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Sensor tower - Page 5

Forum Index > SC2 General
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BentoBox
Profile Joined November 2009
Canada303 Posts
April 01 2010 03:19 GMT
#81
It's also fairly naive to rely on current trends as foundation for absolutism.

But hey, who knows.
Only dead fish swim with the stream
Antisocialmunky
Profile Blog Joined March 2010
United States5913 Posts
April 01 2010 03:26 GMT
#82
Make it cheaper gas wise and we can dial it in from there.
[゚n゚] SSSSssssssSSsss ¯\_(ツ)_/¯
Marine/Raven Guide:http://www.teamliquid.net/forum/viewmessage.php?topic_id=163605
mcneebs
Profile Blog Joined January 2009
Canada391 Posts
April 01 2010 07:48 GMT
#83
At first I thought it was expensive too, but its a passive effect. Will putting up a sensor tower prevent you from losing 150/150? Probably not. But it could save you from losing 6-8 workers quite often, and this seems pretty good. Combining this with just knowing when you're opponent is coming seems useful for the lower tier players. I don't know about higher ranks, because I think that they already WILL have a good idea of what/where the enemy has/is, so the gas could be spent on something far more useful (an extra starport+tech lab sounds pretty good).
You do it to yourself. Just you. You and no one else.
kyophan
Profile Joined January 2010
United States113 Posts
April 01 2010 08:14 GMT
#84
How about just getting a viking or a medivac for scout to serve as this "harass preventer" if you are so worried about it. Opportunity cost is the main issue.

I don't think many terrans are willing to utilize their resource early game just for a sensor tower, since they are probably turtling and have enough of a force to prevent harass anyways.
TerranUp16
Profile Joined March 2010
United States88 Posts
Last Edited: 2010-04-01 08:55:16
April 01 2010 08:53 GMT
#85
On April 01 2010 17:14 kyophan wrote:
How about just getting a viking or a medivac for scout to serve as this "harass preventer" if you are so worried about it. Opportunity cost is the main issue.

I don't think many terrans are willing to utilize their resource early game just for a sensor tower, since they are probably turtling and have enough of a force to prevent harass anyways.


Against Zerg, I'd consider the possibility of a Nydus quite a bit more than just a "harass". As well, I don't think you're going to be keeping tabs on the location of every single Overlord your enemy has every second of the game (judging by the very recent use of 2-Port Wraith by a Terran player in one of the very recent OSL/MSL matches- don't want to spoil- who despite having plenty of Wraiths to head off sizable drops let Speed Overlords get through multiple times to land multiple major drops).

But then again, I also have not seen Nyduses used much in these tournaments recently either (except for one very notable game played by none other than TheLittleOne!).

Side note, but if you've got some passive observation of what's around your base, you can generally afford to be more aggressive with what you have; for example, rather than just keeping Vikings poking around your base, they can be harassing your opponent, killing their Overlords, etc... You may also be able to cut down on the number of Vikings you need.
Orders, Sir! Ready to roll out!
FREEloss_ca
Profile Blog Joined December 2008
Canada603 Posts
Last Edited: 2010-04-01 09:38:08
April 01 2010 09:37 GMT
#86
On April 01 2010 09:04 Jin wrote:
Show nested quote +
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.


Attacking legendary posters is an easy way to get banned. Nice to see an ilnp post after who knows how many years.



How did I attack him? Legendary or not, this is a forum; if I disagree with someone and have my own opinion, I'm going to post it; you know, for the sake of...discussion?
"Starcraft...It just echos brilliance and manliness." - Tasteless
Thereisnosaurus
Profile Blog Joined February 2010
Australia1822 Posts
April 01 2010 09:54 GMT
#87
nice trick I did was playing 2p on a 4 player map, building one up the back of one of the unused Xpos and hiding some tanks nearby. Build a token supply depot or something near the ramp as well and try and lure their army up and into the base. Then siege your tanks in range of the ramp and presto, their army is locked in or forced to take an assload of damage to get in. Proceeed to demolish them with the rest of your forces. It's worked twice for me
Poisonous Sheep counter Hydras
EximoSua2
Profile Blog Joined February 2010
United States216 Posts
Last Edited: 2010-04-01 09:55:31
April 01 2010 09:54 GMT
#88
On April 01 2010 18:37 FREEloss_ca wrote:
Show nested quote +
On April 01 2010 09:04 Jin wrote:
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.


Attacking legendary posters is an easy way to get banned. Nice to see an ilnp post after who knows how many years.



How did I attack him? Legendary or not, this is a forum; if I disagree with someone and have my own opinion, I'm going to post it; you know, for the sake of...discussion?


Also: Sensor towers don't detect, so you should figure that out before "disagreeing".
iNcontroL *
Profile Blog Joined July 2004
USA29055 Posts
April 01 2010 10:08 GMT
#89
ilnp:

bitching about the sensory tower is terrible.

It literally reveals the movement/unit count of HALF the map. It is dirt cheap (Note: People bitching about the cost cannot FATHOM it being cheaper, you'd make 3 of them a game and see EVERYTHING).

The tower is incredibly powerful as opponents will literally go out of there way to avoid the circle so think about the damn meta game you can do with that.. it can scout multiple expansions, entire backdoors, frontdoors.. etc etc etc.. the recon value of that thing is incomparable to ANYTHING zerg or protoss has.. and you want it to do MORE?

If you give it "detection" it is OP x100. Reveal that radius removes the purpose of half the units in SC2.

If you increase the range it is imba because it's range is already unparalleled to anything else in the game.

If you make them cheaper you could not find a T game where the map isn't fully revealed to a terran and that would get old REAL fast.

I think they are an incredibly underused, brilliant mechanic that exist as a clear reminder for how retarded terran players are. They'd rather have the 2 marauders than something that reveals a third of the map EVERY game.

This thread is bad, this complaint is worse and the idea of a buff going to this mechanic is ludicrous.
BentoBox
Profile Joined November 2009
Canada303 Posts
Last Edited: 2010-04-01 10:28:47
April 01 2010 10:26 GMT
#90
On April 01 2010 18:54 EximoSua2 wrote:
Show nested quote +
On April 01 2010 18:37 FREEloss_ca wrote:
On April 01 2010 09:04 Jin wrote:
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.


Attacking legendary posters is an easy way to get banned. Nice to see an ilnp post after who knows how many years.



How did I attack him? Legendary or not, this is a forum; if I disagree with someone and have my own opinion, I'm going to post it; you know, for the sake of...discussion?


Also: Sensor towers don't detect, so you should figure that out before "disagreeing".


Maybe you should learn "math".

Then you'd realize that 3>2.

Seriously?

Also, ^ amen.
Only dead fish swim with the stream
Antisocialmunky
Profile Blog Joined March 2010
United States5913 Posts
April 01 2010 12:41 GMT
#91
Why not make the thing be able to pull itself underground and gain a high amount of armor but have it turned off?

That way its not as silly vulnerable and doesn't really screw with the balance of the game? It really doesn't make sense to have weak defense and expensive and weak front-line structures.
[゚n゚] SSSSssssssSSsss ¯\_(ツ)_/¯
Marine/Raven Guide:http://www.teamliquid.net/forum/viewmessage.php?topic_id=163605
BentoBox
Profile Joined November 2009
Canada303 Posts
April 01 2010 13:02 GMT
#92
Who made it a front-line structure?
Only dead fish swim with the stream
Geo.Rion
Profile Blog Joined October 2008
7377 Posts
April 01 2010 13:15 GMT
#93
On March 31 2010 12:19 ilnp wrote:
While we're at it, Terran's detection sucks


please explain this in details
"Protoss is a joke" Liquid`Jinro Okt.1. 2011
btlyger
Profile Blog Joined February 2010
United States470 Posts
April 01 2010 13:34 GMT
#94
I think sensor tower / cannons showing their range to the enemy is a bug, at least I hope because I totally laugh when terran put then up and I just circle around it with my army and they think they are safe.
"Minerals being mined. Minerals being mined. Minerals being mined." Learn how to post: http://www.albinoblacksheep.com/flash/posting
ilnp
Profile Joined December 2002
Iceland1330 Posts
April 01 2010 15:43 GMT
#95
On April 01 2010 19:08 {88}iNcontroL wrote:
ilnp:

bitching about the sensory tower is terrible.

It literally reveals the movement/unit count of HALF the map. It is dirt cheap (Note: People bitching about the cost cannot FATHOM it being cheaper, you'd make 3 of them a game and see EVERYTHING).

The tower is incredibly powerful as opponents will literally go out of there way to avoid the circle so think about the damn meta game you can do with that.. it can scout multiple expansions, entire backdoors, frontdoors.. etc etc etc.. the recon value of that thing is incomparable to ANYTHING zerg or protoss has.. and you want it to do MORE?

If you give it "detection" it is OP x100. Reveal that radius removes the purpose of half the units in SC2.

If you increase the range it is imba because it's range is already unparalleled to anything else in the game.

If you make them cheaper you could not find a T game where the map isn't fully revealed to a terran and that would get old REAL fast.

I think they are an incredibly underused, brilliant mechanic that exist as a clear reminder for how retarded terran players are. They'd rather have the 2 marauders than something that reveals a third of the map EVERY game.

This thread is bad, this complaint is worse and the idea of a buff going to this mechanic is ludicrous.


i actually don't think they are terrible, i think it's extremely annoying that it's a cool mechanic and it's grossly handicapped by opponents seeing the circle. i do agree there is "metagame" involved in having that circle, but i think most "metagame" stuff is retarded.

i did not think whatsoever the range should be increased. i think the range should be dropped and the circle not displayed. since the range is displayed, you can never hide one, you simply can put a couple up in the middle of your base and enjoy the defacto advance warning on drops, backdoors, etc.

on the flip side, smaller range and no circle means that the T will spend a lot of time trying to hide these anywhere a xel naga wont spot them and the other race will spend a lot of time trying to kill them. this opens up the game much like the "mini battles" over the watchtowers and expansion scouts which i always found entertaining.

i'm not saying the price is spot on or what % to reduce the range, just saying the general concept would be much funner if the opponent didnt know the instant you built one
8===D~~
sLiniss
Profile Blog Joined May 2009
United States849 Posts
April 01 2010 15:45 GMT
#96
The amount of terran detection > P and Z's detection. Having 2 sensor towers prevents any flanking that could be done by mutas.
Frenzied_Tank
Profile Joined October 2009
Germany100 Posts
April 01 2010 16:02 GMT
#97
Love the Tower in Desert Oasis and Scrap Station, however it'd be cool if they were transportable by mediavecs. Imagine to drop them into spots where ground units can't go to.
PanoRaMa
Profile Blog Joined June 2003
United States5070 Posts
April 01 2010 16:06 GMT
#98
Not gonna comment on Sensors specifically but frankly is it really the end of the world to have 1 or 2 units be considered "useless" by the competitive gaming scene? No one seems to really mind that Scouts are too expensive, ineffective in 99% of competitive BW games, and the same applied to Valkyries, Ghosts, etc. at one point in history. They will be used by the casual gamer and add a nice element of playability to the game, and then once in a while a "useless unit" will see action in a competitive game (like the rare nuke etc.), but for the most part there's already a wide selection of useable units per race for 1 or 2 useless ones not to matter.
MidKnight
Profile Joined December 2008
Lithuania884 Posts
April 01 2010 16:21 GMT
#99
On April 02 2010 01:06 PanoRaMa wrote:
Not gonna comment on Sensors specifically but frankly is it really the end of the world to have 1 or 2 units be considered "useless" by the competitive gaming scene? No one seems to really mind that Scouts are too expensive, ineffective in 99% of competitive BW games, and the same applied to Valkyries, Ghosts, etc. at one point in history. They will be used by the casual gamer and add a nice element of playability to the game, and then once in a while a "useless unit" will see action in a competitive game (like the rare nuke etc.), but for the most part there's already a wide selection of useable units per race for 1 or 2 useless ones not to matter.


I doubt that is the attitude we are supposed to have in a competitive game.
I'm sure blizzard wouldn't mind buffing underused (useless) units like scouts, but they just don't want to mess anything up since SC1 is pretty big in Korea, you know..

My opinion is that if something is in a game it should be used at least once every 10 games by competitive players.

If it's not good enough to be used, why force this stupid "hey, we have soo many units and cool abilities in this game, too bad half of them are unusable at high levels" gimmick?
Just remove it, it wastes space.

BentoBox
Profile Joined November 2009
Canada303 Posts
April 01 2010 16:25 GMT
#100
On April 02 2010 01:02 Frenzied_Tank wrote:
Love the Tower in Desert Oasis and Scrap Station, however it'd be cool if they were transportable by mediavecs. Imagine to drop them into spots where ground units can't go to.


Or you could, you know, carry a SCV.
Only dead fish swim with the stream
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