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PTR 1.3.3 Cannon Placement with new Pylon Radius - Page 7

Forum Index > SC2 General
Post a Reply
Prev 1 5 6 7 8 9 14 Next All
Huragius
Profile Joined September 2010
Lithuania1506 Posts
April 30 2011 12:51 GMT
#121
Seems good to me.
RemrafGrez
Profile Joined November 2010
United States180 Posts
April 30 2011 12:52 GMT
#122
In broodwar you didnt have to warpin with pylon range and popular maps had tight chokes more often. Plus gateway units didnt crumble to maurauders, roaches, and hydras.

Speaking of sc2 maps, I guess you need an extra pylon to fast expand on scrap station, where the rocks already got players killed on fast expand.
GiantEnemyCrab
Profile Blog Joined April 2010
Canada503 Posts
April 30 2011 12:53 GMT
#123
this is actually a smart nerf by blizzard because it really wont affect protoss bases but it will neglect warping in the enemies base. you just need to construct additional pylons for those cannons now
¯\_(ツ)_/¯ ¯\_(ツ)_/¯ ¯\_(ツ)_/¯ ¯\_(ツ)_/¯ ¯\_(ツ)_/¯
eloist
Profile Joined September 2010
United States1017 Posts
April 30 2011 12:58 GMT
#124
New radius seems proper.
RemrafGrez
Profile Joined November 2010
United States180 Posts
April 30 2011 13:03 GMT
#125
On April 30 2011 21:53 GiantEnemyCrab wrote:
this is actually a smart nerf by blizzard because it really wont affect protoss bases but it will neglect warping in the enemies base. you just need to construct additional pylons for those cannons now

Ok, this is a fair post. It seems obvious it is a nerf pvt and pvz, because it doesnt really help pvp like people, icluding me, originally thought. If that was blizzards intetion then OK, somebody thought dark templar up cliff warpin was broken. But if it was a pvp fix they screwed up, especially if they keep either gateway buildtime changes or warp research nerf.

Everybody says be more careful with pylon placement, but putting a stalker by wall on either side of ramp is all the care needed to defend 4 gate.
hugman
Profile Joined June 2009
Sweden4644 Posts
April 30 2011 13:07 GMT
#126
It just requires you to be more intelligent with your pylon placement, I like it.
loveeholicce
Profile Blog Joined December 2010
Korea (South)785 Posts
April 30 2011 13:09 GMT
#127
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.


Roach ling all ins are better because theres an extra pylon in the natural? O_O

And no, protoss have sentries for fast expand. Sentries. You live and die by forcefields in the early game, not pylon radius
상처받은 그대에 가슴에 사랑을 심어줄께요♥
DuckS
Profile Joined September 2010
United States845 Posts
Last Edited: 2011-04-30 13:16:17
April 30 2011 13:10 GMT
#128
"You foiled us this time Americans, but your liberty will not protect your Marilyn Monroe forever - our Queen must FEED!" - Deleuze
Blasterion
Profile Blog Joined October 2010
China10272 Posts
April 30 2011 13:13 GMT
#129
As good as it looks aim surprised how big one radius is
[TLNY]Mahjong Club Thread
gnutz
Profile Joined November 2010
Germany666 Posts
April 30 2011 13:15 GMT
#130
Annoying, but not a big deal.
holycrapitsTony
Profile Joined October 2010
United States330 Posts
April 30 2011 13:17 GMT
#131
The power radius was ridiculously large. I'm very glad for this change.
NYE: when the match loading screen comes up "zvz" it's like finding out you have hiv
Shadowcloak
Profile Joined March 2011
Netherlands194 Posts
April 30 2011 13:20 GMT
#132
wasent the radius of pylons in BW short aswell. then theres the fact who the hell uses cannons anyway ? 5 for youre third 4th maybe but thats it and you have 2 pylons there anyway. .....i rlly dont see the point
¯\_(ツ)_/¯ SUPP SON
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
April 30 2011 13:22 GMT
#133
Why not just add another pylon? You get them every 8 supply or so anyway.
vojnik
Profile Joined October 2010
Macedonia923 Posts
April 30 2011 13:26 GMT
#134
at least a small change to separate excellent to mediocre protoss, doubt top protoss will have problems with that.
For the swarm!
eviltomahawk
Profile Blog Joined August 2010
United States11135 Posts
April 30 2011 13:30 GMT
#135
On April 30 2011 22:22 neobowman wrote:
Why not just add another pylon? You get them every 8 supply or so anyway.

Brilliant! The patch forces Protoss players to be less supply capped when building their base!
ㅇㅅㅌㅅ
Striding Strider
Profile Joined February 2011
United Kingdom787 Posts
April 30 2011 13:31 GMT
#136
On April 30 2011 22:20 Shadowcloak wrote:
wasent the radius of pylons in BW short aswell. then theres the fact who the hell uses cannons anyway ? 5 for youre third 4th maybe but thats it and you have 2 pylons there anyway. .....i rlly dont see the point


Pylons and buildings in general were a lot tougher back then. I just wish they'd remove armoured from buildings, everything dies too fast.
I have a beard. I'm unprofessional.
avidity
Profile Joined December 2010
United Kingdom23 Posts
April 30 2011 13:32 GMT
#137
It's fine, we just need to think more about our pylon placement but it really is not going to be as much of an issue as you're making it out to be. Most of the time i'm spamming down pylons in useless locations. It won't make a difference.
Exathor
Profile Joined August 2010
Australia56 Posts
April 30 2011 13:32 GMT
#138
On April 30 2011 14:15 Dommk wrote:
Show nested quote +
Isn't it the same size as it was in bw in 1.3.3? It was fine for 11 years, don't see why it'll hurt now.


That is a stupid argument. Starcraft 2 and BW although somewhat similar are still different, especially when it comes to terrain and building placement. You can't think a change is fine because "that is how it was in broodwar".


Sorry to say, but that is quite a relevant argument.
Balling effect of all units in SC2 effectively contracts the terrain, which leads to smaller maps and smaller mains, which should lead to a smaller psionic matrix as compared to BW. This has not been the case until viable patch 1.3.3. Notice how BW mains were massive and yet, the pylon radius in BW is smaller than the current SC2 pylon radius, and SC2 is the one with comparatively smaller mains?
I think pylon radius nerf had it a long time coming, especially with the added warp-in advantage which BW did not possess.

It's all a matter of getting used to it guys. And it really isn't as absurd AT ALL if you compare it to the harsh, unforgiving, idiosyncratic BW pylon/building placement.
Ohdamn
Profile Joined June 2010
Germany765 Posts
April 30 2011 13:35 GMT
#139
wtf are the honestly perople whinig about the "pylon nerf"?
it's a good thing.
"If you can chill....chill!"
chaokel
Profile Blog Joined October 2010
Australia535 Posts
April 30 2011 13:36 GMT
#140
The original range looks absurdly far to me rather than the new one looking to small, personally i'm looking forwards to the change even though i'll have to be a bit more careful in my building placement now.
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