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I'm a total newb at playing the game, I got it maybe 5 days ago, and I'm having a problem of having too much gas.
As a newb, I fixed my build order to make things simpler as an 8 supply depot, racks, refinery and racks, academy, racks, racks, factory, expand (everything but depot is when the money comes, and SCVs and depots are higher priority). If there's a better easy build order as an intro, please tell me!
Now, I always have way too much gas, like 400. I need to know when I get gas, and how many guys are on when with this build (if there are better intro builds, though, please tell me!).
I really think the extra minerals can make a difference, and I hate this gas, so HELP ME!
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Against Toss, you should build the refinery at the same time as you build your rax so that you get exactly 100 gas when your rax finishes.
Against Zerg, generally you build it at the same time as your academy (correct me if I'm wrong).
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Hit up good ol' liquipedia, mate. You get gas at different times depending on your build order and overall game plan. There is no single gas timing for all your match ups and builds.
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For standard builds
TVT: 2 fact, 1 fact port: 12 rax/refinery
TVP: Siege Expo, FD: 12 rax/refinery, keep only 1 scv on gas after factory starts building, put gas back to 3 when factory is done
TVZ: mech is still 12 rax/refinery, while bio generally requires gas right before academy starts building. Not sure about Flash's +1 weps build though.
Generally on most progamer maps, 3 scvs is optimal for gas when you want to make the most of the geyser.
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On January 07 2011 07:26 Pacman234 wrote: I'm a total newb at playing the game, I got it maybe 5 days ago, and I'm having a problem of having too much gas.
As a newb, I fixed my build order to make things simpler as an 8 supply depot, racks, refinery and racks, academy, racks, racks, factory, expand (everything but depot is when the money comes, and SCVs and depots are higher priority). If there's a better easy build order as an intro, please tell me!
Now, I always have way too much gas, like 400. I need to know when I get gas, and how many guys are on when with this build (if there are better intro builds, though, please tell me!).
I really think the extra minerals can make a difference, and I hate this gas, so HELP ME!
if at any point in time you feel that you have too much gas that you won't use in the near future (because you need to keep up with unit production so that your opponent, who is also not teching, can't steamroll you for example) then take scvs/workers off of as many gasses as you feel you can do without stopping unit/upgrades/whatever your concerns at the time are.
This goes for any and all races. It makes me sad to watch some zerg pros not take off drones off gas when they are vsing mech and they don't even have a spire to do a muta switch, and end up having 700+ gas with mass hydra, with a possible lurker transition being unwieldy at the time (essentially a waste of that gas collecting time).
There are many builds, all of which have certain scenarios when they are most effective. Starting out with a basic one such as yours and learning what units/buildings are necessary against other unit compositions, and when you should change them, will come as you play against different opponents. For example you might realize that having a science vessel out quickly versus a zerg who is rushing lurkers is extremely helpful. You may also find that when you have science vessels, the opponents' mutalisks become much less useful as irradiate demolishes stacked mutalisks extremely quickly. But you may also find that rushing science vessels off of one base leaves you behind economically against most modern zerg openings, and that doing an expansion -> fast port + science vessels leaves you weak to zerg timing attacks with muta/ling or ling/lurkers without the proper defenses. So a fairly common build for terrans was to 1raxFE, get 2~4 raxes, get turrets if opponent went muta, get tank and science vessel tech, and move out with 2-3 tanks and 1 vessel and as many marines and medics as they could afford at the time. The marines and medics coming out of the raxes, along with proper building positioning and defense (and bunkers as needed) would keep them safe from all-ins as well as giving them a force to deny extremely greedy zergs (who would try to take their third before muta timing, etc.), while allowing their relatively quick science vessels to come out for a timing attack.
Its trial and error if you want understanding of what you are doing when, but as others have mentioned a good shortcut is looking at liquipedia and seeing what "counters" what else, and reacting as such in your games.
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i dont know if anybody else has noticed, but it seems that your build gets 4 rax and a factory before you even expand? the only matchup as terran that you get 4 rax would be in terran vs zerg. but even then, it is pretty ridiculous to expand after 4 rax and a factory. nowadays, its convention to do 1 rax expand into rax/gas then academy.
for tvp, 1 fac expand builds are the standard, with gas at 11 or 12
tvt is also similar, with 1 fac expand or 1 fac port expand sort of builds, all with gas at 11 or 12.
look up builds on liquipedia. try 1 rax FE for terran vs zerg, siege expand for tvp. i dont really play tvt so i cant really point you in any direction for that/.
oh, and dont worry about having "too much gas". for one, you only have 3 scvs on gas, and putting them on minerals in later game is not gonna make much a difference. also, you can adjust the flow of gas... the only reason you get it at 11/12 supply in tvp/tvt is cuz you need your fac asap. so usually in 1 fac expo builds, you pull 1 or 2 scvs off gas for the duration that the factory is building and add them back to have 3 on gas again when the fac is almost done. for 2 fac builds or 1 fac starport builds, you want to keep 3 on gas at all times. same for terran vs zerg - you get your gas pretty late anyway, at the point where pulling 3 scvs off gas to mine minerals isnt going to have a big effect since your mineral patches are saturated. plus, the extra gas you save up will indeed be used up later in any matchup... pumping vessels eats gas like no others, tanks/gols/upgrades in tvp/tvt, vessels in tvp.
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http://wiki.teamliquid.net/starcraft/Strategy_(Terran)
The answer to your question is different for TvT TvP and TvZ but its all in liquipedia man . Learn the standard build orders and practice them against nobody (start a game with a comp, close the slot at the last second and then click continue playing in the game).
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It varies but if you don't know then just go gas at 12 since it opens up mech which unfortunately is how SC is being played these days. IDK anything else though, since I haven't played in a while.
Also helps if you look up the Wiki but I'm just throwing out that you want gas early-game since that's where all the good units are. (I mean, Marines and SCV's fight decently but if your opponent has slightly faster Lurkers/RangeGoons/Vultures than you your position is just awful).
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On January 07 2011 07:26 Pacman234 wrote: I'm a total newb at playing the game, I got it maybe 5 days ago, and I'm having a problem of having too much gas.
As a newb, I fixed my build order to make things simpler as an 8 supply depot, racks, refinery and racks, academy, racks, racks, factory, expand (everything but depot is when the money comes, and SCVs and depots are higher priority). If there's a better easy build order as an intro, please tell me!
Now, I always have way too much gas, like 400. I need to know when I get gas, and how many guys are on when with this build (if there are better intro builds, though, please tell me!).
I really think the extra minerals can make a difference, and I hate this gas, so HELP ME! since I assume you're talking 1 rax fe vs zerg depot, rax, depot, cc, depot, rax, gas, acad, depot, ebay, rax, scans, fact.
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Liquipedia is your best friend  Taking gas as terrand depends on your BO....And optim gas mining is with 3 scvs Sometimes when you go siege expand vs toss you must remove 2 scvs from the gas and mine just with one, for example.
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United States10106 Posts
On January 07 2011 20:01 prosatan wrote:Liquipedia is your best friend  Took the words right outta my mouth.
TvT: early gas and forward rax. you really only need one marine.
TvP: rax then gas when minerals allow. If you see a probe in your base early, then throw down the gas ASAP. this is pretty much called the gas steal. It puts Terran behind on gas t o make tanks and factories while the protoss overruns you with mass goons.
TvZ: I like to get it after my second rax. At least, my BO is 1 rax/fe and get my 2nd rax and academy as about the same time. If I'm going mech, gas right after rax.
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you could just watch a couple replays to see when players get there gas based on what units and upgradeds they are getting at what time
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