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[D] Is hatch first really more economical? - Page 7

Forum Index > StarCraft 2 Strategy
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Voros
Profile Blog Joined July 2010
United States222 Posts
November 28 2010 06:25 GMT
#121
My most macro-intensive builds on Evolution Chamber (e.g., fastest possible 100 drones) insist that 15 pool/16 hatch with the fastest possible queens is the best macro opening. By no coincidence, that's also the opening popularized by Idra during the beta--I'm actually curious whether he lucked into that build or actually worked out the math. Re: the 14-hatch fad in Korea, I have yet to see any build in which hatch first is beneficial in any way, and I imagine the fad will disappear entirely once the world's more visible zergs start using resources like EC.

Given that EC is currently English-only and not exactly accessible to Korean progamers, we may soon witness the unusual phenomenon of western build orders trickling down to Korean zergs.
Shikyo
Profile Blog Joined June 2008
Finland33997 Posts
November 28 2010 06:34 GMT
#122
^ I think they know that pool-hatch is better, but the problem is that the hatch is easily blocked. In the latest SOTG broadcast idra said that because of hatch blocking it's not even a viable build anymore. It's either gas-speed or hatch-first
League of Legends EU West, Platinum III | Yousei Teikoku is the best thing that has ever happened to music.
jdseemoreglass
Profile Blog Joined July 2010
United States3773 Posts
November 28 2010 06:36 GMT
#123
This topic has already been discussed and hatch first has repeatedly been shown to be more economical. Whether it is better strategically I will not argue. Here are the previous tests I ran along with a link to the original thread for your viewing:

http://www.teamliquid.net/forum/viewmessage.php?topic_id=164559



I decided to test this just because the notion that hatch first wasn't more economical sounded absurd to me. Note: I ONLY tested the builds trying to maximize economy (building two queens as soon as possible, spending all energy on larva, all larva on drones and overs, maynarding etc.) so this says nothing about which is better strategy, safer, or creep friendly.
I performed both builds as efficiently as possible multiple times and took the average of each after pausing each game at exactly 6:20. I picked this time because I noted in each build it was the moment with the least units in production, right after drone pops. Here are the results:

14 pool 15 hatch:
Minerals: 590
Drones: 44
Overlords: 7

14 hatch 14 pool:
Minerals: 735
Drones: 48
Overlords: 7

Edit: Added previous posters build
10 pool 16 hatch:
Minerals: 640
Drones: 44
Overlords: 6

I know everyone likes to get caught up on technicalities, but my tests seem to confirm the assumption, that hatch first is more economical. The 10pool build actually did surprisingly well, perhaps we should focus on this fact more. If anyone wants to debate this or suggest a better method of testing, please do.

"If you want this forum to be full of half-baked philosophy discussions between pompous faggots like yourself forever, stay the course captain vanilla" - FakeSteve[TPR], 2006
Cambam
Profile Blog Joined September 2010
United States360 Posts
November 28 2010 06:37 GMT
#124
On November 28 2010 09:02 Hurkyl wrote:
(P.S. a very late pool like 16 pool is not very representative of pool-first builds)

16 pool is in both of the builds in the OP and like I said, they aren't "late", they just feel late because the food supply is so much higher than you're used to. It's actually a few seconds earlier than the 14 pool in 15 hatch/14 pool. So 16 pool/15 hatch is basically a much safer version of 15 hatch/14 pool and is actually more economical.
Hurkyl
Profile Joined October 2010
304 Posts
November 28 2010 06:42 GMT
#125
On November 28 2010 15:36 jdseemoreglass wrote:
This topic has already been discussed and hatch first has repeatedly been shown to be more economical.

Among the builds you quoted, the one with the most drones hat 48 drones at 6:20, from the Hatch first. Someone in this thread had that many in only 6:00 minutes with a 9 pool. (I had 47 at 6:00 with 11 pool)
jdseemoreglass
Profile Blog Joined July 2010
United States3773 Posts
Last Edited: 2010-11-28 06:50:05
November 28 2010 06:47 GMT
#126
Guys, for all future posts please state the number of workers, the game clock time, the number of resources stockpiled, and the number of overlords. These are all very relevant numbers that are being ignored for simple drone count. You might also want to include the units in production since this will also be relevant and will vary from build to build.

Let's get some hard comparative data in a single post so we can finally reach some objective conclusions here.
"If you want this forum to be full of half-baked philosophy discussions between pompous faggots like yourself forever, stay the course captain vanilla" - FakeSteve[TPR], 2006
Nemireck
Profile Joined October 2010
Canada1875 Posts
November 28 2010 06:49 GMT
#127
On November 28 2010 15:36 jdseemoreglass wrote:
This topic has already been discussed and hatch first has repeatedly been shown to be more economical. Whether it is better strategically I will not argue. Here are the previous tests I ran along with a link to the original thread for your viewing:

http://www.teamliquid.net/forum/viewmessage.php?topic_id=164559


Show nested quote +

I decided to test this just because the notion that hatch first wasn't more economical sounded absurd to me. Note: I ONLY tested the builds trying to maximize economy (building two queens as soon as possible, spending all energy on larva, all larva on drones and overs, maynarding etc.) so this says nothing about which is better strategy, safer, or creep friendly.
I performed both builds as efficiently as possible multiple times and took the average of each after pausing each game at exactly 6:20. I picked this time because I noted in each build it was the moment with the least units in production, right after drone pops. Here are the results:

14 pool 15 hatch:
Minerals: 590
Drones: 44
Overlords: 7

14 hatch 14 pool:
Minerals: 735
Drones: 48
Overlords: 7

Edit: Added previous posters build
10 pool 16 hatch:
Minerals: 640
Drones: 44
Overlords: 6

I know everyone likes to get caught up on technicalities, but my tests seem to confirm the assumption, that hatch first is more economical. The 10pool build actually did surprisingly well, perhaps we should focus on this fact more. If anyone wants to debate this or suggest a better method of testing, please do.



None of your tests include the 16pool builds that OP has listed. This has been tested by posters within THIS thread, and it's been proven that you're actually wrong.

Whether or not the most economical build is STRATEGICALLY viable, is a question of time and practice.
Teamwork is awesome... As long as your team is doing all the work!
jdseemoreglass
Profile Blog Joined July 2010
United States3773 Posts
Last Edited: 2010-11-28 06:58:11
November 28 2010 06:55 GMT
#128
On November 28 2010 15:49 Nemireck wrote:

None of your tests include the 16pool builds that OP has listed. This has been tested by posters within THIS thread, and it's been proven that you're actually wrong.

Whether or not the most economical build is STRATEGICALLY viable, is a question of time and practice.


So 14 hatch beats 14 pool, but 16 hatch doesn't beat 16 pool? We can delay these builds any way we like, it doesn't much change the fundamental economy here...

We need actual side by side comparison which INCLUDE worker count, resource count, game clock time, overlords, and units in production before we can say anything has been proven.
"If you want this forum to be full of half-baked philosophy discussions between pompous faggots like yourself forever, stay the course captain vanilla" - FakeSteve[TPR], 2006
Shikyo
Profile Blog Joined June 2008
Finland33997 Posts
Last Edited: 2010-11-28 06:58:24
November 28 2010 06:56 GMT
#129
On November 28 2010 15:36 jdseemoreglass wrote:
This topic has already been discussed and hatch first has repeatedly been shown to be more economical. Whether it is better strategically I will not argue. Here are the previous tests I ran along with a link to the original thread for your viewing:

http://www.teamliquid.net/forum/viewmessage.php?topic_id=164559


Show nested quote +

I decided to test this just because the notion that hatch first wasn't more economical sounded absurd to me. Note: I ONLY tested the builds trying to maximize economy (building two queens as soon as possible, spending all energy on larva, all larva on drones and overs, maynarding etc.) so this says nothing about which is better strategy, safer, or creep friendly.
I performed both builds as efficiently as possible multiple times and took the average of each after pausing each game at exactly 6:20. I picked this time because I noted in each build it was the moment with the least units in production, right after drone pops. Here are the results:

14 pool 15 hatch:
Minerals: 590
Drones: 44
Overlords: 7

14 hatch 14 pool:
Minerals: 735
Drones: 48
Overlords: 7

Edit: Added previous posters build
10 pool 16 hatch:
Minerals: 640
Drones: 44
Overlords: 6

I know everyone likes to get caught up on technicalities, but my tests seem to confirm the assumption, that hatch first is more economical. The 10pool build actually did surprisingly well, perhaps we should focus on this fact more. If anyone wants to debate this or suggest a better method of testing, please do.


Take into account your biased timing, the other builds have their round of larvae around 6:20 whereas with my 10pool build they actually spawn around 6:00 and then 6:40. I have at 6:03 46 drones also, so you did something terribly wrong. It should be 48 drones at 6:20 if you did it perfectly

EDIT: Well meh actually that's not quite true, but still the timing works differently for that. =P Also its 18hatch... but whateves XD I like that fact that it's safe vs everything
League of Legends EU West, Platinum III | Yousei Teikoku is the best thing that has ever happened to music.
Cambam
Profile Blog Joined September 2010
United States360 Posts
November 28 2010 07:01 GMT
#130
Also, the builds in the OP aren't the most economical builds possible. I tried to make them as realistic/flexible as possible by requiring zerglings at somewhat arbitrary checkpoints for early defense. So these builds aren't total theorycraft "what's the fastest way to get 60 drones", they are as economical as possible while still being able to pump out early lings if need be. Here's the 16 pool/15 hatch build in full:

+ Show Spoiler +
9 Overlord M:104 G:0
16 SpawningPool M:202 G:0
15 Hatchery M:300 G:0
17 Extractor M:30 G:0
16 Overlord M:102 G:0
16 Queen M:155 G:0
18 Zergling M:108 G:0
20 +1 Drone on gas M:8 G:0
21 +1 Drone on gas M:103 G:8
21 +1 Drone on gas M:103 G:8
25 Overlord M:328 G3
25 Queen M:228 G3
27 Lair M:154 G:106
32 +1 Drone on minerals M:1 G:46
35 Overlord M:100 G:70
35 Zergling M:50 G:75
36 Zergling M:400 G:105
37 MetabolicBoost M:350 G:105
37 Zergling M:250 G:5
38 Overlord M:200 G:5
38 +1 Drone on gas M:100 G:5
39 Zergling M:50 G:5
40 Zergling M:54 G:10
44 Overlord M:143 G:40
48 Zergling M:134 G:69
49 Zergling M:84 G:69
50 Zergling M:240 G:88
51 Zergling M:190 G:88
53 Overlord M:113 G0
53 Zergling M:102 G7
54 Zergling M:52 G7

I'll add it to the OP as well
jdseemoreglass
Profile Blog Joined July 2010
United States3773 Posts
November 28 2010 07:04 GMT
#131
On November 28 2010 08:05 Tachion wrote:
This is by no means definite or fool proof, but just in my own personal testing of 14 hatch 15 pool vs 16 pool 16 hatch I had a 12 mineral difference at the 6 min mark after getting queens out from the 2nd hatch asap. no gas. Stopped at 30 supply both times after my main was fully saturated.
the 10 pool 17/18 hatch was about 350 minerals behind those at the same point.

Edit: just did it a 2nd time with cleaner build times and here were my results

http://www.carameldream.net/Starcraft/14hatch15pool.jpg
http://www.carameldream.net/Starcraft/16pool16hatch.jpg
http://www.carameldream.net/Starcraft/10pool18hatch.jpg

the hatch first opening seemed to be a clear winner. More minerals and more larva. It'd be cool if other people could go test it themselves to compare results.


So far this is the only post in the entire thread that posted side-by-side comparisons and it shows hatch first to be favored. All the theorycrafting and build "optimizers" really don't count for much until we actually get some comparative evidence here. And for the last time, drone count is not the only criteria necessary here. Resource count, overlord count, game clock time, and units in production are all relevant as well.
"If you want this forum to be full of half-baked philosophy discussions between pompous faggots like yourself forever, stay the course captain vanilla" - FakeSteve[TPR], 2006
Ryukku
Profile Joined November 2010
Singapore545 Posts
November 28 2010 07:13 GMT
#132
On November 27 2010 22:06 UncleOwnage wrote:
There's one factor nobody takes into consideration; minerals aren't yours until mined/secured. This of course, requires a bit of explanation.
If you can't secure an extra base, even if it's your natural, you have no way of knowing if you'll ever get those minerals. Usually, your main is secure by default, only in rare cases will you not be able to mine your main out.
This brings me to the main point: 20 drones spread on your main and natural is better than 20 drones on your main, because with 10 drones on your natural, you will mine minerals you haven't (completely) secured yet. This will leave your "secured" mineral patches in your main left with more minerals, giving you more time mining there.
It's a sort of meta-game theory, in that some would argue "minerals mined are minerals mined, no matter where from", but I feel (and this is very crucial, this thinking is VERY subjective) that mining from any other base than your main as early as possible is beneficial.
If you later have to give up your natural, you will then have more minerals in your main to fall back on. This theory might also be more important for races that can one/two-base efficiently (I'm protoss, for the record).



i think this post is probably the most impt post of the thread so far. if everyone was playing greed mode, then fine. i completely agree with all the number cruchers, but the biggest benefit i see in hatch first is ure securing minerals mined that might not be yours in the later part of the game.
TheOvermind77
Profile Blog Joined March 2007
United States923 Posts
November 28 2010 07:17 GMT
#133
On November 28 2010 16:13 Ryukku wrote:
Show nested quote +
On November 27 2010 22:06 UncleOwnage wrote:
There's one factor nobody takes into consideration; minerals aren't yours until mined/secured. This of course, requires a bit of explanation.
If you can't secure an extra base, even if it's your natural, you have no way of knowing if you'll ever get those minerals. Usually, your main is secure by default, only in rare cases will you not be able to mine your main out.
This brings me to the main point: 20 drones spread on your main and natural is better than 20 drones on your main, because with 10 drones on your natural, you will mine minerals you haven't (completely) secured yet. This will leave your "secured" mineral patches in your main left with more minerals, giving you more time mining there.
It's a sort of meta-game theory, in that some would argue "minerals mined are minerals mined, no matter where from", but I feel (and this is very crucial, this thinking is VERY subjective) that mining from any other base than your main as early as possible is beneficial.
If you later have to give up your natural, you will then have more minerals in your main to fall back on. This theory might also be more important for races that can one/two-base efficiently (I'm protoss, for the record).



i think this post is probably the most impt post of the thread so far. if everyone was playing greed mode, then fine. i completely agree with all the number cruchers, but the biggest benefit i see in hatch first is ure securing minerals mined that might not be yours in the later part of the game.


This is a good point, but since you are expanding at....18 with the 10 pool....you still are securing these in what is considered the "early game". There is a good point that in higher leagues a late hatch can get blocked, but in lower leagues this rarely happens and your first pair of lings can usually deal with it. Also, the fear of 10pool to any toss or terran who doesn't know its an economy build is amazing, IMO.
Awaken my child, and embrace the glory that is your birthright. Know that I am the Overmind; the eternal will of the Swarm, and that you have been created to serve me.
Lomilar
Profile Joined July 2010
United States130 Posts
Last Edited: 2010-11-28 07:23:15
November 28 2010 07:22 GMT
#134
On November 28 2010 15:25 Voros wrote:
...

Given that EC is currently English-only and not exactly accessible to Korean progamers, we may soon witness the unusual phenomenon of western build orders trickling down to Korean zergs.


:-x (pardon my off-topic)

[image loading]

Coming soon.
Shikyo
Profile Blog Joined June 2008
Finland33997 Posts
November 28 2010 07:23 GMT
#135
On November 28 2010 16:13 Ryukku wrote:
Show nested quote +
On November 27 2010 22:06 UncleOwnage wrote:
There's one factor nobody takes into consideration; minerals aren't yours until mined/secured. This of course, requires a bit of explanation.
If you can't secure an extra base, even if it's your natural, you have no way of knowing if you'll ever get those minerals. Usually, your main is secure by default, only in rare cases will you not be able to mine your main out.
This brings me to the main point: 20 drones spread on your main and natural is better than 20 drones on your main, because with 10 drones on your natural, you will mine minerals you haven't (completely) secured yet. This will leave your "secured" mineral patches in your main left with more minerals, giving you more time mining there.
It's a sort of meta-game theory, in that some would argue "minerals mined are minerals mined, no matter where from", but I feel (and this is very crucial, this thinking is VERY subjective) that mining from any other base than your main as early as possible is beneficial.
If you later have to give up your natural, you will then have more minerals in your main to fall back on. This theory might also be more important for races that can one/two-base efficiently (I'm protoss, for the record).



i think this post is probably the most impt post of the thread so far. if everyone was playing greed mode, then fine. i completely agree with all the number cruchers, but the biggest benefit i see in hatch first is ure securing minerals mined that might not be yours in the later part of the game.

I'd count natural minerals as secured from the start since if you can't secure them, you pretty much lose anyway. That only holds true for other bases imo and that's why I sometimes take a third base on my opponent's side of the map
League of Legends EU West, Platinum III | Yousei Teikoku is the best thing that has ever happened to music.
Kornholi0
Profile Joined November 2010
Canada634 Posts
November 28 2010 07:39 GMT
#136
On November 27 2010 09:16 QuakerOats wrote:
Show nested quote +
On November 27 2010 09:08 Steven.Bonnell.II wrote:
On November 27 2010 09:07 navara wrote:
maybe economically it's always better, but you want faster creep on your natural to defend it, don't forget that.
This argument is self-defeating. If your opponent is doing some sort of build that is SO intensive that you NEED that creep early, it probably would have been better not to have expanded early anyway. If you hatch first, you forfeit the ability to make that strategic decision without wasting minerals and delaying your spawning pool.


What if it's ZvT and the T is doing a 2rax build? On maps with a small choke building 1 or 2 sunkens shortly after the hatch finishes leaves you free to drone up on 2 bases and for the most part shuts down your opponent's ability to rush. If you pool first you won't be able to have a sunk in time, so you won't be able to expo for a while, and there's no way that massing lings off one base to defend is better than having the early hatch and sunkens.


Well, that is easy. You scout the 2 rax and build accordingly. You 9/10 times should have seen his base by the 10 food mark easily, just scout with your 9th drones. If you see 2 rax play just (obviously harrass the workers and delay those minerals for as long as possible) and build the hatch first, or doing what he said first is build creep tumors... You can get creep tumors down to your expo in almost any map before he attacks, maybe except neighbour positions in delta quad. Anything a terran can do can be scouted, (take it from me as I am a terran) if there bunker rush you can scout it and delay where he places the bunker longenough for you to get a spine down at your NEAREST creep, if you don't have creep by your natural that should be ok, let him camp outside your base. Rush to lair tech and get ovie drops with banelings But in all seriousness if a successful bunker rush does come just get roaches, they make quick work of bunkers especially if you have a bunch of them, then just make a large push.

Its not so much what if, its more of a what-can-I-do. With a hatch first you get the economic advantage (slightly) also it can scare the opponent into doing rash things.
With a spawning pool first you get an earlier queen and speedlings and the ability to protect your base with crawlers and zerglings and allows for an earlier lair.
Really the numbers are so close that it completely depends on what you scout.
Team Channel: VTeX Team Co-leader: AGGhost 223 Stream: http://www.twitch.tv/agghost
Hurkyl
Profile Joined October 2010
304 Posts
Last Edited: 2010-11-28 07:46:07
November 28 2010 07:43 GMT
#137
On November 28 2010 16:04 jdseemoreglass wrote:
Show nested quote +
On November 28 2010 08:05 Tachion wrote:
This is by no means definite or fool proof, but just in my own personal testing of 14 hatch 15 pool vs 16 pool 16 hatch I had a 12 mineral difference at the 6 min mark after getting queens out from the 2nd hatch asap. no gas. Stopped at 30 supply both times after my main was fully saturated.
the 10 pool 17/18 hatch was about 350 minerals behind those at the same point.

Edit: just did it a 2nd time with cleaner build times and here were my results

http://www.carameldream.net/Starcraft/14hatch15pool.jpg
http://www.carameldream.net/Starcraft/16pool16hatch.jpg
http://www.carameldream.net/Starcraft/10pool18hatch.jpg

the hatch first opening seemed to be a clear winner. More minerals and more larva. It'd be cool if other people could go test it themselves to compare results.


So far this is the only post in the entire thread that posted side-by-side comparisons and it shows hatch first to be favored. All the theorycrafting and build "optimizers" really don't count for much until we actually get some comparative evidence here. And for the last time, drone count is not the only criteria necessary here. Resource count, overlord count, game clock time, and units in production are all relevant as well.

You seem to have missed several posts in this thread, including
http://www.teamliquid.net/forum/viewpost.php?post_id=7098253
and its follow-ups
http://www.teamliquid.net/forum/viewpost.php?post_id=7098488
http://www.teamliquid.net/forum/viewpost.php?post_id=7098587
Voros
Profile Blog Joined July 2010
United States222 Posts
November 28 2010 08:41 GMT
#138
On November 28 2010 16:22 Lomilar wrote:
Show nested quote +
On November 28 2010 15:25 Voros wrote:
...

Given that EC is currently English-only and not exactly accessible to Korean progamers, we may soon witness the unusual phenomenon of western build orders trickling down to Korean zergs.


:-x (pardon my off-topic)

Coming soon.


Pretty awesome. Thanks for the continued updates.
Phrencys
Profile Joined August 2010
Canada270 Posts
Last Edited: 2010-11-29 14:16:28
November 29 2010 14:14 GMT
#139
I don't see any reason to delay pool up to 16. At this point you'll be larva starved and have about 350 mineral when you reach 16, so I think 15 should be your target. And at this point, the difference between 15pool/17hatch and a more "standard" 14pool/16 hatch is negligible.
pheno
Profile Joined August 2010
Germany33 Posts
November 29 2010 14:45 GMT
#140
So what's the truth now? I never played a 16 pool and the OP says that you have about 200 minerals right after your 16 supply drone, while Phrencys states that you have overmins concerning the construction of a pool...I'm at work and can't try it out, don't let me wait until tonight to be able to do so. Tell me, friends
슬레이어현상 -.-
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