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PTR 1.3.3 Cannon Placement with new Pylon Radius - Page 13

Forum Index > SC2 General
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Prev 1 11 12 13 14 Next All
Karma`
Profile Joined April 2011
United Kingdom13 Posts
May 02 2011 12:42 GMT
#241
Because ofcourse, at all points in the game you're going to have one single pylon in your base, amirite?

Just put another pylon on the other side in preparation, by the point in the game where harass becomes a big problem you should easily have the pylons in the correct placements to put canons where ever you see fit, the post about the 4gate warpin to high ground, this is a good thing..
ihasaKAROT
Profile Blog Joined November 2010
Netherlands4730 Posts
May 02 2011 12:43 GMT
#242
Ive got a feeling they will tweak it slightly to 7 radius.
KCCO!
HereBeDragons
Profile Joined May 2011
1429 Posts
May 02 2011 12:51 GMT
#243
We must construct additional pylons!
Juffalo
Profile Joined August 2010
United States155 Posts
May 02 2011 12:53 GMT
#244
I might be misunderstanding something here, but this OP might be the biggest overstatement of a problem ever. Can't you just build one addition pylon for all those old cannon spots? is it that big a deal ? Even with new smaller radius you can still get a cannon right in the middle of the minerals and one at the bottom of the nexus.
SovSov
Profile Joined September 2010
United States755 Posts
May 02 2011 13:04 GMT
#245
On April 30 2011 09:42 Kazang wrote:
You must construct additional pylons.

/thread

I rofl'd so hard.
Stromming
Profile Joined July 2010
Sweden64 Posts
May 02 2011 14:06 GMT
#246
On May 02 2011 21:53 Juffalo wrote:
I might be misunderstanding something here, but this OP might be the biggest overstatement of a problem ever. Can't you just build one addition pylon for all those old cannon spots? is it that big a deal ? Even with new smaller radius you can still get a cannon right in the middle of the minerals and one at the bottom of the nexus.


Agreed. I'm pretty sure they intended this change to actually matter.
Bao
Profile Joined February 2011
United States89 Posts
May 02 2011 14:09 GMT
#247
i tried this out on the ptr, and its more of a nuisance than anything. just play through it and you'll completely forget about it in a few weeks
Passo
Profile Joined September 2010
United States26 Posts
May 02 2011 14:58 GMT
#248
This change has a bigger impact on Forge fast expand openings potentially, since toss walls pylon high ground then building next on a great number of maps.
Dezire
Profile Joined December 2010
Netherlands640 Posts
May 02 2011 16:51 GMT
#249
oh god no, we're all gooing to die
BoxeR, HuK, IdrA, Minigun, MVP <3
Chill
Profile Blog Joined January 2005
Calgary25990 Posts
May 02 2011 16:57 GMT
#250
On May 02 2011 23:58 Passo wrote:
This change has a bigger impact on Forge fast expand openings potentially, since toss walls pylon high ground then building next on a great number of maps.

Right. I guess they'll have to adapt.
Moderator
CustomKal
Profile Blog Joined November 2010
Canada749 Posts
May 02 2011 16:59 GMT
#251
I don't see the big problem with this change. All it does is change the pylon radius to something closer to BW.

If you watched SotG, Tyler talked about how big the pylon radius is in sc2, and how ridiculous it was if you had just made the switch from BW.
Shiladie
Profile Blog Joined January 2009
Canada1631 Posts
May 02 2011 17:00 GMT
#252
my god, you may need TWO pylons now!
seriously though I don't see this change as anything to panic over, it's there to prevent the pylon from being out of range of being attacked from a cliff it can warp in on-top of.
dc302
Profile Joined December 2010
Australia576 Posts
May 02 2011 17:02 GMT
#253
I don't mind the change, but I wouldn't have minded if it wasn't changed either. They've already changed 4gate enough in my opinion.
...
FMJ
Profile Joined February 2011
United States169 Posts
May 02 2011 17:07 GMT
#254
Your screen shots really serve no purpose. You're basically tracing the circumference of a larger circle with cannons, then demonstrating that you can't place the same cannons around a circle with a slightly smaller circumference. This boils down to - hey look, this smaller circle is smaller than a larger circle! Which apparently needs images to clearly convey.
Aggnog
Profile Joined August 2010
Bulgaria77 Posts
May 02 2011 17:10 GMT
#255
The new radius looks at least a bit more similar to the brood war pylon radius. I suppose it was never intended for it to be able to power up so many buildings in the first place (without even mentioning warp in radius).
Nothingtosay
Profile Blog Joined February 2011
United States875 Posts
May 02 2011 17:12 GMT
#256
This is so silly 4 gate is being nerfed and that the only time the pylon range was truly abusive. All other things such as warping dts on high ground require an alternate tech investment and by the time all the components are in place your opponent shouldn't die to your harass.
[QUOTE][B]On October 16 2011 13:00 Anihc wrote:[/B] No, you're the one who's wrong. Nothingtosay got it right.[/QUOTE]:3
Chill
Profile Blog Joined January 2005
Calgary25990 Posts
May 02 2011 17:17 GMT
#257
On May 03 2011 02:12 Nothingtosay wrote:
This is so silly 4 gate is being nerfed and that the only time the pylon range was truly abusive. All other things such as warping dts on high ground require an alternate tech investment and by the time all the components are in place your opponent shouldn't die to your harass.

Great because harassment shouldn't be used to kill someone.
Moderator
Ownos
Profile Joined July 2010
United States2147 Posts
May 02 2011 18:14 GMT
#258
On May 02 2011 04:49 Ghost-z wrote:
You can still place a canon in front and behind your nexus with only 1 pylon.

The point to the nerf was that Protoss could place a proxy pylon outside your base AND out of stalker range AND be able to warp in behind your wall. Now after the pylon power nerf in order to warp in units behind the wall Protoss will have to place their proxy pylon in range of Stalker fire.

1.3.2 Pylon = 7.5 - (.5 range needed for room to warp units) >>[7 range from the wall]
1.3.3 Pylon = 6.5 - (.5 range needed for room to warp units) >>[6 range from the wall]
Stalker attack range = 6
Marauder attack range = 6

Depending on their placement of the proxy pylon your units should be able to kill it before he warps into your main (provided you scout it immediately).


I've never seen any PvP where the protoss puts the pylon out of range of stalker fire. Sometimes they even put down 2 pylons. Stalker DPS is crap. You can't even kill 1 pylon before it finishes and warps units in. Besides placing the pylon that far doesn't provide for much warp in space.
...deeper and deeper into the bowels of El Diablo
lololol
Profile Joined February 2006
5198 Posts
May 02 2011 19:36 GMT
#259
BW, number of green squares while building a...

Gateway: 190
Photon Cannon: 158

SC2:

Gateway: 232
Photon Cannon: 208

The current SC2 pylon radius is a lot larger compared to BW.

Using the Nexus as a base for comparison is bad, because they are the only building that has more than doubled in size, to 25 squares in SC2 from only 12 in BW, while the grand majority of buildings have actually been reduced from 12 to 9, so the relative size of the pylon field is even larger.
I'll call Nada.
Qntc.YuMe
Profile Joined January 2011
United States792 Posts
May 02 2011 19:55 GMT
#260
to begin with u need at least 2 pylons otherwise enemy units will just target the single pylon to take down an entire defense grid of cannons...

So this patch shouldnt really change much about base defense in terms of 3rd and 4th
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