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The bunker of the Zerg clan in StarCraft is obviously the strongest of the three clans, why is no one willing to come out?

Hi~ o(*̄▽ ̄*) ブ, Damai's StarCraft 100,000 Whys is meeting you again! When you watch the StarCraft professional game, you will often find that the professional players attack and harass each other in multiple lines, and as the battle situation progresses, the players on both sides will inevitably be more or less overwhelmed, such as the division of the mine is too late to divide the defense of the final economy or the division of the troops, not only did not clean up the enemy but also lost a number of troops in vain and finally lost the game.

The bunker of the Zerg clan in StarCraft is obviously the strongest of the three clans, why is no one willing to come out?

Therefore, sometimes players may complain about the players, why would they prefer to operate a complex division defense in the late stage of extremely stressful operation rather than build a few more bunkers? Today Barley will talk about this situation from the perspective of interstellar 1 and interstellar 2.

Interstellar special defensive mode

In fact, interstellar is still very creative in the defensive design of fixed fortifications, and Blizzard's designers fully combine the characteristics of various races to design. For example, the Terrans built bunkers, and they needed to be stationed with machine gunners or musketeers to attack. The Zerg bunker, on the other hand, consumes the peasants and undergoes a metamorphosis into a counterpart or ground-to-ground form. The God Clan is similar to our traditional understanding of the turret, which can be both air and ground, but must be within the scope of the crystal tower.

The bunker of the Zerg clan in StarCraft is obviously the strongest of the three clans, why is no one willing to come out?

However, the defects of the bunkers of all races are also obvious, and the Terran bunkers must remain in them for a long time if they want to maintain offensive firepower at any time. Although the zerg bunker is the strongest of the three clans, the cost of less than 200 yuan is not only the lowest price among the three clans, but also the highest level of health up to 400, but the special production mode of the zerg clan itself and the cumbersome construction of the bunker itself also directly hit it into the cold palace. As for the God Clan Bunker, if only one crystal tower is destroyed, it will cause al to have a blackout.

The bunker of the Zerg clan in StarCraft is obviously the strongest of the three clans, why is no one willing to come out?

Therefore, the role of bunkers is more used as a tool to defend the early enemy Rush, especially when the Zerg defend Rush in the early stages, as long as they can conjure up the bunker, they can basically defend it. In fact, if it is in the early stage of the defense of the main mine, it is not necessary to use the bunker. For example, the Zerg did not have a defensive at all, and basically began to attack the mode as soon as the game began. The Terrans would choose to block the mouth in the early days, but basically used the population to block it. The God Clan also uses barracks + forge furnaces to block, and sometimes a bunker is equipped in the back row to assist in the defense.

Divergent defensive complexity

When defending the main mine, players and professional players may also use bunkers to assist, but the mine basically does not invest too much in fixed defense, and the top is to put an air defense to help the air defense force. In fact, this is a big reason because the design of many game maps is inherently easy to attack and difficult to defend, the player's birthplace is at the edge of the map, interstellar 1 is different from interstellar 2 There is a lot of free space outside the main mining area for the air force to move, interstellar 1 is basically attached to the edge of the map, so it is difficult for the air force to circle the main mine.

The bunker of the Zerg clan in StarCraft is obviously the strongest of the three clans, why is no one willing to come out?

The mine is different, on all sides are positions where the Air Force can attack, so if you want to defend fully, you need to invest a lot of fixed fortifications. For professional players, if the cost of investing in the all-round defense of the mine is too high, it is better to pull away the farmers when they need to defend and allocate the appropriate troops to come back to defend.

The bunker of the Zerg clan in StarCraft is obviously the strongest of the three clans, why is no one willing to come out?

Of course, this is the best option if the operation allows it, and if the big picture is excellent. However, for ordinary players, once they enter the multi-line operation, the situation is completely different, one may not notice that their own mine is attacked, and second, it is sometimes difficult to estimate the number of troops perfectly, either too little or too much. Moreover, there is also a situation that the hidden knife of Interstellar 1 will not have a hint on the map when killing farmers, which is simply hell mode for ordinary players, so it is still necessary to at least have an anti-stealth ability to defend the air defense tower.

The bunker of the Zerg clan in StarCraft is obviously the strongest of the three clans, why is no one willing to come out?

Therefore, for professional players, they are less likely to use a large number of bunkers to defend the mine, and more are still defending. However, for the average player, especially in the late stages, it is definitely a reasonable choice to insert bunkers and air defenses for their own brainless mines. On the one hand, it greatly reduced the error rate of its own operation, and on the other hand, it also supplemented a large number of frontal battlefield troops.

The bunker of the Zerg clan in StarCraft is obviously the strongest of the three clans, why is no one willing to come out?

At that time, there was a game of Luo Xian that was more impressive, PVZ Luo Xian began to enter the defensive state in all aspects under the disadvantaged situation, all the crazy brainless bunkers cooperated with the insect clan opposite the lightning soldiers to finally consume their own economy round after round of attacks, and the god clan finally lost and won.

Of course, it is also because the early players were not tactically mature enough

At that time, in order to continuously push the operation to the extreme, we would start to cut the details wildly, of course, some details can really improve the efficiency of operations, such as the operation of dividing farmers. However, the details of the game are completely meaningless, resulting in many operations being wrong. For example, Sun Yifeng was pit for many years by the wrong operation of making soldiers with two hands, and there was also the defense of building bunkers.

The bunker of the Zerg clan in StarCraft is obviously the strongest of the three clans, why is no one willing to come out?

Some players feel that it costs one or two hundred dollars more to build bunker defenses, so that the opponent has 2-4 more units than themselves, which will definitely cause a disadvantage, so they would rather be constantly harassed by the opponent's air force than build an air defense, and the result is hung up. In fact, the early Interstellar 1 professional players were still relatively immature in terms of tactical thinking, basically learning from each other, and no one dared to change and try.

This has led to some individual buildings or units have not been developed, in fact, there are still games in Interstellar 1, but today's tactical system and the past have undergone great changes, some units that were not seen at all will also be taken out and used, it can be said that interstellar although so many years have passed, the tactics are still constantly updated.

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