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PTR 1.3.3 Cannon Placement with new Pylon Radius - Page 6

Forum Index > SC2 General
Post a Reply
Prev 1 4 5 6 7 8 14 Next All
RemrafGrez
Profile Joined November 2010
United States180 Posts
April 30 2011 10:26 GMT
#101
On April 30 2011 14:48 Scarecrow wrote:
Show nested quote +
On April 30 2011 14:28 Torpedo.Vegas wrote:
Im curious as to how this will effect early BO now that more pylons will be needed to power the same area. Meaning not only is radius a factor, but now more minerals will be directed towards pylons while the average supply limit of a Protoss at any given moment will also probably be higher then what is now. At least in the early to mid game.


-.- it will have 0 effect, anyone who builds excess pylons early game is clueless. There'll still be plenty of space.

Show nested quote +
On April 30 2011 14:28 Torpedo.Vegas wrote:
Do you guys think its possible we could see slightly slower (due to time increase) 4gating, but with the power of a 4gate being potentially higher with the higher unit capacity?


Just think about it and you'll realise how stupid this question is.

Pretend all you like, but on fast expand builds more pylons will be needed early on with some maps with big natural chokes. Terran gets to build cc in main before expand. Zerg has best chace at fast expand by design. Protoss have pylons and cannons for fast expand. Now it is harder and baneling busts and 2base sling roach allins are even bettet against it.
MorroW
Profile Joined August 2008
Sweden3522 Posts
April 30 2011 10:29 GMT
#102
i dont think pylon radius is an issue i just think you have to get used to it :p
i like the new change because saccing an overlord for is slightly less random and the pvt warpin on cliffs from lowground pylon felt abit too annoying and pvp it was abit silly to be able to warp in zealots above the ramp so easily
Progamerpls no copy pasterino
shizna
Profile Joined April 2011
United Kingdom803 Posts
April 30 2011 10:37 GMT
#103
On April 30 2011 19:26 RemrafGrez wrote:
Show nested quote +
On April 30 2011 14:48 Scarecrow wrote:
On April 30 2011 14:28 Torpedo.Vegas wrote:
Im curious as to how this will effect early BO now that more pylons will be needed to power the same area. Meaning not only is radius a factor, but now more minerals will be directed towards pylons while the average supply limit of a Protoss at any given moment will also probably be higher then what is now. At least in the early to mid game.


-.- it will have 0 effect, anyone who builds excess pylons early game is clueless. There'll still be plenty of space.

On April 30 2011 14:28 Torpedo.Vegas wrote:
Do you guys think its possible we could see slightly slower (due to time increase) 4gating, but with the power of a 4gate being potentially higher with the higher unit capacity?


Just think about it and you'll realise how stupid this question is.

Pretend all you like, but on fast expand builds more pylons will be needed early on with some maps with big natural chokes. Terran gets to build cc in main before expand. Zerg has best chace at fast expand by design. Protoss have pylons and cannons for fast expand. Now it is harder and baneling busts and 2base sling roach allins are even bettet against it.


pretend all you like, but most protoss players will be happy with the overall changes on the PTR.


the only effect the pylon range will have on building placement is that you will need to find a 'standard' pylon position instead of just randomly throwing one down knowing that it will power a 100 mile radius.
RemrafGrez
Profile Joined November 2010
United States180 Posts
Last Edited: 2011-04-30 12:09:23
April 30 2011 11:58 GMT
#104
And I don't understand the 4 gate argument against pylon range in 1.3.2. Stalkers have range 6 so they can ALWAYS hit a low ground pylon that can warp to high ground. And you only need two stalkers to kill a being built pylon if you spot it fast. 3 stalkers if you spot it late. Who won't have 3 stalkers by that time after the huge warpgate research nerf in pvp??? Pretty sure that covers silver through grandmasters. And if a bronze can 4gate perfectly, he wont be in bronze long.
ALPINA
Profile Joined May 2010
3791 Posts
April 30 2011 12:06 GMT
#105
Not a huge deal. If you need to put cannon above the mineral line then you can as well put a pylon there.
You should never underestimate the predictability of stupidity
Yaotzin
Profile Joined August 2010
South Africa4280 Posts
April 30 2011 12:06 GMT
#106
On April 30 2011 20:58 RemrafGrez wrote:
And I don't understand the 4 gate argument against pylon range in 1.3.2. Stalkers have range 6 so they can ALWAYS hit a low ground pylon that can warp to high ground. And you only need two stalkers to kill a being built pylon if you spot it fast. 3 stalkers if you spot it late. Who won't have 3 stalkers by that time after the huge warpgate research nerf in pvp??? Pretty sure that covers silver through grandmasters.

I think there are some positions where stalkers can't touch it, and you have a little sliver that you can warp a couple zealots into.

The main issue is that you attack while placing the pylon. Your (very minimal anyway) forces are occupied while the pylon goes up. Killing the probe is pretty much the only way to stop the pylon going up.

Anywho I couldn't care less about this change as a toss player. I'll have to be a touch more careful with my building placement - but that's something I try to improve anyway.
Maskedsatyr
Profile Joined September 2010
Singapore1245 Posts
April 30 2011 12:11 GMT
#107
Meh I think I can handle this nerf if it stops 4 gate in pvp. A small price for better games imo
"Don't believe in you who believes in me, don't believe in me who believes in you, believe in you...who believes in yourself!"
Numy
Profile Blog Joined June 2010
South Africa35471 Posts
April 30 2011 12:12 GMT
#108
On April 30 2011 19:29 MorroW wrote:
i dont think pylon radius is an issue i just think you have to get used to it :p
i like the new change because saccing an overlord for is slightly less random and the pvt warpin on cliffs from lowground pylon felt abit too annoying and pvp it was abit silly to be able to warp in zealots above the ramp so easily


Yea I love how people will complain about everything. Pylon radius was massive before. Now it's smaller. It's far similar to BW now and in BW guys spent hours and hours figuring out building placements perfectly. Cannons are even more powerful in SC2. People will just have to get used to it, your race is by no means broken now.
Th1rdEye
Profile Blog Joined December 2006
United States1074 Posts
April 30 2011 12:16 GMT
#109
whats the big deal. that looks like thats as far as a pylon should humanly go anwyay... you can still fit like 10 gateways off of one pylon...
from the days of: TheMarine [NC]...YellOw [H.O.T.]-Forever99 OgOgO [_MuMyung_] ChRh PlayGrrrr.... SlayerS_`BoxeR` [Oops]Reach [ReD]NaDa [DF]zergboy..!! Pusan[S.G] Nal_rA GARIMTO SSamJJang ChoJJa JinSu Silent_Control iloveoov H_PauL_WII JulyZerg [DaK]JoYo
Darksoldierr
Profile Joined May 2010
Hungary2012 Posts
April 30 2011 12:17 GMT
#110
Well in bw you had to place two pylon aswell to able to cannon up your exp, im fine with it
What do humans know of our pain? We have sung songs of lament since before your ancestors crawled on their bellies from the sea.
Dante08
Profile Blog Joined February 2008
Singapore4139 Posts
April 30 2011 12:17 GMT
#111
Err build an extra pylon? It's no big deal seriously, and as the above posters mentioned, you'll have to put in extra effort to figure out the most efficient way to wall in
RemrafGrez
Profile Joined November 2010
United States180 Posts
April 30 2011 12:19 GMT
#112
No tested and stalkers can always hit the pylon. Somebody show me otherwise because i may change my opinion... But i tested pretty thoroughly and even found a sliver on metalopolis at 9 oclock pylon near nat minerals that only allowed one zealot, but stalker could hit it. And one zealot going to die anyway.

Maybe before warpin research nerf it was hard to have enough to defend ramp and kill pylons, but in ptr you can even build units as fast as a warpgater with regular gateways.
EdSlyB
Profile Blog Joined September 2010
Portugal1621 Posts
April 30 2011 12:23 GMT
#113
On April 30 2011 09:27 emesen wrote:
pylons and probes bro... now you have more reason to not supply block yourself


Day9 probably aproves this message ^
aka Wardo
Chaosvuistje
Profile Joined April 2010
Netherlands2581 Posts
April 30 2011 12:33 GMT
#114
Oh no, you can no longer reach all the way around the nexus to place cannons there using one pylon.

In return, this is what you get.
Worse timed 4gate in PvP.
Worse cannon rushes in PvP.
Worse pylon warp in on top of your ramp in PvP.

I really don't understand the big deal here.
EdSlyB
Profile Blog Joined September 2010
Portugal1621 Posts
April 30 2011 12:33 GMT
#115
On April 30 2011 11:54 CanucksJC wrote:
Maybe I'll see less cannon rushing on the ladder thank god


Yeah. It's funny that many protoss are complaining in regard of the pylon energy radius because now they have to adapt to new building placements or building one more pylon in a certain area. But when they want to build 3 pylons at the bottom of a ramp of a zerg main they manage to get the minerals.

In my humble opinion I think that is all a matter of adapt to the new radius in the early game. Because in middle and late game it's common to see lots of pylon energy radius overlapping.
aka Wardo
Cheerio
Profile Blog Joined August 2007
Ukraine3178 Posts
Last Edited: 2011-04-30 12:34:36
April 30 2011 12:34 GMT
#116
Think of it this way: the pylon range before was too big and now it is normal. Anyway when sc2 beta came out it really looked like the pylon range was bigger than in sc1.
Darneck
Profile Joined September 2010
Sweden1394 Posts
April 30 2011 12:44 GMT
#117
On April 30 2011 10:13 PowerDes wrote:
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.

This ^

It would so much more awesome if there were just 2 different radiuses. The difference is flippin huge.
imperator-xy
Profile Blog Joined March 2009
Germany1377 Posts
April 30 2011 12:44 GMT
#118
there was no reason to have a much bigger pylon range than in sc:bw

they just fixed that
Blasterion
Profile Blog Joined October 2010
China10272 Posts
April 30 2011 12:46 GMT
#119
On April 30 2011 21:44 imperator-xy wrote:
there was no reason to have a much bigger pylon range than in sc:bw

they just fixed that

Just think it as a bug fix like Liquid'Tyler said
[TLNY]Mahjong Club Thread
HaeHei
Profile Blog Joined October 2010
United Kingdom162 Posts
April 30 2011 12:49 GMT
#120
hmmm just saying but the radius in BW was "like" this so i don't see the fuss really helps against 4 gates and makes you be more careful with your pylon placements so i think its a good move from blizzard
Humans are weak. For every cure found, another disease is uncovered. It's a game of chase.
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