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Is a hatchery more efficient than a queen?

Forum Index > StarCraft 2 Strategy
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kamicom
Profile Blog Joined March 2010
United States180 Posts
September 18 2010 17:43 GMT
#1
I've tried to do the math but I wasn't able to convert mineral cost to larvae rate. So, this question is more theoretical (unless someone can has a reasonable explanation of accounting mineral to larvae production)--

Which is better for larvae production, Queen or Hatchery? (Ignore Queen's transfusion and creep)

I know early game, queen is of course the obvious way to go. However, I've been going FE to a 3 hatch base (no queen) lately, and it seems as if I always have larvae to produce from. I've had a lot of success so far in the diamond leagues (so long as I hold off the initial push to crack my FE)
I ragequit if my split fails.
wonkyu
Profile Joined September 2010
Korea (South)6 Posts
September 18 2010 17:45 GMT
#2
In any case, queen is better
pyaar
Profile Blog Joined August 2010
United States423 Posts
Last Edited: 2010-09-18 17:49:52
September 18 2010 17:48 GMT
#3
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).
Schnullerbacke13
Profile Joined August 2010
Germany1199 Posts
September 18 2010 18:29 GMT
#4
Well maybe you get a replay of yourself and check what your real Queen production is like. Even pros miss an inject here and there. APM and attention is a precious resource. hatch has 2 supply. I use then one queen to inject both hatches, as i offen miss inject in the heat of the game, so one queen has energy for 2 hatches .. that is optimal for me (60 apm).
21 is half the truth
optical630
Profile Joined August 2010
United Kingdom768 Posts
September 18 2010 18:32 GMT
#5
in any case, send the reps to day9, on monday hes doing a daily dedicated to zerg play without making queens at all
SeeN_CiRcUs
Profile Joined May 2010
37 Posts
September 18 2010 18:35 GMT
#6
Queen is better in absolute terms. Of course, theoretically, there might be times when it would be better to get hatcheries instead - this is evident from the fact queens also cost supply, which might be better spent elsewhere.

Also, most people do not have perfect larva inject so, as Schnullerbacke said, I think getting an occasional extra hatch might be the better choice since you will likely be able to double larva inject in an action packed game.
Demus
Profile Joined May 2010
Netherlands305 Posts
September 18 2010 18:36 GMT
#7
Even with you missing a spawn larva now and then, you only need to spawn half the time to get the maximum efficiency of 1 queen on a main+FE. Adding to that that a queen is 150 minerals compared to the 350 of a hatch, the choice becomes rather obvious. Since you'll have 2 hatches after a FE, you can morph one into a lair and get a queen on the other one.

Other than that (and slightly off-topic), grabbing a 3rd inbase hatch after a FE can work, but without queens you're just endangered by so many possible openings. You need a lightning fast lair to hold of any air pushes, while your hydra's are still damn slow on some maps because your natural is so far away your creep isn't connected even with the hatch halfway (DO mainly, kulas as well afaik). No creep outside of your hatchs' perimeter also means reapers will be a lot more effective (even though the previously mentioned fast lair should be able to shut down major reaper plays).
Chronicle
Profile Joined September 2010
161 Posts
September 18 2010 18:39 GMT
#8
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.
Liquid'Tyler is short for Liquid'Tylenol
ZomgTossRush
Profile Blog Joined May 2010
United States1041 Posts
September 18 2010 18:49 GMT
#9
If you were to tell me the opposing player wasnt going to do some midgame timing attack i would consider trying to cut queens. But when i see some midgame timing pushing, i instantly have to make 5/10 units to fend it off.
Coaching for 1v1 and Team games at Gosucoaching.com
BaaL`
Profile Joined May 2010
297 Posts
Last Edited: 2010-09-18 18:51:53
September 18 2010 18:50 GMT
#10
With a Queen after FE you wouldnt need the 3rd Hatch, saving you 150 minerals and a Drone.

Also, Hatcheries without Queens will not stack beyond 3 Larva. So if you have bad macro, you will not get enouhg Larva anyway.
EchOne
Profile Blog Joined January 2008
United States2906 Posts
Last Edited: 2010-09-18 18:55:12
September 18 2010 18:51 GMT
#11
Inject larvae generates larvae more rapidly, but since it relies on having an available hatchery that isn't already running an inject larvae timer, for practical purposes the Zerg player wants a mix of both queens and hatcheries for optimal larvae generation.

I can imagine delaying queens can be viable if you feel that your build isn't designed to take advantage of the higher larvae generation that queens provide. Even without queens, you may be able to spend all your money and larvae for a time just from hatchery larvae.

EDIT: But as other posters have mentioned, queens grant unique utilities that can be crucial in a lot of the situations Zerg players face. At the very least, the later the queen, the later your creep tumor spread will begin.
面白くない世の中, 面白くすればいいさ
Markionium
Profile Joined June 2010
Netherlands33 Posts
Last Edited: 2010-09-18 19:05:52
September 18 2010 19:03 GMT
#12
Cost wise 1 hatch would = 2 queens (+4 supply ofc)

Where i don't know but sure, but i'm quite certain that if you have a decent control on larvae inject you will be way more efficient on the larvae production.

And ofc, early creep tumor spread is always good. And if you do have energy to spare at some point while getting pushed you might get a transfuse off on something.

Queens will also be your early defense vs air.

An extra hatch could probably work, but i think that queens have too many advantages to just think about larvae production.

Late game an extra hatch might be more useful. Cause macro wise you get more stuff to do and might miss larvae injects more often. But i guess with almost perfect larvae inject queens would still beat the extra hatch. So it's just personal preference in the end i guess, depending on your macro abilities
dsxrflol
Profile Blog Joined September 2010
42 Posts
September 18 2010 19:05 GMT
#13
when you need to mass units and only got 6 larvae you'll be in trouble
Gwin
Profile Joined August 2010
United States52 Posts
September 18 2010 19:49 GMT
#14
This week I've actually been playing with no queens. Once I learned the timings with when I need air defense out against things like banshee openings and void rays, I stopped losing to dumb things like "2 Banshees in main, lair halfway done" I've gone back to losing to the things I normally lose to: Bio+medivacs+tanks. I will say that dropping a hatch at your ramp (creating a walloff) gives you a smaller choke to defend against things like hellions. Also, in one of my games, having a hatchery at my front provides a huge tank for damage which would otherwise have gone to my hydras, losing me the engagement.

It feels very "broodwar esque" to play zerg this way; low supply, relying on just a handful of lings and spine crawlers early in the game. You have to be MUCH more aware, and careful with your larva then you would be in a typical game.

Once the tank change happens, I could easily see things like 3 hatch muta, 5 hatch hydra becoming a interesting build to try.

Skipping a queen also has the bonus of letting you get a spawning pool very late, or a lair very quickly. In some of my queenless games, I pooled as late as 18 food, letting me get a huge economic lead and a 2nd hatch in main very quickly.

I won't claim that not using queens is better then using them. I just feel that it was a interesting tool to make me aware of how careful I should be with my larva. There are also certainly advantages to skipping them early, and getting one later for the increased unit production and/or creep.

On a general note, its always better to ask these types of questions, and not assume things blindly.
SC2 Caster "Gwin" Follow me on Twitter! @gwincraft
Darthturtle
Profile Joined May 2009
United States718 Posts
September 18 2010 19:50 GMT
#15
Hatcheries can't fight back.

In terms of pure larvae production, queens spawning larvae regularly provide more larvae than a hatch that's continually spending every larvae. Spawn larvae pops 4 larvae every 40 seconds. Hatcheries naturally produce 3 larvae every 45 seconds.

If you 'always have larvae' with no queens, then the problem is that your macro is bad. Build more drones.
morimacil
Profile Joined March 2010
France921 Posts
September 18 2010 20:08 GMT
#16
Well there is half a ton more things to consider in this.
Lategame, extra hatcheries are better. You can spend your APM somewhere else, without having to worry about spawning larva so much, and it doesnt take up supply, so you can have a bigger army.
Due to supply, a queen actually costs 175 minerals, and a hatchery only 325.
hatcheries let you wall off more easily, and have a lot of life, queens can fight back, and block ramps, as well as help against early lair.
With queens, you need a relatively early pool, and cant get a super early lair
Queens can ramp up a ton of larva, a hatch wont ever get past 3 larva without a queen.

and so on.
Its not really as easy as just "haha, queens make more larva per mineral invested than hatcheries".
DreamSailor
Profile Joined June 2010
Canada433 Posts
September 18 2010 20:25 GMT
#17
This is the game I submitted to the monday funday.

http://www.gamereplays.org/starcraft2/replays.php?game=33&show=details&id=149753

Having extra hatcheries and no queens forces you to connect your base via overlords, and forces you to cycle your larva from all your hatcheries.

Consequently, since you aren't making a queen, you can get a lair very quickly. (second 100 gas)

I dropped a evochamber early on for emergency AA, and +1 armor for my lings.
Where ever you go, there you are.
BlasiuS
Profile Blog Joined September 2007
United States2405 Posts
Last Edited: 2010-09-18 21:45:12
September 18 2010 21:44 GMT
#18
IMO up to 3 bases, you want queens. After 3 bases, you are almost surely in lategame, and at that point it is best to make more hatches instead of queens so that you have more supply for your army.
next week on Everybody Loves HypnoToad:
TechDeft
Profile Joined August 2010
United States211 Posts
September 18 2010 21:50 GMT
#19
Don't forget Queens = air and ground defense.
KandLeMaN
Profile Joined September 2010
United States64 Posts
Last Edited: 2010-09-18 22:15:21
September 18 2010 22:14 GMT
#20
dumb question but i see it everywhere, what is FE?

and i just figured it out, Fast Expansion

wooh i feel smart
Liter of cola
PH
Profile Blog Joined June 2008
United States6173 Posts
September 18 2010 22:18 GMT
#21
FE = Fast Expansion
Hello
GGruss
Profile Joined October 2009
Sweden121 Posts
September 18 2010 22:51 GMT
#22
One aspect to consider is that if you are short on minerals or apm there is one more way for queens to lose their efficiency - if you don't use the larvae immediately after spawning you block the hatchery from producing. This means that queens are apm-demanding in two ways: 1. spawning new larvae asap 2. spending the spawned larvae asap.
Scottymc
Profile Joined August 2010
Australia134 Posts
September 18 2010 22:54 GMT
#23
one other thing tho - queens have what 150 health? hatcheries have like 800 or something. much easier to kill a queen and to shut ur production down.
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.
If you think playing with under 100APM is noob try having a ping of 450. Welcome australians to BNET 2.0....
darmousseh
Profile Blog Joined May 2010
United States3437 Posts
September 18 2010 23:14 GMT
#24
It seems to be that the macro mechanics of all 3 races are intended to benefit those who can use them in a good manner. For protoss, knowing what and when to use chrono boost and also not let it get to 100. For terran, it provides extra income if you don't use it for scanning and for zerg, it provides extra production rate on each hatchery. This leads me to believe that things like 1 queen per 2 hatches or only using chrono boosts to speed up certain upgrades or units, and only using mule's when scouting info is not needed, is a viable strategy for someone who isn't a diamond.
Developer for http://mtgfiddle.com
Victim
Profile Joined August 2010
United States188 Posts
September 19 2010 00:11 GMT
#25
A hatchery takes 100 seconds to build over the queen's 50, plus you're delayed by the need to gather 150 minerals more - assuming you already have a pool; since zerg wants an expansion hatch anyway, the main tradeoff is between 3rd hatch in base versus queens. So even if you start at the time, you get the queen and the first larva inject finished before the hatchery provides a single larva. After 130 seconds from start time, a queen has given you 8 larva from 2 finished inject cycles (early game it shouldn't be too hard to handle inject timing), and the hatchery has given you 3 larva.

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
Profile Joined September 2010
Canada2 Posts
September 19 2010 00:25 GMT
#26
more queens = smaller army.
Bibdy
Profile Joined March 2010
United States3481 Posts
September 19 2010 00:41 GMT
#27
I tend to build an extra Hatchery or two later in games when my macro has clearly been sucking, I'm accumulating too many resources and don't have enough larvae to spend it all.

Nothing wrong with using extra hatcheries as training wheels until you perfect Zerg's macro.
Schnullerbacke13
Profile Joined August 2010
Germany1199 Posts
September 19 2010 01:03 GMT
#28
in fact i often loose with FE, so i tried to figure out, why FE gives you that boost .. in fact a FE is saturated late, so the real strength of FE is the additional larva+supply+creep. This lead me to play in base 2cnd hatch, which is a build i have much more success and i get quite good eco, too.

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)
21 is half the truth
rockslave
Profile Blog Joined January 2008
Brazil318 Posts
September 19 2010 01:40 GMT
#29
Problem with that is that it will take 10 years to get your third/fourth gas.
What qxc said.
Schnullerbacke13
Profile Joined August 2010
Germany1199 Posts
September 19 2010 02:38 GMT
#30
true .. not ten years, but late. You can take nat around 30 supply. it is also possible to pull out mutas at roughly the same time as with one base muta into expand. rely on lings instead roaches or skip muta in favor of tech. in fact i do muta ling most of the time , that works well ..
21 is half the truth
Simberto
Profile Blog Joined July 2010
Germany11519 Posts
September 19 2010 02:50 GMT
#31
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.
Schnullerbacke13
Profile Joined August 2010
Germany1199 Posts
September 19 2010 03:05 GMT
#32
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.
21 is half the truth
aka_star
Profile Blog Joined July 2007
United Kingdom1546 Posts
September 19 2010 03:09 GMT
#33
from my experience you need a hatch early for the lava supply as the queen hatch caps out quite quickly, It might be better to forgo the queen for an earlier hatch and then doubling queens on the way to lair for air defense and creep spreading. Either way the queen + hatch will make 1 extra lava than two hatches every minute providing you hit the inject in time so you prefer to micro intensively bust early on then perhaps the two hatch will be better as it gives you 4 extra pop to playwith and forgos the injecting timing.
FlashDave.999 aka Star
Cyclon
Profile Joined March 2010
United States99 Posts
September 19 2010 03:50 GMT
#34
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
Profile Blog Joined February 2010
United States1018 Posts
September 19 2010 03:53 GMT
#35
On the Asia server a popular thing to do is add a third Hatch after you expo and put it in you'r main. This way if you miss injections you can inject two hatches with your main queen to keep up you'r macro without heavy APM.
Being weak is a choice.
Schnullerbacke13
Profile Joined August 2010
Germany1199 Posts
Last Edited: 2010-09-19 12:18:35
September 19 2010 12:14 GMT
#36
roundup (early hatch vs early queen, later on you need queens of course):

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
21 is half the truth
Kegs.aus
Profile Joined March 2010
Australia133 Posts
September 19 2010 12:31 GMT
#37
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
Profile Joined December 2009
Sweden47 Posts
September 19 2010 12:36 GMT
#38
I usually FE then get queen at both expo and main, then put a third hatch cause a queen can inject larva to 2 hatcheries for a little while, and when it cant do it efficiently i just get another one.

But at your scenario i'd root for the queen rather than a extra hatchery
You're crazier than me, have a key!
Emmon
Profile Joined August 2010
England21 Posts
September 19 2010 12:52 GMT
#39
Worth playing around without queens definately, if you have a strategy that you know you're going to stick to that doesnt utilise Queens, go for it. To me, Queens just provide more flexibility to builds with their brilliant amount of abilities early on.

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.
Arrogance diminishes wisdom
Izzachar
Profile Joined February 2010
Sweden285 Posts
September 19 2010 13:10 GMT
#40
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.
figq
Profile Blog Joined May 2010
12519 Posts
September 19 2010 14:05 GMT
#41
Assume you have 2 hatcheries, and now you choose between 2 queens or 1 hatch.
In 40s - 2 Queens - cost 300 - produce 2x4 larvae - which are permanent (up to 4 injections)
In 40s - 1 Hatch - cost 300(+50) - produce 2x3 larvae - only if you use them every 20s

So the hatch optimally requires more micro than queens (and perfect unit planning too), still gets you fewer larvae, and costs a little more. But counting the drone, queens cost you 7 more food = 2x2 queens + 2x1 hatch + 1x1 drone. Which is essentially an overlord - 100 minerals, or 100.7/8 = 87.5. Thus, in minerals per larva per time, queens vs hatcheries have a ratio of 48:58 in favor of the queens. So, queens are roughly about 20% more larva efficient, and only in specially optimized strats you could opt to rely on more hatcheries instead.
If you stand next to my head, you can hear the ocean. - Day[9]
Gimpb
Profile Joined August 2010
293 Posts
September 19 2010 15:32 GMT
#42
There are some nice things about the hatch:
- Doesn't require a pool
- Larva generation is smooth
- Gives 2 supply instead of using 2 supply

Recently I have begun to wondering about doing an early expo without immediate ling speed and queens and relying on roaches instead. When I do the usual ling speed and queen right after pool I often feel like I have wasted quite a lot of money on the fast extractor, the queen, and the ling speed upgrade if it's some T or P just chillin behind a wall. It seems like you could build one queen during the lair upgrade and then one more from each hatch afterward and they would arrive at the time when you actually need the larva and AA.
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