It is not uncommon for new recruits to be daunted and even pass out when confronted by the sight. The barracks is one of the most essential buildings, producing 'first-tier' units. Without other buildings, the barracks can only produce marines for 50 minerals apiece. With the academy building, the firebat can be produced for 50 minerals and 25 gas. With an academy and a science facility building with an attached covert ops add-on, the ghost can be trained for 25 minerals and 75 gas.
If playing the StarCraft: Brood War expansion pack, the medic is produced here at the same cost for a firebat, and same requirements barracks and academy. The barracks itself requires minerals to be built. This structure can lift off , enabling it to fly. It cannot produce units or conduct research while in flight, and must leave add-ons behind. Along with the game's other terran structures, the barracks was designed by Trevor Jacobs.
This article or section contains information about StarCraft: Ghost , which has been declared non- canon. Elements may be taken as 'flavor lore' however. The content may be significantly out of date. Please do not add speculation to this article, and remember to cite a published source for details. Barracks wireframe in StarCraft: Ghost. The barracks was set to appear in StarCraft: Ghost. A wireframe appears in a demonstration build of the game.
The barracks generally remains the same in StarCraft II although now they can be attached to a tech lab or reactor add-on, albeit not both simultaneously. Upgrades the armor of structures by 2. Increases the cargo space of bunkers by 2. Also provides extra cargo space for command centers and planetary fortresses. New barracks units arrive at the rally point by drop pod. We have developed a new low-cost drop-pod that lets us send our infantry units straight from the Hyperion to the barracks' rally point.
This technological marvel gives us the ability to reinforce instantly when far from our main base and to surprise the enemy from above. Medics no longer need a tech lab to be trained. Storing medpacks has traditionally required the advanced facilities of the tech lab. Remedius Medical Systems now offers a storage facility that can be housed in the barracks itself, eliminating the need for the tech lab when training and outfitting medics.
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! What buildings? Producing what units with what upgrades? Try this out. You should be able to access it now. The site the Ichabod posted looks great. This spreadsheet will be more raw data. First things first, make sure you don't have any gaps in your macro. Make sure there's no space between when one set of units pop and the next. If you still have leftover resources, that's when you add more production buildings, get upgrades you don't have a specific timing for, expand, etc.
I'm going to go ahead and say it's better to go by feel than to rely on solid numbers in this case. No one has perfect macro, after all, and situations in-game vary.
It's better to push for the number of production buildings you need to be able to keep pace with your opponent than to limit yourself based on your current income. If you're over, then great. If not, then your next objective is to expand. I did a rundown of it here. Sorry that it is a bit confusing. It totally depends on what you want to produce out of your buildings.
The easiest way to get a feel for how much you can produce is to start practicing the build, then it will all come natural for you. If your macro is good you don't miss building scv's, always have units in each building producing and so on and see that your mineral count is starting to get really high and your gas is really low.
Ask yourself this. How big is my opponents army size.. A new barack have a one time cost on minerals, 1 marine cost 50 at time. Can you support that? If you have lots of gas aswell, you've done something seriously wrong if you dont have any awesome plan for it. I usually always get my first gas at 13 and my 2nd one at 16 and not after factory begun because I like having some extra gas and slightly later factory, if a worker spots this they will asume I will go heavy on banshees or something similar, but I can do lots of other things with that extra gas, like fast upgrades for example.
I'm also like SjoW, which means that I don't like scouting especially not on 4p maps, on 2 I might scout or waste scans, this is because I know I will be ahead in mineral count and have a bigger army value. You just need to have a solid unit composition vs early aggression to do so and like to micro if something happens. Anyways, back to your question. If you got to much gas, you can always get upgrades..
Always have stuff in production, don't build to few buildings, exp, build more buildings, don't build to many buildings and so on.. I'm always unsure whether to count a reactor-ed facility as 2 or 1, as reactor units are on the cheaper side, yet you are making 2 of them.
I have the same problem as well when I take a gold as a 3rd base, and drop 4 mules as I always forget to drop extra barracks as the CC is going up. Protoss units generally benefit from being near each other and supporting each other, leading to a Death Ball style of play. By loading small groups of Marines into Medivacs, you can stop Protoss from taking riskier and distance mining bases too far out the way for a ground army to defend effectively.
Marines are often the core component of a TvZ army. Siege Tanks accompany the marines to thwart Banelings and make casting Fungal Growths more difficult or to contain such units as the Swarm Host or Roach. If one loses their Marines, Mutalisks will reign superior and either kill all your units and end the game, or contain you and gain superior map control.
Once upgrades and Medivacs come into play, Marines will be very effective against Zerglings and Mutalisks , therefore requiring the Zerg to increase the Baneling count. Marine's quotes video and sound - YouTube video. General Recent changes Pending changes Random page. Betting Preferences. What links here. Related changes. Upload file. Special pages. Printable version. Permanent link.
Page information. Browse SMW properties. Marine This article covers the current multiplayer version of this unit.
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