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Xel'Naga Watchtowers

Forum Index > SC2 General
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1 2 Next All
Kaniol
Profile Blog Joined March 2009
Poland5551 Posts
March 08 2010 14:49 GMT
#1
So, how are your feelings about watch towers? Have you been using them? Were they useful for your plans? Did you face an opponent that used them to great advantage?

Personally, i used them in every single one of my first 10 matches and in later games i very often forget to use them. I also feel like way too many people neglect their use - which is weird, since in SC1 you did whatever you could to gain intel, placing pylons, overlords, lings in crucial positions was very important. In my first of "10 relegation games" i was playing TvT on Blistering Sands (and it was the only MU i had no gameplan for lol) and the opponent went with marauder drop into mass drops, which totally failed just because i had 2 scvs each holding 1 watchtower.
Recently i have lost a TvT with something as predictable as possible - reaper harass into marauder drop on metalopolis. I had all the units that would be enough to defend both reapers and marauder drop but they were not positioned enough - if i had them in proper place i would have been at huge advantage, instead i had them poorly placed and got harassed which lead to defeat.
Yet another game was TvP on metalopolis, where my opponent had probes on each tower and even though i had more army he was better prepared and stalled my attack with good forcefields. He kept defending my attacks until i took control over towers and then the tables turning.

Now, i know that at highest levels there is rule that "every slight advantage matters", so i have no doubt that X'N watchtowers will be used, but how important do you think will they be? Will there be battles for towers?

All in all, I love the idea of these neutral buildings, they are especially effective vs harass, I always loved having as much intel on enemy's movements as possible and this building fulfills this role very well
Amber[LighT]
Profile Blog Joined June 2005
United States5078 Posts
Last Edited: 2010-03-08 14:54:32
March 08 2010 14:53 GMT
#2
If I don't hit both of them I make sure I have the one that's got vision of the path between myself and my opponent (sometimes this means using both!)

They're a good place to put your pylon PvP for 3 gate warp-ins
"We have unfinished business, I and he."
MorroW
Profile Joined August 2008
Sweden3522 Posts
Last Edited: 2010-03-08 14:56:41
March 08 2010 14:55 GMT
#3
i use them as much as i can, but my gamestyle often gives my opponent mapcontrol i cant access to them. even tho i like them, i feel like blizzard over-use them by putting them in every single map
Progamerpls no copy pasterino
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
March 08 2010 15:04 GMT
#4
I use them a lot but I can't help but I'm starting to not like them... Basically, on a map like LT, with control of the watch towers you can easily spot ANY unit movement in the entire center :/ I'm not sure I like how that means the player with map control is completely immune to ground based harass....
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
anotak
Profile Blog Joined March 2008
United States1537 Posts
March 08 2010 15:05 GMT
#5
they are stupidly good and i use them at every opportunity.

most of the games i win are honestly heavily influenced by me getting them.
Paperkat
Profile Joined July 2009
United Kingdom47 Posts
Last Edited: 2010-03-08 15:06:54
March 08 2010 15:06 GMT
#6
zerglins are the dominator of the watch towers dude
Kennigit *
Profile Blog Joined October 2006
Canada19447 Posts
March 08 2010 15:08 GMT
#7
I think they are a good feature. I agree with FA that they do give TOO much vision on some maps....but thats a map design issue, not a feature design issue. Once they release the map editor, im sure you can just edit how much visual range it has.
BlasiuS
Profile Blog Joined September 2007
United States2405 Posts
March 08 2010 16:04 GMT
#8
Xel'Naga towers are critcal. You can NEVER have too much scouting.

Depending on the map, if you control the right towers, you will always see a ground attack coming at you 100%. This is huge. Responding to an attack in the right way is necessary to win. Not to mention you get to see your opponent's army composition, which is extremely important in this game.

Always have control of the towers.
next week on Everybody Loves HypnoToad:
Aurra
Profile Blog Joined March 2008
United States469 Posts
March 08 2010 16:13 GMT
#9
I use them when playing zerg. One zergling at each tower is very cheap provides a lot of intel.
sLiniss
Profile Blog Joined May 2009
United States849 Posts
March 08 2010 16:30 GMT
#10
Indeed, Z has it the easiest. Lings are cheap and fast. They can get to the tower and escape safely at the moment they see something (even if they don't, its only 25 minerals.)

I've used the towers a bunch. In some maps, they will reveal just enough of an expansion and you can spot of the opponent is expanding. It has allowed me to spot a T trying to expand to the high yeild minerals.
Icks
Profile Joined July 2009
France186 Posts
March 08 2010 16:46 GMT
#11
On March 09 2010 00:04 FrozenArbiter wrote:
I use them a lot but I can't help but I'm starting to not like them... Basically, on a map like LT, with control of the watch towers you can easily spot ANY unit movement in the entire center :/ I'm not sure I like how that means the player with map control is completely immune to ground based harass....

I do agree.

Nonetheless, it is cool that there is no map (i think) where the tower shows if an expand is taken.
Read to learn.
ungood
Profile Blog Joined October 2009
United States75 Posts
March 08 2010 16:59 GMT
#12
@Icks: You can spot expansions with the towers on Desert Oasis, IIRC.
War is Peace
Inschato
Profile Blog Joined November 2009
Canada1349 Posts
Last Edited: 2010-03-08 17:01:05
March 08 2010 17:00 GMT
#13
Nonetheless, it is cool that there is no map (i think) where the tower shows if an expand is taken.


On Kulas Ravine the towers in the high expansions behind the rocks overlook the yellow mineral expansions.
3.
Amber[LighT]
Profile Blog Joined June 2005
United States5078 Posts
Last Edited: 2010-03-08 17:04:38
March 08 2010 17:03 GMT
#14
On March 09 2010 01:46 Icks wrote:
Show nested quote +
On March 09 2010 00:04 FrozenArbiter wrote:
I use them a lot but I can't help but I'm starting to not like them... Basically, on a map like LT, with control of the watch towers you can easily spot ANY unit movement in the entire center :/ I'm not sure I like how that means the player with map control is completely immune to ground based harass....

I do agree.

Nonetheless, it is cool that there is no map (i think) where the tower shows if an expand is taken.


On Blistering Sands you can see each third expansion from the watchtowers.

And on Metalopolis you can see the high yield spots.
"We have unfinished business, I and he."
love1another
Profile Blog Joined December 2009
United States1844 Posts
March 08 2010 17:04 GMT
#15
I think people were talking more about the nat expo.
"I'm learning more and more that TL isn't the place to go for advice outside of anything you need in college. It's like you guys just make up your own fantasy world shit and post it as if you've done it." - Chill
Gedrah
Profile Joined February 2010
465 Posts
March 08 2010 20:22 GMT
#16
Kulas Ravine is all about the 10 watchtowers :> Lots of ground to cover, you need things like watchtowers, creep tumors, ovies, sensor towers, proxy pylons, etc. to help keep track of enemy armies on such large maps.
What is a dickfour?
genwar
Profile Blog Joined March 2008
Canada537 Posts
March 08 2010 20:25 GMT
#17
These things are amazing as zerg, absolutely huge advantage in and zerg matchup if you just split a set of lings 1 at each on most maps cover the whole terrain.
_EmIL_
Profile Joined March 2010
Sweden138 Posts
March 08 2010 20:27 GMT
#18
This game is not SCBW! Scouting midgame means less I guess. Although Id like to point out that its a clear advantage to control those towers. However, we need more strats, more tells on certain strats etc for those to work, wich might come in some months or even years. But keep using them
Losing is winning
semantics
Profile Blog Joined November 2009
10040 Posts
March 08 2010 20:34 GMT
#19
On March 09 2010 00:08 Kennigit wrote:
I think they are a good feature. I agree with FA that they do give TOO much vision on some maps....but thats a map design issue, not a feature design issue. Once they release the map editor, im sure you can just edit how much visual range it has.

and hopefully with the map editor you can adjust the vision's rage meaning you can put one back in the same spot but adjust the area that it reveals
Kennigit *
Profile Blog Joined October 2006
Canada19447 Posts
March 08 2010 23:53 GMT
#20
On March 09 2010 05:34 Virtue wrote:
Show nested quote +
On March 09 2010 00:08 Kennigit wrote:
I think they are a good feature. I agree with FA that they do give TOO much vision on some maps....but thats a map design issue, not a feature design issue. Once they release the map editor, im sure you can just edit how much visual range it has.

and hopefully with the map editor you can adjust the vision's rage meaning you can put one back in the same spot but adjust the area that it reveals

Yup thats exactly what i mean - the size of the area it reveals.
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