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PTR 1.3.3 Cannon Placement with new Pylon Radius - Page 11

Forum Index > SC2 General
Post a Reply
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Yurie
Profile Blog Joined August 2010
11964 Posts
May 01 2011 10:24 GMT
#201
On May 01 2011 07:37 kyophan wrote:
Show nested quote +
On May 01 2011 06:22 Carpenter wrote:
On May 01 2011 06:14 kyophan wrote:




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.


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.
kyophan
Profile Joined January 2010
United States113 Posts
May 01 2011 10:34 GMT
#202
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.
shizna
Profile Joined April 2011
United Kingdom803 Posts
Last Edited: 2011-05-01 11:24:43
May 01 2011 11:24 GMT
#203
On May 01 2011 19:04 Dommk wrote:
Show nested quote +
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.


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.
RemrafGrez
Profile Joined November 2010
United States180 Posts
May 01 2011 11:57 GMT
#204
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.
RemrafGrez
Profile Joined November 2010
United States180 Posts
May 01 2011 12:04 GMT
#205
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.

First, OP's pics for comparison:

Show nested quote +
On April 30 2011 09:21 RemrafGrez wrote:
+ Show Spoiler +

1.3.2 here:
[image loading]
1.3.2 with two valid cannons here:

[image loading]

1.3.2 with radius:

[image loading]

1.3.3

[image loading]




Now le BW:

[image loading]

^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^

[image loading]

^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:

+ Show Spoiler +

[image loading]
[image loading]
[image loading]


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.
loveeholicce
Profile Blog Joined December 2010
Korea (South)785 Posts
May 01 2011 12:47 GMT
#206
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 =_=
상처받은 그대에 가슴에 사랑을 심어줄께요♥
Despicatus
Profile Joined January 2011
34 Posts
May 01 2011 12:52 GMT
#207
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...
spirates
Profile Joined August 2010
Sweden148 Posts
May 01 2011 12:56 GMT
#208
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?..
RemrafGrez
Profile Joined November 2010
United States180 Posts
Last Edited: 2011-05-01 15:01:59
May 01 2011 14:37 GMT
#209
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".
Silent331
Profile Joined June 2010
United States356 Posts
May 01 2011 14:54 GMT
#210
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.
They cant beat you, They only hope you beat yourself.
LOLingBuddha
Profile Joined February 2011
Netherlands697 Posts
Last Edited: 2011-05-01 15:00:53
May 01 2011 15:00 GMT
#211
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.
MindRush
Profile Joined April 2010
Romania916 Posts
May 01 2011 15:08 GMT
#212
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?
"Two things are infinite: the universe and human stupidity; and I'm not sure about the universe." - Albert Einstein
FeyFey
Profile Joined September 2010
Germany10114 Posts
May 01 2011 16:22 GMT
#213
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 )
Geovu
Profile Blog Joined November 2010
Estonia1344 Posts
May 01 2011 17:40 GMT
#214
On May 01 2011 21:04 RemrafGrez wrote:
Show nested quote +
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.

First, OP's pics for comparison:

On April 30 2011 09:21 RemrafGrez wrote:
+ Show Spoiler +

1.3.2 here:
[image loading]
1.3.2 with two valid cannons here:

[image loading]

1.3.2 with radius:

[image loading]

1.3.3

[image loading]




Now le BW:

[image loading]

^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^

[image loading]

^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:

+ Show Spoiler +

[image loading]
[image loading]
[image loading]


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.
br0fivE
Profile Joined January 2011
Canada349 Posts
May 01 2011 17:43 GMT
#215
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.
Terin
Profile Joined December 2010
United States33 Posts
May 01 2011 18:19 GMT
#216
Eh heh heh, Chill doesn't like this thread.
blade55555
Profile Blog Joined March 2009
United States17423 Posts
May 01 2011 18:45 GMT
#217
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?
When I think of something else, something will go here
feebas
Profile Joined February 2011
Finland268 Posts
May 01 2011 18:49 GMT
#218
I can't speak for anyone else, but I, for one, find building additional Pylons to be a most joyous prospect indeed.
paska peli
Sueco
Profile Joined September 2009
Sweden283 Posts
Last Edited: 2011-05-01 18:58:39
May 01 2011 18:55 GMT
#219
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.
bwally
Profile Joined December 2010
United States670 Posts
May 01 2011 19:01 GMT
#220
This is good...the radius was too big.
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