• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 12:58
CET 18:58
KST 02:58
  • 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
RSL Revival - 2025 Season Finals Preview8RSL Season 3 - Playoffs Preview0RSL Season 3 - RO16 Groups C & D Preview0RSL Season 3 - RO16 Groups A & B Preview2TL.net Map Contest #21: Winners12
Community News
Weekly Cups (Dec 15-21): Classic wins big, MaxPax & Clem take weeklies1ComeBackTV's documentary on Byun's Career !10Weekly Cups (Dec 8-14): MaxPax, Clem, Cure win4Weekly Cups (Dec 1-7): Clem doubles, Solar gets over the hump1Weekly Cups (Nov 24-30): MaxPax, Clem, herO win2
StarCraft 2
General
Weekly Cups (Dec 15-21): Classic wins big, MaxPax & Clem take weeklies ComeBackTV's documentary on Byun's Career ! Micro Lags When Playing SC2? When will we find out if there are more tournament Weekly Cups (Dec 8-14): MaxPax, Clem, Cure win
Tourneys
$5,000+ WardiTV 2025 Championship Sparkling Tuna Cup - Weekly Open Tournament $100 Prize Pool - Winter Warp Gate Masters Showdow Winter Warp Gate Amateur Showdown #1 RSL Offline Finals Info - Dec 13 and 14!
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 505 Rise From Ashes Mutation # 504 Retribution Mutation # 503 Fowl Play Mutation # 502 Negative Reinforcement
Brood War
General
BGH Auto Balance -> http://bghmmr.eu/ Klaucher discontinued / in-game color settings Anyone remember me from 2000s Bnet EAST server? How Rain Became ProGamer in Just 3 Months FlaSh on: Biggest Problem With SnOw's Playstyle
Tourneys
[BSL21] LB QuarterFinals - Sunday 21:00 CET Small VOD Thread 2.0 [Megathread] Daily Proleagues [BSL21] WB SEMIFINALS - Saturday 21:00 CET
Strategy
Simple Questions, Simple Answers Game Theory for Starcraft Current Meta Fighting Spirit mining rates
Other Games
General Games
Stormgate/Frost Giant Megathread Beyond All Reason Path of Exile General RTS Discussion Thread Nintendo Switch Thread
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
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Mafia Game Mode Feedback/Ideas Survivor II: The Amazon Sengoku Mafia TL Mafia Community Thread
Community
General
US Politics Mega-thread The Games Industry And ATVI Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine YouTube Thread
Fan Clubs
White-Ra Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece Movie Discussion!
Sports
2024 - 2026 Football Thread Formula 1 Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
TL+ Announced Where to ask questions and add stream?
Blogs
The (Hidden) Drug Problem in…
TrAiDoS
I decided to write a webnov…
DjKniteX
James Bond movies ranking - pa…
Topin
Thanks for the RSL
Hildegard
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1112 users

PTR 1.3.3 Cannon Placement with new Pylon Radius - Page 14

Forum Index > SC2 General
Post a Reply
Prev 1 12 13 14 All
RoachyRoach
Profile Joined February 2011
81 Posts
May 02 2011 20:02 GMT
#261
On April 30 2011 09:42 Kazang wrote:
You must construct additional pylons.


LOL, this
RemrafGrez
Profile Joined November 2010
United States180 Posts
May 02 2011 20:52 GMT
#262
On May 03 2011 04:36 lololol wrote:
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 feel a little better after looking at Geovu's BW screenshots and notes about buildings being generally smaller in SC2 and your green squares count. I realize now that building placement outside of the Nexus and forge fast expand are not the end of the world with this change.

But the original reason I was worried was cannon coverage at minerals lines, so looking at the newer bigger Nexus does matter I think, since it is preventing some mineral line cannon placement with 1.3.3 pylons. The forge fast expand will be changed, so for that Protosses will just learn which maps are worth it and which aren't.
Aerakin
Profile Joined January 2011
185 Posts
Last Edited: 2011-05-02 21:10:31
May 02 2011 21:07 GMT
#263
I'm confused as to why people are saying "now protoss will have to think about their building placement" when terrans, after their wall-in, don't have to think about building placement (can build anywhere, half their buildings can be lifted off) and zergs have so few buildings to place to begin with.

Seriously, there are more than one reasons why you might agree with the change, why pick the worst one.
DrGreen
Profile Joined July 2010
Poland708 Posts
May 02 2011 21:23 GMT
#264
On May 03 2011 04:55 DreamRaider wrote:
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



This kind of comments are just ridiculous.

Yes - sometimes you need to build few cannons on one pylons and you want them spread out as much as possible (you add additional pylons later), i.e. while expanding or walling off ramps or chokes.
Also if you'd want to have EVERY building powered by at least 2 pylons - you would need to sacrafice pylon spotters in your base and on the map.

No - I dont mind pylon change.


Just build one more pylon - Just drop extra supplies instead of using MULE. What about that?
RemrafGrez
Profile Joined November 2010
United States180 Posts
May 02 2011 22:05 GMT
#265
Found a very easy PvP anti-4gate method... all you need to do is place your buildings along the walls by your ramp. You need 2 or 3 pylons and 4 gateway sized buildings, so that works perfectly for all builds. Worst thing that can happen is they warp in zealots stuck behind your pylons. So many ways to deal with 4 gate! Give me back my pylon power range.

[image loading]

sylverfyre
Profile Joined May 2010
United States8298 Posts
May 02 2011 22:08 GMT
#266
On May 03 2011 06:07 Aerakin wrote:
I'm confused as to why people are saying "now protoss will have to think about their building placement" when terrans, after their wall-in, don't have to think about building placement (can build anywhere, half their buildings can be lifted off) and zergs have so few buildings to place to begin with.

Seriously, there are more than one reasons why you might agree with the change, why pick the worst one.


I dunno, in ZVZ i care a hell of a lot about my building placement to try and make ling counterattacks less likely to make me instantly lose. And I have to deal with the fact that I dont really have a lot of buildings to work with when doing this, too. :p

Honestly, pylon radius is going to be fine. You can still cover both sides of a nexus pretty reasonably from mutas, mutas only have 3 range. You can still wall in fine. Forge FEs will be slightly more complex, but not nearly as complex as they were in BW, where only CERTAIN sides of each building were ling-tight, and eyeballing it didn't always work.
Sapp
Profile Joined March 2011
Poland173 Posts
May 02 2011 22:29 GMT
#267
stupid.. 200 / 8 = 25 ... u have to build 25 pylons anyway, so where's the problem?
Quote? O.o?
GagnarTheUnruly
Profile Joined July 2010
United States655 Posts
May 02 2011 23:12 GMT
#268
On May 03 2011 04:36 lololol wrote:
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.


No offense to the quoted poster, who is just providing info to people talking about BW pylon radii, but it's well established that BW and SC2 are different games. So why does BW keep coming up in this thread?

I think that the pylon radius nerf is on the balance probably a good thing at least for PvP, but not because the pylon radius was smaller in BW, because Protoss players need to think more about building placement, or because they should have to pony up for unneeded pylons to power their bases for some reason. It's going to make warp-in agression and offensive cannons less threatening and that's probably a good thing for all vs P matchups.

I also think the OP does raise an important point about mineral-line defense. Protoss defenses against mutalisks are mineral-expensive (pylons, cannons, and stalkers). Increasing the number of pylons needed to reduntandly power the necessary cannons to defend from mutalisks may wind up being a concern for Protoss in some situations. And as others have pointed out FE simcities are also going to be more vulnerable and slower to construct in some cases.
ibreakurface
Profile Joined June 2010
United States664 Posts
May 03 2011 22:43 GMT
#269
On April 30 2011 09:36 Warrice wrote:
i guess you have to make another pylon.


End of discussion.

I don't see how this effects the game in any significant way (the cannon placement aspect not the 4 gate warpins)
:) I play zerg. FOX AND KT ROLSTER COASTER FAN! Because I love everyone. Except bisu.
wimbowaia
Profile Joined March 2010
Norway20 Posts
May 05 2011 06:50 GMT
#270
Fucking OP terran all ins...
Obaten
Profile Joined December 2010
United States730 Posts
May 05 2011 07:44 GMT
#271
I wonder what CombatEx has to say about this...
SoKHo
Profile Joined April 2011
Korea (South)1081 Posts
May 05 2011 07:52 GMT
#272
it's not a big deal. Like others said, build another pylon. it's not like you make ONE pylon all game long. this is coming from a toss player...
"If you don't understand my silence, you won't understand my words"|| Big Nal_rA fan boy!! Nal_rA, Bisu, Huk, MC, Hero fighting! SKT1---->
Melchior
Profile Joined January 2011
United States112 Posts
May 05 2011 08:16 GMT
#273
I think this change will make FFE/Nexus first weaker for a few reasons:

1) There are a lot of maps where I place my first pylon at the top of the ramp when I FFE/Nexus first in case I scout a super-early pool, and the new pylon radius will be too small to power a forge at the bottom of the ramp.

2) A single pylon on one side of the Nexus will no longer be able to power a cannon on the opposite side -- that will make a difference in FFE/Nexus first on maps with open naturals (such as Xel'Naga Caverns or Metalopolis) where you need at least two early cannons to defend the expansion adequately.

While FFE/Nexus first will probably still be an option, it will most likely be even more vulnerable to early aggression, which will probably limit the map pool it will be effective on.
RemrafGrez
Profile Joined November 2010
United States180 Posts
May 06 2011 19:06 GMT
#274
On May 05 2011 17:16 Melchior wrote:
I think this change will make FFE/Nexus first weaker for a few reasons:

1) There are a lot of maps where I place my first pylon at the top of the ramp when I FFE/Nexus first in case I scout a super-early pool, and the new pylon radius will be too small to power a forge at the bottom of the ramp.

2) A single pylon on one side of the Nexus will no longer be able to power a cannon on the opposite side -- that will make a difference in FFE/Nexus first on maps with open naturals (such as Xel'Naga Caverns or Metalopolis) where you need at least two early cannons to defend the expansion adequately.

While FFE/Nexus first will probably still be an option, it will most likely be even more vulnerable to early aggression, which will probably limit the map pool it will be effective on.


Well said. I have updated the OP to provide information about the new NesTea strategy that kills Protoss fast expands on these maps. Pylon radius going to make it worse. Is this fair?
RubikPi
Profile Joined January 2011
United States7 Posts
May 06 2011 19:29 GMT
#275
On May 03 2011 07:05 RemrafGrez wrote:
Found a very easy PvP anti-4gate method... all you need to do is place your buildings along the walls by your ramp. You need 2 or 3 pylons and 4 gateway sized buildings, so that works perfectly for all builds. Worst thing that can happen is they warp in zealots stuck behind your pylons. So many ways to deal with 4 gate! Give me back my pylon power range.

[image loading]



While I do appreciate trying to block off their warp in area, this placement has an immediate disadvantage once they get an observer out and can destroy your buildings from the low ground if they manage an easy contain with sentries.
Prev 1 12 13 14 All
Please log in or register to reply.
Live Events Refresh
Monday Night Weeklies
17:00
#35
RotterdaM811
TKL 373
IndyStarCraft 150
SteadfastSC114
BRAT_OK 103
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RotterdaM 811
TKL 373
mouzHeroMarine 361
IndyStarCraft 150
SteadfastSC 114
Liquid`VortiX 111
BRAT_OK 103
MaxPax 69
DivinesiaTV 22
trigger 10
StarCraft: Brood War
Bisu 750
Larva 559
Light 292
firebathero 135
Dewaltoss 113
910 27
Dota 2
syndereN1542
XcaliburYe655
Counter-Strike
adren_tv145
Heroes of the Storm
Khaldor221
Other Games
Grubby6917
FrodaN1697
B2W.Neo757
ceh9451
Beastyqt408
Lowko275
ToD155
QueenE106
Mew2King101
Trikslyr47
RushiSC12
Organizations
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 17 non-featured ]
StarCraft 2
• StrangeGG 37
• Hinosc 9
• Kozan
• LaughNgamezSOOP
• AfreecaTV YouTube
• sooper7s
• intothetv
• Migwel
• IndyKCrew
StarCraft: Brood War
• 80smullet 10
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• WagamamaTV1547
League of Legends
• Nemesis3630
• TFBlade965
Other Games
• Shiphtur243
Upcoming Events
WardiTV Invitational
1d 18h
Replay Cast
2 days
WardiTV Invitational
2 days
ByuN vs Solar
Clem vs Classic
Cure vs herO
Reynor vs MaxPax
Replay Cast
4 days
Sparkling Tuna Cup
5 days
Replay Cast
6 days
Wardi Open
6 days
Liquipedia Results

Completed

YSL S2
WardiTV 2025
META Madness #9

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
BSL Season 21
Slon Tour Season 2
CSL Season 19: Qualifier 2
eXTREMESLAND 2025
SL Budapest Major 2025
ESL Impact League Season 8
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22

Upcoming

CSL 2025 WINTER (S19)
BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
Bellum Gens Elite Stara Zagora 2026
HSC XXVIII
Big Gabe Cup #3
OSC Championship Season 13
Nations Cup 2026
ESL Pro League Season 23
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
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.