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Hi guys, I just have a question regarding the BW guide on Team Liquid:
http://wiki.teamliquid.net/starcraft/Zerg_Economic_Management
It says that you should get your next hatchery as soon as possible, as long as none of your current hatcheries are at 3 larvae and then it goes on to say that if the Zerg player lets all of his hatcheries run idle until they each have 3 larvae, will the Zerg player have 300 minerals? if so then he should build a Hatchery.
My question is when you are saving up for a hatchery, is it normal to bank up on larva until you have the required 300 minerals to spend on the Hatchery?
The article seems to tell you that you should only build your next Hatchery as long as all of your current Hatcheries are not at 3 larvae each, but then it goes to say that if you save your minerals by the time all of your hatcheries are at 3 larvae each and you have 300 minerals by then, then build your next Hatchery.
Are you supposed to build your next Hatchery before all of your hatcheries pile up to 3 larvae each then?
I also noticed that in certain builds, players will keep making drones in the main, even when they just have one Hatchery, but isn't the Drone rule counter intuitive, in that why would you need more than the 5 drones in your main, if you only have one Hatchery?
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You should build the next hatchery when you have enough minerals for it. But if building that hatchery will make you have 3 larvae saved it means it was a little too early since you're not getting extra larvae from it.
This is why normally you'd make the second hatchery on 12, since if you make it on 11 and then pool on 10 you'll definitely have 3 larvae. The only reason to do this if you're playing against Protoss - the first zealot from a gate expand will harass you too much if you don't get that pool down earlier.
The same reason is why you generally get a third hatch down no earlier than 13 - if you get it on 12, you'll bank 3 larvae again.
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there are a ton of different considerations for making new hatcheries, the most obvious considerations being "i need more larva to not bank money given my current income and desired unit composition.
However, there are times where you'll want to get another hatchery even if you can't support the additional total resources required to not bank larva. for instance, in ZvT on FS, some players get a second hatch at their 3rd (when they take a quick 3rd following a traditional 3hatch muta). you probably can't support the cost of producing fully out of all 5 hatches, but having the advantage of the larva being available at your 3rd rather than your main makes the investment worth it strategically. it makes it easier to defend your third before nydus tech comes out, outweighing the waste of having extra larva depending on how you play.
additionally, there are some terran builds in ZvT where you will want to take a 4th and 5th extremely quickly when you likely can't support the additional larva resource strain, but the accelerated rate of income subsequent to the investment makes the move worth it given the situation.
also, using hatches to finish sim cities in ZvP if you open traditionally on FS (at your 2nd and 3rd), it gives extra efficiency to your defense without necessarily being efficient from an economic viewpoint.
the majority of the time you're correct that you'll only make extra hatches for larva AND considerations, but sometimes it's for one or the other.
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you are the first guy to use that page to actually ask when to make a new hatchery, all others so far wanted to know the drone numbers, which is why i made that note at the top of the page years ago. just follow my note and ignore the rest of the page you make a new hatchery if you have no larva left to spend your ressources on, made all the upgrades/buildings you want to make and are left with 300 or more minerals. in the beginning you should follow your macro oriented build order, with its specific drone/hatch timings. this will bring you into midgame with a solid basis to work with. after that you have 1 hatch making drones and the others making units until about max 70-80 drones, then units only. the "5 drones per hatch" mindset is mostly used by aggressiv micro oriented builds, where you just make enough drones needed to support your units, which allows you to make as many units as early as possible without wasting minerals on too many drones. depending on the unit you make, it is more or less than 5 drones per hatch.
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Well, the way to understand the instructions is obviously that you can achieve maximal growth when getting additional Hatches (to increase larva generation rate) as early as possible without letting existing larvae go to waste by not using them. So you need to be able to morph one unit (like a Drone and the occasional Overlord) from each Hatch you have to keep Larva count under 3, plus the additional 300 for another Hatch (plus whatever you need to cover the tech costs of your BO).
You should also look a bit ahead in your own tech path. If you are going to pump out a lot of dirt-cheap lings, you'll need extra Hatches to finish in time to provide the necessary larvae. If, on the other hand, say, your Ultralisk Cavern is about to finish, you'll probably want to save larvae from your existing Hatcheries as well as a lot of resources banking up, so you can produce lots of Ultras immediately. The same goes for other core techs like Lurker tech or Mutalisks, but for those earlier techs you'll probably follow a build order anyway.
Also, if it is late game with something like 4+ mining bases and an (almost) maxed out army, adding more macro Hatches will allow you to remax faster after trading armies. Don't just sit on a maxed out army and build Hatches, though, but regularly harass, attack bases all over the map and trade units while you constantly keep pumping reinforcements from your existing Hatches.
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On August 27 2017 07:39 Freakling wrote: Well, the way to understand the instructions is obviously that you can achieve maximal growth when getting additional Hatches (to increase larva generation rate) as early as possible without letting existing larvae go to waste by not using them. So you need to be able to morph one unit (like a Drone and the occasional Overlord) from each Hatch you have to keep Larva count under 3, plus the additional 300 for another Hatch (plus whatever you need to cover the tech costs of your BO).
You should also look a bit ahead in your own tech path. If you are going to pump out a lot of dirt-cheap lings, you'll need extra Hatches to finish in time to provide the necessary larvae. If, on the other hand, say, your Ultralisk Cavern is about to finish, you'll probably want to save larvae from your existing Hatcheries as well as a lot of resources banking up, so you can produce lots of Ultras immediately. The same goes for other core techs like Lurker tech or Mutalisks, but for those earlier techs you'll probably follow a build order anyway.
Also, if it is late game with something like 4+ mining bases and an (almost) maxed out army, adding more macro Hatches will allow you to remax faster after trading armies. Don't just sit on a maxed out army and build Hatches, though, but regularly harass, attack bases all over the map and trade units while you constantly keep pumping reinforcements from your existing Hatches.
this is a good point too, when you transition from different phases of the game your larva needs will change. for example, starting in ZVT you might want a lot of lings against an aggressive terran before your mutas, which would be more expensive on a larva basis. mutas on the other hand are more expensive tech/resource wise, but not larva wise.
similarly, you'll frequently be in situations where you want to drone like crazy but the build that lead you to that point doesn't account for the high larva cost of mass drones. terran and protoss have similar issues with units occupying production slots, but they don't run into the same kind of situation quite as often since they only have 1 to 4 or 5 units available for production, instead of zerg's 9. all of which are needed at specific times
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