When should i get orbital command




















Now what about free workers? They are not units. Mules are not even workers, but macro mechanic. What is counter to larvae inject for example?

If you leave them alone and their eco kicks you lose… Simple as that. So stop trolling if complain about Mules, they got nerfed to useless. Both protoss and zerg have huge eco lead against Terran…. Nailed it.

Scanning does cost minerals. But actual scanning cost nothing. Ability of those whineterrans to reason in abstract categories is pathetic. They are not able to distinguish between real and virtual. No surprise that they suck at a game the moment when those dullards have to make a choice that has consequences and after that they have a melt-down and open such pathetic threads.

Maybe learn to read? Totally boring bastard who constantly [harps] on about complete and [utter s. Lot of Dullards are [cyber] warriors and rarely get out into the real world. Adele is back! Trailer for S2 of A Lo…. Any advice on getting into adbo….

Playing StarCraft well without…. Customize Sidebar Post a Reply. Couldn't find a good discussion for this in the strategy forum after a search so I'm starting a new discussion on this.

As a Terran player, in general against all races, when should one go for an Orbital Command to maximize resource intake? Specifically, the Orbital Command gives you a mule which will boost your mineral income in the long run.

Edit: Stripped a nonsensical comment by me Anyways, here are the questions: 1 When do the top platinum Terran players go for their Orbital Commands? Or should you build a refinery before an Orbital Command? I understand there are race specific strategies to consider, but I'm considering a general case for this discussion. I'm assuming that most decent Terran builds will go for a barracks before an Orbital Command to prevent early rushes but if you have a good reason why you should get an Orbital Command before a barracks, feel free to explain!

On March 27 StarcraftMan wrote: I'm assuming that most decent Terran builds will go for a barracks before an Orbital Command to prevent early rushes but if you have a good reason why you should get an Orbital Command before a barracks, feel free to explain! Every time, every MU You can build a refinery after barracks on 13 or sometimes 14 and still have enough money for an orbital command once the rax finishes. If you have constant SCV production it syncs up really nicely with the last SCV finishing just as the rax finishes so you can start the orbital command right then.

And yeah unless they're doing some super early cheese rush it's almost always a good idea to get the orbital command as soon as your barracks finishes because it pays for itself incredibly fast and then gives you a huge boost in economy, so you want it as early as possible.

On March 27 Rice wrote: yes, orbital command pays for itself in like 15 seconds, iirc. On March 27 Angra wrote: You can build a refinery after barracks on 13 or sometimes 14 and still have enough money for an orbital command once the rax finishes. On March 27 Rice wrote: edit: you should pretty much always build your orbital command right when your barracks finishes, I cant really think of any reason not to.

Ok, I was on LZ's channel chatting up with other players, and I got a good build order. I pull a 10 rax, 12 ref, 13 orb by cutting a probe or two The longer u have occ, the more mins you'll get from it. There are two popular openings: first will give you slightly better econ second will give you faster tech 10 depot 11 rax 12 gas 14 OC 14 rine.. Get it right after rax, whatever the timing is, get it asap. Unless you beat your opponent with wizards and hobbits, you need minerals.

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