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[D] Extra Hatcheries in Bases - Page 2

Forum Index > StarCraft 2 Strategy
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SeaSmoke
Profile Joined July 2010
United States326 Posts
August 23 2010 16:38 GMT
#21
Early game it would be better to expand to a nat. The only reason to get a second hatch in main would be because of some cannon or bunker cheese.

But late game I should try the extra hatch...I have a lot of trouble spawning larvae during mid-late game battles. But why in the main at that point? Why not in the field for more map control/creep spread?
Schnullerbacke13
Profile Joined August 2010
Germany1199 Posts
August 23 2010 17:37 GMT
#22
On August 24 2010 01:24 dave333 wrote:
This is useful for lower players to cushion the whole queen spawn larva thing, but it isn't really cost effective as early game, as long as you consistently use spawn larva, you have enough larva for your early game anyway. Later on it can be useful, but getting the natural hatch first is going to be better.


Agree somewhat, however most of people have an APM of <80, so they are way better of with that build in real world.
Of cause FE is better economically, but against a harassing terran you frequently will not be able to hold it, even at pro level. The 2 hatch 1 base build aims to reduce the bad eco of 1 hatch 1 base play while minimizing harass opportunities for the T.
So for lower APM players it should be a good if not best fit, for advanced players it will free up another important ressource: Attention and APM, which is consumed by defending the harass. So you might have some time to scout and poke around with some speedlings. Additionally because of the early lair you might get the overseer quite early and do some contaminate .. (will cost you one muta though)
On some maps with a cliff at nat (LT) this build might produce better results than FE or 1 base muta.

Another point, you are pretty fast larver blocked early game. The second hatch allows to pump drowns much quicker, and this is the major advantage of an early 2cnd, regardless of at nat or in base.
21 is half the truth
Schnullerbacke13
Profile Joined August 2010
Germany1199 Posts
August 23 2010 19:43 GMT
#23
figured out a 1 base 2 hatch build which pops 5 mutas at 7'30 (time when morrows mass reapers came).

13 pool 16 hatch, 3 on gas, build 2cnd gas when starting lair and put 3 drones also
3:30 pool
5:00 2cnd hatch finished + spire done 20/28
6'00 queen out
6'40 spire
7'30 5 mutas 43/52 250/250 (<= could have been speed and some lings or a bane nest).

of cause this might get delayed as you might need an early spine or zergs. maybe one can sacrifice one muta for getting early speed. When spawning larva constant with the queen you may be able to get some larva reserve just in case T rushes, you can build up lings quickly, if he does not rush before muta straight double expand and harrass.

fastest theorycraft build to mutas or does someone have a faster way ?
21 is half the truth
Bakujin
Profile Joined November 2008
United States40 Posts
August 23 2010 21:54 GMT
#24
This play is great on any map that has a ridge by your nat.
I have seen the beauty and the fury of the swarm.
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