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Active: 1746 users

How many unit producing buldings can 1 base terran

Forum Index > SC2 General
Post a Reply
bmn
Profile Joined August 2010
886 Posts
August 26 2010 15:28 GMT
#1
hey guys, im a top 10 gold player and i play as terran and somtimes protss. i was just wondering how many unit producing bulidings (rax, fac, starport) can terran support with 1 base? i know for protoss it is 4 gates or 2 gate robo etc but i hav no clue for terran, This would help me greatly in my climb to the top

Thanks
NuKedUFirst
Profile Blog Joined March 2010
Canada3139 Posts
August 26 2010 15:30 GMT
#2
You can go about 4 rax off 1 base, or 2 rac, 1 fact, 1 port, etc. Experiment, see how many you can fill off 1 base, if you can't produce out of 1 barracks, then try with less.
FrostedMiniWeet wrote: I like winning because it validates all the bloody time I waste playing SC2.
cheesecakuuu
Profile Joined March 2009
Netherlands56 Posts
August 26 2010 15:31 GMT
#3
I think about 3 rax, 1 fac en 1 port.
FreezerJumps
Profile Joined May 2010
Canada653 Posts
August 26 2010 15:31 GMT
#4
That depends greatly on your macro ability. As a gold player, you probably won't be as active as you should be with your macro, so you'll find you'll need extra buildings to stay broke. Because of that, you'll have to find out yourself how many you need. If you have extra money, make another building. If you find you can't support what you have, then cut down on something the next game.
ilikejokes
Profile Joined May 2010
United States217 Posts
Last Edited: 2010-08-26 15:32:26
August 26 2010 15:31 GMT
#5
As a general rule, you can support roughly any 3 unit-producing structures on one base (if you plan on expanding). So Protoss can support 3 gates or 2 gates + robo, Terran can support 3 barracks, 2 barracks + factory, or 1-1-1. 1 barracks 2 factory is a bit tougher because it gets so heavy on the gas (unless you're just making Hellions out of one factory and Tanks out of the other). It ultimately depends on the unit composition you're going for and what your overall build is.

But 3 structures is a good general rule.

Edit: this with good macro. If you find yourself with too much money, try checking replays to see if you were constantly producing out of your structures. If you weren't, it's better to fix that problem than it is to throw down additional barracks/factories/starports.
Dance.
Profile Blog Joined July 2010
United States389 Posts
August 26 2010 15:31 GMT
#6
On August 27 2010 00:28 bmn wrote:
This would help me greatly in my climb to the top

Thanks

Lol, then maybe it's something worth investigating yourself
It is what it is...
Yurie
Profile Blog Joined August 2010
11961 Posts
Last Edited: 2010-08-26 15:34:50
August 26 2010 15:33 GMT
#7
6-7 rax without addons.
5 rax reapers.
2-3 rax with a factory producing siege tanks.
1/1/1 is popular as well.

Then there is the question of timing, are you cutting workers in order to get it out faster or talking about a fully saturated base?

Do you like upgrading at the same time?

You could just test it for yourself in a build order tester, I havn't so I am just guesstimating of what I recall from my few T games. :p

Edit, the biggest problem is which addons you use, so the composition heavily alters the numbers.
DrainX
Profile Blog Joined December 2006
Sweden3187 Posts
August 26 2010 15:34 GMT
#8
Also depends on which units you are building. Reapers build slow and are cheap so if you are only building reapers you can probably support 5 rax from one base. If you are using reactors and building units that are expensive but produce quickly then it might be 2 or 3 buildings. It also depends on how early you are planning on expanding. If you are favoring an all in then you can usually support one more structure than if you are planning on expanding at a normal pace.
n3mo
Profile Joined May 2010
United States298 Posts
August 26 2010 15:39 GMT
#9
keep in mind that 4 gates is barely supported by one base.

i mean, its possible to build at least a dozen 3/3 BCs off one base (insane FFA is where i did this). the answer will vary depending on what you intend to build. one base terran can support at least 3 rax of marauder and marine mix, and probably 6 or 7 barracks pumping marines (consider a reactor as 2 'rax'). you can support several factories if you're only making hellions (3 or 4, at a guess).

for gas intensive units, good luck. 2 starports of banshees, or 2 factories of tanks are probably the max you could hope to support. honestly, 1 base terran isn't...really what i like to do. its not that hard to leapfrog tanks out, just take a natural already.
My hatred for [banelings] is way greater than my compassion
bmn
Profile Joined August 2010
886 Posts
Last Edited: 2010-08-26 15:41:57
August 26 2010 15:41 GMT
#10
Lol, then maybe it's something worth investigating yourself

your funny.
Noxie
Profile Blog Joined April 2010
United States2227 Posts
August 26 2010 15:43 GMT
#11
3 rax 1 fact 1 starport ... after this it really will be hard to manage without an expansion... and of course it depends on your gas and what you building as well...
Phayze
Profile Blog Joined June 2009
Canada2029 Posts
Last Edited: 2010-08-26 15:48:39
August 26 2010 15:47 GMT
#12
Vs protoss, Opening 1/1/1, then adding on 2 more barracks for 3/1/1 is very strong and gives you alot of versatility (availability of raven against dts, vikings vs voidrays, and still lets you get a very strong marine marauder medivac push). I believe this pushes you to the limits of production, and to expand you have to cut either tanks from the factory or starport units or a production cycle from the barracks. I know theres a few replays of this casted, And i personally cannot think of the player that pioneered this, ( i think he was playing on BigT's stream at some point or another, but I know i saw a casted vod)
Proud member of the LGA-1366 Core-i7 4Ghz Club
Telcontar
Profile Joined May 2010
United Kingdom16710 Posts
Last Edited: 2010-08-26 15:54:45
August 26 2010 15:50 GMT
#13
On August 27 2010 00:41 bmn wrote:
Show nested quote +
Lol, then maybe it's something worth investigating yourself

your funny.


hate to be a grammar nazi here but its you're as in you are funny. i only do this because im worried some people will miscontrue your (get it?) attempt at sarcasm. anyway, as our brothers and sisters say down under; g'day mate! ^__^
Et Eärello Endorenna utúlien. Sinome maruvan ar Hildinyar tenn' Ambar-metta.
Phiru
Profile Joined April 2010
United States9 Posts
August 26 2010 16:41 GMT
#14
What I do in any situation where I want to see how much unit producing structures I can support is just do my normal build in a game by myself(emphasis on not missing a single SCV by accident) then look at the replay with focus on the income tab. From here I can see my production capability at various points in the game.

Off the top of my head, I think i remember typical 1 base saturated income being about 800min/240gas per minute. Now I think about what units I want to use those resources on. Lets say I want to go 2 port banshee and keep those banshees constantly producing. That accounts for 300/200 resources per minute. 500/40 resources left I decide that I want to spend the remainder of my gas on marauders off of 1 rax(100 min 25 gas 30 time, so 200/50 gas per minute). This leaves me with 300 minerals per minute and no gas(negative gas but my macro isn't perfect and I can build a rine whenever I don't have enough gas for a marauder). 300 is a little under what I need for constant SCV/supply depot production so I need to decide if I want to cut SCVs or constantly MULE to be able to support this. The excess minerals from there (and whatever I decide to cut on the fly) go towards an expansion.

On 2 bases, I can repeat the same exercise with XXXXmins/480 gas which gets me something like 4 banshees, 2 marauders and mineral units constantly producing. Then again on 3 bases XXXXmin/720gas which lets me produce 3 battle cruisers and either 1 banshee+upgrades, reactor vikings or raven.

Note that doing this will only give you your production capabilities and not your transitions and your timings but its a great place to start when working on a new build.
Kal_rA
Profile Blog Joined July 2010
United States2925 Posts
August 26 2010 17:21 GMT
#15
On August 27 2010 00:50 Telcontar wrote:
Show nested quote +
On August 27 2010 00:41 bmn wrote:
Lol, then maybe it's something worth investigating yourself

your funny.


hate to be a grammar nazi here but its you're as in you are funny. i only do this because im worried some people will miscontrue your (get it?) attempt at sarcasm. anyway, as our brothers and sisters say down under; g'day mate! ^__^

+1

srsly though: just test it out... haha
Jaedong.
royal.cze
Profile Joined May 2010
Canada287 Posts
August 26 2010 17:25 GMT
#16
The fact that your top ten gold has no relevance to the post, if anything it only invites idiots to post.

But there are so many variations off one base it is near impossible to list and its completely based on the units you wish to produce.
trevf
Profile Joined May 2010
United States237 Posts
August 26 2010 18:09 GMT
#17
My generic idea is as follows:

vs.T get 1 rax, 1 fac, 1 starport, start CC add second and third starport

vs. P get 1 rax, 1 fac, 1 starport, start CC add 2 rax and a factory

vs. Z get 1 rax, 1 fac, 1 starport, start CC and add 2 factories and a core on my starport.

Of course these are simply ideas I have at the beginning of the match and must be adjusted during play
bmn
Profile Joined August 2010
886 Posts
August 26 2010 18:53 GMT
#18
On August 27 2010 02:25 royal.cze wrote:
The fact that your top ten gold has no relevance to the post, if anything it only invites idiots to post.

But there are so many variations off one base it is near impossible to list and its completely based on the units you wish to produce.


Well i just thought i would put that in..
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