh
Profile Blog Joined June 2009
France218 Posts
November 30 2010 21:51 GMT
#88
I think the main problem is that they can be easily broken...
So it still have a use, but it's obviously for late game, if you reacher 200/200 or not far from it. (because having the main destroyed for a terran means gg, very usefull to prevent drop or void/muta)
http://www.facebook.com/pages/Liquid-Jinro/174837579208018?ref=ts
Geovu
Profile Blog Joined November 2010
Estonia1344 Posts
November 30 2010 22:32 GMT
#89
Sensor Towers covering my opponent's base = my DTs and warp prisms feeling sad
Klishu
Profile Joined May 2010
Malta83 Posts
November 30 2010 23:00 GMT
#90
I think Sensor Towers are useful for when you want to scout an area which it is difficult to physically get a unit to. In the last Dreamhack, one of the players used Sensor Towers at his contain beside his siege tanks.
ScythedBlade
Profile Joined May 2010
308 Posts
December 01 2010 00:12 GMT
#91
Sensor towers are mainly a nice usage if you have a very immobile army. Usually if you're coupled with thors and tanks, it's useful. Otherwise, with MMM balls, it's not so needed.

Also, sensor towers always tell your opponent their location, so they can just easily go in really fast (if they can of course) and snipe it ... which means you lose a very important 100 gas. Most terrans have gas cheap units (compared to Protoss), so you can imagine what those gas could've been better used for.
SoftSoap
Profile Joined November 2010
United States170 Posts
December 01 2010 03:50 GMT
#92
On November 28 2010 00:28 Saechiis wrote:
Building sensor towers is like morphing all your bases into Planetary Fortresses. Sure, you can do it, and yes it will make defending your mineral lines easier. But most people would rather invest that money into a banshee that can be used for agression AND spotting AND overall army strength.

Sensor towers are also easily killed and your opponent is completely aware of it's existence and it's span once it goes up. It doesn't detect invisible units and it doesn't detect what units it detects. In short, most of the sensor towers' use can be substituted by good scouting, Xel'Naga Tower possesion and intelligent building placement.


Well put, I agree
Tasteless, "IdrA always pulls out on time."
telfire
Profile Joined May 2010
United States415 Posts
Last Edited: 2010-12-01 06:24:22
December 01 2010 06:21 GMT
#93
Two reasons: because most Terrans all-in and never get to a point where they would build one, and because people are dumb. Every other excuse is a copout IMO. You can argue all day about how precious those minerals and gas are to you, but really, the amount is meaningless in the mid game. You will NOT lose the game because you have 125/100 less worth of units in a game that goes over 10 minutes. You WILL lose the game because you get taken by surprise.

If Zerg had this unit I would build one or two every game. It would be completely invaluable and not making one would be really really dumb. Terran isn't Zerg, and the unit has a different place than it would, but still. It's very good, and the people complaining about how expensive it is are probably part of the reason there's absolutely no one in the world that is any good at Terran Macro games.
Psiven
Profile Joined May 2010
United States148 Posts
Last Edited: 2010-12-01 06:27:47
December 01 2010 06:26 GMT
#94
I see sensor towers all the time (PvT), certainly more often than I see battlecruisers, carriers etc. in competitive play. They're fairly common in tournaments too as far as I can tell. I would venture that the perceived rarity is just because they're more common in PvT (a rare matchup for the GSL), aren't particularly memorable when used, and occur mostly in long games with more interesting things happening.
DiracMonopole
Profile Joined May 2010
United States1555 Posts
December 01 2010 06:29 GMT
#95
I think sensor towers are definitely underused, but I think one reason people dont like to use them is how vulnerable they are. Even if you manage to ward off the drop in your mineral line, the tower is on the edge of your base, and its basically impossible to stop it from dying to drops on the edge, banshees, void rays or mutas.
SCdinner
Profile Blog Joined September 2010
Canada516 Posts
December 01 2010 06:44 GMT
#96
For me personally I hate that the oppenent knows instantly where they are with the circle they display on the mini map. I'd rather trick them into showing there drop with scouting and intercept their dropship than have them not venture out because fo the sensor tower.
My other car is a battlecruiser.
Normal
Please log in or register to reply.
Live Events Refresh
RotterdaM Event
16:00
Rotti Stream Rumble 4k Edition
RotterdaM545
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
mouzHeroMarine 734
RotterdaM 545
Hui .312
StarCraft: Brood War
Bisu 1733
EffOrt 1066
actioN 457
Stork 414
Soma 345
Soulkey 184
firebathero 171
TY 145
Snow 128
Mind 120
[ Show more ]
sSak 112
JulyZerg 86
Barracks 71
JYJ57
Sharp 47
Terrorterran 40
PianO 38
sas.Sziky 27
Rock 25
HiyA 18
soO 16
yabsab 16
Shine 14
Aegong 13
GoRush 9
Dota 2
Gorgc6846
qojqva3223
Counter-Strike
fl0m1168
oskar273
zeus187
Super Smash Bros
Mew2King228
Other Games
hiko1506
Beastyqt1001
ceh9364
Lowko301
crisheroes182
KnowMe180
PGG 139
ArmadaUGS130
Trikslyr84
Organizations
Other Games
gamesdonequick48762
StarCraft 2
angryscii 31
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 16 non-featured ]
StarCraft 2
• Reevou 9
• intothetv
• AfreecaTV YouTube
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• Michael_bg 4
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Nemesis8345
• Jankos1235
• TFBlade1068
Other Games
• Shiphtur419
Upcoming Events
Replay Cast
6h 53m
Sparkling Tuna Cup
16h 53m
WardiTV European League
22h 53m
MaNa vs sebesdes
Mixu vs Fjant
ByuN vs HeRoMaRinE
ShoWTimE vs goblin
Gerald vs Babymarine
Krystianer vs YoungYakov
PiGosaur Monday
1d 6h
The PondCast
1d 16h
WardiTV European League
1d 18h
Jumy vs NightPhoenix
Percival vs Nicoract
ArT vs HiGhDrA
MaxPax vs Harstem
Scarlett vs Shameless
SKillous vs uThermal
uThermal 2v2 Circuit
1d 22h
Replay Cast
2 days
RSL Revival
2 days
ByuN vs SHIN
Clem vs Reynor
Replay Cast
3 days
[ Show More ]
RSL Revival
3 days
Classic vs Cure
FEL
3 days
RSL Revival
4 days
FEL
4 days
FEL
4 days
BSL20 Non-Korean Champi…
5 days
Bonyth vs QiaoGege
Dewalt vs Fengzi
Hawk vs Zhanhun
Sziky vs Mihu
Mihu vs QiaoGege
Zhanhun vs Sziky
Fengzi vs Hawk
Sparkling Tuna Cup
5 days
RSL Revival
5 days
FEL
5 days
BSL20 Non-Korean Champi…
6 days
Bonyth vs Dewalt
QiaoGege vs Dewalt
Hawk vs Bonyth
Sziky vs Fengzi
Mihu vs Zhanhun
QiaoGege vs Zhanhun
Fengzi vs Mihu
Liquipedia Results

Completed

BSL Season 20
HSC XXVII
Heroes 10 EU

Ongoing

JPL Season 2
BSL 2v2 Season 3
Acropolis #3
KCM Race Survival 2025 Season 2
CSL 17: 2025 SUMMER
Copa Latinoamericana 4
Jiahua Invitational
Championship of Russia 2025
RSL Revival: Season 1
Murky Cup #2
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025
PGL Astana 2025
Asian Champions League '25
BLAST Rivals Spring 2025
MESA Nomadic Masters
CCT Season 2 Global Finals
IEM Melbourne 2025

Upcoming

2025 ACS Season 2: Qualifier
CSLPRO Last Chance 2025
CSL Xiamen Invitational
2025 ACS Season 2
CSLPRO Chat StarLAN 3
K-Championship
uThermal 2v2 Main Event
SEL Season 2 Championship
FEL Cracov 2025
Esports World Cup 2025
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.