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.
Can you put the zealot so only one ling can hit it at once? If two lings can hit it at once it can easily be broken in the timing window between zealot and sentry.
I haven't really tested to see how much could hit it. You can add onto this wall by adding a pylon to the right of the pylon later in the game if it is a concern, and moving the zealot slightly to the right.I don't know the timing of the units or buildings since I'm a terran player. Perhaps someone else can give insight on what unit/buildings were used previously to stop those rushes people are talking about.
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.
the obvious reason for the change was to allow stalker/marauder to snipe lower ground pylon to stop base warp-ins which would otherwise bypass a wall-in.
increasing the cost of stim is a terrible comparison. that change would directly weaken bio units, the pylon change doesn't directly weaken anything - it merely forces protoss to change their building placement slightly.
the difference will be negligible. same as the bunker change. imo both of these are nice changes, but neither of them were essential.
On May 01 2011 19:24 AnalThermometer wrote: 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.
Thanks for checking... I was afraid that cannon rushes were going to be harder to defend. For the non protoss, imagine you cant siege a tank to stop an enemy tank push because you built your depot in the wrong spot.
On May 01 2011 05:19 Geovu wrote: I decided to acquire some screenshots of BW to compare the Pylon Radius between games. I thought this would be a good idea since a lot of people in this thread have been talking about.
^This picture aptly demonstrates how far you can place cannons in relation to the nexus. Note that I could have built cannons within the mineral line, and they would be right up against the limit of the pylon radius^
^This second picture is to show how far out you can place cannons on a lone pylon, without and interrupting nexus and assimilator cluttering up the picture^
These next three pictures I found quite interesting:
What I discovered: -In Brood War, a pylon's radius extends 4 hexes upwards and downwards. -A pylon's radius extends 8 hexes left and right. -However, for cannons and cannons alone the pylon only has an effective radius of 7 in width. This means you can only have 3 cannons of width instead of 4. -A nexus, gateways and stargates are all 4 hexes wide by 3 high -Most other buildings (Core, Robo, etc) are 3 hexes wide by 2 high
Vs Starcraft 2: -Currently, pylon radius is 7.5, to be 6.5 in next patch -Nexus is 4 by 4, virtually all other buildings are 3 by 3
You must note that because pylons in BW do not extend as high as their width, and most buildings are not square, it is hard to directly compare between games as to how much this effects gameplay. Also, cannons only had 100/100 hp/shields.
In conclusion: Iunno lol.
Nice analysis! But im confused... So you could put cannons in minerals on the far side of a pylon next to a nexus in broodwar? If i read that right, the change is making it smaller than before in BW in many cases!! And it just felt bigger because gateways are smaller now? Now i am even more depressed.
Guys pylons are 100 minerals and you get them for supply every 20 seconds. Look at any protoss game, once u get past 5 minutes there's so much redundancy with pylon placement simply because there isn't that much place to put them all and use their entire radius without overlapping. It's ridiculous that this is even being discussed. I can see some1 making a case that this change will affect Protoss forge FE sim city, although I still tend to disagree, but saying this will be a big deal because you can now warp in less stuff per pylon? Really? Have 2 pylons beside your mineral line instead of one. Voila, you can now place cannons anywhere you want =_=
I think the impact it has on PvP makes having to be a little more careful about building placement toally worth it. We will still be able to get the buildings down we need, it just wont be as easy...
wait what.. really?? How is putting up a extra pylon in the back of your base instead of anywhere else gonna be annoying/affect anyones gameplay ATT ALL?..
On May 01 2011 19:34 kyophan wrote: I haven't really tested to see how much could hit it. You can add onto this wall by adding a pylon to the right of the pylon later in the game if it is a concern, and moving the zealot slightly to the right.I don't know the timing of the units or buildings since I'm a terran player. Perhaps someone else can give insight on what unit/buildings were used previously to stop those rushes people are talking about.
Thanks that definitely helps, but on the flipside it does nearly guarantee your tech being scouted by overlord. Also takes 3 more 3x3 buildings like gateways to build anti bane bust whereas before it only took one. So thats 300 minerals extra and one less pylon to scout edge of base or hide tech. Pretty annoying to say the least.
Actually thats 3 less buildings to scout edge of base for scout overlords and nydases. And if you really want to be baneling proof you have to build a third pylon behind your gateways or theyll lose power during busts. Talk about the butterfly effect from "only one square".
You raise many effects of the nerf to pylon radius and you show the things which protoss may have to change. But your constant complaining lowers the quality of your post dramatically, i can guarantee that many people read less than half of this then went somewhere else concluding that this is a QQ thread, which you make it sound like it is.
I cant make up my mind whether or not i like this change or not.
I can understand it in the sense that you will not be able to place a pylon that can warp in on high ground without high ground being able to see the pylon.
but early game this can be a little annoying. i want overlap on my powerfields so that it isnt easier for people to kill one pylon and me be screwed. and i want to be able to hide my tech.
I think i will wait and play it before i make any judgement calls. tough one.
so you are telling us that in 1.3.3 protoss will have to add a 2nd pylon to their nexus to be able to defend properly. so what's the problem ? losing 100 minerals on the pylon and not being that cost-effective as before?
i would be happy that you have to use more pylons now. I mean now the chance of fail pylons is reduced. But at the same time sniping pylons will unpower something more likey.
I liked bw because 4 canons you kill the pylon below the canons hehe. In sc2 i think going for the canons is most of the time more effectiv because the pylon radius is sooo damn hugee compared to bw. (buildings are so much bigger in bw so imo the radius feels smaller in bw )
On May 01 2011 05:19 Geovu wrote: I decided to acquire some screenshots of BW to compare the Pylon Radius between games. I thought this would be a good idea since a lot of people in this thread have been talking about.
^This picture aptly demonstrates how far you can place cannons in relation to the nexus. Note that I could have built cannons within the mineral line, and they would be right up against the limit of the pylon radius^
^This second picture is to show how far out you can place cannons on a lone pylon, without and interrupting nexus and assimilator cluttering up the picture^
These next three pictures I found quite interesting:
What I discovered: -In Brood War, a pylon's radius extends 4 hexes upwards and downwards. -A pylon's radius extends 8 hexes left and right. -However, for cannons and cannons alone the pylon only has an effective radius of 7 in width. This means you can only have 3 cannons of width instead of 4. -A nexus, gateways and stargates are all 4 hexes wide by 3 high -Most other buildings (Core, Robo, etc) are 3 hexes wide by 2 high
Vs Starcraft 2: -Currently, pylon radius is 7.5, to be 6.5 in next patch -Nexus is 4 by 4, virtually all other buildings are 3 by 3
You must note that because pylons in BW do not extend as high as their width, and most buildings are not square, it is hard to directly compare between games as to how much this effects gameplay. Also, cannons only had 100/100 hp/shields.
In conclusion: Iunno lol.
Nice analysis! But im confused... So you could put cannons in minerals on the far side of a pylon next to a nexus in broodwar? If i read that right, the change is making it smaller than before in BW in many cases!! And it just felt bigger because gateways are smaller now? Now i am even more depressed.
Yeah, that is more or less it. Of course, the pylon radius also felt smaller simply because units took up too much space. In BW (esp as Terran) you actually need to play a practice game simply to find a good proper building placement on every single map in every position or else you will end up with a nightmare of a base for macroing, tanks will get stuck everywhere and you won't be able to fit more than 4 factories in you base, lol.
if you think about it, its a buff. now since your second pylon will be closer to the other, so situations where you have 1 pylon powering everything getting sniped wont be so common
On May 02 2011 02:43 br0fivE wrote: if you think about it, its a buff. now since your second pylon will be closer to the other, so situations where you have 1 pylon powering everything getting sniped wont be so common
its not a big deal at all.
lol that's a pretty good way to think about it . This change will definitely be interesting as I think this could make cannon rushes less powerful.
Although on state of the game tyler said that the bw pylon radius was small, but judging from the picture it was as big too allow the same or more amount of cannons then in sc2 was that just for gateways I assume?
This is great. Finally pylon sniping is a viable tactical option as opposed to just killing the buildings. You need to make a lot of the things for supply anyways.