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VST mining

Publish: 2021-04-12 19:45:12
1. You're talking about t's 8bb tactics. It's a big move.
it's recommended to use it less unless the opponent is much higher than you. Otherwise, the economy behind the move is very bad.
one step will lead to failure in the back.

8bb emphasizes operation and must bring 2-4 farmers (farmers depend on their own operation level, If the level and confidence is not enough, then take more farmers)
repair bunker:
the tactics for P 8bb are not very good. If the range of P dragoon is upgraded, then your bunker is completely set up
and P fans need four machine gunners to kill one player who is not good at operation, so I suggest using the popular SKT1 to start T1's start is not much to say
for Z 8bb tactics is not a good tactics, can limit Z2 mine open out bunker plus two farmers, Z farmers are very vulnerable, unless he 5D or 9D otherwise, generally speaking, 80% can directly let Z go home, but if the operation is not good, can only limit has no substantive effect, so still want to play a middle and late, but t's winning rate is very high Z No 2 mine is equivalent to giving up the economy
for t 8bb tactics, it is not recommended to use. First of all, t's farmers are very strong, two farmers can surround you with a machine gun, and t's opponent is also a long-range attack arms, so 8bb is a losing move

Star game should pay attention to the foundation, and should not take advantage of the big move, which is good, but it is also a loss relative to itself
friends above I won't say more about t's playing methods for different races.
go to VS to practice. It's not bad. That's all.
hope to adopt it~
2.

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3. 1. In TvZ, t is a regular start. In the early stage, if you detect that Z has no violent dog, the faster you press to the gate of Z and avoid him as a fort, the more advantage you will have. You can't make the violent farmers of Z too comfortable.

2. When you have a radar, you can find out whether Z is likely to be trapped by a flying dragon or harassed by local words, At this time, tuser usually pulls soldiers home to prevent harassment. Here is the key. When you pull back, you can separate six Marines and one mm to go home. Adding up the total number of mm in your home can prevent Z's harassment. The other six Marines and MM can hide in mines close to Z. for example, the 3:00zerg mine in losttemple usually opens at 12 o'clock, You can hide marine at 12:00 and force Z to separate ore at Kaiyuan point instead of near point. You can also directly destroy Zerg sub base when Z base is just finished. I believe that you should know how much advantage you have accumulated for t in this case.

3. When TVP near point mine is fighting (6:00 vs 9.00), if you both have good technology, T's early start should be to defend P's airdrop, and then you can use the geographical advantage of highland battle ditch frame tank to kill his main base. However, when he meets P in LAN's game, he may have already shifted his focus to other safe places and madly opened the base. What should he do at this time? In fact, it's very simple. Keep a good guard at home, do 4 BB in the hiding place close to the P Branch mine, and start a crazy career transition. It's not good to just do marine. We also need to add muskets, take 2 transport planes, 4 tanks, and add 2 teams of mm. In the early stage of P, when there are no electric soldiers, we can transfer and expand, I believe you can win easily http://..com/question/65458216.html
t's tactics http://www.wfbrood.com/Article/ShowClass.asp?ClassID=24

in fact, the best way to learn t's start and tactics is to download the videos of T family experts. Learning how to play from the videos is the best way to improve< br />tvp: http://yaoyuan.com/search.php?type=tvp
tvz: http://yaoyuan.com/search.php?type=tvz
tvt: http://yaoyuan.com/search.php?type=tvt

training basic skills, while using the most secure tactics. But in the game, often some unconventional start and tactics can receive miraculous effect, but often the risk is also large. If it is based on the understanding of the opponent, it can often constitute a decisive battle at one stroke. Therefore, it is necessary for the majority of players to understand some "alternative tactics". As we all know, the mainstream of TvZ is the combination of Spearman nurse and tank science ball. Few people use mechanized troops like TVP to fight against Zerg. For Terran, efficient proction and powerful mobility are the most needed for Zerg, so mechanization has become the edge tactics in tvsz. But because it has a kill effect, so when the Zerg are not on guard, its power is very objective. The start of mechanization is similar to the basic process of TVP, 8bs10bb12g ¨, Then build a heavy instry plant. At this time, the variable comes, whether to choose the speed-up mine car to harass 7 or choose the aircraft to start 7, both of which can carry out certain killing and reconnaissance. Each has its own advantages and disadvantages. Mine car is mainly able to kill the opponent's farmers. The cost is relatively low, but it is easy to defend if the opponent finds it. Although the price of the aircraft is high at the beginning, it can play an excellent role in anti reconnaissance. 0ver10rd near the base can be wiped out. Next, we should turn to mine 2 and carry out the next mechanized critical steps. If you choose the mine car to start, you must pay attention to defend the opponent's flying dragon. Mines will cause great damage to the opponent's ground forces. Therefore, you don't need to worry about the attack of the opponent's ground forces. It is necessary to build be or VA 76 robots as soon as possible. If it's the beginning of an airplane, it's necessary to have two full bunkers in the front to guard against the opponent's snake rush. Once your 2 ore is formed, it can be in the process of mass proction. We all know that robots are the most cost-effective arms in the interstellar. So in the early stage of mechanization, robots were the main force. This must be noted. Don't attack rashly. Because the mechanical mobility is poor, once you can't fight, you have no chance to escape back to the base. Moreover, there is a big gap between the replenishment speed and the Zerg. Therefore, you must wait until the formation to attack. What we need to do now is to firmly defend, and at the same time use radar to detect the composition and movement of the opponent's troops. If the opponent is mainly a flying dragon, we should build some scientific balls for radiation. If the opponent is mainly a snake, we should build a small number of tanks for surface damage. Finally, when the level of attack power is upgraded and the troops are about three teams, they will be able to push out in a mighty way. If they operate properly, they will be able to raze their residences to the ground. So where should Zerg go in the face of mechanization? 7 many Zerg players say that the introction of mechanization is almost irresistible and they are pushed to death. In fact, we just need to think about the weakness of mechanization. Although the attack is high, the attack speed is slow, the movement is slow, and the replenishment speed is slow. Then we have the countermeasures. There is a basic force restraint in the interstellar space, that is, the flying dragon should be more powerful than the same number of robots. But if you shrink, the robot's ultra long range will cause great damage to you. Therefore, when you contact with a large army, don't be melancholy, fight if you can, and don't entangle if you can't. In view of the characteristics of the composition of mechanized forces, we must choose high offensive and defensive dragons, snakes and dogs to win by quantity. At the same time, the family must dare to supplement the brute force machine, and use the powerful proctivity to overpower the opponent. In fact, mechanization itself is a game, both sides should adjust their own tactics according to the opponent's choice of tactics. Let's sum up the law of arms conquest. The flying dragon suppresses the robot. The robot suppresses the dog. The dog suppresses the tank. The tank suppresses the snake. Since both sides do not attack at the beginning, reconnaissance is a very necessary means. In the end, only by procing troops that can restrain the combination of the opponent's arms can we be invincible. In PVT, are you tired of the big field army competition. All the war pictures are composed of dragon riding fanatics, vulture tanks? 7 and all kinds of short and tough rush tactics show the light of wisdom from every drop, making Terran face pr. t SS in bold and unconstrained at the same time, but also a layer of caution

most people choose to seal the beginning, but they just know how to put it. However, if some people are good at the first BS, the SCV will explore the way out, which is very bad, because if they go too fast to explore the way, they only know where the opponent is, and they also waste APM to operate, and in this way, even if P is climbing the technology, it will kill your SCV first. So it's not as good as building BB after BS. At this time, some people like to find a SCV to block the slope (monkey used to be one). After being scolded by the master, they know that the SCV of blocking the slope is not as good as mining. At this time, someone must ask, if P's probe rushes in at this time and can't be killed, what will be done if P finds out his intention. Here, the monkey uses the words of the master: "if you are afraid that P will detect your intention, then don't beat t. T is to fight, opponents know how to fight, you can beat him, that is the real t So when the probe comes in, first pull an SCV to the top. After the BB is ready, build a scramble and chase. Anyway, you need double VF, single VF and single vs to play, but you can't create a sub base. In fact, the best time to explore the road is when BB is half built. If P's probe doesn't come at this time, your SCV can build a second BS and then press ESC to run out. There is also at this time to turn to their own mine, to see if P has to use Yin move. Then, after detecting the opponent, the SCV doesn't need to weld any probes. It just goes around the P base to see if P has built two crystals and by is upgrading. Then it runs to other places to see if it's time. When the time comes, it will come back. It's natural to know if it's time to play more

if the opponent is close, you should be very careful. Especially in the beginning of P double BG, he will definitely build a crystal between BS and BB. At this time, SCV will not be saved. Pull 4-5 for hard welding. If the welding is complete, BS will be built immediately. Generally, it is just ready to withstand the first XX. Anyway, you know how to do it. If P is the starting point of dragon riding's range increase, it's necessary to build a bu first, but one Bu is enough. One Bu is better than two gunners

if it's not close, you'll play as you start, and you won't waste space here. It's a special way to deal with P. P out of Jinjia, most people know how to deal with pull. But many people don't know what to do with that kind of fast air drop DK (monkey used to be the same). If you start with double VF, it depends on the speed and operation of your thunder car R. as long as you can break the Dragon bike blocking the slope and rush into his home, several thunder positions are buried well, and P is basically disabled. But the distance is too far, and your operation is not good, it is basically unable to enter. When you go in, one DK chases you to chop, while the other drops you to the base, which will kill you, especially the slow t. Therefore, the monkey suggested that if the position is far away (6-9, 6-12), it is better to start with single VF and single vs. But VF upgrade mine speed, vs good after ghost transport. When the mine car comes out, the slope, intersection and the corner where it will be dropped should be mined separately (of course, if you are brave, you can go directly to the other side for a stroll), but don't get too close to the mining area to avoid being detonated or buried completely. When it is dropped by air, the role of the mine is greater, and be can build it with money. If you can make a profit after airdrop, it depends on your operation. If you find a square mine, you have to be mean. One tank and four SCVs go up to the highland. The ghost remembers to follow. When he dies, it will be rebuilt. Next, after BT is built, the tank will attack the city again. If you haven't made a profit, build another VF recycling sub base, so you don't have to open a sub base and get washed away

in the medium term, it depends on your explosive ability. In any case, there must be more soldiers and priority. SCV is enough. 6-7vf explosive troops, 3-4 VF out of the tank, other 1-2, less tanks, more mine cars, launch very lack of power. Of course, some people like to use Nada's technique of airdrop transport + thunder car, but when you play strong P, you have no chance to play, because you are not as efficient as Nada's APM. But if you don't have a chance to harass P, you have to make p very uncomfortable. If you use tanks and mine cars to block the only way P must go to mine again, you'd better pull 1-2 SCVs to build BT. anyway, it's tempting p to "crime". And the front of your own should be pushed out slowly in a carpet style. It must be stable. It's useless when you're in a hurry. There's also radar scanning. You can choose to open 3 bases, but it's not a long-distance position. When you have advantages in the front, you'd better directly kill P. There are three small details here: generally, about 60 people build Ba, but it is found that P has built VT, which is about to be built, and BT built at home does not need to build so many, which can be saved, and it is more practical to replace it with thunder; Next, about 100 people build VA, and upgrade after building. This money can not be saved, and it can also prevent P from stealing aircraft carriers; Finally, push (no hard push, main mine and sub mine need to put a tank to prevent disturbance),
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