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The requirements for operation are not very high. In general. If the sentinel wants to be able to use it, he must be able to release the force field.
The hunt knows how to flash the remnants of blood behind. There is also the possibility of placing a crystal in a hidden place. Good passer.
In the early stage of the order, there are a number of pursuits, forks and forks are pressed, and 2 mines are opened at the same time, and there is a clank. Mid-term sentinels protect the elephants. In the later stage, use the electric soldier well, and if you don't have energy, you can close the white ball.
P is still very sharp.
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4v4 ah,,The Protoss can try to explode the void ship,,Very sharp,200 population of the void,It's shocking,,But the premise is to operate well。
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Star Spirit. Commonly known as: Protoss.
Common tactics fall into three categories:
The first category: suppression, that is, the purpose of suppressing the opponent through a large number of troops in the early stage, and finally winning the expansion level. This kind of tactical core is usually brought by 4BG (barracks), which is varied and elusive.
For example: 4BG Limit XX (that is, the 100 minerals) Rush, 4BG Chase (Blink Pursuit).
The second category: expansion, that is, opening the second mine in advance through various means, and then using a strong economy to destroy the opponent.
For example: Sentinels mine, BF (unlocked turret) mines.
The sentry mine is to use the sentry's position to delay the opponent and achieve the purpose of protecting the second mine. The BF takes advantage of the strength of the turrets in the early stage and uses 2-3 turrets to tide over the weakness of the troops.
The third category: alternative, that is, all kinds of "unconventional" play, which are usually considered to be unfair and non-standard practices. However, there is no explicit prohibition on competitions.
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At the beginning, 10 detectors were built, and the first crystal was produced, which was placed near the intersection in the base (convenient for forks to guard the door at the beginning).
Then make BG, two or three forks. At this time, it is appropriate to replenish the detector, mine, and detect (be sure to start collecting gas deposits).
Then put a second crystal inside the base. Put down the core and upgrade the barracks (the key to the Protoss troop building, grab the speed, you can use the C skill of the base to speed up the upgrade) Put down the second and third barracks and upgrade G. Put down the forge and put a few in the high ground and behind the main mine.
At this time, you can also drop crystals in the field and use them to teleport troops; Or drop crystals near the opponent's height and low and place photon turrets to harass them. The premise is that you have to have a good upfront scouting. )
Open two mines and defend them with photon turrets. 2-3 pcs. Put 2-3 more barracks.
There must be a certain number of troops, and the tactics of hunting and fork sentries supplemented by fork and fork sentries are the mainstream. (Against the Zerg, you can produce more fork sentinels, with attack and defense, which can be well suppressed in the early and middle stages).
Develop step by step, don't have too much savings. Regular reconnaissance. Pay attention to air defense and anti-harassment. Upgraded Chase Blink to a forked charge that can be placed secondary.
Air defense: Hunting, Phoenix fighters (Phoenix fighters are very powerful, and they are also very good at harassment).
Mining and troop accumulation, reconnaissance, harassment. Try to avoid head-on contact and try to make small profits without losses.
The mid-term outbreak began, and the hunt was well managed. You can add a few Void Ships to match the strike (the attack effect of the Void Ship is very advantageous, the blow is strong, but it is fragile, watch out for light armor (spearmen, stinging snakes) and anti-aircraft towers.
Encounter the Terran mechanical flow, out of immortal resistance, with the airdrop fork.
The Zerg will give you more to play with, and you will add electrics to the sentinel field (electrics are not very commonly used).
Don't play flashy tricks, try to make sure you play steady.
It is also very important to practice more, and the more you play, the more you have experience, the better you can play.
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Of course, the novice of the Protoss will have to learn 4BG.
Regular 4BG Tactical Flow:
1.In terms of time, the 4BG door must be opened in about 5 and a half minutes, and if it is late, it will not be called 4BG's RUSH.
2.In general, it is 4BG for a single gas, so it is necessary to allocate gas resources reasonably.
3.The main class is xx and a small number of hunting and sentinels, as mentioned earlier, it is a single gas 4bg. Dual gas 4BG will affect the timing of the early rush.
Peasant Crystals, 13 Peasant Barracks (this number refers to the population cap of the base during the construction process), 14 Peasant Gas Mines, 16 Second Crystals.
When the barracks are ready, by, run to the front line to send crystals, and then replenish the barracks to 4bg.
Pass troops on the front line, and then only the opponent's operation is the part.
5.Suggestion: I don't agree with dual gas, it will affect the composition of its own troops, and once it fails, it will basically lose, and the 4BG of dual gas will have a greater impact on the economy than the single gas 4BG.
If you fail, you won't be able to turn the tables around. The time is okay, and the fastest 4BG is the door that opens in about 5 minutes and 20 seconds. It's best to bring one or two sentinels, the stance is very useful.
Especially if you use 4BG against the Terrans, the spearmen are all long-range, and even if there is a sentry with a shield, it can reduce a lot of damage. However, it is not in favor of the landlord to continue to use 4BG. Now 4bg is the most sadistic rookie who can't play.
Even if it is a national uniform, 4BG above diamond is basically invalid. I know how to fight against the rush of Protoss 4BG. This tactic doesn't make much sense anymore.
It's just that sometimes it's used when things are good.
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It is recommended that you take a look at the "Young Helper" of "Learning from Scratch", he teaches more carefully. His forte is the Star Spirit.
Learn from scratch
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The simplest is to build farmers one by one, build crystal towers after 100 mines, and then build farmers one by one (base acceleration), and build a barracks and crystals after 150 mines, so that farmers can be made later. After the soldiers build the core and gas mines, each gas mine has three farmers, after the core is built, study the Folding Gate, and then build a few barracks when researching, and after the research is done, the barracks will be transformed into the Folding Gate and crazy soldiers (the crystal tower must be built more, the population is capped).
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Under normal circumstances in the interstellar world, when you have more than 25 farmers, you should open 2 mines, and if you open 2 mines, please make up the number of farmers to 44.
Unless, of course, you have a special tactical intent, such as the opening of the Forge Mine.
Putting VS means that you want to get out of the void or the phoenix, the former can rush or defend, and the latter is a sharp weapon for containment.
Putting VR means Clank's scouting, immortal offense or defense, and late Colossus offense.
There is no definite statement on what to put when, the key depends on your own tactical design.
This game, the key is the battle between people and people, you have to play the computer to talk about things, there is no point, nothing more than to find a pattern, and it has nothing to do with tactics.
Many people play this game, their minds go blank, and then they copy a routine, and they can't get into the door after playing for a few years.
2 gas mines 2x3, one crystal 2, 8 crystal mines are a total of 16, a fully loaded mine is 22 farmers, additional farmers can increase the income, but the efficiency will not be more than 22.
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Fly base, ** mine, naked double.
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In the early stage, if you are not sure that you will not open the gas directly, 16 farmers open resources, oh yes, you have to see how to fight on the opposite side, and you will be able to machine gun the 3 barracks all the time, and the insects should be considered whether to take the farmers to repair the bunker, there should be many insect soldiers, remember to throw the machine gunners to fight with the advantage of attack distance, and smash the snail when the star track is good at home, the barracks must always send troops, and the family wants to ferry, be careful of stealing from the opposite side.
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Mechanization: 10 heavy industry out of the tank giant plus the mine, the front line of the mine car buried mines, the giant fight ob tank dragoon fight flying dragon: six barracks out of the gunmen plus doctors, 4 barracks out of the machine guns, 2 barracks out of the doctor, you can stop the doctor in the back to stab the ground:
Speed Tank Guard, with Tech Ball and Spearman.
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I can't tell you this, not everyone is suitable for a specific way of playing, this can only be experienced by yourself, and then you have to adjust according to the opposite opening, so practice slowly.
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Storm first, and then hurry out of the mothership, storm it, and basically take it.
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BG is the barracks BG is the building shortcut b=Build G=Barracks bf is the exercise Ditto.
The precondition must be VS=After the construction of the stargate, build a VF or something.
Then you can build a mothership at the Star Spirit Hub, which is the base.
The phoenix came out without building a stargate because of the use of mechanical baked cakes = BG class The third skill illusion of the mechanical sentry can conjure up a phoenix The upgrade building of the third skill illusion is by=control core.
The force field also requires the use of mechanical sentries This skill does not need to be upgraded Mechanical sentries can release a force field once when they are born The longer the energy is stored, the more times it can be released.
Okay, pure hand-fighting, it's all clear, I don't understand the question.
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