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PTR 1.3.3 Cannon Placement with new Pylon Radius - Page 9

Forum Index > SC2 General
Post a Reply
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fighter2_40
Profile Blog Joined December 2010
United States420 Posts
April 30 2011 19:00 GMT
#161
I always knew that reducing pylon radius was going to affect wall offs and how roaches / maruaders can deactivate pylons near ramp since they now must be placed at a closer range. This cannon visual is also very informative.

Could blizzard just change warp in radius without changing pylon radius?
loveeholicce
Profile Blog Joined December 2010
Korea (South)785 Posts
April 30 2011 19:03 GMT
#162
On May 01 2011 03:56 PowerDes wrote:
Anyone who says "its not gonna make a difference" clearly does not play protoss.


Anyone who says it will clearly likes making a mountain out of an ant hill
상처받은 그대에 가슴에 사랑을 심어줄께요♥
loveeholicce
Profile Blog Joined December 2010
Korea (South)785 Posts
April 30 2011 19:04 GMT
#163
On May 01 2011 03:36 shammythefox wrote:
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.

Show nested quote +
On May 01 2011 03:25 loveeholicce wrote:
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.
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.


Don;t you get a 2nd pylon before the cyber core anyway?
상처받은 그대에 가슴에 사랑을 심어줄께요♥
awesomoecalypse
Profile Joined August 2010
United States2235 Posts
April 30 2011 19:04 GMT
#164
I think it makes sense. Its a negligible nerf to P in PvT and PvZ (which frankly P can afford) which will make PvP more playable.
He drone drone drone. Me win. - ogsMC
Baeksucho
Profile Joined March 2011
France46 Posts
Last Edited: 2011-04-30 19:05:39
April 30 2011 19:04 GMT
#165
On May 01 2011 03:56 PowerDes wrote:
Anyone who says "its not gonna make a difference" clearly does not play protoss.


kinda like those who said that 4range roach instead of 3 was OP clearly don't play zerg. (srsly ?)
green.at
Profile Blog Joined January 2010
Austria1459 Posts
April 30 2011 19:05 GMT
#166
On May 01 2011 04:00 fighter2_40 wrote:
I always knew that reducing pylon radius was going to affect wall offs.
Could blizzard just change warp in radius without changing pylon radius?


lol you gotta be some kinda fortune teller dude!

but your warpin idea is good. i dont give a F*** about cannons tbh, i just want my forge FE to work. and the new pylons just take away too much.
Inputting special characters into chat should no longer cause the game to crash.
Archerofaiur
Profile Joined August 2008
United States4101 Posts
Last Edited: 2011-04-30 19:16:27
April 30 2011 19:08 GMT
#167
On May 01 2011 04:00 fighter2_40 wrote:
Could blizzard just change warp in radius without changing pylon radius?


That would come at the cost of elegance, flavor and "easy to learn" values. Of course if the need was great enough these costs would be paid but I dont see that need being justified in this situation.
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
zawk9
Profile Joined March 2011
United States427 Posts
April 30 2011 19:26 GMT
#168
It would become a balance issue if and when Protoss buildings stopped being able to win games.
there's a bug in the new patch where the other player keeps killing all my dudes.. please nerf this
epikAnglory
Profile Blog Joined April 2011
United States1120 Posts
April 30 2011 19:33 GMT
#169
IMO thie is not a small problem, I think blizzard should only change the power radius for warping inn onLy.
710+ Posts with a Probe Icon =D
harDmug
Profile Blog Joined December 2010
United Kingdom116 Posts
April 30 2011 19:35 GMT
#170
On May 01 2011 04:33 iTzAnglory wrote:
IMO thie is not a small problem, I think blizzard should only change the power radius for warping inn onLy.

This is what is needed.
Jayrod
Profile Joined August 2010
1820 Posts
April 30 2011 19:42 GMT
#171
On May 01 2011 04:04 loveeholicce wrote:
Show nested quote +
On May 01 2011 03:36 shammythefox wrote:
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:
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.
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.


Don;t you get a 2nd pylon before the cyber core anyway?

Yea, but to have to put the 2nd instead of the third pylon into your wall off means you don't have the option to keep your tech hidden at all or the number of gateways etc. It just limits a couple more builds, say an ultra fast twilight council, because protoss can't deny scouting as easily as the other races (marines with range, cheap and fast cost efficient lings).. you literally have to just kind of stand there with the zealot. Putting 2nd pylon in the wall isn't a massive deal, but it does limit a few options to do riskier plays and is generally not where you want to have to put a 2nd one. Its map dependent of course
RemrafGrez
Profile Joined November 2010
United States180 Posts
April 30 2011 19:52 GMT
#172
He is right, you dont want to show your hand to the enemy. Keeping tech hidden is huge.
Schnullerbacke13
Profile Joined August 2010
Germany1199 Posts
April 30 2011 19:56 GMT
#173
anybody figured out what effect this has on cannon rushes (i play Z) ?
21 is half the truth
Falling
Profile Blog Joined June 2009
Canada11379 Posts
April 30 2011 19:58 GMT
#174
On April 30 2011 21:33 Chaosvuistje wrote:
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.


I agree with this. I mean, I guess wallin's will be harder off of fewer pylons, but I'm sure people will figure it out. And the benefits way outweigh the nuisance of re-figuring out wallins. I'm wondering how much this will effect cannon-rushers and if this intentionally or unintentionally nerfs Combat Ex...

Moderator"In Trump We Trust," says the Golden Goat of Mars Lago. Have faith and believe! Trump moves in mysterious ways. Like the wind he blows where he pleases...
Schnullerbacke13
Profile Joined August 2010
Germany1199 Posts
April 30 2011 20:09 GMT
#175
On May 01 2011 04:42 Jayrod wrote:
Show nested quote +
On May 01 2011 04:04 loveeholicce wrote:
On May 01 2011 03:36 shammythefox wrote:
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:
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.
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.


Don;t you get a 2nd pylon before the cyber core anyway?

Yea, but to have to put the 2nd instead of the third pylon into your wall off means you don't have the option to keep your tech hidden at all or the number of gateways etc. It just limits a couple more builds, say an ultra fast twilight council, because protoss can't deny scouting as easily as the other races (marines with range, cheap and fast cost efficient lings).. you literally have to just kind of stand there with the zealot. Putting 2nd pylon in the wall isn't a massive deal, but it does limit a few options to do riskier plays and is generally not where you want to have to put a 2nd one. Its map dependent of course


great change, makes hiding tech a tradeoff (no wall then). Currently its too hard to scout a protoss, because of easy wallin. fast stargate, fast dt, fast colossi, hidden 4gate (without the obvious chrono), weird timing pushes. Z basically has to roll dice in order to win. Playing safe (being able to defend anything) will set the Z behind too much. Also i like P being somewhat more vulnerable to early game attacks in case he teches hard :D
21 is half the truth
blade55555
Profile Blog Joined March 2009
United States17423 Posts
April 30 2011 20:17 GMT
#176
On May 01 2011 04:56 Schnullerbacke13 wrote:
anybody figured out what effect this has on cannon rushes (i play Z) ?


While I haven't tested, I am super positive this is going too make cannon rushing harder. I think they are going too have too make at least 2 pylons no matter what too get a cannon rush too work with the patch but may be wrong.

Am praying this ends the cannon rushing ^_^
When I think of something else, something will go here
Geovu
Profile Blog Joined November 2010
Estonia1344 Posts
April 30 2011 20:19 GMT
#177
I decided to acquire some screenshots of BW to compare the Pylon Radius between games. I thought this would be a good idea since a lot of people in this thread have been talking about.

First, OP's pics for comparison:

On April 30 2011 09:21 RemrafGrez wrote:
+ Show Spoiler +

1.3.2 here:
[image loading]
1.3.2 with two valid cannons here:

[image loading]

1.3.2 with radius:

[image loading]

1.3.3

[image loading]




Now le BW:

[image loading]

^This picture aptly demonstrates how far you can place cannons in relation to the nexus. Note that I could have built cannons within the mineral line, and they would be right up against the limit of the pylon radius^

[image loading]

^This second picture is to show how far out you can place cannons on a lone pylon, without and interrupting nexus and assimilator cluttering up the picture^

These next three pictures I found quite interesting:

+ Show Spoiler +

[image loading]
[image loading]
[image loading]


What I discovered:
-In Brood War, a pylon's radius extends 4 hexes upwards and downwards.
-A pylon's radius extends 8 hexes left and right.
-However, for cannons and cannons alone the pylon only has an effective radius of 7 in width. This means you can only have 3 cannons of width instead of 4.
-A nexus, gateways and stargates are all 4 hexes wide by 3 high
-Most other buildings (Core, Robo, etc) are 3 hexes wide by 2 high

Vs Starcraft 2:
-Currently, pylon radius is 7.5, to be 6.5 in next patch
-Nexus is 4 by 4, virtually all other buildings are 3 by 3


You must note that because pylons in BW do not extend as high as their width, and most buildings are not square, it is hard to directly compare between games as to how much this effects gameplay. Also, cannons only had 100/100 hp/shields.

In conclusion: Iunno lol.
DragonDefonce
Profile Blog Joined April 2008
United States790 Posts
April 30 2011 20:30 GMT
#178
While I wanna rage and say no one 4 gates anymore above mid diamond, then I realize blizz cares (understandably so) more about the guy who gets the game just cause he heard its pretty good than people who play sc as a lifelong hobby, or competitive level plays. Considering they put nitro pack to factory, cut out voidray speed, and admit people aint gonna use mothership in competitive play, I think its pretty safe to assume they will go through with this change and theres nothing we can do to stop David Kim.
kyophan
Profile Joined January 2010
United States113 Posts
April 30 2011 21:14 GMT
#179
On May 01 2011 03:05 threepsuedo wrote:
big ramps:
[image loading]

screenshots taken on scrapstation


How about this?

[image loading]



Any problems with this?
Slago
Profile Joined August 2010
Canada726 Posts
April 30 2011 21:20 GMT
#180
this change is good, probably gonna help take out some PvP 4 gates, but damn, just lay down 2 pylons and think about where you should place it really not a big change just gives toss less of an ability to warp in over gaps or up ledges undetected
I came here to kick ass and chew bubble gum and I'm all out of... ah forget it
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