• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 02:22
CEST 08:22
KST 15:22
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
Code S RO12 Preview: Maru, Trigger, Rogue, NightMare12Code S RO12 Preview: Cure, sOs, Reynor, Solar15[ASL19] Ro8 Preview: Unyielding3Official Ladder Map Pool Update (April 28, 2025)17[ASL19] Ro8 Preview: Rejuvenation8
Community News
Code S Season 1 - RO12 Group A Results (2025)1$1,250 WardiTV May [May 6th-May 18th]4Clem wins PiG Sty Festival #66Weekly Cups (April 28-May 4): ByuN & Astrea break through1Nexon wins bid to develop StarCraft IP content, distribute Overwatch mobile game29
StarCraft 2
General
How does the number of casters affect your enjoyment of esports? Code S RO12 Preview: Maru, Trigger, Rogue, NightMare Code S Season 1 - RO12 Group A Results (2025) Nexon wins bid to develop StarCraft IP content, distribute Overwatch mobile game Code S RO12 Preview: Cure, sOs, Reynor, Solar
Tourneys
INu's Battles#12 < ByuN vs herO > [GSL 2025] Code S:Season 1 - RO12 - Group B GSL 2025 details announced - 2 seasons pre-EWC 2025 GSL Season 2 (Qualifiers) [GSL 2025] Code S:Season 1 - RO12 - Group A
Strategy
[G] PvT Cheese: 13 Gate Proxy Robo Simple Questions Simple Answers
Custom Maps
[UMS] Zillion Zerglings
External Content
Mutation # 472 Dead Heat Mutation # 471 Delivery Guaranteed Mutation # 470 Certain Demise Mutation # 469 Frostbite
Brood War
General
Battlenet Game Lobby Simulator Does Sage Have 24 hour Support [G] GenAI subtitles for Korean BW content BGH auto balance -> http://bghmmr.eu/ StarCraft & BroodWar Campaign Speedrun Quest
Tourneys
[ASL19] Ro8 Day 4 Small VOD Thread 2.0 [Megathread] Daily Proleagues [ASL19] Ro8 Day 2
Strategy
[G] How to get started on ladder as a new Z player Creating a full chart of Zerg builds [G] Mineral Boosting
Other Games
General Games
Nintendo Switch Thread What do you want from future RTS games? Stormgate/Frost Giant Megathread Grand Theft Auto VI Battle Aces/David Kim RTS Megathread
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
LiquidLegends to reintegrate into TL.net
Heroes of the Storm
Simple Questions, Simple Answers
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia TL Mafia Community Thread TL Mafia Plays: Diplomacy TL Mafia: Generative Agents Showdown Survivor II: The Amazon
Community
General
UK Politics Mega-thread US Politics Mega-thread Elon Musk's lies, propaganda, etc. Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread
Fan Clubs
Serral Fan Club
Media & Entertainment
Movie Discussion! Anime Discussion Thread [Books] Wool by Hugh Howey Surprisingly good films/Hidden Gems
Sports
2024 - 2025 Football Thread NHL Playoffs 2024 NBA General Discussion Formula 1 Discussion
World Cup 2022
Tech Support
Cleaning My Mechanical Keyboard How to clean a TTe Thermaltake keyboard? Logitech mx518 cleaning.
TL Community
BLinD-RawR 50K Post Watch Party The Automated Ban List TL.net Ten Commandments
Blogs
Info SLEgma_12
SLEgma_12
SECOND COMMING
XenOsky
What High-Performing Teams (…
TrAiDoS
WombaT’s Old BW Terran Theme …
WombaT
Heero Yuy & the Tax…
KrillinFromwales
BW PvZ Balance hypothetic…
Vasoline73
Test Entry for subject
xumakis
Customize Sidebar...

Website Feedback

Closed Threads



Active: 11268 users

Let's talk about the Larvae Inject

Forum Index > Legacy of the Void
Post a Reply
Draddition
Profile Joined February 2014
United States59 Posts
September 13 2015 04:10 GMT
#1
Zerg’s “Inject Larvea” (I’ll just refer to it as Inject from here) has been a hot topic lately, and for good reason. It’s safe to say blizzards recent attempts to remove macro mechanics were brought on by inject. The other two mechanics, Chono and Mules, seem like fairly healthy mechanics- with the potential for abuse, which needs to be addressed. Inject, however, has some issues. It creates a problem for zerg by denying their ability to micro consistently, and is extremely punishing.

Before we can start fixing Inject, we first need to understand both what it’s trying to do, and what its problems are. Let’s start with its purpose: (Keep in mind creepspread is also a factor in accomplishing some of these goals)

Injects encourage interaction with the macro components of zerg for both sides- a simple formula blizzard has put into the game. You don’t just build production facilities and have them make units, you have to nurture them. (Protoss has to manage power for buildings as well as warpgate units, chronoboosting structures, and dealing with both mass production and full cycle production- Terran has add-ons, rally points, and more types of production facilities)

Injects add complexity to an overall simple production system.
Without injects, the larvae concept ends up being fairly dull and boring, as well as extremely lopsided. Without some way to distinguish larvae rate from just-establishing-a-second, and fully-saturated-two-bases the larvae concept would be very weird to manage, and would eliminate the need for managing larvae.

Make up for the mechanical difficulties zerg’s DON’T have to deal with
. Zergs don’t have to move their camera as much to build their supply depots, and can worry about where to place them when they have to APM to spare. Zergs also don’t have to worry as much about carefully balancing their production vs income. Zergs also don’t have to manage building placement (as much).


Now let’s look at the problems Inject creates:

Inject forces an unreasonable amount of APM in a single instant.
Inject both forces you to look at and click on each base you own- either forcing you to instantly recognize which bases don’t have a queen, or forcing more manual methods of finding hatcheries. At the same time, at same instant the inject pops, you need to spend that larvae. The longer that larvae sits, the longer you lose the larvae that could be produced from the hatchery itself. This is in addition to the things that could be happening out on the map.

Inject pigeonholes the rate of zerg’s production
. Let’s say a 3 base zerg needs 15% more larvae to spend their money. While a protoss or terran can add a few building to get to that perfect number, zergs instead have to invest in 33% more production- way overkill in this case. This also leads to my next point.

Inject, and larvae, aren’t scoutable.
There is no inbetween production rates, so there is no way to tell if a zerg is going for a larvae inefficient build, or a very larvae efficient build. The only way to tell what a zerg is building, is to actually see units. This has led to a balance state where aggressive builds are uncommon and rarely effective. Add a scoutability, and we can get a much more diverse range of builds.

Inject dips too many times into the punishment bucket
. Miss an inject by 5 seconds, and your larvae are forever 5 seconds behind. Those who miss injects are generally also maintaining a lower APM, and thus likely also have a hard time spending larvae, so they end up losing potential larvae from the base hatcheries as well. These stack up very quickly.

Overcoming poor injects (by, say, a lower league player) is counterproductive
. If you need an extra hatchery to have the larvae to spend your money, likely due to lower APM, you end up with one more hatchery to inject- you now need more APM because you don’t have enough APM.

Inject forces a spiked production, not a smooth cycle like the other races
. Zergs end up with large waves of units spawning, not a staggered stream of units. This is less a balance issue, and more a basic feel/look for the game. Its far from a major problem as much as an annoyance.


Please, let me know if and why you disagree with any of these points- or if you think I missed any here.

Based on this, I think blizzards concept of autocasting inject is a poor fix. It removes the interaction with their macro on the players side (though it is still there for the opponent), it removes any compensating for other mechanics zerg’s don’t have to deal with, but it does still offer some scaling/complexity to the production system. As far as fixing the issues inject has, autocasting does hit pretty much every point- almost too many, honestly. The result is we’ve fixed the issues, but we also haven’t accomplished the goals inject should be going for.

While I’d like to mostly start the conversation from here, so we can all work to address these issues, I do have two suggestions for fixing many of these problems. Keep in mind any numbers I put here are purely to represent the idea. They would obviously need to be tuned to reach a balanced state.

Suggestion 1

This one is simple, would be easy to implement, and would lead to a relatively small change in balance. If it takes 30 seconds for a queen to gain enough energy to inject, let’s have the inject only take 20 seconds to pop. This adds some forgiveness, as you can eventually make up for missed seconds, as well as an in-between for increasing production, as you can create an extra queen to bounce around hatcheries while the normal queen doesn’t have the energy (this also creates an element of scouting information). In theory, this forgiveness can also create a more staggered production rate- this is hard to accurately predict.


Suggestion 2

This change is a bit more drastic, but more easily balanced. Let’s remove the idea of inject all together. Instead, hatcheries naturally produce larvae faster depending on the number of queens currently on the map. (Let’s say a hatchery naturally produces 1 larvae/ 10 seconds. With a single queen on the map, that changes to 1/8 seconds, two queens 1/7 seconds, etc) This would obviously have to be capped at some point.
(Note we’d likely have to nerf creep spread to make up for this)

From here, there are a few directions we can go. My current though would be to have a global increase in the maximum number for larvae at any base, based on lair/hive tech. (Lets say hatch tech zergs max at 3/base, lair makes all hatcheries max at 6, Hive to takes it to 12) Keeping the larvae/base low compensates for the lack of inject by forcing zergs to spend their larvae as it comes out. This way, we could also force more APM to creepspread if needed.

The end result here is a smoother climb in production rate, as well as opening options for getting to that desired production rate. Interaction from the players perspective becomes more tactical, and spreads out the APM requirement, while keeping- if not exaggerating- the interaction for the opposing player.
TelecoM
Profile Blog Joined January 2010
United States10665 Posts
September 13 2015 04:17 GMT
#2
This is something I have talked about for awhile now and I think it is time to put it into action, so here it is. We remove all macro mechanics and the way we balance Zerg is with the HatchaQueen, the HatchaQueen is a Queen that is spawned on top of the Hatchery, able to spawn a creep tumor beside the hatchery for creep spread and also having a defensive ability which can be activated on cooldown.

How about Suggestion #3 be the HatchaQueens
AKA: TelecoM[WHITE] Protoss fighting
KeksX
Profile Blog Joined November 2010
Germany3634 Posts
September 13 2015 04:22 GMT
#3
Suggestion 1 is already the case. Injects pop at 23 energy.
crazedrat
Profile Joined July 2015
272 Posts
Last Edited: 2015-09-13 07:17:31
September 13 2015 07:06 GMT
#4
The problems with inject I see are:
1) requires too many clicks, Zerg generally takes the whole map; combined with creep spread, scouting, overlord placement, dealing with spread out harassment, managing many bases..., blah blah blah.. the APM is already taxed
2) during battles it is difficult for Zerg to keep up timing on injects; especially drawn out micro intensive battles or harassment.
3) The timer for inject is longer than the other mechanics, so the ebb and flow is easier to overlook / mistime. You can't establish as easy of a rhythm. There is no great way of checking how far along the inject is to completing
4) It gets disproportionally harder to use as the game goes on compared with other mechanics
5) The larvae mechanic is far less forgiving than the other two mechanics

Blizzards new change partially addresses some of these
Yiome
Profile Joined February 2014
China1687 Posts
September 13 2015 08:19 GMT
#5
Regrading the problem that injects create production spikes, it can be easily fixed by making injects a skill that buff larva spawning rate.
I think this change combined with some of the suggestions OP mentioned can be a potential middleground in this MM debates .
Ryndika
Profile Blog Joined August 2010
1489 Posts
Last Edited: 2015-09-14 15:46:11
September 14 2015 15:44 GMT
#6
I spend more time hassling with my creep tumors than I do with my rax/depots or pylons/robotics facility so it should be worth mentioning that too.¨¨

How about if you set automatic inject you get only 2 larva and when you ahve manual you get 4 larva?
I find hots chronoboost A LOT easier and more fun.
Terran hots mule was really fucking fun when you could just make "mule base" in corner of map and spam mules in that base.

I played

No you don't and you shouldn't in any matchup. Sometimes it's good idea to bank larva and check wtf enemy is doing. Basic 101 when defending proxy 2rax. In late game you bank maxed larva and then trade armies.

Miss an inject by 5 seconds, and your larvae are forever 5 seconds behind.

Only in early/midgame where it's indeed easy to manage. 5 seconds is incredibly a lot in real time and less in larva time. Yes that's in contrast huge fuck up but only relevant in early/mid game. In late game it's about banking the larva. A lot of the times you wonder if you should even go back to base to inject instead of spreading 10 tumors because you know you have 40 larva atm.

Inject, and larvae, aren’t scoutable.

In ZvZ/ZvT you check if cocoons pop drone or zerglings. You check if he saves larva at some points of game.
If you know your enemy goes zerglings you know it's inefficient larva strategy but it's totally irrelveant because zerg will himself compensate it by building more queens/hatcheries.

Inject forces a spiked production, not a smooth cycle like the other races.

I find it fucking cool about zerg. It's very smooth, elegant and it's the only production cycle that requires thought. You don't blindly make 8 drones. You make intelligent decision to do it or make 8 roaches instead. Every zerg has lost game when they made 20 drones and then see enemy moving on map.


The problems with inject I see are:
1) requires too many clicks, Zerg generally takes the whole map; combined with creep spread, scouting, overlord placement, dealing with spread out harassment, managing many bases..., blah blah blah.. the APM is already taxed

I'm sure most people agree that it's more fun when there is more actions required to manage EVERYTHING than human can do. Inject itself is manageable at every relevant spot in game.
as useful as teasalt
hitpoint
Profile Joined October 2010
United States1511 Posts
Last Edited: 2015-09-14 15:53:12
September 14 2015 15:51 GMT
#7
On September 13 2015 13:10 Draddition wrote:
Suggestion 2

This change is a bit more drastic, but more easily balanced. Let’s remove the idea of inject all together. Instead, hatcheries naturally produce larvae faster depending on the number of queens currently on the map. (Let’s say a hatchery naturally produces 1 larvae/ 10 seconds. With a single queen on the map, that changes to 1/8 seconds, two queens 1/7 seconds, etc) This would obviously have to be capped at some point.
(Note we’d likely have to nerf creep spread to make up for this)

From here, there are a few directions we can go. My current though would be to have a global increase in the maximum number for larvae at any base, based on lair/hive tech. (Lets say hatch tech zergs max at 3/base, lair makes all hatcheries max at 6, Hive to takes it to 12) Keeping the larvae/base low compensates for the lack of inject by forcing zergs to spend their larvae as it comes out. This way, we could also force more APM to creepspread if needed.

The end result here is a smoother climb in production rate, as well as opening options for getting to that desired production rate. Interaction from the players perspective becomes more tactical, and spreads out the APM requirement, while keeping- if not exaggerating- the interaction for the opposing player.


This is BY FAR the most elegant and intuitive solution that has ever been proposed on the subject. I've been saying this for weeks now. The fact that Blizzard hasn't tried just removing inject and tweaking hatcheries is outrageous. I feel like they want to make queens remain mandatory. But why would they want that? Queens should be an "option" like every other unit.

Also, hatchaqueens is a bad idea. It has no nuance, and it feels contrived and bandaid-y. Like the mothership core garbage that we're now stuck with.
It's spelled LOSE not LOOSE.
Krikkitone
Profile Joined April 2009
United States1451 Posts
Last Edited: 2015-09-14 16:12:22
September 14 2015 16:11 GMT
#8
I think a more extreme version of #1 is best
Spawn Larva is Instant, but it costs 50 energy, only gives 3 Larva, and can only be cast on a larvaless hatchery(/lair/hive)

So larva are 'banked' in the form of Queen energy, but Queens aren't particularly better for production rate compared to hatcheries.

Would require weakening the Protoss and Terran Macro as well to compensate
quillian
Profile Joined April 2010
United States318 Posts
September 14 2015 16:52 GMT
#9
Your first suggestion would just mean you build 2 queens so you have plenty of energy for 20 second injects.

I like the currently testing solution of overlapping injects, but it still has the problem of being mechanically annoying and complicated.

What if instead of requiring you to move the camera, select queen, cast, and click hatchery, we just had a button ON the hatchery for "inject" that caused the nearest queen to come cast it?

Then, just like other races, you could just select your grouped hatcheries and hit one key without having to move your screen.

Alternately, a single keypress on the queen could cause her to inject the nearest available hatchery in range, instead of requiring a targeted click.
jinjin5000
Profile Joined May 2010
United States1397 Posts
Last Edited: 2015-09-14 22:53:15
September 14 2015 22:48 GMT
#10
Here's what my zerg friend suggested:

He doesn't want inject to be too easy to go with as it is zerg production and provides good amount of skill differentiation between near equally skilled players, but it is bit hard hitting on lower leaguers; but he wants there to differentiate from lower to higher zerg macro in terms of inject

His suggestion is to allow queuing of Zerg inject up to 3 times that autoinject but at a cost; each spawning spawns 1 less larva as queuing is used, where it would give 4-3-2 larvae. But if you inject before que starts (small buffer due to queen having dew second energy buffer or built in buffer), it is reset and counts back to 4.

What about that?

Early game where not much is going on, good inject is must to maximize zerg on done hatch asap or so he says. But later on as game goes, more lenient queing could be afforded to eventual lategame spam 3 and forget for good time.
Please log in or register to reply.
Live Events Refresh
Next event in 3h 38m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
PiGStarcraft573
mcanning 110
StarCraft: Brood War
Leta 727
PianO 485
Shine 163
Nal_rA 77
Terrorterran 10
Dota 2
NeuroSwarm91
League of Legends
JimRising 702
Counter-Strike
Stewie2K1499
Super Smash Bros
Mew2King163
Heroes of the Storm
Khaldor200
Other Games
C9.Mang0459
Organizations
Other Games
gamesdonequick886
StarCraft 2
ESL.tv122
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 17 non-featured ]
StarCraft 2
• Hupsaiya 60
• Light_VIP 38
• practicex 36
• IndyKCrew
• AfreecaTV YouTube
• sooper7s
• intothetv
• Kozan
• LaughNgamezSOOP
• Migwel
StarCraft: Brood War
• RayReign 33
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• lizZardDota231
League of Legends
• Stunt577
Other Games
• WagamamaTV152
Upcoming Events
The PondCast
3h 38m
Online Event
21h 38m
ShoWTimE vs MaxPax
SHIN vs herO
Clem vs Cure
SHIN vs Clem
ShoWTimE vs SHIN
SOOP
1d 2h
DongRaeGu vs sOs
CranKy Ducklings
1d 3h
WardiTV Invitational
1d 4h
SC Evo League
1d 5h
WardiTV Invitational
1d 7h
Chat StarLeague
1d 9h
PassionCraft
1d 10h
Circuito Brasileiro de…
1d 11h
[ Show More ]
Online Event
1d 21h
Matvey vs herO
SHIN vs Cure
Clem vs MaxPax
ShoWTimE vs herO
ShoWTimE vs Clem
Sparkling Tuna Cup
2 days
WardiTV Invitational
2 days
uThermal 2v2 Circuit
2 days
Chat StarLeague
2 days
Circuito Brasileiro de…
2 days
Afreeca Starleague
3 days
BeSt vs Light
Wardi Open
3 days
PiGosaur Monday
3 days
Afreeca Starleague
4 days
Snow vs Soulkey
WardiTV Invitational
4 days
Replay Cast
4 days
GSL Code S
5 days
ByuN vs Rogue
herO vs Cure
Replay Cast
5 days
GSL Code S
6 days
Classic vs Reynor
GuMiho vs Maru
The PondCast
6 days
RSL Revival
6 days
Liquipedia Results

Completed

FGSL Season 1
PiG Sty Festival 6.0
Calamity Stars S2

Ongoing

BSL Nation Wars Season 2
StarCastTV Star League 4
JPL Season 2
ASL Season 19
YSL S1
BSL 2v2 Season 3
BSL Season 20
China & Korea Top Challenge
KCM Race Survival 2025 Season 2
2025 GSL S1
Heroes 10 EU
Asian Champions League '25
ECL Season 49: Europe
BLAST Rivals Spring 2025
MESA Nomadic Masters
CCT Season 2 Global Finals
IEM Melbourne 2025
YaLLa Compass Qatar 2025
PGL Bucharest 2025
BLAST Open Spring 2025
ESL Pro League S21

Upcoming

CSLPRO Spring 2025
CSLPRO Last Chance 2025
CSLAN 2025
Esports World Cup 2025
HSC XXVII
Championship of Russia 2025
Bellum Gens Elite Stara Zagora 2025
2025 GSL S2
DreamHack Dallas 2025
FISSURE Playground #1
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025
PGL Astana 2025
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.