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PTR 1.3.3 Cannon Placement with new Pylon Radius - Page 3

Forum Index > SC2 General
Post a Reply
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L3gendary
Profile Joined October 2010
Canada1470 Posts
April 30 2011 01:39 GMT
#41
wow im actually surprised how big the pylon radius is right now.
Watching Jaedong play purifies my eyes. -Coach Ju Hoon
Golgotha
Profile Blog Joined January 2011
Korea (South)8418 Posts
April 30 2011 01:41 GMT
#42
On April 30 2011 09:40 emc wrote:
add a 2nd pylon?, i don't see why you'd want 1 pylon to power a bunch of cannons, it can get sniped by mutas/drop easily.


this...obviously the shorter radius decreases the amount and placement of cannons. i mean did this really need a thread? but we just gotta adapt now if this change goes through.
TheWarbler
Profile Blog Joined April 2010
United States1659 Posts
April 30 2011 01:47 GMT
#43
I thought the pylon radius was to big the first place. Guaranteed they play a little more of a role with warpgates but pylon radius in bw was smaller then that atleast I think it was and it was fine with them.
if you can believe you can concieve
RemrafGrez
Profile Joined November 2010
United States180 Posts
April 30 2011 01:52 GMT
#44
Here are some examples where pros need all that 1.3.2 pylon range, and please don't tell me they could spare 100 minerals for another pylon at this point in the game.

Most of these are from recent tournies like recent GSL or MLG. If it's not OK to do screenshots of GSL someone please delete this post if you have to.

GSL, Alicia vs Losira- Trying to wall from ramp to nexus, no spare pylons.
[image loading]

GSL, Coca vs Squirtle- No pylons to spare, trying to wall off and cover two distant sides with 1 pylon.
[image loading]

GSL, July vs Huk - he put pylon in middle of minerals because he moved all his probes already, but an example of 1 pylon and 2 cannons -
[image loading]

Root vs EG, KiwiKaki vs Idra - notice how he puts cannons at max distance so he has more room to warp-in and cannons can cover each other, and no one pylon taken out unpowers a cannon-
[image loading]

Root vs EG, Kiwikaki vs Idra - he puts buildings at max distance to semi wall off with forge and better protect and hide robo bay-
[image loading]

MC vs Check - Notice how he needs to wall of his natural from nexus to ramp, no spare pylons for other side of natural nexus.
[image loading]

Demonace34
Profile Blog Joined January 2011
United States2493 Posts
Last Edited: 2011-04-30 01:56:21
April 30 2011 01:53 GMT
#45
"I want to build cannons like I did before the patch by putting a pylon on one side of my nexus and cannons on the other side."

I think the way you positioned the pylon and cannons is a bit dramatic to be honest. The nuances of having to build an extra pylon heavily outweigh the problems with being able to warp in a ton of crap onto the high ground in PvP.

TLDR; 1. Spread out more pylons or 2. Place pylons in more advantageous places.
NaNiwa|IdrA|HuK|iNcontroL|Jinro|NonY|Day[9]|PuMa|HerO|MMA|NesTea|NaDa|Boxer|Ryung|
ThE_OsToJiY
Profile Blog Joined May 2008
Canada1167 Posts
April 30 2011 01:55 GMT
#46
love this nerf
@ostojiy
blade55555
Profile Blog Joined March 2009
United States17423 Posts
Last Edited: 2011-04-30 01:56:11
April 30 2011 01:55 GMT
#47
wow thats a huge difference. Thats kind of interesting as I wonder if thats going to make cannon rushing not as good? ^_^
When I think of something else, something will go here
tsuxiit
Profile Joined July 2010
1305 Posts
April 30 2011 01:59 GMT
#48
So I guess I'm going to two pylons on either side or I'll have to not put cannons where I used to put them. I hate it.

[...]

So I believe that reducing the pylon range by 1 is going to be really annoying, especially on your 3rd and 4th base when you don't want to waste extra pylons.


Okay. So what's the problem, exactly?
RemrafGrez
Profile Joined November 2010
United States180 Posts
April 30 2011 02:43 GMT
#49
So in the Huk game, he didn't have extra pylons to defend muta harassment or even burrowed harassment at his main.

So in SOTG Gretorp said it'd nerf dark templar warpins and INcontrol said it'd make roach rushes more powerful because they can hit the pylon at the wall. Tyler said he didn't care, but maybe he never plays against mutas, like JulyZerg pulls out and wins games with.

Early game ling and roach allins are going to be even harder to stop is a definite. Is that really needed? Discourage expand buids and encourage 2 gate pressure builds FTW.
LuckyMacro
Profile Joined July 2010
United States1482 Posts
April 30 2011 02:46 GMT
#50
Nal_Ra would be sad.
However, he'd overcome it in no time
sjschmidt93
Profile Joined April 2010
United States2518 Posts
April 30 2011 02:52 GMT
#51
On April 30 2011 09:27 emesen wrote:
pylons and probes bro... now you have more reason to not supply block yourself


As if getting supply blocked was okay before?
My grandpa could've proxied better, and not only does he have arthritis, he's also dead. -Sean "Day[9]" Plott
FinestHour
Profile Joined August 2010
United States18466 Posts
April 30 2011 02:54 GMT
#52
So...put one in the back too?
thug life.                                                       MVP/ex-
CanucksJC
Profile Blog Joined August 2010
Canada1241 Posts
April 30 2011 02:54 GMT
#53
Maybe I'll see less cannon rushing on the ladder thank god
UBC StarCraft Club is official @ UBC Vancouver campus! Your first eSport community on campus. Welcomes players of all levels at UBC. Follow us on facebook page: http://www.facebook.com/home.php#!/group.php?gid=155630424470014 or IRC @ irc.rizon.net #ubcsc
Flameling
Profile Joined July 2010
United States413 Posts
April 30 2011 02:55 GMT
#54
Yeah, I feel like this is going to create a significant change in the way you need to lay cannons around your base, and gaining vision of your base.
ch4ppi
Profile Joined July 2010
Germany802 Posts
April 30 2011 03:12 GMT
#55
This post is just about the effect on building placement:

I love the change, because the P has to think more about the placement and cant randomly throw pylons. This is just another change, that requieres the players skill. We should endorse this
ccHaZaRd
Profile Joined February 2009
Canada1024 Posts
April 30 2011 03:15 GMT
#56
i think its a great change and it will require more strategy and placement from the protoss instead of using 1 pylon to power 20 things
tyCe
Profile Joined March 2010
Australia2542 Posts
April 30 2011 03:15 GMT
#57
I don't care as long as it deters cannon rushing!
Betrayed by EG.BuK
Jampackedeon
Profile Joined November 2010
United States2053 Posts
April 30 2011 03:19 GMT
#58
Uh, this is a good thing. Protoss have been able to place an immense amount of cannons in good places for ages that essentially shut down all zerg harass. Meanwhile I have to struggle to lock down just a 3rd from a sole DT (because of the need for both spore vision and spine crawlers). There will be new limits to cannon placement, but frankly it is a good thing and will not ultimately stop a good player from betting a worse one.
ARcherTuRtle
Profile Blog Joined March 2011
United States66 Posts
April 30 2011 03:20 GMT
#59
What about on maps like Delta Quadrant. You can place a pylon at the natural expo and warp in to the backdoor expo. Would that still reach?
A**hole dot cry bout it.
PlaGuE_R
Profile Blog Joined February 2010
France1151 Posts
April 30 2011 03:29 GMT
#60
i see absolutely no problem. you should have multiple pylons powering defensive cannons anyways. if you dont....you deserve a loss
TLO FIGHTING | me all in, he drone drone drone, me win - SK.MC | JINROLLED! | KraToss for the win
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