I just wind up expanding because of it and I never get punished in that time frame even if I don't have the army support to defend. And slowly the game becomes a "I have more map control than you" situation.
Sensor tower - Page 7
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cHaNg-sTa
United States1058 Posts
I just wind up expanding because of it and I never get punished in that time frame even if I don't have the army support to defend. And slowly the game becomes a "I have more map control than you" situation. | ||
newbcake
United States57 Posts
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gedassan
Lithuania83 Posts
On April 02 2010 18:07 newbcake wrote: why is everyone shitting a brick over the gas cost. it's 100 gas. the point in the game where you'd build sensor towers, you'd lose way more in gas losing units due to a surprise attack or carelessness. imagine how many stray medivacs or vikings or reapers sitting around the map you could save if you could have several extra seconds in reaction time to save them from impending doom. the only reason i don't use sensor towers more in my play is because it often slips my mind, it's definitely something i'll be incorporating in my play more. This. I just forget this building. I cannot count how many times where it would have saved me trouble. Drops, mutas and reapers - all of them suddenly become more manageable. | ||
RPGabe
United States192 Posts
On April 02 2010 18:07 newbcake wrote: why is everyone shitting a brick over the gas cost. it's 100 gas. the point in the game where you'd build sensor towers, you'd lose way more in gas losing units due to a surprise attack or carelessness. imagine how many stray medivacs or vikings or reapers sitting around the map you could save if you could have several extra seconds in reaction time to save them from impending doom. the only reason i don't use sensor towers more in my play is because it often slips my mind, it's definitely something i'll be incorporating in my play more. Don't forget the part where the tower doesn't actually do anything. If your opponent goes all-in, and you're missing out on 200 gas because you built towers to feel safer about your situation, you're at a significant disadvantage. That's potentially 8 marauders worth of gas. 2 Vikings and change, etc. I think Sensor Towers were meant to address specific threats, and maybe be used at certain times. They don't help me at all if my opponent is just expanding and dominating with map control, but if I'm in the lead, they can really help me seal it by not being surprised by drops/harassment etc. | ||
dogabutila
United States1437 Posts
On April 02 2010 16:00 Doomgaze wrote: ^ As opposed to "here's 270 minerals of mine. enjoy"? :D Get it in your heads people. Scans cost NOTHING. Mules do not create money, they simply give it to you faster. You will mine out your base anyways, and 1 base on full saturation terran has an advantage over any other race. You will not lose the game because you scan, in fact you might even win because you get *gasp* intel which is oh-so-valuable. Moreso then 270 minerals that you would have gotten anyways. You are in no way LOSING 270 minerals when you scan. | ||
Crisium
United States1618 Posts
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cyllu2
Sweden74 Posts
On April 03 2010 01:19 dogabutila wrote: Get it in your heads people. Scans cost NOTHING. Mules do not create money, they simply give it to you faster. You will mine out your base anyways, and 1 base on full saturation terran has an advantage over any other race. You will not lose the game because you scan, in fact you might even win because you get *gasp* intel which is oh-so-valuable. Moreso then 270 minerals that you would have gotten anyways. You are in no way LOSING 270 minerals when you scan. I guess you don't lose anything when you pull all your SCVs off mining to defend then either, I mean, you're gonna mine it out anyway. Why even build SCVs, they cost 50 minerals but they don't give you anything that the six starter SCVs aren't gonna give you anyway. Bastards. | ||
stockton
United States128 Posts
On April 02 2010 16:00 Doomgaze wrote: ^ As opposed to "here's 270 minerals of mine. enjoy"? :D not really, terran have other scouting options early in the game. like reapers, which jump cliffs, can kill stuff and get out quick. terran scouting/detection is fine. | ||
Shambler
United States40 Posts
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USn
United States376 Posts
On April 02 2010 14:20 BentoBox wrote: And so your anecdotal evidence was totally meaningless. Frankly, arguing with people who choose to let others do the work for them is tiring. Thank you for posting. Seriously, are you just trying to waste my time? Recap: I have never seen a sensor tower contribute to a victory, since I've only ever seen *one* built and it was irrelevant - the terran lost. This implies that in it's current form the sensor tower could use a tweak to fit strats or the game's strats could use a tweak to fit it, which one I don't say. And 'trends' is a BS response, the game is in BETA and being rebalanced week to week. This is the perfect time to experiment and see the impact, when it doesn't matter worth shit, instead of releasing the game and waiting a year to see if it 'trends' towards sensor towers or not. | ||
dogabutila
United States1437 Posts
On April 03 2010 01:59 cyllu2 wrote: I guess you don't lose anything when you pull all your SCVs off mining to defend then either, I mean, you're gonna mine it out anyway. Why even build SCVs, they cost 50 minerals but they don't give you anything that the six starter SCVs aren't gonna give you anyway. Bastards. Wrong, look at what I quoted. You arn't throwing away minerals to gain information, you are delaying mining of minerals. Whereas suiciding an overlord is paying 100 minerals for info, you never lose any amount of minerals getting said info. And you build scv's because you get the increased cash flow. Not putting down a mule does not put you behind, it merely puts you on even footing as any other 1 base race because if you are both saturated you are mining at the same rate. Mules put your 1 base income ahead because they can make use of patches that are already being mined from. On April 03 2010 01:58 Crisium wrote: It still eliminates your new Macro mechanic for 50 energy while your opponent gets to use theirs. So because it is vital to scan to be able to react to Zerg, you are put at a huge economic disadvantage. 50 energy for the Zerg is 8 larva. 270 minerals is inferior to 8 larva enough as it is, it's even worse when you have to justify scouting knowledge (scan) as equal to 8 larva. No, you are not put at an economic disadvantage. Mule puts you ahead. Because the worker AI is so much better in sc2, having 30 workers mining is barely better then having 24 mining, certainly not worth the extra scv's built when you could have expanded instead. The problem is people build orbital commands too early, so they have to stop building scv's. That loss in scv production time so early in the game is what puts you behind. Then it becomes necessary to use mule until you can get a decent amount of scv's. Delaying OC in favor of a decent scv count first means you are not then significantly behind and have the option of using a mule to put your economy ahead, or scan for info. | ||
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