![]() ![]() They are often thought-out before hand so that perfect execution will enable the player to reach one's goal in the best way possible. Having made this plan beforehand allows the player to plan ahead on what buildings to build.Ī build order is the optimal way of reaching a goal. For example, if the goal is to produce a Siege Tank, the player will need a Barracks, Gas and a Factory with a Machine Shop. In order to be quick and concise about building bases and armies, it is advisable to plan ahead. Learning where and when to spend one's resources is a fundamental part of StarCraft. However, it is sometimes desirable to stockpile Larvae for production purposes. For maximum Larvae and unit production, it is preferable to utilize Larvae right when the Larva is spawn with minimal idle time. Hatcheries produce one Larva every 20 game time seconds as long as there are less than 3 Larvae at that Hatchery.Race-Specific Mechanics Protoss Terran Zerg Larvae New expansion bases are necessary because beyond a certain number of workers, where gas geysers and mineral lines are saturated, the collection rate increase per worker drops significantly. Constructing new bases enables more resource patches from which to gather resources. Building worker units allows a higher rate of minerals and gas collection in one's existing bases. Spending on Economy refers to making an investment that will increase the rate at which resources are gathered - or creating Pylons/Depots/Overlords since Supply is considered one of the three Resources. Upgrades enhance units so they become stronger or more versatile. Unlocking the tech tree allows the player to build more powerful units or a better variety of units. Spending on Tech means either constructing buildings to progress down the technology tree which allows the production of new types of units or buildings, or researching upgrades to enhance one's existing units. Units are what are used to engage in combat, so having more of them enables a more effective offense, which may in turn provide defense at the same time. If the player's resources are rising faster than can be spent, more production buildings are generally advisable to be able to produce more units at a faster pace. Spending on producing an Army means the building of units, and the production buildings that create those units. many Zerg players will save up gas so they can make a large number of Mutalisks immediately after the Spire finishes) ![]() Generally, players will want to spend their money as soon as possible, unless they are waiting for a specific tech to become available (e.g. The options basically boil down to Army, Tech and Economy. Macromanagement comes with decision making - what to spend one's money on. While a player's income increases the amount of resources the player possesses, the player generally spend these resources by constructing buildings, training units or investing in upgrades. It includes spending minerals and gas and preventing a supply block. Macro (short for macromanagement) is everything dealing with the player's economy. ![]()
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