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On December 27 2011 10:59 Stropheum wrote: Old news. Use search function. Thread shouldn't exist
Not old news based on the replies. More people start playing SC2 everyday so the community grows and folks need pointers. Get out of your own world please. There is always room for improvement on ideas and methods reguadless of how old they are. Assumptions that i don't use the seach function are empty and far fetched. I used it and saw that the setup i have isn't really discussed.. or hasn't been for a while. When i found that i can inject 6 hatches is less that 1 sec i had to post it. Leave your mournful comments to yourself please.
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On December 27 2011 10:02 dae wrote:Show nested quote +On December 27 2011 09:02 ParadigmDeez wrote: Ok..... Guys.. To everyone who keeps saying shit about "wandering queens" and all that sort of rot please listen closely because this is one of the many times this has been stated and solved. IF THERE IS A HATCH WITHOUT A QUEEN THEN EITHER SHE DIED, SHE IS BURROWED AND YOU DIDN"T UNBURROW, OR YOU FORGOT TO EFFIN BUILD MAKE ONE. THIS IS NOT AN ISSUE WITH INJECT. (the caps are only for emphasis) If you just build another queen then she will be done before the next round of injects or so. Its not a big deal. Very easy to correct and its not a problem if a queen runs to another hatchery to inject it. You want the damn thing injected folks. only time you need to press stop is if she is running across an area where she can be sniped easily. just tap S or H. How is this a problem? There are perfectly valid builds that have more hatchs then queens for periods of time where wandering queens would become a problem. Also, queens also die and do take time to replace, which can also cause this. THIS IS A PROBLEM because the inject method relies upon having 1 queen per base. While you can solve the wandering queen problem by just adding s or h after your inject, this inject scheme also doesn't deal with 1 queen injecting main hatch + a macro hatch, as even though there shouldn't be extra energy on queens, it almost always happens except at the very top levels of play.
I understand that situational norms include the lack of queens per hatch.. but aren't our 3-4 Hatcheies usually fairly close together anyway? They should all be connected by creep and should not be a problem for a queen to run to a hatch. It's not common to find hatches scattered to hell on a map. Thats just simply not the way the structure of zerg bases are suppose to be like. In some cases yes its perfectly normal to have a hatch somewhere off for whatever reason needed but it in no way cripples this variant of the backspace method.
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I read, probably in another thread, one method for lategame excess of hatches over queens is to have several hatches together in one place, such as the main, and bring all queens to that location. Then a single camera hotkey can get the job done.
Also, I wanted to point out a drawback to using Shift + any key (such as B, in the case of the OP), for Cycle Base Camera, is if you happen to be holding down Shift for queueing movements or selecting drones and sending one to build (using 'B' for build structure) will activate your Base Camera unintentionally.
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[QUOTE][B]On December 27 2011 10:38 Nemireck wrote: There isn't a single high-level pro that makes a queen at every single hatchery that they build. Nestea, Leenock, Losira and Stephano all stop making injection-queens at 4, and Idra only makes 3 queens for larva injection.[QUOTE]
Soo.. Most games are over at 4 bases... 5-6 are just going to the late ass game where both are ready to choke each other lol. Another claim that has no majority significance. Sry bud
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On December 27 2011 11:25 Kaitlin wrote: I read, probably in another thread, one method for lategame excess of hatches over queens is to have several hatches together in one place, such as the main, and bring all queens to that location. Then a single camera hotkey can get the job done.
Also, I wanted to point out a drawback to using Shift + any key (such as B, in the case of the OP), for Cycle Base Camera, is if you happen to be holding down Shift for queueing movements or selecting drones and sending one to build (using 'B' for build structure) will activate your Base Camera unintentionally.
Thx for pointing that out. I haven't had that issue yet though.
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On December 26 2011 22:24 Frauk wrote: USE CAPSLOCK
i use capslock, when its time i go "queens" "shift" "v" CAPS click CAPS click...
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On December 26 2011 22:28 Conti wrote: I use V instead of B, but otherwise it's basically the same. Recently I've been moving away from this though, since this system starts to go horribly wrong as soon as you have one hatchery without a queen attached to it. Your queens will wander all over the map trying to inject far away hatcheries, while ignoring the hatcheries they stand right next to. So to me this is only viable until I have 3-4 hatcheries, then I'll have to switch to one of the slower methods.
I actually have it even faster because I have a macro keyboard :D I have a Logitech so I have Backspace+3 (hotkey for queens) +V on a key. But responding to Conti, I actually can easily flip through my hatches and only inject the ones that I have queens on, but I try to keep making lots of queens to combat this problem, and for more creep spreading.
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Russian Federation164 Posts
K, I'm not zerg yet I'm 100% there's been a decent guide on injections with 5 methods described and pros/cons of each. This one, obviously, is listed too. Prolly with different button, but who cares. So, sir, no offence, but... Use. Search. Function.
And regarding space bar: it actually helps a lot to scrubs like me with ~70 APM. Not to spot drops LOL, but to keep up the production without annoying cycling. I mean i DO cycle a bit, but like every 15 secs, mostly to chrono, so if i don't queue stuff in time, I lose only like 0.5 secs. And it's much easier to insta-hit space whenever u hear something and then hit 3-3 to get back to the harass, etc
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Calgary25980 Posts
This isn't worthy of a thread. Most people already have it remapped.
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