is somebody steem 1.3.3 it will be cool for as who dont play to see some games on PTR... thx
PTR 1.3.3 Cannon Placement with new Pylon Radius - Page 2
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thebole1
Serbia126 Posts
is somebody steem 1.3.3 it will be cool for as who dont play to see some games on PTR... thx | ||
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VGhost
United States3616 Posts
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. | ||
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Mastermind
Canada7096 Posts
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. | ||
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narcissus
Denmark53 Posts
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 | ||
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Leeoku
1617 Posts
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VTPerfect
United States487 Posts
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Ighox
Norway580 Posts
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. | ||
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inky
Canada36 Posts
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. | ||
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labbe
Sweden1456 Posts
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PowerDes
United States520 Posts
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. | ||
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lambchops
United States63 Posts
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Dragom
194 Posts
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) | ||
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loveeholicce
Korea (South)785 Posts
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. 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. | ||
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chaosfreak11
Singapore367 Posts
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nvs.
Canada3609 Posts
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Hollis
United States505 Posts
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. | ||
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XothermeK
United Arab Emirates245 Posts
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Mobius_1
United Kingdom2763 Posts
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. | ||
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Ouga
Finland645 Posts
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DyEnasTy
United States3714 Posts
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