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PTR 1.3.3 Cannon Placement with new Pylon Radius - Page 2

Forum Index > SC2 General
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thebole1
Profile Joined April 2011
Serbia126 Posts
April 30 2011 00:46 GMT
#21
hahah good nerf of pylons... simply they where To good and we didnt noticed... now in 1.3.3 they are balanced... simply you need to think a litle now before you place building...

is somebody steem 1.3.3 it will be cool for as who dont play to see some games on PTR... thx
VGhost
Profile Blog Joined March 2011
United States3616 Posts
April 30 2011 00:50 GMT
#22
For the math among us: the old pylon radius gave an "area" of about 177 while the new one is about 133, which is basically a 25% reduction in area covered. For practical purposes it's going to be less of a reduction - since the area of the pylon didn't change, and normally things are built fairly close to the pylon anyway - but it is definitely a significant change, as it were "overall".

My immediate concern would be wrt FFE builds - are they still practical? Depends on the width of the choke, naturally, but sim-city decisions will change a little bit.

On April 30 2011 09:39 kNightLite wrote:
Huh. I was worried that the pylon field change would be bad for cannon placement, but your post actually convinced me this was a good change. You can still cover three sides of a nexus with one pylon, which is really all you need vs harass. The only time you'd want more is as a lategame mineral sink, in which case building additional pylons is nothing.


Actually I think he's more concerned about anti-air defense, say vs. muta. You can't conveniently place cannons to over the whole mineral line now without 2 pylons or putting a pylon in the middle between the mineral line and the Nexus. (Behind the min line isn't really an option, since it can be "kited" as it were and pylons aren't that durable atm.) Big deal? Honestly it's only a big deal in that it means you can't put the pylon somewhere else. I thought it was kind of a silly change to make, and disliked it as it's clearly (yet another) change designed to remove options from the game, but I don't think it's that significant in this case.
#4427 || I am not going to scan a ferret.
Mastermind
Profile Blog Joined April 2008
Canada7096 Posts
April 30 2011 00:54 GMT
#23
Why are people saying "now you have to think about building placement"? Protoss already had to do that. Now it is just a lot harder.

The pylon radius nerf is suppose to nerf 4gate, but it nerfs protoss in way more ways than just that.
I hope this change doesnt make it to the live server. 4gate will already be nerfed enough with the warp gate time change imo.
narcissus
Profile Joined October 2010
Denmark53 Posts
Last Edited: 2011-04-30 01:01:20
April 30 2011 01:00 GMT
#24
In SOTG ep. 36 they are talking about the 1.3.3 ptr patch.

Link Starcraft 2 - State of the Game EP36


skip to 19:10 to watch the part with the smaller pylon radius.

they actually have some good statements
Leeoku
Profile Joined May 2010
1617 Posts
April 30 2011 01:05 GMT
#25
i dont get it. wont u have several pylons covering the area anyways. i know the individual radius is nerfed but put it this way, ur gona have pylons overlapping
VTPerfect
Profile Blog Joined March 2011
United States487 Posts
April 30 2011 01:06 GMT
#26
maybe they should increase the hitpoints of pylons by 25% to compensate for the decrease in powering ability.
Ighox
Profile Joined July 2009
Norway580 Posts
April 30 2011 01:07 GMT
#27
I honestly don't see it as a big deal, everyone usually has a ton of useless pylons in their base anyways, just that after patch you'll place one of those useless pylons in a spot that matters :p
And at least, if you're at the stage in the game where you're putting down cannons in your mineral-line you are so far a long that you'll have made a lot of previously useless pylons anyways.
inky
Profile Joined August 2010
Canada36 Posts
April 30 2011 01:07 GMT
#28
This change is pretty much the definition of uncalled for - if they're already nerfing warp gate times, such a sweeping and broad change to toss seems completely unnecessary.

I've been musing about building pylons to block the enemy from having room to put down their gateway. Certainly looks from the picture like you could mess that player up with only 1 or 2.
labbe
Profile Joined October 2010
Sweden1456 Posts
April 30 2011 01:08 GMT
#29
This is more like the pylon radius from brood war. This is a great change.
PowerDes
Profile Blog Joined September 2010
United States520 Posts
April 30 2011 01:13 GMT
#30
Simple fix: Do not change building radius, only warp in radius.

This pylon radius is crucial to forge fast expanding against zerg. One cannon in front, one in the back will prevent a couple of roaches from ranging the expansion/workers from behind.

If you aren't bitching, you don't play protoss.
twitch.tv/PowerDes
lambchops
Profile Joined April 2011
United States63 Posts
April 30 2011 01:13 GMT
#31
haha it's not that big of a deal imo. i'm a toss player, it'll force you to place it better? in all honesty, you can just throw down another pylon, it'll give us a spot to place it, rather than somewhere random in the midgame because you need pylons and have no useful location to put them
Dragom
Profile Joined December 2010
194 Posts
April 30 2011 01:14 GMT
#32
On April 30 2011 09:35 sermokala wrote:
I tried to play a game on the PTR with this and it just made me cry. the saddest nerf ever.

I know its probably worth it the only reason why my drunk 4 gates work is when I warp in the zealots in his base past the wallin.

still gona try it though :p



i acutally support 4 gaters (Gold Zerg here) at least they give me free wins when i feel low...

i mean, comon, the nerf just gave more reason from extremely nooby 2 gaters to start plying their trade(along with that unreasonable zealot and stalker buff)
"The second thing to go is your memory...ergh, I can't remember what the first thing is..."
loveeholicce
Profile Blog Joined December 2010
Korea (South)785 Posts
Last Edited: 2011-04-30 01:20:22
April 30 2011 01:18 GMT
#33
On April 30 2011 09:54 Mastermind wrote:
Why are people saying "now you have to think about building placement"? Protoss already had to do that. Now it is just a lot harder.

The pylon radius nerf is suppose to nerf 4gate, but it nerfs protoss in way more ways than just that.
I hope this change doesnt make it to the live server. 4gate will already be nerfed enough with the warp gate time change imo.


Come on really? Did you not see how low the radius was in brood war? And protoss still found ways to make building placement work in PvZ, where the matchup literally demanded absolutely perfect placement. Some people make every change feel like the sky is falling. Amulet removed, templar tech is now completely useless.

This nerf will stop 4 gate in PvP, thats really about it. It won't be detrimental at all from a "where do i place my buildings" perspective.

On April 30 2011 09:50 VGhost wrote:
For the math among us: the old pylon radius gave an "area" of about 177 while the new one is about 133, which is basically a 25% reduction in area covered. For practical purposes it's going to be less of a reduction - since the area of the pylon didn't change, and normally things are built fairly close to the pylon anyway - but it is definitely a significant change, as it were "overall".

My immediate concern would be wrt FFE builds - are they still practical? Depends on the width of the choke, naturally, but sim-city decisions will change a little bit.

Show nested quote +
On April 30 2011 09:39 kNightLite wrote:
Huh. I was worried that the pylon field change would be bad for cannon placement, but your post actually convinced me this was a good change. You can still cover three sides of a nexus with one pylon, which is really all you need vs harass. The only time you'd want more is as a lategame mineral sink, in which case building additional pylons is nothing.


Actually I think he's more concerned about anti-air defense, say vs. muta. You can't conveniently place cannons to over the whole mineral line now without 2 pylons or putting a pylon in the middle between the mineral line and the Nexus. (Behind the min line isn't really an option, since it can be "kited" as it were and pylons aren't that durable atm.) Big deal? Honestly it's only a big deal in that it means you can't put the pylon somewhere else. I thought it was kind of a silly change to make, and disliked it as it's clearly (yet another) change designed to remove options from the game, but I don't think it's that significant in this case.


Then build 2 pylons beside ur mineral line. Problem solved. You're building 17 or 18 pylons in ur base anyway. When I play toss after a while (after spreading them around the perimeter of my base basically) I have to bunch some of my pylons together because there simply isn't enough room for them otherwise.
상처받은 그대에 가슴에 사랑을 심어줄께요♥
chaosfreak11
Profile Joined April 2011
Singapore367 Posts
Last Edited: 2011-04-30 01:24:11
April 30 2011 01:19 GMT
#34
nvs.
Profile Blog Joined May 2010
Canada3609 Posts
April 30 2011 01:25 GMT
#35
Like Tyler said on SOTG the pylon radius for SC2 was already way larger than it was in SC1. It's not like this is a groundbreaking change.
Hollis
Profile Joined January 2011
United States505 Posts
April 30 2011 01:27 GMT
#36
On April 30 2011 09:42 Kazang wrote:
You must construct additional pylons.


Thread over, I dunno why any of you are even still trying.

On topic this shouldn't be a big deal. Then again any nerf inevitably prompts whining so all is well.
XothermeK
Profile Joined May 2010
United Arab Emirates245 Posts
April 30 2011 01:27 GMT
#37
I love this change, any protoss nerf is a good nerf at this stage of the game
Mobius_1
Profile Blog Joined April 2011
United Kingdom2763 Posts
April 30 2011 01:32 GMT
#38
Blizzard giveth, Blizzard taketh away. I feel this thread is useful in that it is a good illustration of the (potential) effects of the change, and a warning for players to take care if and when the changes are implemented.

However, it is really not a big deal. By the time you are going to be harassed at the mineral line by mutas and drops, you can have an extra pylon near your mineral line to power cannons. Also, as Tyler said on SOTG the pylon radius was far smaller in BW and players were just fine with that.

But please, don't directly compare different races' defensive structures, the races are different, and these differences do not mean the game is not balanced, turrets/cannons/crawlers is a completely apples to oranges to watermelons comparison, and I can just as easily "complain" that turrets only shoot air, can't move places, can't regen shields or health. Having an extra tether isn't the end of the world.
Starleague Forever. RIP KT Violet~
Ouga
Profile Joined March 2008
Finland645 Posts
April 30 2011 01:32 GMT
#39
I'm mostly interested in if 1pylon is enough to energize full wallins in shaku/taldarim. 6pool might be very powerful, if you can't do the forge+gate+gate wall with 1 pylon.
DyEnasTy
Profile Blog Joined October 2009
United States3714 Posts
April 30 2011 01:33 GMT
#40
I dont think your gameplay should be hinged on your pylon radius.
Much better to die an awesome Terran than to live as a magic wielding fairy or a mindless sac of biological goop. -Manifesto7
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