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This can only be said to be a concrete analysis of specific problems.
It has a lot to do with race, map, and opponent development patterns.
Generally speaking, the Zerg can open ore quickly.
In the LT map, eight peasants can build a host, and then twelve peasants can open a sub-base, and then stop producing peasants, save money to make a blood pool, and then you can make up one or two peasants and wait for the blood pool to build a dog defense, during which you can also assign a peasant to divide the base to prepare to build a bunker. This is a relatively orthodox Zerg double-base start.
If it's on Hunter, you can also open it like this, but pray that you don't let the opponent find out too soon, otherwise it will be more passive.
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When 1v1, each race can build a house and start with a naked double mine, and the risk is that if the other party finds out too early, stop the peasant extreme rioters and rush away
In other ordinary ways of playing, farmers generally keep coming out after the start (unless they are going to save money for a specific building or preparing to rush), when they find that there are many farmers moving around and not mining, open the mine, and then divide the ore as soon as half of the main mine circle is mined, and there is no need to make up the farmers
This is the theory There are many other situations, the Zerg generally open mines for gas, and there are not many crystals If the opponent T 2 mine, as P, you need 3 mines to contend with, but if you don't scout in place, you may be killed by the opponent's T2 mine 8VF wave when you make up for the 3 mine farmers and so on and so forth
The feeling of mining still has to be fought to be fine
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It depends on what kind of clan you are, and the Z clan can generally do double bases at the beginning.
T and P also have a double base build order depending on the map and the opponent's race.
If you enter the middle term, if you want to open a sub-base, you must scout in place.
If the strength of the army is quite economical and permitting, it may be considered to open a sub-base.
The best time is to take advantage of a head-to-head battle and open the base decisively.
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If the level is not enough, wait for the time when there is money and soldiers.
Slowly, when you come up to the level, you can start early.
Watch the video of the master to learn and learn.
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This mainly depends on how good you are.
If the micro-operation is good, you can open the mine early, otherwise you will wait for your own soldiers to open it again. This will protect you a bit.
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It depends on who you are suppressing whom, the suppressed ones are busy defending and don't dare to build a sub-base, and the suppressive side is harassing while opening a sub-base, and you can also change troops. It doesn't have much to do with the number of people at the specific time.
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When you get to about 2000 yuan, and there is more than one defense of the east.
It's best to have one or two pawns.
The population is over 35.
When opening a mine, it is best to be closest to yourself and farthest away from others.
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The words of the man above are very true.
Interstellar is inherently, reconnaissance and harassment.
Suppression has the initiative, and suppression has to seize the initiative.
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Agree with the point of view of the second floor Specific problems and specific analysis Generally, you must first scout what tactics the opponent uses, just like if the Z dual base starts and is detected by the opponent, it will not be easy to fight!
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When you have the economic strength, it is best to have the strength to build a lot of defense towers.
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Look at your own basic skills, your basic skills have been operating for a long time to change a star track, put a fort and air defense, through reconnaissance and early warning defense, you can become a planetary fortress if you can't operate the basic skills, the current map is that the planetary space station three mines are not easy to open, everything else is fine, the whirlwind is okay, but Hafu Island and the red city are directly blocked, no need to fight.
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One Thor, two fortresses, three tanks, four anti-aircraft, plus the artillery of the base would be fine.
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Build bunkers, scatter 4 to 5 mines, and build 2 to 3 anti-aircraft towers in the mining area.
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Star Fortress. Then shoot a couple of tanks.
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The induction tower is simply an artifact, in a large area, it senses the arrival of the enemy army, and it is convenient for the army to go home to defend!
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Landlord, you also have to see how the opponent fights.
If the opponent wants to rush, won't you die if you open the second mine, and if the opponent wants to operate, you will continue to open the mine. Make sure that the opponent doesn't rush you, if you have information about your own operation to steal the economy, you can open 3 mines around 30 farmers, and you can also directly three mines after the domineering single barracks, the game is a game, so that the opponent doesn't come to fight you, you are a huge advantage (that's why I said to make sure the opponent is not rush).
As for the 4 mines, the 5 mines can be opened when attacking, that is, the base opens a home and then pushes a wave, for example, the 3 mines have a population of 150, and the population of 160 tentatively shoots a shot at the same time to build the base into a home. If all the soldiers are replaced, you will have an extra 4 mines, which is an advantage. Even if you don't beat down the opponent and fight back against you, you drag the SCV to block, the dead point SCV, and it is better to make up for farmers in multiple bases than to have fewer bases.
Maintain the economy of the three mines, and if it is fully mined, it will probably be able to maintain 11 to 13 barracks.
11 barracks are optimized, 13 barracks are more follow-up points (often the front line is often in the fight when the family often saves more money, if there are more barracks, it is spent quickly, and the troops are sent quickly) If there is really more money, you can build a few more barracks, and if you are often harassed, if the economy is not good, you will build a few fewer barracks, it depends on the situation.
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TVT won't play at all.
TVP When you bring doping suppression in the first wave of transport planes, it is the time to open 3 mines, TVZ can now be completely single BB2 open, and then 2 gas to do 2 mine architecture, and the time to float out directly of the inner mine is at the same time as the first wave of suppression goes out.
The 4,5 mines are all open at any time after the formation of the troops for T, just fly over and jack up the planetary fortress.
For T, the economic system of SC2 means that the MM troops are infinitely continued, and the significance of 4 mines is 78 gas, and the scientific and technological troops of T are infinitely continued after there is a mine.
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The Terrans were able to open the four mines, and they were basically in the late stage. If you open a mine, it is estimated that the strength can block the opponent's wave, and you can open the mine, and it is best to take a picture of a mine by the way when you go out, so as not to be too passive. If you are not beaten too hard by the opponent and the defensive pressure is not great, shoot a few more bases, and then smash the mine mules with various floating bases.
Dry one piece after another, replace the peasants in front, and free up the population to send out the troops. mm troops, you can shoot hard, a barracks is only 150 mines, plus there are not many near technology, and the later stage is not anything at all. Shoot him more than a dozen, set up the assembly point, gather and go forward to replenish the line, don't rush one by one, it is easy to be intercepted halfway.
Now there are speed-up medical boats, I think, in the later stage, the MM troops are still a little weak in the front, and now there are speed-up medical boats, it is better to cooperate with harassment, you open more mines, the opponent must also open more mines, use the mobility of the medical boat to contain the opponent's troops, and play multiple lines.
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Efficiency is improving little by little. There are a few things to keep in mind:
1, at the beginning it was 4 miners, to be mined separately.
2. The mine is not a straight line. It is arc-shaped and staggered, which is destined to have some crystals far away from the base, and some near, so they must be mined first. As for where the miners themselves went after that, it doesn't matter.
3. There is a collection option at the base. To converge on the top of the mine, or to the ground in the direction of the crystal. So that the miner comes out and goes there, and you control it with the mouse and let him mine. Otherwise, the miner will stop there first.
4. The number of mines is different depending on the map. lost
Temple is 8 crystals, Huntter is 10, Big
Huntter 16 crystals. Theoretically, according to the calculation of every 2 miners mining a crystal, one is to mine, one is sent back, and after sending it to mining, that one is just sent back. Crystal mining, lost requires 16 miners, huntter20
5. In fact, the number of master miners is much larger than this estimate. Because it's a different philosophy. That is, many miners are built at a time, and the ore is mined first.
After the base is divided, a group of miners will be immediately circled and moved to the new mining area to mine. This is more efficient than making miners one by one in a sub-base.
6. Gas mines, about 3 people are better. 4 are required for special occasions. According to statistics, when mining, even on the same map, the same location, the number of mining per minute is different. There is a difference of about 8 to 24 mines. So there's no way to calculate it exactly.
But empirical data tells us. 4 miners mine gas, about 100 more gas per minute than 3 miners. When applied to the game of worm versus worm, there is one more wyvern per minute than the opponent.
But it is also generally overlooked. Because there is only one more per minute, whoever has good operation and consciousness will win, not in that one flying dragon.
7. After the gas mine is mined, it can still be excavated. Previously, it was 8 gases at a time, but after the gas mine was depleted, it was possible to recover 2 gases at a time. If the strength of the opponent is similar, you can consider continuing to retain the miners who mine gas after the mining area is depleted.
In the later stage, if no one has any money, then those troops with less Fei Jing and more gas can be played. For example, the white ball of the Protoss. 50 crystals 150 gas.
After making two, they are combined. It works.
24 December 1997.
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