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[R] When do you build your evo chamber(s)?

Forum Index > StarCraft 2 Strategy
Post a Reply
Adecus
Profile Joined September 2010
Canada6 Posts
November 26 2010 13:31 GMT
#1
1500 platinum here looking for responses from some diamond players.

I never know when to put down my first evolution chamber or 2 evolution chambers. I'd like to build them at a standard time to lessen the chances of me forgetting. At the same time I don't want to sacrifice army size early because i wasted minerals/gas getting the upgrades. (100 gas for missle or melee is 4 roaches or banelings [6 for carapace] and that could be the difference between winning or losing an early battle)

Thoughts?
Mofisto
Profile Joined October 2010
United Kingdom585 Posts
November 26 2010 13:55 GMT
#2
For me it depends on a game by game basis. If i scout that my opponent is going for an early push, i dont bother and just get extra units. BUt if i see them fast expand, its safe to assume they're going for a macro game and so i tend to get 2 evo chambers fairly early.

So really scout first, then decide.

Hope that helps mate
"Speed has never killed anyone. Suddenly becoming stationary, that's what gets you."
Adecus
Profile Joined September 2010
Canada6 Posts
November 26 2010 14:00 GMT
#3
That's reasonable. My scouting skills are mediocre at best, that's probably why I don't rely on them to determine when I build the chambers. I find there's so much going on early i'm just trying to keep on top of drone/ovie/queen production.

Are you making any chambers pre-lair?
Jermstuddog
Profile Blog Joined June 2010
United States2231 Posts
November 26 2010 14:13 GMT
#4
In ZvP, I like to stick with lings until lair tech, so dropping an evo chamber and dumping my first 100 gas into +1 melee is a no-brainer (don't worry, second 100 gas goes into speed, which researches faster anyway).

I've been playing around with getting a fast +1 in ZvT as well, but its not very convincing due to the speed at which marines mow down zerglings. Still, I'm sure it has merit if done properly.

ZvZ I would say its more of a lair-tech thing.

+1 melee and range are both better than +1 cara in ZvZ, but I can't value either one over opening up roach speed and a possible spire.
As it turns out, marines don't actually cost any money -Jinro
Adecus
Profile Joined September 2010
Canada6 Posts
November 26 2010 14:26 GMT
#5
In ZvT recently i've been getting +1 carapace early due to the fact that if you do tanks can no longer 1 shot zerglings.

In ZvZ and ZvP i've been doing an early roach push (with extra zerglings vs P) where I frantically build as many units as possible, usually neglecting upgrades. [which hurts the most in ZvZ].
Adecus
Profile Joined September 2010
Canada6 Posts
November 26 2010 18:29 GMT
#6
Any other comments related to zerg upgrades?
hoovehand
Profile Joined April 2010
United Kingdom542 Posts
November 26 2010 18:35 GMT
#7
unless you're going for some kind of crazy timing attack build, generally you should place forge/engineering bay/evo chamber whenever you can spare the minerals (assuming your macro isn't uber fail), preferably soon after you expand.... then you research as and when.
Yoshi Kirishima
Profile Blog Joined July 2009
United States10344 Posts
November 26 2010 18:38 GMT
#8
Simply, when you are rich and have enough resources. I wouldn't cut for example, drones or hatches or tech buildings for Evo upgrades, unless I'm not planning to go to higher tech.

Off 2 base you should have like a maximum of 4 upgrades or so, while still having enough resources to be safe and make a defense/army etc and slowly advance up the tech.

Early on, don't worry about the Evo upgrades unless you want to be the one that dictates the match (in the form of pushing at the timing window you create with the upgrade). If you're worried about defending, but don't know if he's doing an upgrade timing attack, then just build units normally. Even if you find out about him upgrading, your upgrade probably won't finish fast enough (unless if the opponent misses his timing window) to match his, and those 2 roaches or so you could have made would really hurt you.

I guess you just have to play more to be comfortable with the upgrading, how about you try this for now, once you put down your third base, throw down 2 evo chambers... when it finishes, throw down a 3rd.
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
morimacil
Profile Joined March 2010
France921 Posts
November 26 2010 18:47 GMT
#9
Simply, when you are rich and have enough resources. I wouldn't cut for example, drones or hatches or tech buildings for Evo upgrades, unless I'm not planning to go to higher tech.

????

That is terrible advice. Unless you plan to drop your first evo chamber when you are at hive tech, with 80 drones, you will always be cutting a drone or a hatch to place an evo chamber.


Just pick a random time, and do it at that time for 5 games, and then adjust it as needed until you have something you like.
k43r
Profile Joined September 2010
Poland112 Posts
November 26 2010 18:53 GMT
#10
If i see i am not in danger at end of early game, then i am trowing 2nd gas, when it's finished i saturate it, make 2 evo start +1/+1 and then get lair.

That also well works with +2/+2 and +3/+3. When lair is finished i make infestation pit. Then when times come i start +2/+2 and hive simultaneously.
Lubisz to,suko!
aka_star
Profile Blog Joined July 2007
United Kingdom1546 Posts
November 26 2010 18:56 GMT
#11
+1 armor is very good vs terran, you want your units to survive as long as possible. If you spot 2x starport get it asap for detection with extra queens to hold it (this way you can defend with late gas) If its an aggressive bio play then delay it after banelings defence. Once comfortably defended and given a chance to get 2nd or 3rd gas veins then take +1 armour. if you make it to mid game then get a 2nd evo after lair and double grade, range or melee depending if your late game plan is roach/hydra or ling/ultra. Only grade when you can afford too and usually zerg is the defender, very little opportunities to break the front of terran unless you know the build and the timing to attack.
FlashDave.999 aka Star
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