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z to deal with t mechanization, 2 mines out of the flying dragon, the flying dragon harassed the farmers of his base, and at the same time expelled the third mine, the force immediately transformed into a stinging snake + ground thorn, this depends on your operation, your flying dragon has 2 tasks that must be completed, one is to harass his economy, the other is to delay the timing of his troops, and when your saliva is formed, just fight with his mechanization in a relatively empty place. Remember that when you fly the dragon to contain him, the saliva will all be gathered in the map, don't wait for his soldiers to come out before you go out, the flying dragon can drag it out, and the saliva and he quickly upgrade when he fights 3 out of the scorpion, and the mechanized play is the most afraid of z's scorpion spraying red mist and blood.
If you're P, you don't have to be afraid of his combination of forces, fight normally, you'd better keep the mine one more mine than him, so that you can consume it with him, the troops must rush together, don't send it wave by wave, if you can't hit it head-on, you will retreat immediately when you see that the situation is not good. Wait for your pawn to attack a second time. When rushing at his tank formation, remember that the dragoon goes first, when the dragoon withstands the first attack of the tank, xx rushes up after him, don't go up, xx only hits the tank.
Don't hit the minecart, and if you occupy an open area in advance, you can form a formation of traps, and when he enters your trap, you can trap him in all directions, which will do more with less.
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If you use z, you are not afraid that he will use mechanization, the important thing is to look at your operation, grasp the vacuum period of his troops, like this never change tactics only use mechanized t is very good, try to walk the dog harassment in the early stage, support him speed, he will generally produce a few spearmen and then speed heavy industry, and then double work, there is a vacuum period in the middle, there is a vacuum period when the extension is violent and heavy, grasp these two vacuum periods, will operate the flying dragon with the flying dragon to support the elephant, if not, in these two vacuum periods with a stinging snake to push him, pay attention to make a self-explosion of his technology ball.
It's the same in the words of p.,Build more jingle reconnaissance,Reconnaissance is very important,Reverse push in the early stage doesn't kill him.,More extensions.,More highland tug-tow aircraft carriers.,Less suffocation.,More electric troops.,In short, you have to consume with him.。。。 The Terran two mines can fight you two mines, and you must have one more mine to have an advantage.
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It's all tm nonsense.
Mechanization is important for offensive and defensive levels.
So the first thing you have to do is that no matter what race you're using, you can't have a lower offensive and defensive rating than your opponent.
I don't have to say what tank and robot correspond to with p is simply the easiest.
Your offense and defense are higher than his, you have more soldiers than him, and if he doesn't have a mine, you can create more fanatics and lightning.
And PVT is originally P's soldiers, and if you are at a disadvantage in terms of troops, unless your ore distribution is insufficient, otherwise your strength is insufficient.
And then there's Z, to say Lurker's... I'm really convinced of them, unless it's not like 2H Pan Tech's extreme speed lurker to mechanized t mid-term out of the lurker is simply suicidal.
Let's get out of the flying dragon Flying dragon life defense dog speed up also life defense Don't harass or anything in the early stage Mining gas 3h blasting dragon The rest of the mine makes a dog Don't attack When t hits out, rush him from the side.
Tell you that the robot's attack is **, which has 100% damage to large flying units, and only 50% damage to medium dragons, and it is difficult for robots to win against dragons with dragon defense.
What Wyverns are really afraid of is the Tech Ball.
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PVT, the Terran mechanization is used to restrain his troops, speed up the front of Zealot, and the dragoon is in the air or against the robots, and the number must be large!
Arbiter support, freezing or teleporting, stealth can also be, when breaking in, it is recommended to arbitrate stealth troops.
The key is to investigate in the early stage, and after discovering that he is biased towards mechanization, he will be harassed in the early stage! Zealot, airdrops, and short harassment P prefer gold beetles.
ZVT, the Zerg fights the Terran mechanization and suffers, so the key is still the early stage, but if it is really hard fighting, it is recommended that the Zerg bull + flying dragon + stinging snake + puppy cannon fodder + lurker
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Z: Don't let him be mechanized, mechanized T, you use z to fight unless you operate well enough, it's really hard to fight, and it will be disabled in the early middle and early stages, and the worm lies in rush rather than positional warfare. Queen becomes a tank, because this skill distance is the highest in the interstellar (13), so don't worry about robots, scorpions' yellow mist, Scorpio's long-range bombardment, etc., it depends on how you operate.
p, you use the aircraft carrier + arbiter and see who has a headache.
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Don't believe it, use Z to explode the dragon, and the robot will fight the dragon to weaken the attack.
2. Mine opening, early gas mining, explosion of flying dragon, and promotion of flying dragon defense. 2 pairs of dragons open 3 mines, and at the same time find an opportunity to go to his main mine to kill farmers, see the robot move up the flying dragon and immediately run, and then continue to expand the explosion dragon and a small number of suicides.
Don't send it if you don't operate it in the early stage, reconnaissance.
The idea is to mine gas when you open a mine.
It's a high-proof pure flying dragon.
You mine more casually, he is stable, t go out 1a2a3a4a, the dragon suicide in all directions hit the science ball. It's enough to hit your friend, it's super easy to use, and it's absolutely practical.
None of the others are talking about the actual combat type, unless they are masters, and the queen becomes a tank! lucker!I don't believe it.
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If you play P, if the opponent doesn't have Z, the sky will be flooded. With the cooperation of pirates and aircraft carriers, if the operation is good, you can also use arbitration, and the Terrans can't beat the Sky Stream of the Protoss.
Another point, playing the Protoss is the economy, playing the Protoss is domineering, and expansion is the last word.
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Give some advice.
Won't your friend build a minecar? Robots are very fuel-guzzling, how can you get a fanatic without a mine?
Did you put pressure on him upfront? Have you tried the ultimate move (e.g. putting the front barracks in the corner, pretending to rush the corner of the house, and the quick hidden knife in the corner)? Is your friend lewd? Have you ever tried Speed Drive 2 Mania? Have you ever tried to hit the teleportation of late swallows?
Also, let's practice the operation.
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PVZ is the meaning of the Protoss vs Zerg when going heads-up, and the first letter of the English name of each race is used, mainly to make it smooth.
God (abbreviated P) vs. Insect (abbreviated Z) is a typical war of technology and warfare. P's soldiers are of high quality, but expensive, and Z's soldiers are fast and cheap.
In the beginning, Z's puppy is not a small threat, it moves fast, is numerous, and can quickly maintain a 4:1 or even 5:1 ratio with P. At this time, if there is no battery defense, the mining area is easy to be harassed.
So at the beginning, if the other party keeps sending out puppies, you should consider replenishing the battery at the base. With the turret, P's defensive strength has increased a lot, and the puppy should not take advantage of it. It is recommended to build a fort at your own door, not only so that the puppy can not enter, but also to prevent lurker
If the enemy wants to airdrop Lurker, it is not something that can be done in the short term. The battle will quickly turn to the middle of the game.
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PVZ is the abbreviation of Protoss vs Zerg, and P and Z are abbreviations for Protoss and Zerg: Zerg, respectively.
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First of all, I will explain to you what is the operation of the Zerg, the operation of the Zerg is based on the judgment of the situation, and this judgment is mainly based on reconnaissance. Because the eggs of the Zerg are limited, if you build more troops in the early stage, the economy will not be able to keep up with the lack of farmers in the later stage, and the troops will not be enough to compete with the opponent; If you build more farmers in the early stage, the economy is good in the later stage, and the army is built quickly, but if others come to fight you in the early stage, you can't hold it and it's in vain.
Therefore, the essence of the Zerg operation lies in the word "steal", what is the limit of stealing, that is, others have no intention of going out, you are a farmer, others are about to go out, you start to brush troops, others hit in front of you, and your troops are just enough to prevent this wave. This is easy to say, but difficult to do, not only to have a preliminary control of the three clans' tactics to go out, but also to create targeted troops through continuous reconnaissance and transformation.
The operational advantage of the Zerg is that the transformation is extremely fast, and the other two races need to send a large number of troops to build if they want to transform, while the transformation of the Zerg only needs one building (for example, the dragon tower is good for a moment and a large number of flying dragons), and this advantage is built on a strong economy, so the Zerg is an operational race, and the operability is far inferior to the other two races, the key is that you have to build the right soldiers, and when to build troops.
About your first question.
How to deal with Terran machine guns + raiders + tanks + medical transporters is actually very simple.
1 Look at the number of units in this class combination to see which ones are more and which are less.
2 If the machine gun raiders on the opposite side are the main force and there are fewer tanks, then dogs + poison blasts + cockroaches are the main ones.
3 If there are a large number of tanks on the opposite side, you need to consider Wyvern + Dog + Poison Explosion.
4 If there is a transport ship on the opposite side, you need to consider the wide spread of the fungus blanket, the house flies everywhere to open the field of vision, air defense projection, if the multi-line ability is poor, a base to build several bunkers for static defense, in short, to fight against this kind of wrongness, try to fight on the fungus blanket, try to fight in front of the tank rack, try to fight the formation with more bread. In short, the more you meet the above three conditions, the better your odds of winning.
5 The combination of Terran arms you said is very weak, if your operation is strong enough, you can rely on the economy to create a large number of troops to pile up the Terran to death, if you play Terran in 3 mines, you can't manage it, then you must impose practice, the money is not spent, more early base (not let you go to the mine), first start with 2 mines, 3 bases, 3 mines, 5 bases.
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The big bullroach is in the front, the stinging snake is in the back and the dragon point is transported and the tank is output, if there is an air force on the opposite side that is properly corrupted, the queen must continue to inject eggs into the hive to keep the rioters, and open more mines and wait for the insect current All kinds of puppies are used as cannon fodder in front
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1 Stinging snake + cockroach + puppy + flying dragon [you can also have money to corrupt some big dragons].
2 Build more troops, open more mines, press more enemies, and split mines.
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In general, yes.
Because the soldiers created with the same amount of resources often have an advantage for the Terrans, that is to say, if the Zerg wants to fight with the Terrans, they must have more resources than the Terrans.
The Terran troops have a characteristic, the units are mostly long-range units, and they are not easily affected by the collision volume, so the more the number, the more obvious the increase in power, and similarly, when the number is small, the power decreases significantly, so the Terran troops are easy to be broken by each if they are divided into two ways, which is a very risky behavior. Therefore, in addition to the economy, the mining of the Zerg also has a role of containing buffer.
But it should be noted that under the condition that you have a lot of resources, you also have to limit the economy of the Terrans, and if the Terrans open 3 mines without pressure, it will be very dangerous for the Zerg. With the support of 3 mines, the Terrans are enough to fight against the Zerg who are full of mines. Because when the Terran of 3 mines has a population of 200, the peasants and troops can reach a good ratio, and the 4 mines of the Terran are not necessarily stronger than 3 mines, but just an extra buffer zone.
This is very different from ZVP.
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Generally speaking, yes, but not necessarily, depending on the tactics, many zerg single mine speed dragons kill terran.
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Yes, the economy is coming quickly, and the eggs are enough, 1 is not like 2, the queen can spray the eggs, and she can have two mines and three bases to ensure that the eggs are the first.
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The strongest Zerg is the follow-up It is indispensable as a follow-up resource mine, because the Zerg is a race that survives in consumption.
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Generally, any map is recommended to zerg double open and ensure a farmer to find a way to prevent the ultimate move in the early stage. After that, it depends on the direction of the Terrans. Generally, if you see a double base, you will fight with you in the middle and late stages, and the single base is 3BB Spearman Rush.
The MM+TANK you mentioned is the attack of double mines, otherwise it will be a drag on the economy in the early stage. At this time, if you are confident enough in your own operation, it will be harassed by the double gas mine turning to the flying dragon. Because the other party is not very good at putting down air defense and there will be a shortage of gas, it is useful to harass gas mines all the time.
It's just that the operation requirements are high, and it's not easy for masters to play off. The normal point is to discipline the blood pool after the completion of the half of the team before the dog pressure to see the situation. Once attacked, make up 2-3 bunkers, during which the Stinger will first turn Lurker and then increase the speed.
It is not a disadvantage to ensure that it is not a disadvantage whether it is the opponent's attack or the suppression of the half by yourself. Fight a little is to double the mine directly 3 out of the scorpion, upgrade the soldiers, lurker with the dog to attack out to suppress the other party's mine, their own homeopathic 3 mine 5 base full operation of the cow dog + lurker in the early stage; Otherwise, it's 2 copies of lurker to go out of 3 mines immediately at the beginning, and drag 3 copies with lurker defense. In the early stage, if lurker can effectively suppress it, he will directly turn to 3 scorpion saliva seas.
Suffocation. MMF is a partial early play, which may be a direct wave of double mine 6BB. Sacrifice the house anyway and go in and have a look. After discovering the 3 bunkers directly, and then directly holding Lurker, as long as you resist it, you will win after pressing through the half.
Mechanization. It's not that it can't be, but it's very stealing. It was found that there were no more than 2 barracks and that there was no BA was mechanized. This is to be played directly to death by the flying dragon. Giants fight Wyverns for only half the damage.
Very simple. Let's start with the second question.
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