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PTR 1.3.3 Cannon Placement with new Pylon Radius - Page 8

Forum Index > SC2 General
Post a Reply
Prev 1 6 7 8 9 10 14 Next All
iversonjack
Profile Joined September 2010
Australia69 Posts
April 30 2011 13:37 GMT
#141
it's not gonna make a big difference...
The KY
Profile Blog Joined October 2010
United Kingdom6252 Posts
April 30 2011 13:39 GMT
#142
So you've got to make an extra pylon? Well...you need them anyway? I sincerely doubt this will be an issue, a couple of days and protoss will adjust.
Talin
Profile Blog Joined September 2010
Montenegro10532 Posts
April 30 2011 13:42 GMT
#143
Just because something is made more difficult doesn't mean it's a horrible thing. The entire game should be made more difficult anyway.

Now precision with Pylon placement will matter a lot, which I like.

vojnik
Profile Joined October 2010
Macedonia923 Posts
April 30 2011 14:07 GMT
#144
more notably its not early game that you need the extra pylon to protect mineral line, so most wont even be affected by this change.
For the swarm!
evsky
Profile Joined January 2011
United Kingdom61 Posts
April 30 2011 14:09 GMT
#145
Tbh i think protoss have it easiest defending mineral lines anyway, what with insta warp-ins right at the action.. This is a nice change.
iNbluE
Profile Joined January 2011
Switzerland674 Posts
April 30 2011 14:10 GMT
#146
I've always placed cannons behind my mineral lines when playing against zerg anyway... So it won't change anything. You'll just have to think a bit befoir placing them.
ლ(╹◡╹ლ)
nMarkz
Profile Joined April 2011
Norway3 Posts
April 30 2011 14:37 GMT
#147
I'm a protoss player, and I must say I love this change! I don't see it having any significant effect on the PvZ or PvT matchup, but it should have a huge effect on PvP, in a good way... With this change the 4gate offensive warp-in should in my eyes be a lot easier to defend, so hopefully we won't see much of it after this patch.
narcissus
Profile Joined October 2010
Denmark53 Posts
Last Edited: 2011-04-30 14:49:30
April 30 2011 14:46 GMT
#148
Currently Protoss are taking too many risks in the game, because they can have a lot of stuff being powered by 1 pylon (1 pylon can cover 21 gates, 21!).
I actually think this will, when people get use to new radius, make Protoss win more, because they not going to warp in random pylons when supply blocked, but are forced to play smarter.

+ Show Spoiler +
On April 30 2011 10:52 RemrafGrez wrote:
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]



I really don't get the picture you are posting, they're extremely being taking out of context, since 3 of them are with the players being in a engagement, so we can't tell if the protoss had more pylons there, but they just got destroyed before the screenshot was taking, so see no real reason why people should response to them.
And I bet you, if you're taking a look in the Protoss main, there will be some random placed pylon that could have been placed better.

Also, if pylons are being used to make some sort of a wall, which has absolutely nothing to do with the power radius, they're in a big risk of being destroyed, so most players will have some sort of backup pylons anyway, to power the buildings, otherwise, the fault is on the Protoss, not the patch.
RemrafGrez
Profile Joined November 2010
United States180 Posts
Last Edited: 2011-04-30 16:57:47
April 30 2011 16:50 GMT
#149
On April 30 2011 22:09 loveeholicce wrote:
Show nested quote +
On April 30 2011 19:26 RemrafGrez wrote:
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

Fast expands need walls, cannons, then sentries. Some maps already kill p for trying just look at the pro screenshots... Sentries are not enough for some builds. As for ling roach allins, you need some sort of wall to have a chance. Some maps are going to be impossible to wall on with first natura area pylon worse than before.
threepsuedo
Profile Joined January 2011
2 Posts
April 30 2011 18:05 GMT
#150
big ramps:
[image loading]

screenshots taken on scrapstation
loveeholicce
Profile Blog Joined December 2010
Korea (South)785 Posts
Last Edited: 2011-04-30 18:27:58
April 30 2011 18:25 GMT
#151
On May 01 2011 01:50 RemrafGrez wrote:
Show nested quote +
On April 30 2011 22:09 loveeholicce wrote:
On April 30 2011 19:26 RemrafGrez wrote:
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

Fast expands need walls, cannons, then sentries. Some maps already kill p for trying just look at the pro screenshots... Sentries are not enough for some builds. As for ling roach allins, you need some sort of wall to have a chance. Some maps are going to be impossible to wall on with first natura area pylon worse than before.


I don't know what roach ling all ins you're running into but I've never heard of any that hit before toss gets a chance to place their 2nd or 3rd pylon lol.
On May 01 2011 03:05 threepsuedo wrote:
big ramps:
[image loading]

screenshots taken on scrapstation



Move the cyber core up 1 square, walling off the middle area and making the hole in the bottom rather than middle of the map. Problem solved.

Or, scout after pylon like every other Protoss and make a full wall or something when you see a 6 pool.
상처받은 그대에 가슴에 사랑을 심어줄께요♥
SilverPotato
Profile Joined July 2010
United States560 Posts
April 30 2011 18:30 GMT
#152
On May 01 2011 03:25 loveeholicce wrote:
Show nested quote +
On May 01 2011 01:50 RemrafGrez wrote:
On April 30 2011 22:09 loveeholicce wrote:
On April 30 2011 19:26 RemrafGrez wrote:
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

Fast expands need walls, cannons, then sentries. Some maps already kill p for trying just look at the pro screenshots... Sentries are not enough for some builds. As for ling roach allins, you need some sort of wall to have a chance. Some maps are going to be impossible to wall on with first natura area pylon worse than before.


I don't know what roach ling all ins you're running into but I've never heard of any that hit before toss gets a chance to place their 2nd or 3rd pylon lol.
Show nested quote +
On May 01 2011 03:05 threepsuedo wrote:
big ramps:
[image loading]

screenshots taken on scrapstation



Move the cyber core up 1 square, walling off the middle area and making the hole in the bottom rather than middle of the map. Problem solved.

Or, scout after pylon like every other Protoss and make a full wall or something when you see a 6 pool.

Yeah Seriously :D

Also, you get a second pylon before the core anyway right? Problem solved again.
"The ability to learn faster than your competitors may be the only sustainable competitive advantage." ~Arie de Geus
shammythefox
Profile Joined May 2010
United Kingdom286 Posts
Last Edited: 2011-04-30 18:39:14
April 30 2011 18:36 GMT
#153
I don't see why they don't just have two separate radii, one for warping in units and one for placing buildings, as this here is clearly detrimental to the game.

On May 01 2011 03:25 loveeholicce wrote:
Show nested quote +
On May 01 2011 01:50 RemrafGrez wrote:
On April 30 2011 22:09 loveeholicce wrote:
On April 30 2011 19:26 RemrafGrez wrote:
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

Fast expands need walls, cannons, then sentries. Some maps already kill p for trying just look at the pro screenshots... Sentries are not enough for some builds. As for ling roach allins, you need some sort of wall to have a chance. Some maps are going to be impossible to wall on with first natura area pylon worse than before.


I don't know what roach ling all ins you're running into but I've never heard of any that hit before toss gets a chance to place their 2nd or 3rd pylon lol.
Show nested quote +
On May 01 2011 03:05 threepsuedo wrote:
big ramps:
[image loading]

screenshots taken on scrapstation



Move the cyber core up 1 square, walling off the middle area and making the hole in the bottom rather than middle of the map. Problem solved.

Or, scout after pylon like every other Protoss and make a full wall or something when you see a 6 pool.



That wouldnt be walled off against zerglings, they could get between gateway & core.
threepsuedo
Profile Joined January 2011
2 Posts
April 30 2011 18:36 GMT
#154
you can't put it up one hex either.

[image loading]
covetousrat
Profile Joined October 2010
2109 Posts
April 30 2011 18:39 GMT
#155
Can any1 on PTR test the forge wall in on Shakuras Plateau? Can 1 Pylon support a Gateway, Core, Forge at the front of natural anymore?
eviltomahawk
Profile Blog Joined August 2010
United States11135 Posts
April 30 2011 18:46 GMT
#156
On May 01 2011 03:36 threepsuedo wrote:
you can't put it up one hex either.

[image loading]

Put it up two hexes?

In that pic, the diagonal between the corners of the Core and Gateway doesn't do a full block.
ㅇㅅㅌㅅ
Jayrod
Profile Joined August 2010
1820 Posts
April 30 2011 18:48 GMT
#157
That wall-off is a huge deal and just more reason for a protoss to keep this map thumbs down.
Grezzz
Profile Joined January 2011
United Kingdom78 Posts
April 30 2011 18:48 GMT
#158
I don't think it's anywhere near a big of a deal as you make it out to be. Yes, the radius is smaller, but it's still easily big enough to place defensive pylons/cannons providing you think about your building placement beforehand.
PowerDes
Profile Blog Joined September 2010
United States520 Posts
Last Edited: 2011-05-02 20:20:20
April 30 2011 18:56 GMT
#159
Anyone who says "its not gonna make a difference" clearly does not play protoss.

This is a significant change to fast expands and good sim city builds vs possible hellion harass, drops, etc.
twitch.tv/PowerDes
biggestnoob
Profile Joined March 2011
35 Posts
April 30 2011 18:58 GMT
#160
I don't see whats the problem there, zerg in BW had like 4x4 to work with and no one complained.

And as some1 said if you have 10 canons on 1 pylon, nuff said.
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