PTR 1.3.3 Cannon Placement with new Pylon Radius - Page 7
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Huragius
Lithuania1506 Posts
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RemrafGrez
United States180 Posts
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
Canada503 Posts
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eloist
United States1017 Posts
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RemrafGrez
United States180 Posts
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
Sweden4644 Posts
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loveeholicce
Korea (South)785 Posts
On April 30 2011 19:26 RemrafGrez wrote: 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 | ||
DuckS
United States845 Posts
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Blasterion
China10272 Posts
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gnutz
Germany666 Posts
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holycrapitsTony
United States330 Posts
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Shadowcloak
Netherlands194 Posts
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neobowman
Canada3324 Posts
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vojnik
Macedonia923 Posts
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eviltomahawk
United States11135 Posts
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! | ||
Striding Strider
United Kingdom787 Posts
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. | ||
avidity
United Kingdom23 Posts
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Exathor
Australia56 Posts
On April 30 2011 14:15 Dommk wrote: 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
Germany765 Posts
it's a good thing. | ||
chaokel
Australia535 Posts
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