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PTR 1.3.3 Cannon Placement with new Pylon Radius - Page 10

Forum Index > SC2 General
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0neder
Profile Joined July 2009
United States3733 Posts
April 30 2011 21:21 GMT
#181
Blizzard is smart. This not only makes proxies more difficult just because of range, but also because you'll need more pylons at home and thus will be making more of a commitment if you make a proxy pylon. I like it. Props.
Carpenter
Profile Joined August 2010
126 Posts
April 30 2011 21:22 GMT
#182
On May 01 2011 06:14 kyophan wrote:




Any problems with this?

Not zergling tight i fear. Probe is slightly bigger than zergling
kyophan
Profile Joined January 2010
United States113 Posts
April 30 2011 22:37 GMT
#183
On May 01 2011 06:22 Carpenter wrote:
Show nested quote +
On May 01 2011 06:14 kyophan wrote:


http://www.youtube.com/watch?v=fwEU1IuPNb4

Any problems with this?

Not zergling tight i fear. Probe is slightly bigger than zergling

I didn't know they were bigger. Nonetheless, I also tested it with zerglings and it seems to work just fine.
Schnullerbacke13
Profile Joined August 2010
Germany1199 Posts
May 01 2011 01:49 GMT
#184
On May 01 2011 05:30 DragonDefonce wrote:
While I wanna rage and say no one 4 gates anymore above mid diamond, then I realize blizz cares (understandably so) more about the guy who gets the game just cause he heard its pretty good than people who play sc as a lifelong hobby, or competitive level plays. Considering they put nitro pack to factory, cut out voidray speed, and admit people aint gonna use mothership in competitive play, I think its pretty safe to assume they will go through with this change and theres nothing we can do to stop David Kim.


MC?
21 is half the truth
Torpedo.Vegas
Profile Blog Joined January 2011
United States1890 Posts
May 01 2011 03:11 GMT
#185
On April 30 2011 14:48 Scarecrow wrote:
Show nested quote +
On April 30 2011 14:28 Torpedo.Vegas wrote:
Im curious as to how this will effect early BO now that more pylons will be needed to power the same area. Meaning not only is radius a factor, but now more minerals will be directed towards pylons while the average supply limit of a Protoss at any given moment will also probably be higher then what is now. At least in the early to mid game.


-.- it will have 0 effect, anyone who builds excess pylons early game is clueless. There'll still be plenty of space.

Show nested quote +
On April 30 2011 14:28 Torpedo.Vegas wrote:
Do you guys think its possible we could see slightly slower (due to time increase) 4gating, but with the power of a 4gate being potentially higher with the higher unit capacity?


Just think about it and you'll realise how stupid this question is.


Im not the best player, but its sounds legitimate. The increased warpgate time change in combination with decrease in the amount of buildings able to be powered per pylon would force a later 4gate and the increase in supply capacity with due to more pylons could lead to a stronger albeit later 4gate.

Unless you build everything super tight around 1 pylon, which is bad because it both makes them an easy target and easy to scout, you would need more pylons to space everything out properly and get at least similar coverage. Even 1 more pylon could be significant if it was the earliest possible with the new warpgate timing.

Or will the effectiveness be deflated due to the time the enemy get to scout and build up. If its way off, then sorry, but it sounds like a legitimate questions.
loveeholicce
Profile Blog Joined December 2010
Korea (South)785 Posts
May 01 2011 03:23 GMT
#186
On May 01 2011 04:42 Jayrod wrote:
Show nested quote +
On May 01 2011 04:04 loveeholicce wrote:
On May 01 2011 03:36 shammythefox wrote:
I don't see why they don't just have two separate radii, one for warping in units and one for placing buildings, as this here is clearly detrimental to the game.

On May 01 2011 03:25 loveeholicce wrote:
On May 01 2011 01:50 RemrafGrez wrote:
On April 30 2011 22:09 loveeholicce wrote:
On April 30 2011 19:26 RemrafGrez wrote:
On April 30 2011 14:48 Scarecrow wrote:
On April 30 2011 14:28 Torpedo.Vegas wrote:
Im curious as to how this will effect early BO now that more pylons will be needed to power the same area. Meaning not only is radius a factor, but now more minerals will be directed towards pylons while the average supply limit of a Protoss at any given moment will also probably be higher then what is now. At least in the early to mid game.


-.- it will have 0 effect, anyone who builds excess pylons early game is clueless. There'll still be plenty of space.

On April 30 2011 14:28 Torpedo.Vegas wrote:
Do you guys think its possible we could see slightly slower (due to time increase) 4gating, but with the power of a 4gate being potentially higher with the higher unit capacity?


Just think about it and you'll realise how stupid this question is.

Pretend all you like, but on fast expand builds more pylons will be needed early on with some maps with big natural chokes. Terran gets to build cc in main before expand. Zerg has best chace at fast expand by design. Protoss have pylons and cannons for fast expand. Now it is harder and baneling busts and 2base sling roach allins are even bettet against it.


Roach ling all ins are better because theres an extra pylon in the natural? O_O

And no, protoss have sentries for fast expand. Sentries. You live and die by forcefields in the early game, not pylon radius

Fast expands need walls, cannons, then sentries. Some maps already kill p for trying just look at the pro screenshots... Sentries are not enough for some builds. As for ling roach allins, you need some sort of wall to have a chance. Some maps are going to be impossible to wall on with first natura area pylon worse than before.


I don't know what roach ling all ins you're running into but I've never heard of any that hit before toss gets a chance to place their 2nd or 3rd pylon lol.
On May 01 2011 03:05 threepsuedo wrote:
big ramps:
[image loading]

screenshots taken on scrapstation



Move the cyber core up 1 square, walling off the middle area and making the hole in the bottom rather than middle of the map. Problem solved.

Or, scout after pylon like every other Protoss and make a full wall or something when you see a 6 pool.



That wouldnt be walled off against zerglings, they could get between gateway & core.


Don;t you get a 2nd pylon before the cyber core anyway?

Yea, but to have to put the 2nd instead of the third pylon into your wall off means you don't have the option to keep your tech hidden at all or the number of gateways etc. It just limits a couple more builds, say an ultra fast twilight council, because protoss can't deny scouting as easily as the other races (marines with range, cheap and fast cost efficient lings).. you literally have to just kind of stand there with the zealot. Putting 2nd pylon in the wall isn't a massive deal, but it does limit a few options to do riskier plays and is generally not where you want to have to put a 2nd one. Its map dependent of course


Sorry, what? What kind of a twilight council comes before the 3rd pylon lol O_O. where are u getting these examples
상처받은 그대에 가슴에 사랑을 심어줄께요♥
iPlaY.NettleS
Profile Blog Joined June 2010
Australia4333 Posts
May 01 2011 03:36 GMT
#187
Looking at those images the change seems reasonable , radius was very large in 1.3.2
https://www.youtube.com/watch?v=e7PvoI6gvQs
KevinIX
Profile Joined October 2009
United States2472 Posts
May 01 2011 03:40 GMT
#188
just place the pylons better. It's not that hard. By the time you actually need cannons in your base, you have to have 4 or 5 pylons already. Just spread them out nicely.
Liquid FIGHTING!!!
BushidoSnipr
Profile Joined November 2010
United States910 Posts
May 01 2011 03:50 GMT
#189
Actually makes this nerf seem to have logic behind it. Good job!
ampson
Profile Blog Joined January 2011
United States2355 Posts
May 01 2011 05:56 GMT
#190
I'm not going to comment on the balance of the thing since I only play protoss at diamond, but I find something off here. In the op, he presents a decent argument, and though he says he hates it, he does not say that it puts protoss in an unwinnable situation or something like that. Yet he still gets a bunch of hate and people telling him things that they don't actually know about (by not playing protoss). To any zergs reading this thread and thinking protoss posts that argue against this are complete bullshi*, there are at any time at least 3 times this many threads made by zergs, and a bunch of good protoss players get extreme amounts of unjustified hate despite doing nothing wrong. Not even to mention the whining in the LR threads. Perhaps this gives you some perspective. (I know not all zergs are this way, but some of you are guilty)
sleigh bells
Profile Joined April 2011
United States358 Posts
Last Edited: 2011-05-01 06:38:46
May 01 2011 06:37 GMT
#191
i don't get why "balance" means that turrets/cannons/spores/spines must be similar in terms of placement. turrets can't even attack ground. womp womp. turrets can't move like spines and spores. womp womp. turrets have the best DPS (i think). womp womp. blah blah

like the endless debate about t1/2/3 units lol. why are terran t1 units good? why do terran t3 units kind of suck? womp womp
Sup son? ¯\__(ツ)__/¯
aksfjh
Profile Joined November 2010
United States4853 Posts
May 01 2011 07:06 GMT
#192
Wow, some of you guys are so... There has never been the complaint "OMG! It's just so hard to power my buildings with pylons!" If anything, players have more problems finding new places to put pylons since their whole base has been powered since ~70 supply.
Maximumraver
Profile Joined September 2010
Netherlands124 Posts
May 01 2011 07:11 GMT
#193
On May 01 2011 14:56 ampson wrote:
I'm not going to comment on the balance of the thing since I only play protoss at diamond, but I find something off here. In the op, he presents a decent argument, and though he says he hates it, he does not say that it puts protoss in an unwinnable situation or something like that. Yet he still gets a bunch of hate and people telling him things that they don't actually know about (by not playing protoss). To any zergs reading this thread and thinking protoss posts that argue against this are complete bullshi*, there are at any time at least 3 times this many threads made by zergs, and a bunch of good protoss players get extreme amounts of unjustified hate despite doing nothing wrong. Not even to mention the whining in the LR threads. Perhaps this gives you some perspective. (I know not all zergs are this way, but some of you are guilty)


This x2

You pretty muched summed up what I wanted to say, as a Protoss player I get tons of heat on ladder, and if I win my race is OP, whenever protoss gets nerfed, I hear lots (not all but lots) of zergs saying now you need more skill instead of easy mode and toss nerfs are always justified blah blah, but if zerg gets even a slight nerf OMG IMBA UNFAIR <_<

I actually think zerg is the currently the strongest race (inb4 flaming the hell out of me), and with players like Spanishiwa showing others how it can be done, if it continues this way I am curious how long it is before the zergs will dominate the top of ladder/tournaments.


But I'm going way off topic, so I'll end my post now ^^.
(☞/  ̄ヮ ̄) ☞/
Vei
Profile Joined March 2010
United States2845 Posts
May 01 2011 07:16 GMT
#194
Cool now protoss will have to have smart building placement
www.justin.tv/veisc2 ~ 720p + commentary
Techno
Profile Joined June 2010
1900 Posts
May 01 2011 07:20 GMT
#195
Place the pylon ABOVE the mineral line.
Hell, its awesome to LOSE to nukes!
Dommk
Profile Joined May 2010
Australia4865 Posts
May 01 2011 08:09 GMT
#196
On May 01 2011 16:16 Vei wrote:
Cool now protoss will have to have smart building placement


Lines like these confuse me, Protoss already puts more effort into building placement than any other race, if you are saying building placement is easy as Protoss then shouldn't you be rallying to inconvenience other races too?

I can't remember the amount of times where I've had to use the edges of my Pylon range to put down Cannons to defend a six pool/proxy gate.

In terms of balance ramifications, this just fixes the issues of being able to Warp-in DT's/Zealots from areas that are not possible to be hit by 6 range units.

Other than that, it just conveniences Protoss--which is dumb.
shizna
Profile Joined April 2011
United Kingdom803 Posts
May 01 2011 09:53 GMT
#197
guys, guys, guys....

you have to put your building one grid square closer to a pylon.

ONE SQUARE...


stop trying to get sympathy or blizzards attention or whatever. it's nothing. it would be like zerg complaining about the fungal growth change or terran complaining about the bunker change... oh wait.


in conclusion - there are too many whining scrubs playing blizzard games. do these guys actually play the game with any seriousness? i doubt it, they wouldn't have enough time after the forum camping waiting to see the new patchnotes for more potential moan fodder.
Lochat
Profile Joined January 2011
United States270 Posts
May 01 2011 10:01 GMT
#198
Sorry, the people posting in this thread are... well, I'd rather not be banned for stating blunt truths, so I'll stick with depressingly uninformed.

This is an annoying nerf. Really annoying. It's not the end of the world, but it's a significant change simply for building and cannon placement. Wall-ins, sim-city and cannon placement, particularly when you desire to over-lap pylon power zones in order to prevent a single pylon being a crippling blow due to power loss is all changing. Protoss is uniquely annoyed by this pylon power feature, as creep spread is not particularly game-changing (Hatch creep extends to cover the mineral line, so placement of defensive structures isn't a problem, and tech structures are limited so there is no space problems, so you cannot claim an analogy) Terran, obviously, can build anywhere.

That being said, I wish they simply make it so you cannot warp in from the low ground to higher elevations, it would be the best fix to warpgates.
"The trouble was that he was talking in philosophy, but they were listening in gibberish." -- (Terry Pratchett, Small Gods)
Dommk
Profile Joined May 2010
Australia4865 Posts
May 01 2011 10:04 GMT
#199
guys, guys, guys....

you have to put your building one grid square closer to a pylon.

ONE SQUARE...

The way you make it sound, why make the change at all? It is only one square right?

It is fine that some people don't quite feel the change is as big as others are making it, but don't downplay it to that level of absurdity. The Pylon area is reduced to 85% of what it is now, it is like increasing the cost of stim by 5HP. There isn't that big of a difference at face value, but over a long period of time--there is a noticeable effect.
AnalThermometer
Profile Joined February 2011
Vatican City State334 Posts
May 01 2011 10:24 GMT
#200
So much bitterness from the non-Protoss in the thread.

Anyways, I've found this change makes cannon rushes much more effective in PvP. As you can't cover your nexus with a single pylon anymore the defender is much more vulnerable from at least one side.
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