Flamethrower turret. Weapons of IAF fighters

Interesting 09.08.2019
Interesting

Turrets belong to the immersive engineering mod. There are two types of turrets: Gun turret and Chemtrower turret.
The mechanics of the turrets on the server is similar to the mechanics of the turrets in Block-n-load and Rust: they are an autonomous cannon that destroys the targets for which it is configured.
Turrets can only be broken by their owners. If you try to open the inventory of the turret (regardless of the privates), then the message “ This turret belongs to [player]”.
Table of the effectiveness of turrets for the destruction of players:

Note: The data in the table for the chemtrower turret is based on two turrets at the same point, as this is the only way they are effective against players.
The data in the table excludes enchanting armor and using potions.
Turret radius:

Turret crafting:
gun:

Chemtrower:

Finished with general information, let's move on to exploitation:
To use the turrets, they must be constantly powered and have a constant redstone signal.
There are two power options for turrets: permanent and plug-in.
Let's take the first one:
If you think that your turret needs to work 24/7, seven days a week, then this option is for you.
The meaning is this: the turret is supplied with constant electricity and the redstone signal is constantly connected.
Turret Generator Schematic:


Where 1: Solid ice that can be replaced with water or almost any other liquid that says 300K. However, dense ice is most effective.
2: Thermoelectric generator (thermoelectric generator). Can't be replaced. Must be located between cold and hot substances.
3: Uranus. Or lava. But lava is more dangerous and generates much less heat.
By manual, the generator works on the temperature difference. We are rather interested in the fact that if everything is set like this, then electricity is just enough for the turret.
Attention! When replacing parts of the generator with cheaper ones, there will not be enough electricity for the turret! You will need more generators per turret, which will increase the amount of space required.
Turrets are connected to the generator through the hv network components: hv wire coil, hv wire connector, hv wire relay.
Wiring diagram ( no matter which turret is connected, gun or chemtrower, electricity consumption is constant and the same):

1: hv wire connector, directly generating power.
2: hv wire relay receiving power from hv wire connector and transmitting it to another hv wire connector receiving.
3: hv wire connector that receives power from the hv wire relay and sends it directly to the turret.
4: A turret that receives energy.
This is the smallest electric generator that can make the turret work.

Method 2: group location and activation by enemy detection.

This method is more economical in that it is fundamentally not important how and in what quantity you extract energy: it is enough to accumulate enough energy for your turret to destroy the enemy. It uses the energy storage hv capacitor, which is on top in the picture.

4 million rf will be enough to run the turret for many minutes.

Turret placement: Gun turret

Based on the specifics of the gun turret, it is necessary to give it a space of ten blocks, flat. So this turret is extremely effective: it becomes almost impossible to dodge bullets, the rate of fire allows you to quickly destroy enemies.

Arrangement example:

Turret placement: chemtrower turret.

The flamethrower turret is needed more to destroy mobs. Her ammo is very cheap, and her flames are only effective against players if they don't have a potion.

However, an example layout:

In order for the turret to fire, it needs ammo. For Gun turret bullets are cartridges.
Bullet crafting:
Armor persing


high-explosive cartridge

Silver cartridge

Casull cartridge

Crafts are provided in accordance with the effectiveness against players and mobs. The coolest crafts are the most expensive, at least for some it may seem that dynamite for an explosive cartridge is the most expensive craft, and for others - steel and constants for armor-piercing.

There are other cartridges, but they are quite meaningless and useless for their high cost.
At the time of writing the guide, the bullets from the turrets disappear forever and just like that after a few minutes. Figure out how to solve the problem with loading cartridges if necessary yourself.

For Chemtrower turret, you need to fill the turret with lava or Creosote oil. There is no difference in damage. It makes no sense to do one with lava and the other with Oil. There is no point in the Flammable effect from Creosote oil either.

Ammo in the Gun turret's inventory is thrown like a chest. Ammo is on the top, shells are on the bottom, which you can use to craft ammo again. When one cartridge is fired, one sleeve is formed at the bottom.

Is it possible to create a cool automatic ammo farm with auto-mining of resources, auto-smelting them, spun them, turning them into ammo and loading them into a turret? Of course you can, all this can be done through vanilla minecraft and Ie.

To load the necessary liquids (lava and oil) into the Chemtrower turret, you need to put Blocks as in the diagram:

1: Metal barrel.
2: Fluid pipe
3: Chemtrower turret.

You cannot directly pour liquid into the turret. It is necessary to pour it into the Metal barell and it will flow down from there into the turret. If you are using creosote, you can get by with Wooden barell.
Liquids are used very quickly, but they can also be found (obtained) in almost infinite quantities.

Last but not least: Setting up the turret.
Turrets have several values ​​by which it determines whether or not to shoot at something:


Immediately after installation, the turret does not shoot at anything.
By checking the Animals checkbox, you will give her the command to shoot evil mobs.
Neutrals - in neutral.
Players - into players.

If you uncheck the Blacklist checkbox, the turret will shoot at all players.
Blacklist, on the other hand, forbids turrets from shooting at players registered there. The field at the bottom and the add button allow you to add new nicknames. The field lags and may forbid you to enter anything (this corresponds to the ban on cheating in JEI) and therefore you need to either write a nickname very quickly or copy it inside already ready and quickly click add.

The turret has no explicit limit on the number of players recorded in the Blacklist, as well as on the number of characters in the nickname.

In general, everything. Thanks for reading!

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Introduction

The first time I ran the wave-defence scenario, I was killed fairly quickly, on the third wave out of twenty. Grunting and stalking, I started again, acting quickly and prudently... and was killed by the fourth wave. At the same time, it became clear that there was sorely not enough time to equip a normal defense. I grinned, literally yesterday I came across a mod for slowing down / speeding up time in the game. After finding and installing it, I started over with time dilation... and was killed by the fifth wave. "Something's wrong here," I thought. How else can you speed up the construction of defense? Blueprints! Yes, literally in the first character slots there is a hint from the creators that you need to actively use blueprints here. But even defending the base blocks with blueprints, you most likely will not be able to complete the scenario without pre-training. And the preparation is you need to save whole pieces of the rebuilt base in the "Drawing Library" and immediately use them in the next attempt, allowing drones to build everything, and only run from one corner to another. It turns out like in a cartoon: "It's better to lose half a day, but then fly in five minutes!"
Well, now in more detail, with pictures.

First waves

1. Use the "Demolition Plan" to collect the fence around the Rocket Silo and nearby trees (they will be needed to quickly launch the Solid Fuel Drills).

All this will be useful to us elsewhere.

2. We organize the production of electricity: we put a number of Solid fuel drills on coal with self-feeding them, with ore mined by them, Solid fuel manipulators. And we place on the bottom, so as not to interfere, boilers with steam engines. We force the launch of drills with cut down trees.

We organize the production of electricity

3. We will need a large number of walls, both for the construction of fortifications and for the restoration of those destroyed. We put drills and smelters on stones, here everything can already be powered by electricity.

Wall production

4. Well, and most importantly, factorio is nowhere without iron plates.

Mining and transporting iron

5. Time to get defensive. It is better to stop the enemy on the right in the isthmuses between the lakes and above the oil deposits, without which we cannot win. Because at the start they give a head start of 5 minutes, then you can manage to stretch conveyors with iron plates to each checkpoint and put Assembly Machine 3 (it is the fastest) for the production of simple cartridges already in place.

This is where we stop them.

While there are few walls, you can put them in a checkerboard pattern in front of the main wall, then the biters slow down in this "maze" trying to bypass the columns.

checkpoint

Flamethrower turrets

6. The first stage is completed, you can breathe freely. Simple turrets are enough for 3-4 waves, but then you need to put something more serious. And the fastest thing you can do is Flamethrower Turrets. Oil is. Oil rigs - issued at the start. It is only necessary to organize the production of solid fuel engines. We will make the turrets ourselves with handles.

We produce solid fuel engines

We set up oil derricks and bring crude oil to each checkpoint where we install Flamethrower turrets.

Strengthening the defense Flamethrower turrets

Laser Turrets

7. The second stage is completed. With a couple of flamethrower turrets at each checkpoint, plus adding walls, all this will be able to deter attacks from a dozen more waves. Next, you need something more serious: Laser turrets. There are already many more problems with their production and use.
We organize the mining and smelting of copper, from which we produce green microcircuits. Here we will still run out of conveyors issued at the start of the game. So we put the factory on the production of conveyors.

Preparations for the production of laser turrets

And we need batteries. Fortunately, there is no shortage of oil, we immediately put two Oil Refineries (one will not be enough), all products into Associated Petroleum Gas, then sulfur, sulfuric acid and batteries.

Requires a lot of batteries

From batteries we make turrets and large batteries. When firing, the turrets will draw a lot of electricity, up to interruptions, so you can’t do without an additional buffer of a hundred large batteries.

Spare parts for the "death star"

The existing steam generators will not be enough to power a couple of dozen laser turrets, you need twice as many. So we are setting up the production of boilers with steam engines and expanding the power plant.


Laser turrets are very voracious

Now there is enough coal, but when the boilers start working at full capacity, there will be shortages of coal. Therefore, we add drills for coal mining and arrange buffers with throwing coal over chests so that excess coal accumulates there.

This simple design will allow in the future to produce more coal than is mined.

Now we arrange the prepared large batteries

Batteries, the more the better.


Even more!


The electricity stats look promising, but when all the laser turrets start working on the 20th attack wave, it will be hard to get enough of it.

And as production progresses, we place laser turrets, because. Flamethrowers no longer work.

Hell

To launch a rocket, a satellite is required, which we did not manufacture at all, because. Why build when you can buy? Coins fall for killing enemies, and there are already really a lot of them from the fat biters of the twentieth wave, so more than 500 thousand are quite enough, so much is needed to buy a satellite.

Buy satellite

Now you can just enjoy the spectacle of how the enemies break through our defenses. And as soon as a breakthrough occurs, press the "Start" button in the mine.

Time to dump!

The gradual development of the base for familiarization, but I recommend going through the script on your own. For an hour and a half of passage, you need to spend half a day preparing ... this is a really interesting scenario.

Greetings, inhabitants and guests of the site! In this post, you will learn what means of destruction and assistance to partners are used by IAF fighters and even learn helpful tips about each type of subject.

So, let's begin:

Each character can have two types of weapons. As the level increases, new types of weapons are unlocked (each odd level).

22A3-1 Assault Rifle

Weapons of IAF fighters. Review

Weapons of IAF fighters. Review

Shot damage - 5

Cooldown - 2.8 seconds

Ammunition - 98 x 6

Alternative firing mode - 5 fragmentation grenades

At first, the assault rifle will be your main "class-shared" weapon. And he's good enough. Bullets can take out alien shooters, and a grenade hurts large creatures and their groups.

22А7-Z Prototype Assault Rifle

Weapons of IAF fighters. Review

Weapons of IAF fighters. Review

Shot damage - 5

Rate of fire - 14.3 rounds per second

Cooldown - 2.8 seconds

Ammunition - 98 x 6

Alternative firing mode - 5 electric grenades

Feature - Auto aim

Only available to Technicians

In fact, this is an improved version of the standard assault rifle, but no matter how. Auto-aim and electronic grenades make her a good remedy for all occasions, and you will not part with this weapon for a long time.

S23A SynTek Autogun

Weapons of IAF fighters. Review

Weapons of IAF fighters. Review

Shot damage - 7

Cooldown - 2.8 seconds

Ammo - 250 x 2

No alternate fire

Features - Slow motion, Auto-aim

A powerful weapon, the main weapon of most Special Fighters. Note that the AutoGun's ammo magazine requires an entire ammo box (100%), so it's best to carry portable boxes with you just in case.

M42 Vindicator

Weapons of IAF fighters. Review

Weapons of IAF fighters. Review

Shot damage - up to 105 (all pellets hit the target)

Rate of fire - 1.5 rounds per second

Reload speed - 2.8 seconds

Ammunition - 14 x 6

Alternate firing mode - 5 fire grenades

Features - high damage, for close range

Available only for Officers

And here is the personal favorite of the officers. If a Sarge it's not so much needed Jaeger has a strong bonus to damage from this weapon. In general, this is a shotgun, and its use is the same as in other shooters - let it in closer and smash it at close range.

M73 Twin Pistols

Weapons of IAF fighters. Review

Weapons of IAF fighters. Review

Shot damage - 14

Rate of fire - 2 rounds per second (but I think it's a little higher if you practice calling)

Reload speed - 1.4 seconds (try to do a faster reload!)

Ammunition - 24 x 11

No alternate fire

Features - Saving ammo

Two light pistols that do little damage, but have a fast reload and a lot of ammo.

IAF Advanced Sentry Gun

Weapons of IAF fighters. Review

Weapons of IAF fighters. Review

Shot damage - 10

Rate of fire - 12.5 rounds per second

Ammunition - 450 rounds

The machine gun turret is used as a defense, and is very good at defending a hacking technician. However, do not forget that the turret is limited in ammo, and it can sometimes be problematic to deploy it in the thick of battle.

IAF Heal Beacon

Weapons of IAF fighters. Review

Weapons of IAF fighters. Review

Heals nearby units.

Quantity - 8 for Bastille, 9 for Faith

Only available to doctors

The Medic is the key to success in any mission, and the Healing Beacon is his most important tool until at least level 9. The beacon is very effective in defense and between fights, where it can restore the health of all players at once.

Interesting to know:The player can take beacons in both slots, eventually getting twice the number of beacons due to the inability to shoot at enemies. This may help if you are chasing the "Pacifist Medic" achievement.

IAF Ammo Satchel

Weapons of IAF fighters. Review

Weapons of IAF fighters. Review

Drops an ammo crate for all players

Quantity - 3

Along with a medic, every self-respecting team should have at least one person with a box of ammo, because this is also important: ammo is limited for some types of weapons, and if the team is left without ammo, the team will quickly fall.

These were the types of weapons available from the very beginning, what awaits us next? The first weapon will open to us at level 3, and each subsequent one will be unlocked at every odd level.

Faster Reload: By pressing the "Reload" button at the right time, you can reload a weapon faster by 2/3 of its normal time. If it misses, however, the weapon will take longer to reload.

Tier 3 - Model 35 Pump-action Shotgun

Weapons of IAF fighters. Review

Weapons of IAF fighters. Review

Shot damage - up to 175 (if all pellets hit the target)

Rate of fire - 1 shot per second

Reload speed - 1.8 seconds

Ammunition - 4 x 9

No alternate fire

Features - Great damage, for close range.

Modified version of the officer's shotgun. Officers can safely bypass the shotgun, but for the rest of the shotgun can be useful if no one has it (or the Vindicator).

Level 5 -IAF Tesla Cannon

Weapons of IAF fighters. Review

Weapons of IAF fighters. Review

Shot damage - 1

Rate of fire - 4 rounds per second

Ammunition - 20 x 26

No alternate fire

Features - slows down, without harm to its own, a chain reaction

A support weapon that does very little damage, but is the only one that slows down enemies. Just right for a doctor who specializes in helping others.

Interesting to know:A charge from Tesla passes through the doors, allowing you to kill especially stubborn creatures through them. In addition, it weakens the effect of the infection, saving ammo for Medigan or beacons.

Level 7 - Precision Rail Rifle

Weapons of IAF fighters. Review

Weapons of IAF fighters. Review

Shot damage - 75

Rate of fire - single shots

Cooldown - 1.8 seconds

Ammunition - 1 round in the magazine, 73 rounds in total

No alternate fire

Feature - bullets pass through all enemies

I don't really like this rifle. Despite the fact that the damage from it is rather big, especially the lines of monsters standing one after another, reloading after each shot makes the character helpless, and it is very difficult to do a quick reload.

Level 9 - IAF Medical Gun

Weapons of IAF fighters. Review

Weapons of IAF fighters. Review

Allows you to heal teammates and yourself on the move

Ammo - 80 for Bastille, 90 for Faith

Only available to doctors

The group heals worse than the beacon, but it allows you to do it in the thick of the battle on the move. The alternate fire key (default F) heals the Medic himself!

Level 11 - K80 Personal Defense Weapon (PDW)

Weapons of IAF fighters. Review

Weapons of IAF fighters. Review

Shot damage - 7

Rate of fire - 28.6 rounds per second

Cooldown - 1.4 seconds

Ammo - 80 x 12 (absorbs 2 magazines when reloading)

No alternate fire

Feature - quickly wastes ammo

Akimbo G18 from the world of Alien Swarm, these two submachine guns have the highest damage per second in the game, but the speed of ammo wasting is amazing, in addition, reloading absorbs IMMEDIATELY 2 magazines instead of one!

And from the box takes only one store for 20%!

Level 13 - M868 Flamer Unit

Weapons of IAF fighters. Review

Weapons of IAF fighters. Review

Hit Damage - 2 (no, seriously, he's weak on his own)

Rate of fire - 10 rounds per second

Reload speed - 3.1 seconds

Ammunition - 40 x 6

Alternative mode - fire extinguisher!

Features - Ignites, use with caution.

It does extremely little damage, but sets it on fire, so it’s enough for the enemy to puff a little fire in the face and run away. If the enemy extinguished himself, repeat the procedure.

It's important to know: If you hit fire on a partner for too long, he will start to burn. But it doesn't matter! Using the alternative firing mode, the partner will be immediately extinguished. Extinguishing can also be used to eliminate fires blocking the path.

Level 15 - IAF Freeze Sentry Gun

Weapons of IAF fighters. Review

Weapons of IAF fighters. Review

Does not cause damage to the enemy, only freezes for a while

Ammo - 800

Turns quickly towards the target

There are few places where this turret is really needed, but there are such places, for example, for destroying armored beetles in mission 6 (where there is a whole squad of 4 monsters). The turret does no damage, but only freezes enemies.

Level 17 - IAF Minigun

Weapons of IAF fighters. Review

Weapons of IAF fighters. Review

Shot damage - 7

Rate of fire - 25 rounds per second

Ammunition - 250x2

Alternative mode - machine gun promotion

Features - large spread of bullets, slow motion

Only available to Special Forces

Feel like a TF2 machine gunner with this machine gun! Only this time, your victims will be small fanged and clawed green creatures.

Interesting to know: Holding down the SHIFT button will achieve the same effect as holding down the alt fire button. In general, unlike a laser, the minigun spins up in less than a second.

Weapons of IAF fighters. Review

Weapons of IAF fighters. Review

Shot damage - 65

Rate of fire - 0.8 rounds per second

Reload time - 2.8 seconds

Ammunition - 12x6

Alternative mode - aiming, enemies in the scope are highlighted

Features - penetrating bullets

This weapon is better in terms of ammo than the Rail Gun (there is a magazine for 12 rounds) and has a scope. But shooting requires high definition, so blame yourself if you can't shoot it accurately.

Level 21 - IAF Incendiary Sentry Gun

Weapons of IAF fighters. Review

Weapons of IAF fighters. Review

Shot damage - 35

Rate of fire - 10 rounds per second

Ammo - 800

Features - sets fire, quick turn to the target

If the flamethrower was the most weak weapon, then the flamethrower turret is the most powerful weapon in terms of damage. But unlike the machine gun turret, the distance is very limited.

Level 23 - Chainsaw

Weapons of IAF fighters. Review

Weapons of IAF fighters. Review

Damage per second - 62 in 2 hits

Ammo is endless!

Although a melee weapon is still a super weapon. At least so far your ping and connection are fine.

Level 25 - IAF High Velocity Sentry Cannon

Weapons of IAF fighters. Review

Weapons of IAF fighters. Review

Shot damage - 80

Rate of fire - 0.6 rounds per second

Ammo - 25

Features - Ranged, Territory Damage

The most inefficient turret - because there are few cartridges. She also likes to aim at enemies through walls.

Level 27 - Grenade Launcher

Weapons of IAF fighters. Review

Weapons of IAF fighters. Review

Shot damage - 80

Rate of fire - 0.6 per second

Cooldown - 4.5 seconds

Ammunition - 6x4

Features - territorial damage

Last unlockable weapon. It would seem that the weapon should be very popular among players of level 27, but the weapon has deterrent damage in itself: if we shoot in the wrong direction, we risk instantly losing from a third to half of our health. On the other hand, one shot can destroy all enemies nearby.

Interesting to know: 20% of the box restores 3 magazines to the grenade launcher, cool, right?

Special weapons - industrial laser

Weapons of IAF fighters. Review


Weapons of IAF fighters. Review

Ammunition - 50x6

Alternate mode - laser warm up (SHIFT also helps with this)

Features - must be warmed up before firing, spends ammo only when hit

Found only in mission 7

In almost all missions, we are invited to get hold of a couple of research points. Zerg Research Points and Protos Research Points. For these points, you can significantly simplify your life by developing various upgrades in the laboratory. So what is the best way to develop?

The game went through 2 times, the second on the "veteran". The first time I developed something one thing, the second time something else, thus I managed to see both.

Let's start with the zergs.

1. We are definitely developing a fortified bunker, since the use of a turret mounted on a bunker is very doubtful. Although the first time I bought it was on the turret.

2. I advise you to develop the "Death" turret, since the planetary fortress is a useless thing. There are no bases without troop cover. Even if we build such for the extraction of resources, it still won’t beat off a normal enemy attack. But the flamethrower turret has proven its usefulness more than once.

3. Develop "Predator" or "Hercules" decide for yourself, depending on the style of play. The first time I developed Hercules, but never used it, the second time I developed the Predator and also never had to use it.

4. Of course, the Cell Reactor. Think the Yamato Gun on cruisers, the stealth time of Mirages or Banshees, and the psionic whip on Phantoms. A very useful development. It does not matter that we refuse to restore the strength of all metal combat units. She recovers very slowly. It is much more useful to drive several SCVs behind the troops for repairs.

5. Definitely a hive mind emulator. It's a thing! This is the first thing you need to effectively protect the base. By the time I build up the strength for a global attack on the enemy, with the help of this tower, I have another army of zerg recruited! I went through one mission completely with the zerg - I subjugated the masters of the pack and mutalisks. Swarmmasters are indispensable for attacking the PC, as even enemy air units (Mutaliskis) will attack cockroaches released by the Swarmmaster, and not themselves. A very effective but slow way to defeat the enemy. I advise you to protect the Packmasters with anti-air units, for example, Mirages. But I didn’t like the retarder (psi-destroyer) - it’s of little use.

Now the protoss.

1. We choose the Ultracapacitor, since the armor increase by 5% is very small. I agree, 5% damage is also not enough, but armor / life can be restored by repairmen or doctors, but damage cannot be increased except by upgrades.

2. Choose microfiltration. There were no cases when it was necessary for me to instantly build storages and never will be. But getting gas 25% faster is very tempting.

3. I think that the choice is obvious here. Automatic compressors will save us from 2 to 12 SCV per mission. But in this case, we are abandoning the command center reactor, and this is an indispensable thing for development. Imagine that you are doubling the rate of production of workers and how important it is for initial stage development! We choose the reactor of the command center.

4. The second case is that the choice is not obvious. Decide for yourself what you like best. Either a Raven with its turrets (imagine what a pack of Ravens with an increased supply of energy will leave from any enemy base), or a Science Vessel with its repair of nearby equipment.

5. At first it seems that the choice of Lab Reactor or Orbital Impact is very simple. Of course, the laboratory reactor. That's exactly what I thought when I played the game for the first time. In fact, there are not enough resources for the simultaneous production of units, and therefore the usefulness of this development is very ephemeral. After all, they say correctly - if you have money, and you have not yet gathered strength for an attack, then you are a bad player. There really shouldn't be any money, since extra money is an underproduced unit. But Orbital Impact is a very interesting thing. I can not say that I use units produced in the barracks. Not at all. I use Torami exclusively. But sometimes, orbital impact will make your life easier. A couple of examples. There are places where resources lie. They are just enough to take. We just make an infantryman, send it to resources. Even if he is instantly killed, our treasury will be replenished with minerals and gas. The most realistic example is how I completed a mission where you need to kill three nimbus worms that annoy the crashed general. I made some Phantoms, sent them to the general. And inflicted nuclear strikes at the worms, quickly finishing them off with his psionic whip.

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