• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 00:44
CEST 06:44
KST 13:44
  • 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
Serral wins EWC 202541Tournament Spotlight: FEL Cracow 202510Power Rank - Esports World Cup 202580RSL Season 1 - Final Week9[ASL19] Finals Recap: Standing Tall15
Community News
Weekly Cups (Jul 28-Aug 3): herO doubles up5LiuLi Cup - August 2025 Tournaments3[BSL 2025] H2 - Team Wars, Weeklies & SB Ladder10EWC 2025 - Replay Pack4Google Play ASL (Season 20) Announced55
StarCraft 2
General
Clem Interview: "PvT is a bit insane right now" Serral wins EWC 2025 TL Team Map Contest #5: Presented by Monster Energy Would you prefer the game to be balanced around top-tier pro level or average pro level? Weekly Cups (Jul 28-Aug 3): herO doubles up
Tourneys
WardiTV Mondays $5,000 WardiTV Summer Championship 2025 Sparkling Tuna Cup - Weekly Open Tournament LiuLi Cup - August 2025 Tournaments Sea Duckling Open (Global, Bronze-Diamond)
Strategy
Custom Maps
External Content
Mutation # 485 Death from Below Mutation # 484 Magnetic Pull Mutation #239 Bad Weather Mutation # 483 Kill Bot Wars
Brood War
General
How do the new Battle.net ranks translate? Nobody gona talk about this year crazy qualifiers? [G] Progamer Settings Help, I can't log into staredit.net BGH Auto Balance -> http://bghmmr.eu/
Tourneys
[ASL20] Online Qualifiers Day 2 [Megathread] Daily Proleagues Cosmonarchy Pro Showmatches [ASL20] Online Qualifiers Day 1
Strategy
Simple Questions, Simple Answers [G] Mineral Boosting Muta micro map competition Does 1 second matter in StarCraft?
Other Games
General Games
Stormgate/Frost Giant Megathread Total Annihilation Server - TAForever Nintendo Switch Thread Beyond All Reason [MMORPG] Tree of Savior (Successor of Ragnarok)
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 Things Aren’t Peaceful in Palestine European Politico-economics QA Mega-thread 9/11 Anniversary Possible Al Qaeda Attack on 9/11
Fan Clubs
INnoVation Fan Club SKT1 Classic Fan Club!
Media & Entertainment
Movie Discussion! [Manga] One Piece Anime Discussion Thread [\m/] Heavy Metal Thread Korean Music Discussion
Sports
2024 - 2025 Football Thread Formula 1 Discussion TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
Gtx660 graphics card replacement Installation of Windows 10 suck at "just a moment" Computer Build, Upgrade & Buying Resource Thread
TL Community
TeamLiquid Team Shirt On Sale The Automated Ban List
Blogs
[Girl blog} My fema…
artosisisthebest
Sharpening the Filtration…
frozenclaw
ASL S20 English Commentary…
namkraft
The Link Between Fitness and…
TrAiDoS
momentary artworks from des…
tankgirl
from making sc maps to makin…
Husyelt
Customize Sidebar...

Website Feedback

Closed Threads



Active: 575 users

PTR 1.3.3 Cannon Placement with new Pylon Radius

Forum Index > SC2 General
Post a Reply
1 2 3 4 5 12 13 14 Next All
RemrafGrez
Profile Joined November 2010
United States180 Posts
Last Edited: 2011-05-06 19:07:27
April 30 2011 00:21 GMT
#1
Updated:
PTR 1.3.3 has changed so that Warpgate tech is 160 seconds now, up from 1.3.2's 140 seconds. Zealot/stalker gateway build times back to originals. Pylon power still the same as PTR 1.3.3 original change, making it smaller.

But the main reason I'm updating this is there is a big change in the PvZ dynamic after a recent GSL code S game between NesTea and Anypro shows that cannon expands are even more risky against Zerg than originally thought. Pylon power reduction going to make this so risky, it's going to be not an option on these open choke natural maps, IMO. Is this too much to take away from Protoss?

As for the NesTea Spine strategy, you rush to lair, then send 3 drones to build spine crawlers on creep that overlords puke out near the natural nexus early enough that air units and gateway units can't stop it. Nexus and other buildings are destroyed.

Link to game:
http://www.gomtv.net/2011gslsponsors3/vod/65228
----

I was worried about the new pylon radius and building placement. Specifically cannons for mineral line harassment determent. So tell me if you can guess which cannons are still usable in the 1.3.3 PTR from this screenshot of a 1.3.2 game. Further down the post will have the pictures to back up my concerns.

1.3.2 here:

[image loading]

Notice that I have the pylon as close to the nexus as possible, without blocking gas or minerals. It's slightly different on every map of course, but nothing Tl can't grasp.

And let's not forget that turrets don't have this placement restriction problem. Depots don't get in the way of building units at home. Spores and spines are no problem either since creep covers your whole mineral line. And creep tumors don't block your zerglings on defense.

So do you think you can guess on the cannon placement changes? I'll give a hint... you won't be able to defend much of your mineral line with one pylon. I like to get two cannons with one pylon when I'm taking a 3rd or 4th, but placement options are slim. On some maps it looks like to put cannons where I like them I'll need the pylon and both cannons in the minerals, which just blocks too much. So I guess I'm going to two pylons on either side or I'll have to not put cannons where I used to put them. I hate it.


So I believe that reducing the pylon range by 1 is going to be really annoying, especially on your 3rd and 4th base when you don't want to waste extra pylons. Being able to cover 3 or 4 sides of a nexus with one pylon is huge. 1.3.3 PTR has taken that away! Seriously, the pylon range change is going to be terrible for Protoss on many levels. Wall-ins at a natural after a fast expand. Wall-ins against Zerg. Warp-ins for fat stalkers. Cannon rushing. Countering cannon rushing with your own cannons. Dark templar warp-ins. Voidray and gateway warpins. And of course offensive 4 gating.


The next picture shows the two still valid cannons circled, and another screen with the pylon radius indicator on so you can see what's what.Then a screen of 1.3.3, or as I like to call it, the patch that is changing every Protoss matchup and build order.

1.3.2 with two valid cannons here:

[image loading]

1.3.2 with radius:

[image loading]

1.3.3 with it's pitiful radius:

[image loading]

That last one says it all to me.
doomed
Profile Joined May 2010
Australia420 Posts
Last Edited: 2011-04-30 00:23:42
April 30 2011 00:23 GMT
#2
I dont see why its such a big deal that protoss now has to think a bit when placing their buildings??

Its never going to happen that you are running 10 cannons of 1 pylon anyway, and if you are... enough said.
Blasterion
Profile Blog Joined October 2010
China10272 Posts
April 30 2011 00:25 GMT
#3
Nice visual guide to the new pylon radius, looks alot smaller hahaha
[TLNY]Mahjong Club Thread
Datum
Profile Joined February 2011
United States371 Posts
April 30 2011 00:25 GMT
#4
I feel like this might not be as big of a deal as you are making it seem. I'm a little worried about the wall-in repurcussions of the change, but I don't think that having to use two pylons to defend a nexus is that big of a deal. If you are on three or four bases, can you honestly say that every pylon you placed has an important purpose and couldn't be placed behind a mineral line instead?
RemrafGrez
Profile Joined November 2010
United States180 Posts
April 30 2011 00:26 GMT
#5
If you read my post, you'll see I like to place 2 cannons with 1 pylon. The 10 cannons is just to demonstrate where you COULD put them, not where any sensible player would put a billion cannons around a nexus in a circle.

But I do see Genius and Huk put 8 cannons at an expansion base, all lined up in two rows. The pylon change affects where they can put the 2 rows of cannons now.
BAMK
Profile Joined January 2011
United States117 Posts
Last Edited: 2011-04-30 00:28:19
April 30 2011 00:26 GMT
#6
How about...behind the center of mineral line...?

Edit: Not trying to be facetious, but it just seems like you would want to place your pylon closer to where you want your cannons to be, so behind center of the mineral line seems smart if you want cannons in the mineral line. And if you want cannons around the front (south position) then you'd put a pylon in the middle of there.
"we should all love korea, because without korea starcraft is just a hobby." -- FXO Boss
emesen
Profile Joined October 2010
United States256 Posts
April 30 2011 00:27 GMT
#7
pylons and probes bro... now you have more reason to not supply block yourself
may the best of your todays, be the worst of your tomorrows
NekoFlandre
Profile Joined March 2011
United States497 Posts
April 30 2011 00:28 GMT
#8
That is a huge reduction. Though Blizzard specifically is trying to STOP the 4gate in the PvP Matchup. This will force pylons closer to walls and in range of units.

As for the cannon placement? Most. Defensive pylons are placed behind the mineral line and canons around them. Even in ZvZ. For the Warp-In Behind the mineral line?

With your placement 1 you cannot warp stalkers behind your minerals, 2 you dont even cover that area. I know you were just trying to show the difference but..seriously.

I agree it is a huge change to toss in general as far as powering buildings, but still you do have warpgate and you get 2 gate Zeal again. So don't complain to much k
Kitty Flandre....even more scary..
RemrafGrez
Profile Joined November 2010
United States180 Posts
April 30 2011 00:29 GMT
#9
@ Datum, I know what you mean. And sometimes I would agree if I'm way ahead. But sometimes every 100 minerals counts. And if you are at a risky expansion, you want to spend the least amount of minerals to defend it. On those maps, players may just avoid any cannons and put a pylon far away to warp guys in. I don't know, but I don't like the limited options. Sometimes I like to put 1 cannon near nexus and 1 slightly far away to warp guys in if they drop on my minerals. Or one far away to spot drops. How many pylons do I want to lose if I lose my expansion? If I'm bulding gateways there, then OK, more pylons is fine. But if I'm not... I don't know.
Malpractice.248
Profile Blog Joined November 2010
United States734 Posts
April 30 2011 00:31 GMT
#10
On April 30 2011 09:21 RemrafGrez wrote:
Wall-ins at a natural after a fast expand. Wall-ins against Zerg. Warp-ins for fat stalkers. Cannon rushing. Countering cannon rushing with your own cannons. Dark templar warp-ins. Voidray and gateway warpins. And of course offensive 4 gating.

So, you have to place 1 more pylon, and/or wall smarter? Not to mention, u have FF to block ramp.
Didnt know warp in for stalkers was nerfed, my bad u cant go up the wall into enemy P base where he cant reach the pylon (7.5 range).
countering cannon rushing w/your own cannons? bro, idk if u know this, but their pylon has only 6.5 range, too.... So... its no different....? lol
DT warp ins, same as stalker. U can still warp them in. Hell, i see people warping them in w/void prisms. And they have a range of like 2 or something tiny. Seems to work for them.
Voidray warp ins? Last time i checked, voids cant be warped in....?
Offensive 4 gating wont make a difference. You STILL CAN WARP IN. JUST NOT IN RIDIC SPOTS
Qikz
Profile Blog Joined November 2009
United Kingdom12022 Posts
April 30 2011 00:34 GMT
#11
Is it very often you only have one pylon near your nexus? I always see people who place cannons put one behind the center mineral line usually as it's closer to the cannons and out of the way. That's before PTR 1.3.3. The can't actually figure out a timing during the game where you'll have a forge and cannons, yet only one pylon near your nexus. Maybe when you wall in, but the wall will block anything coming to attack your minerals anyway. Hmm.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
Sermokala
Profile Blog Joined November 2010
United States13932 Posts
April 30 2011 00:35 GMT
#12
I tried to play a game on the PTR with this and it just made me cry. the saddest nerf ever.

I know its probably worth it the only reason why my drunk 4 gates work is when I warp in the zealots in his base past the wallin.

still gona try it though :p
A wise man will say that he knows nothing. We're gona party like its 2752 Hail Dark Brandon
PraetorianX
Profile Joined September 2010
Sweden780 Posts
April 30 2011 00:35 GMT
#13
Thx for this. Very useful.

Can you also show us comparisons with how close you must build to warp up on high ground?

Thx.
The best argument against democracy is a 5-minute conversation with the average voter - Winston Churchill
Warrice
Profile Joined July 2010
United States565 Posts
April 30 2011 00:36 GMT
#14
i guess you have to make another pylon.
kNightLite
Profile Blog Joined December 2010
United States408 Posts
April 30 2011 00:39 GMT
#15
Huh. I was worried that the pylon field change would be bad for cannon placement, but your post actually convinced me this was a good change. You can still cover three sides of a nexus with one pylon, which is really all you need vs harass. The only time you'd want more is as a lategame mineral sink, in which case building additional pylons is nothing.
BurningSera
Profile Blog Joined September 2010
Ireland19621 Posts
Last Edited: 2011-04-30 00:41:57
April 30 2011 00:40 GMT
#16
have you ever done experiment? can you please use the same standard while comparing the two situations? (ie build the cannons as much as you can like you did to 1.3.2.)

the obvious change is that if you put a pylon the right side of nexus, the pylon can no longer cover the left side of the nexus(4cannons 'lost'). you always build more than 1 pylon to cover the cannons anyway so i dont see there is a problem plus i dont think anyone would build cannons around nexus like you did >_> (just put in behind min line or something)
is 2017, stop being lame, fuck's sakes. 'Can't wait for the rise of the cakes and humanity's last stand tbqh.'
TERRANLOL
Profile Blog Joined July 2010
United States626 Posts
April 30 2011 00:40 GMT
#17
Lol. I sort of feel like this, in addition to the "high templar is now useless" make all the rest of the Protoss complaints less valid.
Put a damn pylon behind your mineral line and you can have the same cannon placement.
What does supply depot placement have anything to do with this at all?
emc
Profile Joined September 2010
United States3088 Posts
Last Edited: 2011-04-30 00:41:20
April 30 2011 00:40 GMT
#18
add a 2nd pylon?, i don't see why you'd want 1 pylon to power a bunch of cannons, it can get sniped by mutas/drop easily.
Kazang
Profile Joined August 2010
578 Posts
April 30 2011 00:42 GMT
#19
You must construct additional pylons.
Xapti
Profile Joined April 2010
Canada2473 Posts
April 30 2011 00:44 GMT
#20
Yay I got it right, 2 cannons.

That said, I think you're bitching too much. You just need to place your pylons in smart positions and you'll be fine, everything's still viable (although perhaps less-so offensive warp-ins), just take more effort and thought.
"Then he told me to tell you that he wouldn't piss on you if you were on fire" — "Well, you tell him that I said that I wouldn't piss on him if he was on Jeopardy!"
1 2 3 4 5 12 13 14 Next All
Please log in or register to reply.
Live Events Refresh
OSC
00:00
Elite Rising Star #16 - Day 1
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Nina 205
-ZergGirl 188
StarCraft: Brood War
ggaemo 485
PianO 398
actioN 250
Leta 244
HiyA 25
JulyZerg 19
Bale 12
ivOry 7
Dota 2
monkeys_forever964
League of Legends
JimRising 817
Counter-Strike
Coldzera 1206
Stewie2K365
Super Smash Bros
Mew2King26
Other Games
summit1g9619
shahzam553
Maynarde104
NeuroSwarm76
RuFF_SC253
Tasteless49
Organizations
Other Games
gamesdonequick1523
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 16 non-featured ]
StarCraft 2
• Berry_CruncH321
• practicex 49
• davetesta30
• Mapu6
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Rush1673
• Stunt414
Upcoming Events
OSC
5h 16m
WardiTV Summer Champion…
6h 16m
WardiTV Summer Champion…
10h 16m
PiGosaur Monday
19h 16m
WardiTV Summer Champion…
1d 6h
Stormgate Nexus
1d 9h
uThermal 2v2 Circuit
1d 11h
The PondCast
2 days
WardiTV Summer Champion…
2 days
Replay Cast
2 days
[ Show More ]
LiuLi Cup
3 days
uThermal 2v2 Circuit
3 days
RSL Revival
3 days
RSL Revival
4 days
uThermal 2v2 Circuit
4 days
CSO Cup
4 days
Sparkling Tuna Cup
5 days
uThermal 2v2 Circuit
5 days
Wardi Open
6 days
RotterdaM Event
6 days
Liquipedia Results

Completed

ASL Season 20: Qualifier #2
FEL Cracow 2025
CC Div. A S7

Ongoing

Copa Latinoamericana 4
Jiahua Invitational
BSL 20 Team Wars
KCM Race Survival 2025 Season 3
BSL 21 Qualifiers
HCC Europe
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025

Upcoming

ASL Season 20
CSLPRO Chat StarLAN 3
BSL Season 21
BSL 21 Team A
RSL Revival: Season 2
Maestros of the Game
SEL Season 2 Championship
WardiTV Summer 2025
uThermal 2v2 Main Event
MESA Nomadic Masters Fall
Thunderpick World Champ.
CS Asia Championships 2025
Roobet Cup 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
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.