Sensor tower - Page 3
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BentoBox
Canada303 Posts
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OptimusTom
United States154 Posts
Missile turrets are static and you'll need a lot of them Ravens are late in the tech tree, second to Battlecrusiers What do you notice here? I don't see what has changed really since Brood War, because I'm sure missile turrets were still static, but only 75 minerals. Also, I'm pretty sure the only unit you needed more tech to get than Science Vessels were Battlecrusiers and Ghosts, and Ghosts have moved UP in tech. yes, you had Scan for 50 energy then and not 270 minerals, but you'll just have to use it conservatively rather than scanning whenever you felt like it. Maybe the lack of harassing from opponents has prompted people to argue over Missile Turrets as detection and not being useful? No longer do people fear Reaver or Lurker drops, let alone Mutalisk harassment and DTs. But that's just my opinion on that topic, I didn't mean to offend. As for the OP, Sensor Towers seem pretty good. I'm kind of in agreement that they should not show your opponents their radius, although I feel like there should be no sight range penalty either. The fact that they cost so much balances that out. It's the static version of hovering an Engineering Bay or Barracks around for map and scouting info. A little harder to kill, yes. But it costs 150 gas where as the barracks and engineering bay don't even touch your gas. I just started Randoming and playing from the terran perspective, so I have yet to utilize them myself, however knowing where my opponent's sight radius is didn't do much to me...especially once you have them contained. On a side note, as a Protoss player in Brood War, it makes me laugh a lot seeing the Terran SC2 players saying they "Have to wait for Ravens to push out and attack" XD. | ||
zomgzergrush
United States923 Posts
Have you ever been on the other side of a sensor tower? It completely fucks up any kind of offensive positioning that you wanna do without letting T know a glimpse of what you have at his front door. Aside from that lets look at other advantages. Let's look at just a few things sensor towers can do: -Always kill nydus on time -No drops without knowing well in advance it is happening -No airspace entry without being seen in advance -Eliminate the need for scouts nearby the outskirts of your base -Screw with positioning of the enemy outside of T base Honestly comparing a sensor tower cost to an observer or overseer is complete lol. | ||
TerranUp16
United States88 Posts
On March 31 2010 12:21 xnub wrote: i like the Sensor tower /shrug only thing i would like to see change is price and maybe make it so that a tank can shoot the red dots if they are in range : P Pretty much agreed. I haven't actually gotten the opportunity to test Tanks being able to use Sensor Tower sight per se or not but if that can't then I think that's an immediate thing for Blizzard to just do. Otherwise, the Sensor Tower is fine as is but its gas cost needs to get reduced massively. Thus far I have found that Sensor Towers are by far the most useful for meching Terrans because they allow such players to see and respond to threats faster (and, of course, it takes mech longer to respond). In particular, I find it almost absolutely necessary to keep Sensor Tower coverage anywhere I think Zerg might be able to get an Overlord to bring in a Nydus so that I can prioritize getting my Vikings to chase such attempts off (basically, prevent the Nydus from ever happening whereas with bio, it's still a big issue to get Nydused, but the greater mobility allows for a quicker response and perhaps more importantly, a quicker counter-attack if the Nydus is defended; multiple times while bioing or M&M&M + Tanks I have actually just let Zerg Nydus and used Medivacs to drop my Tanks in prime positions while my bio stimmed to arrive in time, held off the assault and killed the Nydus, then promptly picked-up my Tanks into the Medivacs and immediately stormed Zerg's natural + main for an easy win). The current problem with Sensor Towers being most useful to mech is that Sensor Towers are 100 gas each (and you pretty much need *at least* two for them to be seriously useful) and that cuts deeply into the pockets of any meching player. As far as Sensor Towers displaying their location/radius to enemies, that's perfectly fine. Sensor Towers specifically are not supposed to be used offensively. For that, you have Comsat (it's not 270 minerals to use Comsat- that's merely a situational figure that really does not hold up- and either way information is often worth 270 minerals, just ask Protoss who pay 100/50 for each Observer and furthermore are built from the Robo Fac, taking up valuable time that could have been used to pump more Immortals or Collossi), Hellions, Vikings, Marines standing next to Xel'Nagas, etc... There really is no reason that Terran need that extra form of scouting and arguably no real reason you should want to shove out 100 gas for it either other than to be extraordinarily lazy (if you really want to build a structure to know when you opponent expands somewhere that they can't see on the minimap until they stumble over it, plop down Supply Depots behind expo mineral deposits; or, if you're doing this later in the game, slap down Missile Turrets since they cost the same and might shoot a Warp Prism down or something if your opponent isn't paying attention to it). | ||
Noev
United States1105 Posts
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USn
United States376 Posts
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faction123
Australia949 Posts
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SarcasticOne
Australia213 Posts
On March 31 2010 15:18 faction123 wrote: Its use seems quite to clear to me... You put a sensor tower in a good position (one your opponent already knows of, of course) and you're pretty much immune to any unexpected attacks in the radius. How is that not nice later in the game with split maps etc? Sure they can see it, so it also acts as a nice deterrant. why not put them somewhere and get him to divert his army to that location? has worked for me on occasion | ||
BentoBox
Canada303 Posts
On March 31 2010 15:15 USn wrote: Everybody is saying sensor towers are good they're wonderful they're fine... so why aren't they showing up in tournaments? I think I saw a sensor tower go up... once... in a week one tourney. when the terran lost. Because Mech/Turtle play favor the use of Sensor Towers as you aren't as mobile, and nobody likes to Turtle Terran it seems. The fact that a T player lost is also irrelevant . | ||
TerranUp16
United States88 Posts
On March 31 2010 15:15 USn wrote: Everybody is saying sensor towers are good they're wonderful they're fine... so why aren't they showing up in tournaments? I think I saw a sensor tower go up... once... in a week one tourney. when the terran lost. I think a few of the Terrans who played in those tournaments and who post here regularly have indicated that they really should be using Sensor Towers more to make their lives easier but they just haven't quite worked them in yet. Personally, I think the biggest issue is gas. Also, in TvZ and TvP, most Terrans are playing bio which is "mobile enough" to deal with crap like Nyduses and etc without too much pain- kinda at that crossroads where the 125/100 spent on a Sensor Tower would be better for another Marauder or to go towards a Ghost so that when/if such a thing happened it could be met with greater force. But overall really, I think the issue is more the really high gas cost and also players are still ironing out many other aspects of their builds and when to get a Sensor Tower, where to place it, etc... is yet to come. | ||
DrivE
United States2554 Posts
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StarcraftMaster
United States84 Posts
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muzzy
United States640 Posts
For one, I don't even *attempt* drops or nydus worms when I see a tower up on the flanks of his base. So, in a way, for the cost of one tower they're preventing any further drops. Also, it does definitely affect the way I attack. But...you can use this against a Terran player, as well. Oftentimes I'll trick my enemy by moving a bunch of zerglings or other parts of my army into his sensor tower range, but in reality i'll have my real attack hitting where his tower is not detecting... his troops have been diverted because the imminent attack he's expecting. This has worked in my favor a few times. I feel like they're good, but they need to be used effectively and the gas cost should come down a little bit. | ||
AmstAff
Germany949 Posts
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MorroW
Sweden3522 Posts
id like if u could upgrade detection on them tho in the ebay | ||
Qikz
United Kingdom12021 Posts
I'll get some more use out of them while I'm playing today. I'm not quite sure why Missile Turrets cost 100 minerals now, it's such a set back to even build one for detection, but I'm not complaining. Sensor towers really help as long as you put them near your base, which to be honest is where you want them. It helps you defend and you can easily put some up along your attack path if nessecary. Does anyone know if you can Salvage them? | ||
Zergneedsfood
United States10671 Posts
But on the other hand, since Zerg has roaches (fucking moving lil bitches), and Protoss has Dark Templars (grr....), at earlier stages of the game, Terran's detection DOES need a boost. Scanners are the same as MULES, and some Terrans overextend their MULES, which makes Dark Templars so much more powerful. The only real way to deflect these cloaked units are with Engineering bays and turrets, but I don't know how viable that actually is..... Maybe it is viable, and maybe I'm just paranoid. But my ultimate point is this, Terran detection is the best BECAUSE they need detection more. | ||
BentoBox
Canada303 Posts
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x2fst
1272 Posts
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NarutO
Germany18839 Posts
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