Sensor tower - Page 2
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Odds
Canada1188 Posts
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Osmoses
Sweden5302 Posts
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SarcasticOne
Australia213 Posts
that kinda sucks.... | ||
lepape
Canada557 Posts
On March 31 2010 12:36 Odds wrote: Sensor tower is fine except for the cost, I think. It just doesn't do enough to justify 150/150- not even close. It's 125/100, cheaper than one tank. Totally worth it mid game. | ||
ilnp
Iceland1330 Posts
On March 31 2010 12:22 FREEloss_ca wrote: Scanner Raven Missle Turret Sensory Tower Therefore: Terran detection sucks? Get out. While we're at it, lets compare: Zerg: Overseer (Costs 150 minerals/100 gas) is squishy, requires Lair Spore Crawler... Protoss: Observers Photon Cannons Terran has twice as much detection as the other races; most of which is more easily accessible. raven -- requires the second highest tech of the terran army second to BCs and costs 100-200 and takes a long time to build. lets compare this to the overseer which is like a half second to convert from an overlord if you have a lair, which everyone will by the time any cloaked unit comes out. going infantry? sorry, your medivacs are delayed because you are getting a raven. going mech? sorry, you have no gas. missile turret -- great. 100 minerals. if you have two bases, prepare to plop down 600 minerals to cover them. now stay still until you get a raven sensor tower -- doesnt detect, but shows you where to comsat or emp, which is a little bonus comsat - its limited, AND costs you generally more money than that which you are actually killing as a result of the comsat. you forgot emp zerg spore crawlers move. you can build one per base and move it around as you need it. overseers are ridiculously useful and are easy to get when you realize you need it photon cannons can attack ground too observers are cloaked, can move, and are amazingly awesome recon wise, come faster than ravens and are cheaper, and are part of a tech which is generally strong all the time. to whoever asked: im in platnium. you'll notice in platnium (at least in divisions of mine and my friends) that the best terran players often have a high amount of losses compared to good players of other races. i personally would take this as solid evidence that matchups involving terran lend themselves to a lot more 'guesswork' and if you guess wrong, you lose, if you guess right, you win. i like sensor towers too. i think they're cool, i'd like it if i spent the game with scvs in the trenches trying to hide sensor towers everywhere and my opponent forced to move around trying to find them. they're not cloaked, an scv has to go there to build it, and they're expensive (125/100), so there's a penalty if it dies | ||
Dark.Carnival
United States5095 Posts
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xnub
Canada610 Posts
na i wish would be fucking cool | ||
mOnion
United States5651 Posts
On March 31 2010 12:39 lepape wrote: It's 125/100, cheaper than one tank. Totally worth it mid game. uh, what? you dont think 150/150 is reasonable for vision of esentially half the map? that is super understandable. its like you get all the benefits of map control without actually having map control ^_^ so cool. | ||
semantics
10040 Posts
The opponent should at least get a flaring icon that you have one up because if i have to search for them wondering why the terran has like haxxor interception and timing i'll just ffs blow my brains out. If you get rid of the circle at least give some sort of indicator that one is up in some region i mean that level of real time detection is super powerful in holding a base. | ||
See.Blue
United States2673 Posts
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Leoj
United States396 Posts
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Liquid`Jinro
Sweden33719 Posts
raven -- requires the second highest tech of the terran army second to BCs If by that you mean it requires a starport and a techlab..... then yes? I mean, it's the same as getting a banshee, not that hard =o I think the raven needs to become all around cheaper tho, but I don't think it's outlandishly hard to get one if all you need it for is detection (i.e if the P opponent opened DTs getting one is a no-brainer). | ||
Ryuu314
United States12679 Posts
On March 31 2010 12:31 xnub wrote: Sensory Tower - is not Detection Scanner - have to give up what was it 300 - 400 min for 1 scan Raven - 100 min 200 gas and late tech nuff said Missle turrent - stactic Def with sort range that can only hit air ps hideing Sensory Tower in corners where they are hard to see is fun lol Sensory isn't detection but it tells you where to scan/emp i'm so tired of people saying that using a scan is 300-400 minerals. it is not. it's at best 270 minerals. not 300 and definitely nowhere near 400. if you use MULE on high yield, then yes. it's a lot more but that's not as common as using it on a regular min patch. | ||
Nightmarjoo
United States3359 Posts
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BentoBox
Canada303 Posts
Put one at the out skirts of your main and your opponent will not be able to surprise you with an harass on neither your main nor your natural in most maps. Who cares if they can locate its center? If they do approach, you'll already be warned. If they choose to travel that far in within your territory, then they are also taking the risk of having to face the resistance you've already set up because you were signaled of their presence! I haven't really explored with putting sensor towers in random locations around the map, and frankly you have scans for that. I already do find them incredibly useful for the reasons stated above. 150/150 to shut down nyduses/worker harass at the very least is a good investment, to me. Then again, I play a mech/turtle Terran, so that might be the reason why they work so well for me; I know that my static defense makes building S.towers a safe choice. If you truly feel the need to lay them across the map for information, then perhaps you should reconsider how it is exactly you work your map control. And Terrans currently have the highest winning rate on EU servers, if I recall correctly. 60/50ish/42; T/Z/P | ||
CharlieMurphy
United States22895 Posts
The best application of these is to deter would-be air/drops. If they see that you see, do you think they are still gonna go for it? Chances are reduced dramatically. They're gonna probe around and try and find another hole, if you cover all the corners of your base(s) then he can't get in anywhere without you seeing and moving to prepare for it. PS- If you open with a viking scout in TvZ, you can time a sensor tower(s) to finish sometime after it gets to the zerg base. Now you know where the lords are scattered around the map. Go kill them and set yourself up to win the game. | ||
xnub
Canada610 Posts
On March 31 2010 13:18 Ryuu314 wrote: Sensory isn't detection but it tells you where to scan/emp i'm so tired of people saying that using a scan is 300-400 minerals. it is not. it's at best 270 minerals. not 300 and definitely nowhere near 400. if you use MULE on high yield, then yes. it's a lot more but that's not as common as using it on a regular min patch. ummm Detection red dots do not come up for stealthed units ..... and mule is around 300 mins depends on what min patch you put it on in base closer better ! Thats alot of mins for one scan when most times with stealth it takes 1-2 or even 3 if shit gets hairy to get them all. | ||
Karas
United States230 Posts
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RatherGood
Canada147 Posts
On March 31 2010 12:30 mOnion wrote: its a good deterance. walking or flying over that circumference is like fuuuuuck this better be fast or im get bopped in the face. its a really cool mechanic i think. This is how I see it too. It's almost a mind game. Almost any player would think twice about moving into a Sensor Tower's space. I use them in some games to deter potential drops when I don't have the resources or time to setup a static defense. | ||
P00RKID
United States424 Posts
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