Terran how many production buildings




















Zerg does not use a building for supply, but instead uses Overlords , which are flying units that do not take up any supply. Supply is so named after the original name for Terran supply. Alternate names for these buildings are pop population , upkeep , or food buildings , or the original names for Protoss and Zerg supply, psi and control. These buildings are constructed to provide protection in a certain area. Their general purpose is to stop or at least to discourage an opponent from attacking that area, but they can often be used in tandem with an army.

Some, such as Missile Turrets , or Spore Crawlers , may be placed around the base and especially around resource nodes specifically to provide detection. These buildings are where the bulk of offensive units are produced. Terran and Protoss have dedicated unit-producing structures, whilst Zerg produce all units from the Hatchery or its later evolutions, the Lair and Hive.

Most buildings—even Production and Townhall buildings—fall under this classification. Buildings that upgrade attack and armor and shields in the case of Protoss of the race's ground and air forces. Nearly all Zerg buildings are classed as technology buildings, since all units are produced from the Town Hall. These are buildings placed by the mapmaker.

They are sometimes placed for decorative purposes, or a purpose within a Use Map Settings match. On competitive maps, most neutral buildings are Destructible Rocks , providing a new path for units to travel, to block High Yield minerals, et al.

Some maps feature neutral Supply Depots, often to prevent walling off an opponent's ramp. Terrans use their SCVs to build structures. During this process the SCV is occupied actively building the structure. A building can be built on all buildable terrain, provided the SCV can reach the location.

Some Terran buildings have the ability to Lift Off , which lifts them into the air where they become mobile "air units". Thanks Bender. How many production buildings you use with mech in TvP? But then again most games end before having 3 bases. Protoss 2 bases : 3 gates if you will be all inned, 6 gates into macro, robo twilight forge with optional stargate in PvZ 3 bases : gates, archives or robo bay or fleet beacon. Build order Unit production Protoss Terran Zerg.

Vespene Gas? If you were able to afford continually producing units from all buildings, you would produce:. Visser About Contact. Topic Archived. Sign Up for free or Log In if you already have an account to be able to post messages, change how messages are displayed, and view media in posts. User Info: NightMarishPie. User Info: UnderwaterAir. I have bad macro so in a game where I'm on top of my game I generally end up with like ish barracks -1 factory -3 starports This is regardless of the race I'm facing.

For how many bases? That's seems like a hell of a lot for Think of it this way - a single full saturated base mines minerals per minute when full saturated 24 workers on minerals , and T units cost the following: SCV - 50, 17s, 1f Marine - 50, 25s, 1f Marauder - 25 , 30s, 2f Reaper - 50 50 , 45s, 1f Ghost - , 40s, 2f Hellion - , 30s, 2f Siege Tank - , 45s, 3f Thor - , 60s, 6f Viking - 75 , 42s, 2f Medivac - , 42s, 2f Raven - , 60s, 2f Banshee - , 60s, 3f Battlecruiser - , 90s, 6f 1f food costs Because we're looking at minerals per minute , you can work everything out to a minerals per minute value.

Let's say you're going for a MMM build. Marauders cost minerals per minute with CP and 50 gas.



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