Is a hatchery more efficient than a queen? - Page 2
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PH
United States6173 Posts
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GGruss
Sweden121 Posts
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Scottymc
Australia134 Posts
queens are better if u can remember to micro them but if you find your queen has 200 energy your better off with a hatchery. | ||
darmousseh
United States3437 Posts
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Victim
United States188 Posts
Even if the hatchery and queen provided larva at the same effective rate, the queen can kick in sooner because of the lower cost and build time, and thus provides more actual units. The hatch would stay ~4 larva behind. Getting 4 extra drones early on really ramps up your economy, or 8 extra lings can be the difference between holding and not. My brother tried a no queen style with faster hatcheries, and kept getting crushed by early pushes because the increased delay before getting additional production meant his economy and army size didn't ramp up quickly enough to keep up with his opponents. Plus Queens are pretty reasonable anti-harass units in their own right, especially since they're the only zerg anti-air. Yeah, a hatch has more HP, but it also can't chase reapers/hellions away. Certainly those units are capable of kiting away from queens, but that's hopefully time they're not killing your drones. Once you get to the mid game, I can definitely see favoring extra hatches since players will often miss injects while microing their mutas around or just handling other aspects of a 3+ base economy. | ||
SuperdanCSB
Canada2 Posts
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Bibdy
United States3481 Posts
Nothing wrong with using extra hatcheries as training wheels until you perfect Zerg's macro. | ||
Schnullerbacke13
Germany1199 Posts
14 hatch near ramp (not at ramp, zerg has disadvantage of narrowed choke) 13 (or 14) gas 12 (or 13) pool build queen in second hatch, evo, speed, lair, muta. Depending on the opponent i put my 3rd hatch early on or when muta harass starts. Do not build the hatch directly near ramp, but a bit behind. put one or two spines in range of ramp entry, so incoming enemies will be attacked by spines, but you have room to do ling surround while enemy is attacked by spines. this is the best way for zerg to block the ramp. What's cool with this build: * its robust reaper/hellion does not work that good (small area to defend) against that. 2 gate is defended easily. banshees are not a problem because of safe early lair. Queen is out in time. * decent eco Skipping the 1st hatch queen + extra supply of in base hatch allows for extra eco early in the game which compensates for late expand a bit. * flexible if your opponent is greedy, you are able to get a 2cnd queen and pump slings like hell to do early agression ;-) * good defense (partial ramp block) | ||
rockslave
Brazil318 Posts
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Schnullerbacke13
Germany1199 Posts
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Simberto
Germany11519 Posts
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Schnullerbacke13
Germany1199 Posts
On September 19 2010 11:50 Simberto wrote: One thing i do not really accept is the people saying that queens are worse than hatcheries lategame. Especially if you are maxed, the total larvae production rate is not that interesting when compared to the abilitiy to stockpile a large amount of larva for after you trade some armies. i agree, indeed i am just delaying the first queen as it blocks supply, blocks lair (no fast lair possible). i build queens later on of course. But as always: the later money/supply is spend for something not-a-drone, the better your start up (talking of supply < 20..30). Stockpiling larva is extremely important, as it allows to delay production until you detect a rush. If the oppnent does not rush, you do not waste money for an army which does nothing useful (e.g. because of wall in). Stockpiling frees from producing units "just-in-case" mostly. I think this is the most important ability of queen play overall. | ||
aka_star
United Kingdom1546 Posts
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Cyclon
United States99 Posts
On September 19 2010 02:48 petergibbons wrote: Hatchery = 1/15 larvae/game sec Queen = 1/10 larvae/game sec naturally hatcheries don't have the downside of relying on solid macro to keep spawn larvas back-to-back, but that pales in comparison to the much cheaper cost of queens in addition to their other abilities (attack, transfusion, creep tumor). I've heard that in absolute terms, the Queen lowers hatchery efficiency because when 3 larvae are spawned at once it interrupts the Hatchery's natural larva generation. Does this partially/completely eliminate the advantage 1 Hatch + 1 Queen has over 2 Hatch? In any case, the queen pretty much pays for itself in early on with creep spreading and defense. The only time I could see skipping out on a Queen in favor of a Hatchery as being a good idea is rushing to Lair while expanding. | ||
ckw
United States1018 Posts
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Schnullerbacke13
Germany1199 Posts
queen: costs 2 supply can inject OR spread creep blocks fast lair low hitpoints. can move, attack air, ground 14 in base hatch: gets 2 supply (frees another one because built by drone) spreads creep AND produces larva (sufficient for early game), ramp protection hatch cost 300 + 50 drone - 30 (1/3 overlord) = 320 queen cost 150 + 25 (supply) = 175 (+ hidden cost because you need early ovie to get supply for droning, eco delay ?), APM | ||
Kegs.aus
Australia133 Posts
On September 19 2010 03:39 Chronicle wrote: Hatchery costs 2x as much as a queen, spawns larvae at a slower rate than injecting and comes out slower than a Queen + 1 inject. A bonus Hatch is only effective as a mineral dump. Unless uve screwed your injects in which case its also an energy dump too. heaps of larvae | ||
Vikkekh
Sweden47 Posts
But at your scenario i'd root for the queen rather than a extra hatchery | ||
Emmon
England21 Posts
Fully upgraded they are a very versatile unit - 175hp - 4 armour - 13 vs air - 7 x 2 vs ground - Exempt from +armour type weapon bonuses Combined with just a few ultralisks they make an incredibly hardy hole punching shock troop. And especially good as burrowed ambushers They're utility is exponential to their number though, two together are more than twice as good as a single Queen. | ||
Izzachar
Sweden285 Posts
On September 19 2010 02:48 petergibbons wrote: Hatchery = 1/15 larvae/game sec Queen = 1/10 larvae/game sec naturally hatcheries don't have the downside of relying on solid macro to keep spawn larvas back-to-back, but that pales in comparison to the much cheaper cost of queens in addition to their other abilities (attack, transfusion, creep tumor). Sure hatcheries also rely on solid macro. Every 20sec you loose a potential larvae if you do not use it. | ||
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