Hey all, I play Protoss and have currently been thinking about using an overload of cannons in my match ups.
I know they are static defence which is never as good as units....but....
the cannons counter so many new units
- oracle
- buffed reaper
- buffed muta
- widow mines
- Speed medivacs and all the hellish drops that come with that (to a degree)
- cheaper DT
So, i am thinking that they have more of a use now... but what is it?
Ideas? strategies? does anyone agree?
Most of the time i find people cheesing with cannons as cannon rushing. I don't usually use defense buildings save the Planetary Fortress as a wall rather than as a cheesing offensive weapon.
Protoss gets a lot more ways to cheese though. Like rush a Nexus and a mothership core at the Enemy's natural expansion not only to steal expansions and just bombard and support units in attack.
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Paul Anthony Soh, , smileyfs
Core i7 2600k @ 4.4 GHz. 16 GB DDR3 RAM, GTX 780.
Website: http://youtube.com/MusicHaven2012 - Painfully below average gamer.
1. Vs the oracle, this may work okayish, but the problem is you're investing into a forge and cannons early on, and they don't contribute to your midgame like the oracle does. Also, cannons can be maneuvered around with by oracles, meaning they only have limited usage.
2. Vs reapers, if you're getting a cannon that early, you're in a LOT of trouble. Try to defend reapers with stalkers and/or a mothership core.
3. Vs mutas, tbh you should always have 1 or 2 cannons in each mineral line vs mutas, as they can hold them off before you go to defend with your army.
4. Vs widow mines, it depends how confident you are with defending them, but i think cannons are viable in this particular circumstance.
5. Vs drops, in WoL, i would say, sure cannons are fine, but in HOTS, the problem is they can boost over the cannons and you have nothing to defend. Maybe cannons in conglomeration with stalkers or a high templar would serve you better.
6. Vs dts, it may be useful, but it would be more of a delay tactic compared to a sound defense, as you couldn't move out of range of that cannon until you have an observer or an oracle.
So tl;dr they're good in some situations if you use them well, but other times they suck
It is said that if you know your enemies and know yourself, you will not be imperiled in a hundred battles; if you do not know your enemies but do know yourself, you will win one and lose one; if you do not know your enemies nor yourself, you will be imperiled in every single battle.
Sun Tzu 孫子
"If storm finishes I survive, otherwise terran is op" xGKingDelete 2012
There are strats that open up with mass cannons into 4 base and into mass air toss which is pretty much unkillable. Sure you may win but i find that its so boring to just turtle up and camp till air toss is up.
I do tend to use cannons in PvT to stop widdow mines, just by placing 1 in each mineral line. Then into late game a few around the edges and infront of each expo to stop drops and ghosts if they want to nuke.
I do think cannons are a pretty big investment, not worth it to build a lot unless you are planning to play really really passive and into multiple bases.
PvP wise cannons (unless in mass of 6-10) are not very viable, I have played vs protoss players who just go for a FFE in a PvP and I'll just break that down by either double robo mass immortals or a warp prism drop into the main with immortals. Getting cannons in PvP unless its late game is again quite a big investment and you would rather spend money on other things.
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Admin head of Team Oandlig Spektrum (OS)
When there's a will, there's a way and there's a wall
Cannons initially probably not the best idea but with your forge that you're using to upgrade I don't see how a cannon or two at your main/natural and a ton of cannons at your third/fourth/fifth can hurt. It does increase the time required til expanding actually earns you something but if you're expanding chances are you're not about to move out and attack anyway so it's not a bad thing to invest in if you're hovering. Cannons and gateways pewpew. Speaking in pvz anyway, you kind of need cannons at your outer expansions or a ling runby can just eat it up. Don't know how effective cannons are in pvt/p though
I think less of a 'viable strategy' and more they have more utility now with more units that can drop or harass worker lines easier. I've certainly found cannons - particularly in mid to late game - are super helpful at deterring drops, and one cannon to scare off Oracles, or to detect mines/DTs either in mineral lines or at choke points feels much more natural now.
ie. Newkirk bottom left spawn I put 3 cannons down to the right of my main to deter drops and it worked a charm without having to move units back and forth.
So I think early game it's still pretty standard compared to WoL, but they seem a necessity for most aggressive matchups otherwise, even if it's just a couple. Saying that, all of that can be negated with proper map vision with Obs or successful scouting xD
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