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Active: 1900 users

My thread for observations about Zerg

Blogs > Galois
Post a Reply
Galois
Profile Blog Joined August 2010
United States124 Posts
August 28 2010 10:49 GMT
#1
I will make this my personal thread for interesting shit I found out out the Zerg that I don't see other people ever bring up on the forums... although I admit that I've never really paid a lot of attention to the Zerg threads in the Strategy forum due to the stigma it has nowadays.

In my previous blog post I wrote that I was feeling the call of the swarm. I feel horrible.

Nevertheless, I've been reading the Zerg strategy section on Liquipedia (because nobody answered my question in the previous blog post about whether or not it was worthwhile to do so, so I assumed that it was)... and when I came across this passage...

When to Build Your Next Hatchery: When a Zerg player has determined that it is best to play with X Hatcheries, (let us say that X is six in this case, and that it's a ZvP in which the Protoss has two bases), the question is, when should Zerg build their next Hatchery? Zerg should always build their next Hatchery as soon as possible, as long as none of their current Hatcheries are at three Larvae. In other words, if the Zerg player lets all of his or her current Hatcheries run idle until all current Hatcheries have three Larvae each, will the Zerg player have 300 Minerals by that time? If so, then the Zerg should make another Hatchery. If not, then the Zerg player needs to build more Drones.


... I decided to find out where this point was with the Zerg in SC2.

The magic number of Drones necessary to get to 300 minerals is 12. 11 Drones will get you to 285.

So by the BW logic, in SC2 the most optimal time to build another Hatchery (note that I didn't say expand) is when you hit 12 Drones. I would guess that Drone #13 goes to Pool and Drone #14 goes to make another Hatchery... or an Extractor then Hatchery.

I don't see the pros do this, though. I watched some Dimaga replays and he always gets his Pool and Extractor on 15.

*
It's gonna take a lot to drag me away from you / There's nothing that a hundred men or more could ever do
Galois
Profile Blog Joined August 2010
United States124 Posts
Last Edited: 2010-08-28 10:53:24
August 28 2010 10:52 GMT
#2
Also, as I watch Jaedong-Flash in the finals here, I can't help but think that the Zerg need a Dark Swarm. Its like the Zerg's way of telling the Terran armies to fuck off.

I'm not used to looking at things from a Zerg perspective...
It's gonna take a lot to drag me away from you / There's nothing that a hundred men or more could ever do
Galois
Profile Blog Joined August 2010
United States124 Posts
August 28 2010 11:09 GMT
#3
Something else I noticed:

Buildings that you make using the Hatchery-cancel trick will stop dying with even the smallest amount of creep underneath them:

[image loading]

[image loading]
It's gonna take a lot to drag me away from you / There's nothing that a hundred men or more could ever do
Ry-Masta-T
Profile Blog Joined April 2008
United States478 Posts
August 28 2010 11:11 GMT
#4
i think the key is the 3 larva stipulation. People drone up to 14 or 15 because getting a hatch on 13 will force you to delay drone production early and without those drones, you wont have the income to support the second hatchery. Getting a queen first is typically better, so people get that pool before the hatch more often than not.
Speak the word...
Galois
Profile Blog Joined August 2010
United States124 Posts
Last Edited: 2010-08-28 12:26:31
August 28 2010 11:47 GMT
#5
I just looked more at it and the rule in BW that I quoted in the op can apply here just as well. Its not that it isn't cost-effective... its just that there's a better option, and that's the Spawn Larvae by the Queen.

A Hatchery takes 120 seconds to build and larvae take 10 seconds to spawn.

A Queen needs 50 real-time seconds (it takes 1.5 real-life seconds to get 1 energy) to be able to setup the Spawn Larvae and 40 more seconds to get the larvae to mature.

So if your Queen timing is bad then its most cost-effective to have the Queen handle 2 Hatcheries so that you can get off 2 Larvae spells at once.

Even though I never read Chill's thread about about this stuff at the Blizzcon those years ago (because I hated Zerg), I'm pretty sure that this is the jist of what that long thread was about.

So Hatcheries are only worthwhile to use for expansions, not for a macro boost. That explains why there's so many 1 base matches in this game!
It's gonna take a lot to drag me away from you / There's nothing that a hundred men or more could ever do
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