Hello, I'm new to the Starcraft scene, I mainly play WoL but sometimes I like to play casually on ICCUP, I don't get many games .
But I digress, I've watched a lot of matches, mainly casted by NukeTheStars, and I haven't been able to find much, if any, Queens used in professional play.
Why aren't they used by professional players? I realize they are pretty weak for a spell-caster, but they must have something which professional players like Jaedong can use, right?
Actually there is a bit of a popularity at the moment with Queens vs Terran Mech... Watch a couple of the games from the Woongin Zerg (ZerO and Soulkey)... They seem to have using queens figured out... Maybe somebody else can post the links to the VODs so you can check them out.
They have recently seen much use in ZvT against mech but they are:
100/100 in cost
Spawn broodlings cost a whopping 150 energy, so it takes a very long while to use them , in which time you are very vurnable. And if they get EMPed you are fucked in so many ways.
There are better options to fight against ZvP.
ZvZ does not reach the Hive and thus the queen stage very often.
Two recent games from soulkey against fantasy with the use of queens:
Queens have been used a little bit lately in progames, but in very specific situations:
1) The (extremely rare case of) Hive-Tech ZvZ, where the queen's ensnare both slows mutalisk attack and movement speeds and grants some degree of air superiority to the user (until devourers pop). This, however, is very rare due to the fact that the gas/minerals for the queen's nest (not sure if ensnare needs upgrading?) and the queens lead to diminished mutalisk numbers and the battle may be lost before the queens pop.
2) ZvTerran Mech. Used lately by (amongst others, but most notably) Neo.G_Soulkey, Queens are used for their ability to broodling off tanks and keep the mech-ball's size manageable. Queen/Hydra/Defiler is a very strong composition against mech, as the main anti-dark-swarm measure against Hydras is tank splash.
Insight from: D- level zerg (feel free to correct me? this is just my thoughts)
Well they have definitely had their uses in late game ZvZ due to the fact that ensnare lower the damage of the mutalisk cloud significantly and lowers their speed. Only problem here is that ZvZ rarely reaches the late game and it doesn't always mean a large air war (Although it can happen pretty easily). Example
In ZvP they can be used to snipe high templar with spawn broodlings, but this is a lot harder said than done and takes a lot of time. I would like to say that just sniping the templar with mutalisks would be easier and more practical. Example
But most interesting of all is their use in ZvT. Recently some Zerg players have been using queens to defeat mech switches from terrans. It is fairly solid if the Zerg player can gain some momentum with his queens. Still, this is not all that common and it is not the only way to beat the mech switch.
They are now being used quite often in the interval after bio transitions to mech. I can gaurantee that it'll become standard shortly. Once everyone other than SKZ learns it.... lol
I know everyone says that this is just a troll build, but I actually see this as somewhat of an effective strategy against what I like to call 'slow' mech - that is, turtling with initial goliath tech on 2/3 bases instead of shooting dem vultures out.
This rapid infesting of the CCs one-by-one really is like a blitzkrieg: -It minimizes the chance of harmful muta/goliath engagements on terran ground by moving from one CC to another quickly -Cripples the Terran by putting them on at least 1/no mining bases right off the bat -If they make a mistake and have less than 400 minerals....it's over. -Decreases the chance of clutch repair by SCVs into goliath support since the mutas don't need to attack as much.
So far the only really effective strategy I've seen with Queens other than Ensnare. With Ensnare, there are a whole bunch of uses. If you watch the 1st set of the last MSL finals with great vs Hydra, there's this awe-inspiring moment where great gets queens + ensnare in ZvZ while getting third/Hive, attack's Hydra's third with his lings to distract Hydra's mutas, then backstabs Hydra's nat with his own mutas and snipes the spire WHILE using ensnare to trap Hydra's mutas in the middle of the map. Really smart usage and I think that sort of attack could even be used as sort of a 'timing attack' in Hive tech ZvZ.
You used to see queens more often when Protoss air was popular, and sometimes against T air. P air is less popular now and a lategame Protoss army is almost exclusively ground. But it can still happen: if I were playing PvZ on Triathlon I'd consider sair/carrier as a lategame option. If any ZvZ goes long enough, you will always see queens enter the battlefield. They're also a BM option if you want to infest some CCs (pros have done this, I mean).
PvZ: Most commonly pulled off by ZerO (god he wants EVERY EXCUSE to make queens) when the Toss heavily invests in HT. Broodling and rush in with mass hydras to cripple army.
TvZ: Most zerg use this build vs Fantasy because of his lack of skill in handling Bio xD Queens rush in first with hydras right behind. queens broodling tanks, and if no tanks, goliaths. hydras rape through goliaths.
ZvZ: hardly uses, if anything, its for ensnare. check out Jaedong vs Yellow
On May 14 2011 23:50 FlaShFTW wrote: PvZ: Most commonly pulled off by ZerO (god he wants EVERY EXCUSE to make queens) when the Toss heavily invests in HT. Broodling and rush in with mass hydras to cripple army.
Also, if you saw that Ace match between bisu and zero, Ensaring units can lessen the mobility of the roaming zealots.
This is possibly the worst time you ask your question, since Queens are actually being used quite a bit lately haha.
I suggest you try watching a few of the Korean VODs. I know it's not English, but you're really missing out if you don't hear the Koreans screaming about reavers and such. You tend to get a really good idea of what's meaningful in StarCraft by listening to the Korean's excitement, and it's pretty easy to figure out a few phrases and unit names to get the gist of what they're trying to point out.
At low levels, in ZvT, i've found that using little 'strike groups' of 11 lings and 1 queen to quickly make CC's into the Yellow then infest to be very effective. Cracklings take down health so quickly you can steal their CC's before they can even do anything about it, the SCV's simply cannot surround and repair it fast enough. It's not done in progames cause they have much better attention and multitask but i recommend trying it out if you play Z.
It must be frustrating as hell from T's perspective to lose a CC within seconds.
I really doubt that Queens would become standard. Jaedong used them effectively a few years ago but decided that it just wasnt worth all the apm allocation. There are still many ways to deal with mech terran and if it becomes useful then people will just use bio which has always been the standard TvZ strat.
They aren't "weak" as a caster, it's just that they play a very specialized role, sort of like the ghost or dark archon.
In ZvZ it is actually the queen that shuts down mutas in the late game, just we don't see that much because late game ZvZ is rare. In ZvT queens play an important role in breaking mech, but mech sort of comes and goes as a fashion. In ZvP queens are good for sniping HTs.
See Zero's games for some of the best queen usage.
Of course queens could probably be utilized more than they are, but it takes time to become good with implementing a caster into your game and most players feel more confident using other methods to get the same job done. Also, there's some potential I think for using ensnare in combination with swarm against bionic or Protoss death balls, but you don't really see this because it requires too much control to handle these different types of casters along with your army. A strategy like this was bravely tried by Eriador against NaDa (at Blizzcon?) but it failed because Eriador needed four hands to do everything and we humans only have two, you see?
On May 15 2011 00:39 AsianEcksDragon wrote: I really doubt that Queens would become standard. Jaedong used them effectively a few years ago but decided that it just wasnt worth all the apm allocation. There are still many ways to deal with mech terran and if it becomes useful then people will just use bio which has always been the standard TvZ strat.
It looks to me like queens are the standard response to mech switches in TvZ now. I don't see why a unit has to be used in every situation to be called standard. True, maybe Terrans will get tired of it and stop doing mech switches so often, but that doesn't mean queens haven't been proven to be a very strong, very normal response. I think something can be called standard as soon as you no longer have to be a weird, creative player who uses it once in a blue moon.
Queens have historically not been used for a few reasons:
1) gas cost. Mid-game, queens are competing for gas with mutalisks and lurkers. Late-game, they compete for gas with defilers. Especially vs. the defilers part, once defilers get consume, defilers are much better because they can be useful as soon as they hatch, but you have to protect your queens until they build up energy. Mid-game, getting just a single queen plus ensnare costs 200/200 i think (or maybe it's more?) AND you have to wait for your queen to build up 100 energy, and before that it's useless. Most players would rather get 2 mutas, which can be useful right away.
2) Queens require so much apm. Like, more than even progamers can handle, especially since they also have to micro their mutas, defilers, etc. at the same time. Although some progamers are starting to incorporate queens into their play now.
3) Queens vs protoss: Spawn broodling hardly works on anything worthwhile. (Reavers and archons can't be spawned. HT have so little HP that other units can pick them off easily, without having to wait until 150 energy. Using mutalisks to snipe HTs was quite a popular strategy at one point).
On May 16 2011 03:25 thenexusp wrote: Mid-game, getting just a single queen plus ensnare costs 200/200 i think (or maybe it's more?)
That's a pretty deceptive way of stating it. A queen is 100/100, ensnare research is 100/100. If you invest in queens you will not be getting just 1. By the same logic, "getting just a single defiler with consume costs 150/250", "getting a single lurker costs 325/325", and "getting a single marine with stim and range costs 300/250".
The point is that if you want won't research ensnare for a single queen, you will be getting a group of them for ensnaring and broodlings.
On May 16 2011 03:14 anvilface wrote: Queens should be used against bio because ensnare greatly decreases the stimmed marines' dps.
Yes, but at the same time, against bio getting fast queens slows down teching to defilers, and swarms + plague are much more crucial. Once you have the defilers, a plague is more effective against a bio ball than ensnare (and you no longer have to worry about saving up / running out of energy).
On May 14 2011 23:50 FlaShFTW wrote: PvZ: Most commonly pulled off by ZerO (god he wants EVERY EXCUSE to make queens) when the Toss heavily invests in HT. Broodling and rush in with mass hydras to cripple army.
Also, if you saw that Ace match between bisu and zero, Ensaring units can lessen the mobility of the roaming zealots.
Oh come on the Queens were purely a gimmick, typical Zeroish troll, amusingly employed even before his win was expectable. purely for adding insult to injury :p
The reasons why we don't see ensnare vs bio are that:
1.) Queen + defiler is very difficult to micro correctly. 2.) Given a choice between ensnare or swarm + plague (with consume for replenishing energy), the defiler is the obvious choice. 3.) The timing of when you can initially use the queens is a bit slower than you might think since even after getting the queens you need to save energy for a few seconds... and.... 4.) Going with #3, a single dark swarm can hold off an entire Terran army from breaking a choke, but ensnare is more of an offensive spell that you use to attack the Terran's army... and... 5.) Going with #3 and #4, you'll need multiple ensnares to completely capture the Terran's army, so if you are trying to use it defensively you're going to find it difficult.
Of course, ensnare is an underrated spell, but as I said earlier, it takes time to master the use of a unit, incorporating it into your game play with coordinated micro + correct timings. Until recently, there wasn't a lot of room for queens in progamer level play, and ironically that room has come into the picture from using broodlings (either on tanks or HTs) more than ensnare, which was only really prominent in ZvZ.
I think it's too early to say whether queens are merely in vogue or whether we are seeing a shift in the metagame. While as a player I am a total noob, I have spent the past six months catching up on the pro scene and have now watched about ten Starleagues in their entirety, keeping a record of every game. (OCD has its privileges.) At the moment I'm watching the 2009 Batoo OSL, and I can't help but notice that Zerg walling vs Protoss has apparently not been "invented" yet. The scare quotes here are just to suggest that of course Zerg walling had to have been invented - probably many times - but that it was simply not yet incorporated into the metagame. Will queens become an important part of the metagame vs mech, and even thereby find their way into vs bio builds? This has already been discussed at length in these forums - Getting a Queen every game? - and a lot of good points were raised, especially regarding the relative value of defilers. But faced with anyone who dismisses the notion that queens might become an important part of the Zerg metagame as mere theorycraft, I can only grin and cite Santayana: "Those who cannot remember the past are condemned to repeat it."
One thing I'm curious about when it comes to ZvZ is why does it even require spore colonies to "safely" force Hive tech play.
I'm doubting it's safe but I haven't seen enough ZvZs to see this fail. OTOH I've seen plenty of ZvZs where zerg end up with more than 12 mutas. Once you hit 16 mutas it is economically viable to get Queens because you begin to quickly reach diminishing returns on getting more mutas compared to investing in Queen's Nest, Ensnare and a single queen to screw up the mobility and DPS of your opponent.
On June 12 2011 21:00 mutantmagnet wrote: One thing I'm curious about when it comes to ZvZ is why does it even require spore colonies to "safely" force Hive tech play.
I'm doubting it's safe but I haven't seen enough ZvZs to see this fail. OTOH I've seen plenty of ZvZs where zerg end up with more than 12 mutas. Once you hit 16 mutas it is economically viable to get Queens because you begin to quickly reach diminishing returns on getting more mutas compared to investing in Queen's Nest, Ensnare and a single queen to screw up the mobility and DPS of your opponent.
Queen's Nest, 150/100, 60 second build time. Lose a drone, 50 minerals, 1 larva. Ensnare, 100/100, 80 second build time. Queen, 100/100, 50 second build time.
On June 12 2011 21:00 mutantmagnet wrote: One thing I'm curious about when it comes to ZvZ is why does it even require spore colonies to "safely" force Hive tech play.
I'm doubting it's safe but I haven't seen enough ZvZs to see this fail. OTOH I've seen plenty of ZvZs where zerg end up with more than 12 mutas. Once you hit 16 mutas it is economically viable to get Queens because you begin to quickly reach diminishing returns on getting more mutas compared to investing in Queen's Nest, Ensnare and a single queen to screw up the mobility and DPS of your opponent.
Queen's Nest, 150/100, 60 second build time. Lose a drone, 50 minerals, 1 larva. Ensnare, 100/100, 80 second build time. Queen, 100/100, 50 second build time.
Because you'd just get rolled.
If youre going to hive tech anyway, then you should get double defiler mounds for plague/consume then tech to queens
You won't get rolled. Once you try to control two groups of mutas scourge throw off your ability to manage APM which creates the viability to transition into Queens. Once they ensnare one of the muta flocks the APM demanded to play is reduced which puts you in a better mental and physical condition to close out the game or play the extended one.
The reduction on APM demand is well worth the risk.
On June 12 2011 21:00 mutantmagnet wrote: One thing I'm curious about when it comes to ZvZ is why does it even require spore colonies to "safely" force Hive tech play.
I'm doubting it's safe but I haven't seen enough ZvZs to see this fail. OTOH I've seen plenty of ZvZs where zerg end up with more than 12 mutas. Once you hit 16 mutas it is economically viable to get Queens because you begin to quickly reach diminishing returns on getting more mutas compared to investing in Queen's Nest, Ensnare and a single queen to screw up the mobility and DPS of your opponent.
Because gas. If you use gas to tech you have less in your army than your opponent. Build spores or die. The returns from extra mutals just don't diminish enough.
On June 12 2011 21:00 mutantmagnet wrote: One thing I'm curious about when it comes to ZvZ is why does it even require spore colonies to "safely" force Hive tech play.
I'm doubting it's safe but I haven't seen enough ZvZs to see this fail. OTOH I've seen plenty of ZvZs where zerg end up with more than 12 mutas. Once you hit 16 mutas it is economically viable to get Queens because you begin to quickly reach diminishing returns on getting more mutas compared to investing in Queen's Nest, Ensnare and a single queen to screw up the mobility and DPS of your opponent.
Which ZvZs have you been watching? 12 mutas is actually really deep into the mid-game and that's assuming no army engagement.
On June 13 2011 19:35 writer22816 wrote: IMO Queens also have potential vs Bio TvZ. Ensnare can be very powerful against MnM as Jaedong showed vs Fantasy on Sin Chupung-Ryeong.
As stated before, it´s sort of a risk since ensnare is far from being as good vs bio as plague/swarm. If you´re getting pushed with bio too fast for plague/swarm and consume to finish however you might get that risk payed off if you go for queens with ensnare, but as stated, it´s a risk that I dont think is really viable to use regurlarly.
You won't get rolled. Once you try to control two groups of mutas scourge throw off your ability to manage APM which creates the viability to transition into Queens. Once they ensnare one of the muta flocks the APM demanded to play is reduced which puts you in a better mental and physical condition to close out the game or play the extended one.
The reduction on APM demand is well worth the risk.
I'm not saying you'd be rolled when you have 20 mutalisks + queen v 25 mutalisks.
I'm saying you'd be rolled in the 3 minutes it takes you to get a queen out. This would work if you have a lead (in which case, why would you not crush the other guy?), or if the air distance between the two bases is huge, or if your opponent is ridiculously passive (which in a zvz would be... not a single progamer).
You won't get rolled. Once you try to control two groups of mutas scourge throw off your ability to manage APM which creates the viability to transition into Queens. Once they ensnare one of the muta flocks the APM demanded to play is reduced which puts you in a better mental and physical condition to close out the game or play the extended one.
The reduction on APM demand is well worth the risk.
I'm not saying you'd be rolled when you have 20 mutalisks + queen v 25 mutalisks.
I'm saying you'd be rolled in the 3 minutes it takes you to get a queen out. This would work if you have a lead (in which case, why would you not crush the other guy?), or if the air distance between the two bases is huge, or if your opponent is ridiculously passive (which in a zvz would be... not a single progamer).
Why not crush the other guy? Because you suck at muta scourge micro like Great. Great had a BO win against hydra in G1 of their finals, but decided to turtle up till hive tech and get queens out.
You won't get rolled. Once you try to control two groups of mutas scourge throw off your ability to manage APM which creates the viability to transition into Queens. Once they ensnare one of the muta flocks the APM demanded to play is reduced which puts you in a better mental and physical condition to close out the game or play the extended one.
The reduction on APM demand is well worth the risk.
I'm not saying you'd be rolled when you have 20 mutalisks + queen v 25 mutalisks.
I'm saying you'd be rolled in the 3 minutes it takes you to get a queen out. This would work if you have a lead (in which case, why would you not crush the other guy?), or if the air distance between the two bases is huge, or if your opponent is ridiculously passive (which in a zvz would be... not a single progamer).
Why not crush the other guy? Because you suck at muta scourge micro like Great. Great had a BO win against hydra in G1 of their finals, but decided to turtle up till hive tech and get queens out.
Great's 3hatch build is a BO win v overpool? By the time Great found out Hydra went overpool, he already had his 3rd hatch planted, so it wasn't a reactionary response. Hydra's spire went up a full minute before Great's, forcing the spores... What the hell are you talking about?
Sorry if this is uninformed, but aren't queens sometimes used in zvbio too? I recall jaedong using queens against fantasy's bio, and pulling off this clutch ensnare + lurkerling attack.
On June 12 2011 23:17 JMave wrote: I think the biggest factor as to why queens will not cause a revolutionary meta-game shift is because of it's unreliability.
I'm curious to know what you mean by unreliability. I mean, every unit is unreliable, that is, every unit can be countered, right?