Sc2 how many gateways per base




















If you are producing strictly colossus, then 1 robo bay with chronoboost directed at it will work well with 2 bases, while a third base will allow for 2 bays. This goes on and on if you include templars and stargates and the more I think about it the more varied the mixes are, especially if chronoboost is taken into account. When all is said and done, getting money as protoss is a science but knowing how to spend it is an art. For each base have: 3 or 4 Gateways per base.

In all, you shouldn't have to build more than 2 robos per game With stargates, I dont feel the need for them most games unless I'm dealing with some annoying numbers of mutas or corruptors. Even if I am, I would have at least an expansion at that point in which 2 stargates will be sufficient to pump phoenix to a critical point.

With gateway units, you realise that stalkers are very expensive and more often than not, pumping a batch of stalkers sets you back in gas. Don't be efficient with unit production as a Protoss player. No, make 2 zealots. Sure, you have a gas build-up, but that's the unit you need. I've tried being efficient but this is not always ideal. Having extra warpgates to refil your army faster is always a bonus.

The site also has calculators for both terran and zerg, simply change the URL from "protoss" to either race. Its a feel thing basically you need to do the following and not rely on a set of numbers: 1 a plan 2 scouting ability 3 Follow - through For example: in PvZ I do a 3 gate expand and start getting upgrades after I get my 2nd base up.

When scouting and poking if I see a lot of lings, I research blink for my stalkers while continuing my upgrades and I put down two more gateways. I focus on trying to keep pressure on the Zerg while also getting a number of zealots to deal with lings and a strong stalker force.

I spend additional minerals on a cannon or two at my natural the moment my suspicion of mutalisks is confirmed. I follow a similar plan when I scout roaches supporting the lings.

The difference being that I make a few immortals and then focus on using the gateways primarily after the fact. I expand when I feel safe to do so.

When scouting if I see hydras and roaches I tech to collossus and use two robotics facilities to get a few out 3 or 4 and then expand.

I always continue my upgrades but I put off getting blink right away since it is only important with a colossus army when I need to kill corrupters. I guess you can say I have 2 gates 1 robo each base, or 4 gates each base but sometimes you need to create different structures to transition at different times.

The point is to have an idea and basic plan and potential routes you can take to address the more common changes in enemy play you might see. My general guide is that each fully saturated base can support production constantly from 4 gateways leaving enough left over for expansions when appropriate and occasional tech structures.

Robotics Facilities and Stargates I count as being worth 2 gateways regardless of what I'm building out of them Immortals and Phoenix are cheaper than Colossi and Void Rays respectively but they also build faster so overall your resource usage is roughly the same. Rogue vs TBD. Crank TaKeTV IndyStarCraft HorussTv CosmosSc2 DivinesiaTV Liquipedia Discussion.

Moscow Cybersport Series. Nicoract vs MilkiCow. Milka vs Fallenger. Milka vs Matvey. Blizzard YouTube. BSL: GosuLeague. Think Alpha Series. Dandy vs Scan. Terran 2 bases : into 5 rax total if you gonna all in, 3 rax into 3rd base if you gonna macro. It depends on what you are trying to do.

If you are doing purely macro, you can either go 3 rax into 3cc or you can go into 3 cc but this delays stim. If you are going 2 base all in, you can support 5rax 1 factory 1 starport.

Protoss and Terran players plz help! General Discussion. Since Protoss revolve around gateway units, its common to refer to Protoss strategies by the number of Gateways you build. Its worth noting, that with the exception of 2 gate, all Gateway based builds involve turning your Gateways into Warpgates Learned at the Cybernetics Facility. By scouting early and possibly delaying the first Gateway to ish the Protoss player can create a much better economy and move to an early expansion.

This early expansion allows for much faster gas production and a quicker move to powerful units like Colossus and Void Ray.

Though there is an inherent risk in this sort of strategy a very early scout eg. This helps as a defense against any counter rush. This early rush style will later rely on using Warpgate technology to warp in units past that wall. This early rush banks heavily on Zealot's superiority to small numbers of other tier 1 units.

This is most effective vs Fast Expand strategies. It also allows for an earlier expansion if you block off your natural. Given the high build speed based around Chronoboost and Warpgates, this build relies on building a very nice tier 1. This is a very standard opening for most Protoss players as it builds a very powerful army right at the start of the midgame.

Try to remember to build Sentries as they are key to this build and Chronoboost your Warpgate technology.



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