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UPDATE: Added full 16 pool/15 hatch BO
Alright TL, I'm going to start this discussion off with an opening request. Please try and be open-minded about this post. Right now, everyone just "knows" that hatch first is more economical than pool first. But is this really true? Abandon your assumptions and preconceptions and let's analyze this objectively!
So, I've been using Lomilar's "Evolution Chamber" BO optimizer for zerg a lot and noticed that it almost never goes hatch before pool. No matter what kind of build I give it, (allin cheese, 1 base timing push, 2 base timing push, super macro 3 base saturation, and even a build where the only goal is to get 60 drones), 99% of the time it goes pool before hatch.
Now, I haven't tested it objectively in game yet (maybe some ambitious TLers can help me out here), but it certainly warrants some discussion. Here are some discussion questions:
What are the advantages of getting a hatch before pool?
1 hatch + 1 queen actually gives more larva than 2 hatch and there's a period of time where you can't support all the larva from 2 hatch + 1 queen, so you don't want to get 2 hatch too early.
One advantage is earlier hatchery creep spread for spine crawler placement. I could see hatch before pool builds being important on maps like delta quadrant or xel'naga for this reason.
As for economy, a 2nd base doesn't start being more efficient than 1 base until you have >20 drones on minerals. So by this logic, you don't really need to start your 2nd hatch until about 21 food.
One final thought is that the BO optimizer doesn't do creep tumors. Perhaps using creep tumor with the first 25 energy gets rid of that deadzone of time when you can't support all the larva produced by 2 hatch + 1 queen, because she doesn't spit the first time. This may be the main answer to this discussion, but maybe not. Only objective testing will tell.
Anyway, if pool before hatch turns out to be more economical than hatch before pool, this is actually great news for us zerg. We can have our cake and eat it too! We can do the economic build and have a faster pool for possible defensive lings. Here are two build orders that Evolution Chamber has suggested:
16 pool 17 hatch 16 overlord 16 queen 21 gas
16 pool 15 hatch 17 gas 16 overlord 16 queen
+ Show Spoiler +I tried to make this build as realistic/flexible as possible by requiring early zerglings for defense. Ideally, this build should be the most economical build possible while still being able to hold off early pressure. 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 G  3 25 Queen M:228 G  3 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 G  0 53 Zergling M:102 G  7 54 Zergling M:52 G  7 The first build is a little more economical, while the second is a little more cautious (has extra larva for defensive lings if necessary, quicker gas for ling speed). In both builds, the 16 pool actually goes down sooner than the 14 pool in 15 hatch/14 pool builds! Pool first allows you to drone longer and not have to cut as many drones to make your hatch (you don't cut any drones for a 16 pool, and you cut far less waiting for the 300 minerals for your hatch). If you get pylon/cannoned rush or marine/bunker rushed, your pool is closer to finishing than it would be with 15 hatch/14 pool!
So, I'd love for some TLers out there to compare these builds to 15 hatch/14 pool and 14 hatch/13 pool. I'm not sure the best way to compare but here are some ideas. Play a mirror match with a friend with you doing one build and your friend doing the other and see who can saturate both bases first. Test which build is better at holding off rushes. And I'm sure you creative guys can think of other/better ways as well.
But in the meantime, how does this sound on paper? Any glaring flaws I'm missing or will we be seeing a lot more 16 pools in the future?
TL;DR: 16 pool/15 hatch is more economical and safer than 15 hatch/14 pool
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As for economy, a 2nd base doesn't start being more efficient than 1 base until you have >20 drones on minerals. So by this logic, you don't really need to start your 2nd hatch until about 21 food .
This logic is flawed. You want the second hatch to finish once you hit 21 drones, if efficient mining is your overall concern.
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Pool first is 100% better than hatch first in every single scenario. Since there are pro gamers that hatch first, many people will mindlessly copy without question.
If you run a side-by-side comparison and race to 50 drones, you'll find that hatch first and pool first both reach it at about the same time. The only difference is, pool first grants you much more flexibility and is a safer opening build.
There is absolutely no reason to hatch first in any matchup, on any map, ever.
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On November 27 2010 08:50 Dragar wrote:Show nested quote + As for economy, a 2nd base doesn't start being more efficient than 1 base until you have >20 drones on minerals. So by this logic, you don't really need to start your 2nd hatch until about 21 food
. This logic is flawed. You want the second hatch to finish once you hit 21 drones, if efficient mining is your overall concern. I agree with you, but I said 21 food, not 21 drones. 21 food would be 1 queen, 2 zerglings and 18 drones. If you have an extractor, that leaves only 15 drones on minerals. So if you start your hatch at 21, it will finish around the time you're at 26 food (20 drones on minerals), right on time to be efficient.
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maybe economically it's always better, but you want faster creep on your natural to defend it, don't forget that.
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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.
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On November 27 2010 08:56 Steven.Bonnell.II wrote: Pool first is 100% better than hatch first in every single scenario. Since there are pro gamers that hatch first, many people will mindlessly copy without question.
If you run a side-by-side comparison and race to 50 drones, you'll find that hatch first and pool first both reach it at about the same time. The only difference is, pool first grants you much more flexibility and is a safer opening build.
There is absolutely no reason to hatch first in any matchup, on any map, ever.
This pretty much settles the discussion in my opinion. Hatch first leaves you open to way to many different cheese methods.
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Instead of debating and rambling on why doesn't a zerg player or op just test out the 3 builds and give us some times/data so we can look at and actually KNOW which build is the best.
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On November 27 2010 09:08 Steven.Bonnell.II wrote:Show nested quote +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.
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On November 27 2010 09:08 Steven.Bonnell.II wrote:Show nested quote +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.
yeah, was thinking more of the expand at 20 food, i really find it to be too late to be safe (creep wise and depending on your scouting information). but then you'r right in the fact that the spawning pool is done anyway by this time.
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Another point is that you can spread Creep faster if you Hatch-first and can get away with double-Queening once your Spawning Pool finishes.
I also believe that there's a big benefit in getting a Hatch first if you can hold onto it, because it doesn't give the opponent an opportunity to prevent it going up later in the game.
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On November 27 2010 08:50 Dragar wrote:Show nested quote + As for economy, a 2nd base doesn't start being more efficient than 1 base until you have >20 drones on minerals. So by this logic, you don't really need to start your 2nd hatch until about 21 food
. This logic is flawed. You want the second hatch to finish once you hit 21 drones, if efficient mining is your overall concern. Okay hatch takes 100 secs to build, drone takes 25. Larva spawn every 15. Lets say we time this perfectly and drone 21 pops when the hatch finishs. Before we start the hatch we drop 2 gas. 100 secs - 25 for the 21st drone = 75sec. 15 secs per larva = 5 larva when the hatch is building. so when the hatch first begins you need 16 drones, or 17 before the hatch begins. 17 hatch seems really late for a hatch first build.
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I personally hate hatch first builds for the very vulnerability that was on display during this GSLs Ro64, so I'm all in favor of this post!
I'm also inclined to gas/pool first so as to discourage my opponents from going 2 rax+scv/cannoning my ramp. Upon seeing the gas, most opponents tend to assume standard play.
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On November 27 2010 09:02 Cambam wrote:Show nested quote +On November 27 2010 08:50 Dragar wrote: As for economy, a 2nd base doesn't start being more efficient than 1 base until you have >20 drones on minerals. So by this logic, you don't really need to start your 2nd hatch until about 21 food
. This logic is flawed. You want the second hatch to finish once you hit 21 drones, if efficient mining is your overall concern. I agree with you, but I said 21 food, not 21 drones. 21 food would be 1 queen, 2 zerglings and 18 drones. If you have an extractor, that leaves only 15 drones on minerals. So if you start your hatch at 21, it will finish around the time you're at 26 food (20 drones on minerals), right on time to be efficient.
1:1 Ratio of Minerals to Drones is always the most efficient. There will be a slight lull in your economy when you still have the lack of minerals/queen but early on you can't use the larvae given by the queen anyways. And which sufficient micro two hatcheries is easy to utilize all that larvae and barely have excess minerals.
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hatch first allows you to have more larva to give to units and drones. Thus, faster unit production, as well as the creep benefits for surround and the 1:1 ration of mins to drones. That said, I do both, but hatch first is really weak in team games, due to not being able to help ally defend against cheese as quickly. (static defense isn't going to be helping your ally =( )
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On November 27 2010 09:36 kineSiS- wrote:Show nested quote +On November 27 2010 09:02 Cambam wrote:On November 27 2010 08:50 Dragar wrote: As for economy, a 2nd base doesn't start being more efficient than 1 base until you have >20 drones on minerals. So by this logic, you don't really need to start your 2nd hatch until about 21 food
. This logic is flawed. You want the second hatch to finish once you hit 21 drones, if efficient mining is your overall concern. I agree with you, but I said 21 food, not 21 drones. 21 food would be 1 queen, 2 zerglings and 18 drones. If you have an extractor, that leaves only 15 drones on minerals. So if you start your hatch at 21, it will finish around the time you're at 26 food (20 drones on minerals), right on time to be efficient. 1:1 Ratio of Minerals to Drones is always the most efficient. There will be a slight lull in your economy when you still have the lack of minerals/queen but early on you can't use the larvae given by the queen anyways. And which sufficient micro two hatcheries is easy to utilize all that larvae and barely have excess minerals.
Most efficient? 2 workers per mineral patch for close patches. 3 workers per mineral patch for far patches. If you're going to talk about most efficient don't be that far off... 1 worker per mineral patch over 2 bases is hardly better than 2 workers per mineral patch on 1 base.
The main question is, at what point or when does having better creep spread help you? It will answer when and maybe why we should or should not go hatchery first.
We then factor in creep tumour, or the value of queen energy.
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On November 27 2010 09:08 Steven.Bonnell.II wrote:Show nested quote +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. You're actually totally wrong. Look at 4-gate timing for protoss. You won't have had creep up for long enough to lay a tumor and expand from it if you expand at 20 food, but you will if you go 14/16 or hatch first. This is actually a huge deal against a 4-gate as if you lose your natural against a 4-gate you lose the game. Not saying a speedling expand can't hold, but its' much easier if you can spread your creep.
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while i would say its better to get pool first against protoss im quite sure an early hatch is better against terrans
against protoss with pool first you avoid getting cannon rushed, force the toss to get a zealot and a sentry first and ofc you get rid of a pylon that might block your nat
its quite terrible against terrans imo even though its often necessary - against strong marines rushes you need spine crawlers or banelings and those rely hard on creep
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On November 27 2010 09:51 MoreFasho 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. You're actually totally wrong. Look at 4-gate timing for protoss. You won't have had creep up for long enough to lay a tumor and expand from it if you expand at 20 food, but you will if you go 14/16 or hatch first. This is actually a huge deal against a 4-gate as if you lose your natural against a 4-gate you lose the game. Not saying a speedling expand can't hold, but its' much easier if you can spread your creep. I think this would be a very pertinent thing to test. Can some people try doing the two builds in the OP against different 4 gate timings and see how the creep spread at the nat allows for spine crawler placement? I bet (and hope) that at least the 16 pool/15 hatch build will be ok. I think I'll go try it now, but 2+ heads are better than one.
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On November 27 2010 08:32 Cambam wrote: TL;DR: 16 pool/15 hatch is more economical and safer than 15 hatch/14 pool Is there a reason for such a late pool? You can do 14 pool 15 hatch without wasting any larva or cutting drones.
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On November 27 2010 09:36 kineSiS- wrote:Show nested quote +On November 27 2010 09:02 Cambam wrote:On November 27 2010 08:50 Dragar wrote: As for economy, a 2nd base doesn't start being more efficient than 1 base until you have >20 drones on minerals. So by this logic, you don't really need to start your 2nd hatch until about 21 food
. This logic is flawed. You want the second hatch to finish once you hit 21 drones, if efficient mining is your overall concern. I agree with you, but I said 21 food, not 21 drones. 21 food would be 1 queen, 2 zerglings and 18 drones. If you have an extractor, that leaves only 15 drones on minerals. So if you start your hatch at 21, it will finish around the time you're at 26 food (20 drones on minerals), right on time to be efficient. 1:1 Ratio of Minerals to Drones is always the most efficient.
This was in BW. In sc2, Only the very fast patches have even a minor wait time with 2 drones mining on a patch per one. When you hit 16 there is no "wandering" effect so virtually 0 drop in efficiency, such that maynarding would be a net mineral loss.
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On November 27 2010 10:34 Tachion wrote:Show nested quote +On November 27 2010 08:32 Cambam wrote: TL;DR: 16 pool/15 hatch is more economical and safer than 15 hatch/14 pool Is there a reason for such a late pool? You can do 14 pool 15 hatch without wasting any larva or cutting drones. You have to cut drones to do a 14 pool. Cutting drones means interrupting constant drone production to save up for a structure. With a 16 pool, you never stop making drones and don't have to wait around to save up 200 minerals, you just have it after you make the 16th drone.
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The point of going pool first is safety. But slow lings plus the lack of creep spread via not going hatch first seems pretty poor for defending an attack anyway. So if you go 16 pool/15 hatch, when would be the optimal supply to take your gas so you can get those speedlings or roaches out in time to defend? Right after the hatch goes down on 14? 15 maybe? I've never gone 16/15 pool/hatch, but it sounds solid enough to try out.
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On November 27 2010 09:51 MoreFasho 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. You're actually totally wrong. Look at 4-gate timing for protoss. You won't have had creep up for long enough to lay a tumor and expand from it if you expand at 20 food, but you will if you go 14/16 or hatch first. This is actually a huge deal against a 4-gate as if you lose your natural against a 4-gate you lose the game. Not saying a speedling expand can't hold, but its' much easier if you can spread your creep. What are you talking about? losing your nat to a 4gate would occur in the early to midgame, not early early game. Whether or not the creep is spread early will have absolutely ZERO bearing on whether or not you're able to save the hatchery. Besides, if the toss is applying super early pressure that's forcing you to cancel (or lose) your expansion, he's not doing 4gate, he's opening with a 2gate or some sort of proxy.
Also, "double queen" with hatch first is stupid, with pool first, your first queen comes out earlier and your second queen will arrive shortly thereafter, you get two queens with pool first at about the same time as with hatch first.
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16 pool 17 hatch 16 overlord 16 queen 21 gas
is indeed the best ideal super power opening. However hatch at 17 is so delayed if your opponent scouts after depo/pylon he should be able to block an attempt at expanding with his worker. 15 hatch works in all but close positions.
15 hatch cant be denied unless close positions (and you scout that so its np)
and the 14 gas 14 pool 20-22 expand has lings out to repel any attempt at denies aswell as early harass because of the fast speed. By all means try to do the build in ladder, it can definately work.
ima try it some more in the build order tester. to get used to it but the above points are why these are the openings you see.
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On November 27 2010 10:41 Cambam wrote:You have to cut drones to do a 14 pool. Cutting drones means interrupting constant drone production to save up for a structure. With a 16 pool, you never stop making drones and don't have to wait around to save up 200 minerals, you just have it after you make the 16th drone. You don't even have to cut drones for a 12 pool, let alone a 14 pool. The larvae mechanic let's you delay a drone without actually cutting it.
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On November 27 2010 09:34 falstag wrote:Show nested quote +On November 27 2010 08:50 Dragar wrote: As for economy, a 2nd base doesn't start being more efficient than 1 base until you have >20 drones on minerals. So by this logic, you don't really need to start your 2nd hatch until about 21 food
. This logic is flawed. You want the second hatch to finish once you hit 21 drones, if efficient mining is your overall concern. Okay hatch takes 100 secs to build, drone takes 25. Larva spawn every 15. Lets say we time this perfectly and drone 21 pops when the hatch finishs. Before we start the hatch we drop 2 gas. 100 secs - 25 for the 21st drone = 75sec. 15 secs per larva = 5 larva when the hatch is building. so when the hatch first begins you need 16 drones, or 17 before the hatch begins. 17 hatch seems really late for a hatch first build. A Drone takes 17 seconds to morph.
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I also played with the evochamber software after seeing the thread about a 10 pool eco build. I cant remember the exact goal I entered but 10pool, 12queen seems to be the fastest way to get 1 base saturated. What Ive been doing is getting a second queen right after the fist one, it can lay down 3-4 tumors before going to vomit on the second hatch if you decide to get one early (around 20 food). that means that typically you have creep at your nat before the hatch finishes; im not sure how that compares to a hatch first build but I honestly dont think creep is enough of a reason to go hatch first - esp since with an early pool its easier to defend early pressure without crawlers.
if you're interested the build evochamber gave is:
10pool 10overlord 10extractor trick 12queen
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On November 27 2010 11:21 Hurkyl wrote:Show nested quote +On November 27 2010 10:41 Cambam wrote:You have to cut drones to do a 14 pool. Cutting drones means interrupting constant drone production to save up for a structure. With a 16 pool, you never stop making drones and don't have to wait around to save up 200 minerals, you just have it after you make the 16th drone. You don't even have to cut drones for a 12 pool, let alone a 14 pool. The larvae mechanic let's you delay a drone without actually cutting it. ...
That's what cutting means. Obviously you eventually build the drone later in the game, but you don't build it as soon as you possibly could in order to get the spawning pool at 12.
If you're saying you can get a 12/14 pool without letting your larva count reach 3 and thus become wasteful, that may be true (not sure), but even so, it's still worse for your economy than not cutting (delaying) drones at all.
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On November 27 2010 11:39 Cambam wrote:Show nested quote +On November 27 2010 11:21 Hurkyl wrote:On November 27 2010 10:41 Cambam wrote:You have to cut drones to do a 14 pool. Cutting drones means interrupting constant drone production to save up for a structure. With a 16 pool, you never stop making drones and don't have to wait around to save up 200 minerals, you just have it after you make the 16th drone. You don't even have to cut drones for a 12 pool, let alone a 14 pool. The larvae mechanic let's you delay a drone without actually cutting it. ... That's what cutting means. Obviously you eventually build the drone later in the game, but you don't build it as soon as you possibly could in order to get the spawning pool at 12. If you're saying you can get a 12/14 pool without letting your larva count reach 3 and thus become wasteful, that may be true (not sure), but even so, it's still worse for your economy than not cutting (delaying) drones at all. Is that actually worse for your economy though? Let's say you delay making a drone for 10 seconds to get your 14 pool up, but then you get your queen out sooner, and suddenly you have 4 drones making after larva inject that much faster than a later pool. Doesn't delaying that first drone make up for it with a faster queen?
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On November 27 2010 11:39 Cambam wrote:Show nested quote +On November 27 2010 11:21 Hurkyl wrote:On November 27 2010 10:41 Cambam wrote:You have to cut drones to do a 14 pool. Cutting drones means interrupting constant drone production to save up for a structure. With a 16 pool, you never stop making drones and don't have to wait around to save up 200 minerals, you just have it after you make the 16th drone. You don't even have to cut drones for a 12 pool, let alone a 14 pool. The larvae mechanic let's you delay a drone without actually cutting it. ... That's what cutting means. Obviously you eventually build the drone later in the game, but you don't build it as soon as you possibly could in order to get the spawning pool at 12. If you're saying you can get a 12/14 pool without letting your larva count reach 3 and thus become wasteful, that may be true (not sure), but even so, it's still worse for your economy than not cutting (delaying) drones at all.
In general, you may as well build your pool as late as humanly possible (with good scouting) without risking getting run over, as you'll have more time to mine with that drone if nothing else.
The idea that pool first could be more economically sound than hatch first is very foreign to me, but I'll try it out, in ZvT at least, since Terran's are loving early aggression nowadays.
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On November 27 2010 09:02 Cambam wrote:Show nested quote +On November 27 2010 08:50 Dragar wrote: As for economy, a 2nd base doesn't start being more efficient than 1 base until you have >20 drones on minerals. So by this logic, you don't really need to start your 2nd hatch until about 21 food
. This logic is flawed. You want the second hatch to finish once you hit 21 drones, if efficient mining is your overall concern. I agree with you, but I said 21 food, not 21 drones. 21 food would be 1 queen, 2 zerglings and 18 drones. If you have an extractor, that leaves only 15 drones on minerals. So if you start your hatch at 21, it will finish around the time you're at 26 food (20 drones on minerals), right on time to be efficient.
Nah, you'll want to be pulling drones off gas once you have 100 for zergling speed. Putting down the hatch at 21 is far, far too late to maximise mining efficiency (that's not your only goal of course).
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If you're saying you can get a 12/14 pool without letting your larva count reach 3 and thus become wasteful, that may be true (not sure), but even so, it's still worse for your economy than not cutting (delaying) drones at all. No, it's merely different for your economy. When you build the Spawning Pool is a trade-off.
- Early pool = earlier queen = extra larva
- Late pool = a couple drones hatch earlier = a couple bonus minerals
I'm having great difficulty imagining any case where 20 extra minerals at that point in the game could be worth sacrificing a not much later larva. (And I think you don't even get that much by choosing 16 pool over 14 pool)
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Basically and in short: Nope, the only advantage hatch first has over pool first is the faster creep at nat and a quick double creep tumor, which can actually be really useful. Other than that, nope, I don't think it really has any advantage.
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On November 27 2010 11:46 Tachion wrote:Show nested quote +On November 27 2010 11:39 Cambam wrote:On November 27 2010 11:21 Hurkyl wrote:On November 27 2010 10:41 Cambam wrote:You have to cut drones to do a 14 pool. Cutting drones means interrupting constant drone production to save up for a structure. With a 16 pool, you never stop making drones and don't have to wait around to save up 200 minerals, you just have it after you make the 16th drone. You don't even have to cut drones for a 12 pool, let alone a 14 pool. The larvae mechanic let's you delay a drone without actually cutting it. ... That's what cutting means. Obviously you eventually build the drone later in the game, but you don't build it as soon as you possibly could in order to get the spawning pool at 12. If you're saying you can get a 12/14 pool without letting your larva count reach 3 and thus become wasteful, that may be true (not sure), but even so, it's still worse for your economy than not cutting (delaying) drones at all. Is that actually worse for your economy though? Let's say you delay making a drone for 10 seconds to get your 14 pool up, but then you get your queen out sooner, and suddenly you have 4 drones making after larva inject that much faster than a later pool. Doesn't delaying that first drone make up for it with a faster queen? On November 27 2010 11:50 Dromar wrote: In general, you may as well build your pool as late as humanly possible (with good scouting) without risking getting run over, as you'll have more time to mine with that drone if nothing else. I think these are both good points and are related. However, this is where it's helpful to have a genetic algorithm that plays millions of games to help determine which is optimal. I too thought that maybe the BO optimizer would do something kooky like 14 hatch/20 pool if you didn't ask it to make any zerglings, but it doesn't. Even if you're only going drones, it's better to get a spawning pool at some point for queens. And conversely, getting a queen too early both hurts your early economy and you can't use all the larva produced from the first spit right away. So this 16 pool/15 hatch build is the sweet spot between the two extremes.
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All you really need to do to play for economy alone is to ensure production capacity keeps pace with income, but never outpaces it (as that would be innefficient). A queen is cheaper and provides more production than a hatch; it's fairly obvious that this is the better option. 14 or 15 hatch followed by double queen is obviously not optimal, as you can put down creep tumors with both queens and still be able to spend all your money. Your production is too high.
But there is more to playing zerg than just economy. There is defending early aggression, pylon walls, bunker walls, engineering bay blocks, and so on. These are all important reasons to adjust your build order.
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On November 27 2010 12:00 Hurkyl wrote:Show nested quote +If you're saying you can get a 12/14 pool without letting your larva count reach 3 and thus become wasteful, that may be true (not sure), but even so, it's still worse for your economy than not cutting (delaying) drones at all. No, it's merely different for your economy. When you build the Spawning Pool is a trade-off. - Early pool = earlier queen = a couple larva
- Late pool = a couple drones hatch earlier = a couple bonus minerals
I'm having great difficulty imagining any case where 20 extra minerals at that point in the game could be worth sacrificing a not much later larva. (And I think you don't even get that much by choosing 16 pool over 14 pool) Actually, if you do 14pool you won't have 150 min for the Queen right away assuming you did expand at around 16, so you won't get the Queen that much faster. You also lose the mining time from the drone building the pool as well as having slower consecutive drones. ALSO, with 14pool 16hatch, you will have 3 larvae sitting around for a LONG LONG TIME, since you can't make anything after the hatch because you must save for the Queen asap. You're going to waste about 2 full larvae like that. In theory you're correct, in practice it doesn't work like that.
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On November 27 2010 12:12 Shikyo wrote:Show nested quote +On November 27 2010 12:00 Hurkyl wrote:If you're saying you can get a 12/14 pool without letting your larva count reach 3 and thus become wasteful, that may be true (not sure), but even so, it's still worse for your economy than not cutting (delaying) drones at all. No, it's merely different for your economy. When you build the Spawning Pool is a trade-off. - Early pool = earlier queen = a couple larva
- Late pool = a couple drones hatch earlier = a couple bonus minerals
I'm having great difficulty imagining any case where 20 extra minerals at that point in the game could be worth sacrificing a not much later larva. (And I think you don't even get that much by choosing 16 pool over 14 pool) Actually, if you do 14pool you won't have 150 min for the Queen right away assuming you did expand at around 16, so you won't get the Queen that much faster. You also lose the mining time from the drone building the pool as well as having slower consecutive drones. ALSO, with 14pool 16hatch, you will have 3 larvae sitting around for a LONG LONG TIME, since you can't make anything after the hatch because you must save for the Queen asap. You're going to waste about 2 full larvae like that. In theory you're correct, in practice it doesn't work like that.
you wont stay on 3 larvae for a long long time. if at all, you stay at 3 larvae for like barely a second.
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I still think that a 13 pool scout then decide whether to expand, you always wanna know what he has instead of blindingly throwing down a expo, u see a proxy 2 gate you expand?? 10 pool or less you expand??? Since your whole argument is safest way. A 13 pool beats a 6 pool all-in with drones a 14 pool doesn't remember that. So why not 13 pool then some where between there at 19 throw down an expo.
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On November 27 2010 12:12 Shikyo wrote:Actually, if you do 14pool you won't have 150 min for the Queen right away assuming you did expand at around 16, so you won't get the Queen that much faster. You also lose the mining time from the drone building the pool as well as having slower consecutive drones. ALSO, with 14pool 16hatch, you will have 3 larvae sitting around for a LONG LONG TIME, since you can't make anything after the hatch because you must save for the Queen asap. You're going to waste about 2 full larvae like that. In theory you're correct, in practice it doesn't work like that. I just did a test, and this doesn't seem to even resemble reality.
My comments aren't just theory -- they are the analysis of real world tests.
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On November 27 2010 11:33 dementrio wrote: I also played with the evochamber software after seeing the thread about a 10 pool eco build. I cant remember the exact goal I entered but 10pool, 12queen seems to be the fastest way to get 1 base saturated. What Ive been doing is getting a second queen right after the fist one, it can lay down 3-4 tumors before going to vomit on the second hatch if you decide to get one early (around 20 food). that means that typically you have creep at your nat before the hatch finishes; im not sure how that compares to a hatch first build but I honestly dont think creep is enough of a reason to go hatch first - esp since with an early pool its easier to defend early pressure without crawlers.
if you're interested the build evochamber gave is:
10pool 10overlord 10extractor trick 12queen
I've been wondering about early queens for awhile. I remember Lolimar took early early queen production off of his program. If I recall correctly, 6 pool -> queen was actually the fastest way to saturate a main. Just tried 12 queen in a game and I was really surprised with how fast I got a third.
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On November 27 2010 12:22 Hurkyl wrote:Show nested quote +On November 27 2010 12:12 Shikyo wrote:Actually, if you do 14pool you won't have 150 min for the Queen right away assuming you did expand at around 16, so you won't get the Queen that much faster. You also lose the mining time from the drone building the pool as well as having slower consecutive drones. ALSO, with 14pool 16hatch, you will have 3 larvae sitting around for a LONG LONG TIME, since you can't make anything after the hatch because you must save for the Queen asap. You're going to waste about 2 full larvae like that. In theory you're correct, in practice it doesn't work like that. I just did a test, and this doesn't seem to even resemble reality. My comments aren't just theory -- they are the analysis of real world tests. Ehh... It's like 10 seconds, then you will get supply capped right after making your Queen. Guess you only lose 1 larva, but I'm not sure how I'd weigh the supply cap.
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On November 27 2010 12:12 Shikyo wrote:Show nested quote +On November 27 2010 12:00 Hurkyl wrote:If you're saying you can get a 12/14 pool without letting your larva count reach 3 and thus become wasteful, that may be true (not sure), but even so, it's still worse for your economy than not cutting (delaying) drones at all. No, it's merely different for your economy. When you build the Spawning Pool is a trade-off. - Early pool = earlier queen = a couple larva
- Late pool = a couple drones hatch earlier = a couple bonus minerals
I'm having great difficulty imagining any case where 20 extra minerals at that point in the game could be worth sacrificing a not much later larva. (And I think you don't even get that much by choosing 16 pool over 14 pool) Actually, if you do 14pool you won't have 150 min for the Queen right away assuming you did expand at around 16, so you won't get the Queen that much faster. You also lose the mining time from the drone building the pool as well as having slower consecutive drones. ALSO, with 14pool 16hatch, you will have 3 larvae sitting around for a LONG LONG TIME, since you can't make anything after the hatch because you must save for the Queen asap. You're going to waste about 2 full larvae like that. In theory you're correct, in practice it doesn't work like that.
I just tested; it simply isn't true.
You have 3 larvae appear when you get are at 125 minerals (25 short of the queen), and 17/18 supply. So it will be spent in 75 minerals time, which appear very quickly from 15 mining drones. A nice way to proceed is to build a drone and then an ovelord, before an extractor and another drone (you will need the extractor now anyway, so it's the 'trick' without the cancel).
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On November 27 2010 12:31 Shikyo wrote:Show nested quote +On November 27 2010 12:22 Hurkyl wrote:On November 27 2010 12:12 Shikyo wrote:Actually, if you do 14pool you won't have 150 min for the Queen right away assuming you did expand at around 16, so you won't get the Queen that much faster. You also lose the mining time from the drone building the pool as well as having slower consecutive drones. ALSO, with 14pool 16hatch, you will have 3 larvae sitting around for a LONG LONG TIME, since you can't make anything after the hatch because you must save for the Queen asap. You're going to waste about 2 full larvae like that. In theory you're correct, in practice it doesn't work like that. I just did a test, and this doesn't seem to even resemble reality. My comments aren't just theory -- they are the analysis of real world tests. Ehh... It's like 10 seconds, then you will get supply capped right after making your Queen. Guess you only lose 1 larva, but I'm not sure how I'd weigh the supply cap.
You're not suppply capped after making the queen. 16 hatch, 15 queen, takes you to 17/18. Have you actually tested this?
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On November 27 2010 12:35 Dragar wrote:Show nested quote +On November 27 2010 12:31 Shikyo wrote:On November 27 2010 12:22 Hurkyl wrote:On November 27 2010 12:12 Shikyo wrote:Actually, if you do 14pool you won't have 150 min for the Queen right away assuming you did expand at around 16, so you won't get the Queen that much faster. You also lose the mining time from the drone building the pool as well as having slower consecutive drones. ALSO, with 14pool 16hatch, you will have 3 larvae sitting around for a LONG LONG TIME, since you can't make anything after the hatch because you must save for the Queen asap. You're going to waste about 2 full larvae like that. In theory you're correct, in practice it doesn't work like that. I just did a test, and this doesn't seem to even resemble reality. My comments aren't just theory -- they are the analysis of real world tests. Ehh... It's like 10 seconds, then you will get supply capped right after making your Queen. Guess you only lose 1 larva, but I'm not sure how I'd weigh the supply cap. You're not suppply capped after making the queen. 16 hatch, 15 queen, takes you to 17/18. Have you actually tested this? Oh, so you were planning on sitting on 3 larvae at 17/18? You make an overlord, you make a pair of lings, you're supply capped
EDIT: Also doing what you suggested loses to 2 marines but okay
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No, you make an overlord, an extractor and two drones. Then you wait for larvae to spawn.
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I'm curious about hatch-gas-pool --> Lair & Queen. Just building an early hatch for creep/larva seems rather weak since a Queen performs the same tasks better for less money.
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On November 27 2010 12:39 Shikyo wrote: EDIT: Also doing what you suggested loses to 2 marines but okay
Hatching so early is in trouble against an awful lot of builds. We're not discussing that. We're discussing economy.
Edit: But if you want to feel safer, putting down a spinecrawler at 18/18 and pumping another drone while waiting for the overlord to pop is pretty good, as you can wander it down to the natural immediately. It finishes within a second or two of the hatchery. It would be interesting to see marine timings on this.
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On November 27 2010 12:31 Shikyo wrote:Ehh... It's like 10 seconds, then you will get supply capped right after making your Queen. Guess you only lose 1 larva, but I'm not sure how I'd weigh the supply cap. I was able to do it with no time wasted at 3 larvae. And it's not a larva wasting supply cap -- as the others said you can build an overlord/zergling, or overlord/extractor/zergling/zergling.
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Well according to this test I did now, 14pool 16hatch -> get to 18 supply with extractor and wait gets 250 minerals by 4 minutes, 16pool 16hatch doing the same thing and waiting at 18 supply gets 360 minerals by 4 minutes, so I'd say that the difference is kind of significant.
On November 27 2010 12:49 Hurkyl wrote:Show nested quote +On November 27 2010 12:31 Shikyo wrote:Ehh... It's like 10 seconds, then you will get supply capped right after making your Queen. Guess you only lose 1 larva, but I'm not sure how I'd weigh the supply cap. I was able to do it with no time wasted at 3 larvae. And it's not a larva wasting supply cap -- as the others said you can build an overlord/zergling, or overlord/extractor/zergling/zergling. Well I always send my 10th drone to scout in these so that might affect things
What I like about 16p 16h is that I can build overlord before Queen and not need to build the extractor yet, since that timing for extractor is imo a bit too early if you're planning on using Roaches to defend, which I almost always do. I also am able to build a pair of lings the second the pool finishes unlike with 14p.
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On November 27 2010 12:50 Shikyo wrote:Well according to this test I did now, 14pool 16hatch -> get to 18 supply with extractor and wait gets 250 minerals by 4 minutes, 16pool 16hatch doing the same thing and waiting at 18 supply gets 360 minerals by 4 minutes, so I'd say that the difference is kind of significant. Show nested quote +On November 27 2010 12:49 Hurkyl wrote:On November 27 2010 12:31 Shikyo wrote:Ehh... It's like 10 seconds, then you will get supply capped right after making your Queen. Guess you only lose 1 larva, but I'm not sure how I'd weigh the supply cap. I was able to do it with no time wasted at 3 larvae. And it's not a larva wasting supply cap -- as the others said you can build an overlord/zergling, or overlord/extractor/zergling/zergling. Well I always send my 10th drone to scout in these so that might affect things
14 hatch 16 pool is a terrible build. dont do that, you wont have the zerglings out to get the hatch down against a worker block at 16 supply and usually you get to expand at the exact same time as a 14 gas, 14 pool, speedling opener.
guys for mineral measurements use the ingame clock not supply.
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On November 27 2010 12:50 Shikyo wrote: Well according to this test I did now, 14pool 16hatch -> get to 18 supply with extractor and wait gets 250 minerals by 4 minutes, 16pool 16hatch doing the same thing and waiting at 18 supply gets 360 minerals by 4 minutes, so I'd say that the difference is kind of significant. I'm not sure what you're doing wrong -- I get the same for both of them. Actually, I had 494 minerals with the 14 pool and 489 minerals with the 16 pool.
Finishing with 16 drones, queen, 18/26 supply, pool, extractor, and some unspent larvae right?
Edit: Actually I did 15 pool not 16 pool -- I was able to harvest fast enough that I would have had 250 minerals when the larvae for the 16th drone popped.
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How on earth would you have 489 or 494 minerals when I only barely got 390 and did the build exactly <_<
Well maybe its because I send a drone to chill in the middle of the map at 10 supply
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That would do it -- 2 and a half minutes of a drone not harvesting works out to about 100 minerals.
I usually include when to scout in a build, because it really does make a big difference like that if you're trying to really optimize timings.
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Well, I scout with my 10/10 drone and ended up with 450 at 4 minutes, though I did use that same drone to drop the hatch.
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To go off in a slight tangent... what are you looking for with your scouting drone? If you're mainly checking to see if it's safe to drone up, you might be better off with an early pool (say, 11 overlord 12 pool, or even 11 pool 10 overlord) and just build a couple extra Zerglings.
Both ways deprive you of early minerals, but the latter gives you an early queen and some zerglings as compensation.
(This ides is still in the brainstorming stage)
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Hatch first does give a small window where the opponent can cheese you, but if you can hold it off with minimal losses you're usually going to come out ahead. It also allows you to get the double queen right away and spread creep earlier, which helps tremendously against 4gate and stuff like that.
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I don't play zerg... but I'm guessing part of it has to do with making sure the hatch doesn't get blocked. Making it early assures it doesn't get blocked by an ebay or pillon... which makes a massive difference in production long-term.
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Yes, that's the main hatch-first reason I think. Avoiding the block. Not economy.
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16 pool 17 hatch: Getting the fastest two queens, only making drones the bare minimum of overlords and never getting supply blocked:
6 minutes in: 910 mineralzz and 41 supply.
15 hatch 14 pool: Getting the fastest two queens, only making drones the bare minimum of overlords and never getting supply blocked:
6 minutes in 690mineralzz and 43 supply made an extra overlord though, because almost reached cap.
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You made two queens asap when you didn't need the production with your 15 hatch. That's going to set you behind any build with a later second queen. There might be other factors too, but you should try to optimise when you make queens before drawing conclusions.
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On November 27 2010 13:38 Madkipz wrote: 16 pool 17 hatch: Getting the fastest two queens, only making drones the bare minimum of overlords and never getting supply blocked:
6 minutes in: 910 mineralzz and 41 supply.
15 hatch 14 pool: Getting the fastest two queens, only making drones the bare minimum of overlords and never getting supply blocked:
6 minutes in 690mineralzz and 43 supply made an extra overlord though, because almost reached cap. Bravo! Very interesting to see.
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On November 27 2010 13:38 Madkipz wrote: 16 pool 17 hatch: Getting the fastest two queens, only making drones the bare minimum of overlords and never getting supply blocked:
6 minutes in: 910 mineralzz and 41 supply.
15 hatch 14 pool: Getting the fastest two queens, only making drones the bare minimum of overlords and never getting supply blocked:
6 minutes in 690mineralzz and 43 supply made an extra overlord though, because almost reached cap. Just for fun, same test: (except second queen is slightly delayed)
11 pool 10 overlord 14 queen 17 hatch 17 overlord 18 queen ...
At 6:00, 353 minerals, 47/52 supply, with another overlord still in its egg.
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On November 27 2010 13:45 Dragar wrote: You made two queens asap when you didn't need the production with your 15 hatch. That's going to set you behind any build with a later second queen. There might be other factors too, but you should try to optimise when you make queens before drawing conclusions.
i dont understand, i made the queens as fast as possible where it wouldnt interfere with supply or waste larvae, even if larvae from an entire vomit where not instantly consumed during the first round of vomits it quickly balanced itself out thats like saying your opponent is a factor so you should make zerglings at this and that time. Its never going to be realistic enough.
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On November 27 2010 13:38 Madkipz wrote: 16 pool 17 hatch: Getting the fastest two queens, only making drones the bare minimum of overlords and never getting supply blocked:
6 minutes in: 910 mineralzz and 41 supply.
15 hatch 14 pool: Getting the fastest two queens, only making drones the bare minimum of overlords and never getting supply blocked:
6 minutes in 690mineralzz and 43 supply made an extra overlord though, because almost reached cap.
9pool without any lings
6 minutes in 48/52 with 2 hatch double Queen
Seems like 9pool gets more total larvae than those builds? Hmmhmm...
EDIT: Yep, 48/52 at 6:00 with 9pool 10ov 11extractor trick 11 queen -> 23 hatch
Does any build have more drones than 9pool at 6:00?
EDIT2: Well, its not exactly 44 drones because many are hatching, but supply count is still 48/52. And we all know about the safety of 9pool, I guess.
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I don't see all the hype over the hatch first builds either. As I have never seen any economical advantage since the earlier Queen provides more larvae than the earlier hatch does, yet is also orders of magnitude safer. Hatch first builds also have a worse worst-case scenario in which you attempt to put down your 14 hatch, it gets blocked at the last second by an e-bay or pylon, and you are forced to pool first anyway, but its a late pool first, so it takes forever before you can kill it and get your hatch up. with pool first builds you get a guaranteed hatch faster, and far superior protection against cannon or proxy cheese. Just because the koreans do it doesn't mean its the most efficient, as they also 10 overlord, which is demonstrably inferior unless you pool at or before 12.
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This is the big thing that's different from SC/BW which I feel like not many people understand.
Making an earlier pool is not the "I'm sacrificing early harvesting and production so that I can have early Zerglings" trade-off a lot of people seem to think it is. It is instead "I'm sacrificing early harvesting so that I can have early Zerglings and greater production".
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Hmm 10pool seems to get 50/52 supply at 6:03. You even get to hatch at 19 like normal.
It really seems like... I might start using this as my standard ladder build. o_O
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On November 27 2010 14:40 Shikyo wrote: Hmm 10pool seems to get 50/52 supply at 6:03. You even get to hatch at 19 like normal.
It really seems like... I might start using this as my standard ladder build. o_O
however the 16 pool 17 hatch had alot of leftover mineralz. That means it will be the first hatch that can support 3 hatch off two base or go allinn zerglings, get a third earlier. This is also without gas and zerglings so ;/
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On November 27 2010 14:35 Hurkyl wrote: This is the big thing that's different from SC/BW which I feel like not many people understand.
Making an earlier pool is not the "I'm sacrificing early harvesting and production so that I can have early Zerglings" trade-off a lot of people seem to think it is. It is instead "I'm sacrificing early harvesting so that I can have early Zerglings and greater production".
You're also wrong in that your not sacrificing early harvesting with pool first. 14 hatch 14 pool has to cut drones, and ultimately has FEWER drones mining early on compared to a 14 pool 16 hatch build, which has more drones mining earlier (16 as opposed to 14).
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Okay look. When you go pool first and say that you will have the same amount of larva as a hatch first build, you are not taking into account the time it takes for a queen to build. When you go hatch first (15 hatch 14 pool), you would have saved up enough minerals to build 4 lings + 2 queens right when Pool finishes. You get to have two queens in the time that it takes to build one queen if you only had 1 hatch all the while you get to benefit from the additional larvas from the expo hatch.
Hatch first is more economical and it will give you more larva. There is NO debate about this. The only debate is when and how to implement a hatch first build.
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I feel too many people overlook the fact that a queen also has limited defensive capabilities. While yes, double queen does produce more larvae than you can spend initially, the extra queen significantly bolsters your ability to defend against early pressure. All this talk of which opening is better is useless if you die before reaching the mid-game.
Against Terran, 15 hatch 14 pool has been the most successful opening for me because of the extra queen. However, against a 2 gate, I have found that this opening doesn't get me enough lings to kill his initial zealots (you need ~4 lings per zealot to hold it off), while 14 pool 16 hatch does.
I honestly don't see why people continue to argue about this. The solution is simple, just do what you're more comfortable with, as the more comfortable you are in the early game, the better off you'll be going into the mid.
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First of all, thanks for using my our program to challenge the metagame. It is pretty flattering. :-)
Now for the statement:
You get an extra round of larva from *one* queen going pool before hatch. If you want to do the math, dont forget:
It takes time to harvest minerals. 40 mpm * number of drones Second hatches produce larva (this is what makes it very close) Hatch takes 100 seconds, Spawning pools 65 seconds, and queens 50 seconds.
The math is pretty damn close. I got more or less equal larva counts at the point when the two queens spit simultaneously.
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On November 27 2010 16:21 Lomilar wrote: First of all, thanks for using my our program to challenge the metagame. It is pretty flattering. :-)
Now for the statement:
You get an extra round of larva from *one* queen going pool before hatch. If you want to do the math, dont forget:
It takes time to harvest minerals. 40 mpm * number of drones Second hatches produce larva (this is what makes it very close) Hatch takes 100 seconds, Spawning pools 65 seconds, and queens 50 seconds.
The math is pretty damn close. I got more or less equal larva counts at the point when the two queens spit simultaneously.
You know what some of us would do for a Protoss or Terran version of your masterpiece? : )
Most builds I mess with in the Evo chamber always go pool first. I don't think I have ever gotten a hatch first build as the final spit-out. It seems that 15/14 pool followed by 16 hatch gets that first queen under the 18 pop cap plus 2 scouting lings before 3:30...
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From my tests the build that gets you the fastest minerals is:
http://sc2calc.org/build_order/ 10 Extractor trick 11 Overlord 14 spawning Pool 16 Hatchery > transfer 3 16 queen > spawn larvae [auto] 18 Overlord 21 queen > spawn larvae [auto] 23 Overlord 35 Drone 5:20 checkpoint
I could not find any better build that would mine you more minerals until you have 2 base and 32 drones up.
This was pretty easy to find, now the problem is if you take gas into account... i am lost Now i am debating how i should defend this: speedlings - i need 100Gas and is larva intensive Roach- i need Roach Warren fast so the roach have time to pop but is uses fewer larvae and i need the gas later Spines - i delay the gas, also not larvae intensive but have a long build time and sacrifice drones also immobile.
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is this a joke can you guys please test a ZvZ where you do not pressure the hatch first player and see who comes out on top
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On November 27 2010 15:13 denzelz wrote: Okay look. When you go pool first and say that you will have the same amount of larva as a hatch first build, you are not taking into account the time it takes for a queen to build. When you go hatch first (15 hatch 14 pool), you would have saved up enough minerals to build 4 lings + 2 queens right when Pool finishes. You get to have two queens in the time that it takes to build one queen if you only had 1 hatch all the while you get to benefit from the additional larvas from the expo hatch.
Hatch first is more economical and it will give you more larva. There is NO debate about this. The only debate is when and how to implement a hatch first build. It is debatable, that's the point of this thread. 15 hatch/14 pool cuts more early drones, which slows down later drones. And you can't support the larva off 2 queens + 2 hatch that fast (though the creep tumors and defensive capabilities are definitely worth something). However, getting two queens quickly is a big investment, 300 minerals as opposed to 150. That's 3 drones and 120 minerals per minute your missing out on early game. So getting 2 fast queens isn't such an obvious decision. And lastly, even if pool first is only on par in economy with hatch first, pool first is still superior because it's more defensive.
As for 15 hatch being unblockable, this hasn't really been my experience. 9 pylon scouts and 10 supply depot scouts seem to reach your natural in time to block on most maps.
As for the 9/10 pool 12 queen builds people have been talking about, I've seen them too. If nothing else, they can confuse your opponent into preparing for early zerglings, which is awesome. However, I believe there is a thread about those early pool eco builds. This thread is about the pros and cons of 15 hatch/14 pool and 16 pool/15 hatch.
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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).
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Wow, I just did an economic 10pool and DESTROYED some 2150 point diamond Protoss player who was doing 3gate expand. There's 0 possibility of your hatch getting blocked, you can just make 6 lings if needed vs a nexus-first or something, and you will have same economy as a 16hatch. Yep, my new standard ladder build in every MU.
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On November 28 2010 00:20 Shikyo wrote: Wow, I just did an economic 10pool and DESTROYED some 2150 point diamond Protoss player who was doing 3gate expand. There's 0 possibility of your hatch getting blocked, you can just make 6 lings if needed vs a nexus-first or something, and you will have same economy as a 16hatch. Yep, my new standard ladder build in every MU.
When do you put down your hatch in this build?
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On November 28 2010 00:40 Throat wrote:Show nested quote +On November 28 2010 00:20 Shikyo wrote: Wow, I just did an economic 10pool and DESTROYED some 2150 point diamond Protoss player who was doing 3gate expand. There's 0 possibility of your hatch getting blocked, you can just make 6 lings if needed vs a nexus-first or something, and you will have same economy as a 16hatch. Yep, my new standard ladder build in every MU. When do you put down your hatch in this build? 10pool 9drone 10 double extractor trick 12ov, overlord finishes just as pool finishes, get a Queen and 1 ling if needed, otherwise drones until needed.
at 17/18 get ov, then a drone, hatch at 18. If I want a bit faster gas I go to 18/18 and then put extractor down, then hatch, then ov.
This build is so good, and seems like everyone at 1500-2200 range thinks it's a rush and builds bunkers / cannons and you get way ahead. Oh, and it's safe vs everything.
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On November 28 2010 00:20 Shikyo wrote: Wow, I just did an economic 10pool and DESTROYED some 2150 point diamond Protoss player who was doing 3gate expand. There's 0 possibility of your hatch getting blocked, you can just make 6 lings if needed vs a nexus-first or something, and you will have same economy as a 16hatch. Yep, my new standard ladder build in every MU. replay or it didn't happen?
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This reminds me of back before terrans could do rax before depot, people were going early rax to counter any rushes, but they made up for it economically because of mules. Hatch first to me doesn't make sense, an early pool is similar to an early rax, and the queen will make up for the economic loss.
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Ok, there is a lot of discussion about the possible benefits of hatch first (e.g. creep, avoiding the possibility of getting blocked, etc). However, I do believe that pros hatch first because they believe that it gives them the best economy. The proof of this is the ZvZ matchup. If pool first is better economy, why do many zergs 14 hatch?
If the OP is right, the pros are doing it wrong then?
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On November 27 2010 15:13 denzelz wrote: Okay look. When you go pool first and say that you will have the same amount of larva as a hatch first build, you are not taking into account the time it takes for a queen to build. When you go hatch first (15 hatch 14 pool), you would have saved up enough minerals to build 4 lings + 2 queens right when Pool finishes. You get to have two queens in the time that it takes to build one queen if you only had 1 hatch all the while you get to benefit from the additional larvas from the expo hatch.
Hatch first is more economical and it will give you more larva. There is NO debate about this. The only debate is when and how to implement a hatch first build. You're right, there is no debate -- it's been pretty much conclusively proven that pool first two-hatch builds easily produce more larvae than hatch-first builds.
You're theory-crafting is bad. You are ignoring things like
- The hatchery takes much longer to build than a queen, and produces less larvae
- Pool first builds get earlier queens
and most importantly of all, you are ignoring the hard facts derived from actually executing build orders in the game.
And why 15 hatch 14 pool instead of 14 hatch 15 pool or 14 hatch 14 pool? 
Incidentally, this is why I dislike late pool first builds (14 pool or, shudder, 16 pool) -- by delaying the Spawning Pool so long, you throw away much of the benefit you could get from a pool first build. I am quite unsurprised to find that the 16 pool 17 hatch makes both the pool and hatchery far too late to outproduce a more reasonable build, even if the more reasonable one is hatch first.
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On November 27 2010 18:58 icezar wrote:From my tests the build that gets you the fastest minerals is: http://sc2calc.org/build_order/10 Extractor trick 11 Overlord 14 spawning Pool 16 Hatchery > transfer 3 16 queen > spawn larvae [auto] 18 Overlord 21 queen > spawn larvae [auto] 23 Overlord 35 Drone 5:20 checkpoint I could not find any better build that would mine you more minerals until you have 2 base and 32 drones up. This was pretty easy to find, now the problem is if you take gas into account... i am lost Now i am debating how i should defend this: speedlings - i need 100Gas and is larva intensive Roach- i need Roach Warren fast so the roach have time to pop but is uses fewer larvae and i need the gas later Spines - i delay the gas, also not larvae intensive but have a long build time and sacrifice drones also immobile.
Close to what EVO Chamber gives. If you just let evo chamber run and you say you just want drones and two hatches it says 13 pool 16 hatch.
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Now, I do recall a certain few early poke builds that allow a player to run into a zerg base and do some quick damage. In this case, hatch vs queen has a different factor altogether.
The queen has significantly less HP than a hatch, it's entirely plausible that you may get the queen sniped accidentally. That would be bad.
Hatch first, on the other hand, winds up being safer here due to the fact that small pokes can't really kill a hatch off before you manage to get up some defenses
Doesn't happen all the time, but still something to consider, especially depending on how good or bad your unit control is.
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On November 27 2010 20:35 Cambam wrote:Show nested quote +On November 27 2010 15:13 denzelz wrote: Okay look. When you go pool first and say that you will have the same amount of larva as a hatch first build, you are not taking into account the time it takes for a queen to build. When you go hatch first (15 hatch 14 pool), you would have saved up enough minerals to build 4 lings + 2 queens right when Pool finishes. You get to have two queens in the time that it takes to build one queen if you only had 1 hatch all the while you get to benefit from the additional larvas from the expo hatch.
Hatch first is more economical and it will give you more larva. There is NO debate about this. The only debate is when and how to implement a hatch first build. It is debatable, that's the point of this thread. 15 hatch/14 pool cuts more early drones, which slows down later drones. No it doesn't. Zerg produce Drones from Larvae, not from a town hall like Protoss and Terran.
A couple drones are delayed, but they are not eliminated from the build order. The delay has absolutely no effect on when later* drones hatch. (unless, of course, you delay so much that your Hatchery idles with 3 larvae, but 14 hatch 15 pool doesn't, and 15 hatch 14 pool doesn't seem to either)
*: I'm, of course, referring only to the drones made from your primary hatch and before Spawn Larvae comes into play.
And you can't support the larva off 2 queens + 2 hatch that fast (though the creep tumors and defensive capabilities are definitely worth something). Yes you can. It only takes 24-25 drones on minerals for constant 2 hatch 2 queen Drone / Zergling production. You can* nearly have that by the time your Queens hatch, and the minerals you bank while waiting for the Queens to pop easily cover the deficit.
*: Whether you should have that is, of course, another question entirely.
However, getting two queens quickly is a big investment, 300 minerals as opposed to 150. That's 3 drones and 120 minerals per minute your missing out on early game. No it isn't. You bank a lot of money while waiting for the Hatchery and Pool to finish. You don't have the Larvae to spend those 150 minerals on Drones.
This thread is about the pros and cons of 15 hatch/14 pool and 16 pool/15 hatch. The original question was if Hatch first is more economical than Pool first. For that question, it is relevant what benefits an early pool first build offers.
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On November 28 2010 01:54 shutdown_exploded wrote:Show nested quote +On November 28 2010 00:20 Shikyo wrote: Wow, I just did an economic 10pool and DESTROYED some 2150 point diamond Protoss player who was doing 3gate expand. There's 0 possibility of your hatch getting blocked, you can just make 6 lings if needed vs a nexus-first or something, and you will have same economy as a 16hatch. Yep, my new standard ladder build in every MU. replay or it didn't happen? LOL Actually it was a 5gate wtf o_O I thought it was 3-gate, no wonder it was such a strong attack. But yeah :
http://www.gamereplays.org/starcraft2/replays.php?game=33&show=details&id=169353
Feels soooo strong.
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On November 28 2010 03:19 Shikyo wrote:Show nested quote +On November 28 2010 01:54 shutdown_exploded wrote:On November 28 2010 00:20 Shikyo wrote: Wow, I just did an economic 10pool and DESTROYED some 2150 point diamond Protoss player who was doing 3gate expand. There's 0 possibility of your hatch getting blocked, you can just make 6 lings if needed vs a nexus-first or something, and you will have same economy as a 16hatch. Yep, my new standard ladder build in every MU. replay or it didn't happen? LOL Actually it was a 5gate wtf o_O I thought it was 3-gate, no wonder it was such a strong attack. But yeah : http://www.gamereplays.org/starcraft2/replays.php?game=33&show=details&id=169353Feels soooo strong.
Nothing against your play, but I'm watching this protoss go forge gate cannon in-base and then chrono his gate and not build anything from it.
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If hatch first wasn't better pros wouldn't be doing it. They get paid for playing, don't you think they would know if pool first was better? I like to go hatch first whenever I can, and it feels much stronger. I am to lazy to check, but does going pool first give you the larvae before hatch first, you have to take into account the fact that your pool needs to finish then your queen then the larvae need to pop.
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On November 28 2010 03:28 Darthturtle wrote:Show nested quote +On November 28 2010 03:19 Shikyo wrote:On November 28 2010 01:54 shutdown_exploded wrote:On November 28 2010 00:20 Shikyo wrote: Wow, I just did an economic 10pool and DESTROYED some 2150 point diamond Protoss player who was doing 3gate expand. There's 0 possibility of your hatch getting blocked, you can just make 6 lings if needed vs a nexus-first or something, and you will have same economy as a 16hatch. Yep, my new standard ladder build in every MU. replay or it didn't happen? LOL Actually it was a 5gate wtf o_O I thought it was 3-gate, no wonder it was such a strong attack. But yeah : http://www.gamereplays.org/starcraft2/replays.php?game=33&show=details&id=169353Feels soooo strong. Nothing against your play, but I'm watching this protoss go forge gate cannon in-base and then chrono his gate and not build anything from it. 2100 diamonds are terrible yeah T_T Need to play more, 400 bonus pool -_-
On November 28 2010 03:55 Ksyper wrote: If hatch first wasn't better pros wouldn't be doing it. They get paid for playing, don't you think they would know if pool first was better? I like to go hatch first whenever I can, and it feels much stronger. I am to lazy to check, but does going pool first give you the larvae before hatch first, you have to take into account the fact that your pool needs to finish then your queen then the larvae need to pop. They do it for the creep and to avoid blocks, not for econ. Also koreans still do 10ov or 10ov ex trick, so that's a bad argument
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Hatch first isnt economical until you have a certain number of dones but its irelevant, the biggest bonus of having an early hatch is having more larvae.
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On November 28 2010 03:55 Ksyper wrote: If hatch first wasn't better pros wouldn't be doing it. They get paid for playing, don't you think they would know if pool first was better? I'm pretty sure one can be professional without being an analyst.Besides, pros also Pool first. 
I am to lazy to check, but does going pool first give you the larvae before hatch first, you have to take into account the fact that your pool needs to finish then your queen then the larvae need to pop. I can't figure out what you're trying to say. But people have accounted for many things; even if you don't want to do tests yourself, you could at least read what tests others have done and what the results were....
On November 28 2010 03:59 Reptaur wrote: Hatch first isnt economical until you have a certain number of dones but its irelevant, the biggest bonus of having an early hatch is having more larvae. It would be nice if you read what people have done too. SC2 is a different game than BW; this statement is simply not true, because of the effect of Queens. The early Hatch only gets more larvae when compared to a pool first build that either idles with 3 larvae a lot, or puts off the second hatchery until very late. (Or, I suppose, gets the pool very late and/or doesn't use the Queen for spawning larva)
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On November 28 2010 03:07 Hurkyl wrote:Yes you can. It only takes 24-25 drones on minerals for constant 2 hatch 2 queen Drone / Zergling production. You can* nearly have that by the time your Queens hatch, and the minerals you bank while waiting for the Queens to pop easily cover the deficit.
*: Whether you should have that is, of course, another question entirely. Exact number is 27 (max 16 on one hatch, constant overlord production - without overlords its 24). Fastest way to get there (with researching metabolic boost if you want it to be ready when you start producing lings) is 11 overpool, 12extractor, 15 queen, 18meta + hatch, 18 overlord, 18trick
If you take drones off gas after mining 100 everything is ready after exactly 5 minutes. After that it's 1 Zergling every 2 seconds or 1 Drone every 4 seconds.
Just to throw it into the room. I always liked the 11 Overpool for starting.
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i am now a 10 pool/17 hatch convert. won 4 in a row against ~2000 diamond. just dominated.
for the first time i beat a 15 nexus without early roach/ling pressure. this is how i want to play zerg. 17 hatch, and 25 hatch at a third. all three were saturated before he had sent one unit to my base. he brought 3 phoenix and 3 void ray. i had 6 hydras already, and 10 more producing. send the survivors + early lings i had, + ROACHES i rallied. my econ was so good, + larva on three hatches... i could pump ~20 roaches twice. the first wave +hydras took out the nat. the second wave + survivors of the first pushed into his main for the gg.
beat a marine/tank terran. stomped him, he was like wtf after each battle. my army was already rolling by the time he was ready to push, 12 mutas, 20 banelings, 40 lings.
the quicker saturation makes a world of difference in getting your early econ going. feels so much better then 14 hatch. yesterday i couldnt win 14 hatching. today i cant lose 10 pooling. so counterintuitive but i highly recommened trying it.
the one problem is the marine+scv rushes. the timing can be off for having a spine rdy at ur nat. their whole goal is to deny that expansion. maybe i should focus on saturating my main.defending my ramp, and then expanding when he is done sending marines. defending my ramp with spines+lings should completely shut down marine+scv rushes. i will have enough larva to make lings and get a nice drone count going. need to explore this further. but against normal play/ or any toss i will 10 pool.
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On November 28 2010 06:06 Vaporized wrote: i am now a 10 pool/17 hatch convert. won 4 in a row against ~2000 diamond. just dominated.
for the first time i beat a 15 nexus without early roach/ling pressure. this is how i want to play zerg. 17 hatch, and 25 hatch at a third. all three were saturated before he had sent one unit to my base. he brought 3 phoenix and 3 void ray. i had 6 hydras already, and 10 more producing. send the survivors + early lings i had, + ROACHES i rallied. my econ was so good, + larva on three hatches... i could pump ~20 roaches twice. the first wave +hydras took out the nat. the second wave + survivors of the first pushed into his main for the gg.
beat a marine/tank terran. stomped him, he was like wtf after each battle. my army was already rolling by the time he was ready to push, 12 mutas, 20 banelings, 40 lings.
the quicker saturation makes a world of difference in getting your early econ going. feels so much better then 14 hatch. yesterday i couldnt win 14 hatching. today i cant lose 10 pooling. so counterintuitive but i highly recommened trying it.
the one problem is the marine+scv rushes. the timing can be off for having a spine rdy at ur nat. their whole goal is to deny that expansion. maybe i should focus on saturating my main.defending my ramp, and then expanding when he is done sending marines. defending my ramp with spines+lings should completely shut down marine+scv rushes. i will have enough larva to make lings and get a nice drone count going. need to explore this further. but against normal play/ or any toss i will 10 pool.
i'd like those replay if you don't mind =)
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On November 28 2010 00:20 Shikyo wrote: Wow, I just did an economic 10pool and DESTROYED some 2150 point diamond Protoss player who was doing 3gate expand. There's 0 possibility of your hatch getting blocked, you can just make 6 lings if needed vs a nexus-first or something, and you will have same economy as a 16hatch. Yep, my new standard ladder build in every MU.
I do a similar build all the time. Actually in all match ups and almost on every map. Its so freaking versatile and strong.
pros 1, You get a really fast queen so you keep up economicly if you chose to drone 2, You have the option to rush your opponent if he does a build that's sux against fast lings. 3, You get 1 pair of lings extremely fast to deny scouting and prevent them from blocking your exp 4, Most players will assume you are rushing them, putting up unnecessary defences when you are actually droning hardcore with your fast queen
cons 1, A little bit less economic then 14 ppol but not much (you will have less minerals but more larva) 2, It really hurts your economy if you gas to early to get fast speed. The option if necesary is still there thou 3, A good player that actually counts your larva/eggs (not only looking at your pool timing) will not be fooled thinking you are rushing when you are not
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a few points i think might seem important enough to mention:
1. are people considering a certain point where idle larva are beneficial? (many people seem to think you must use each larva as it spawns... which becomes very dangerous at a certain point if done without perfect scouting)
2. the hatchery spreads out the zerg's base faster, which helps avoid bunker or canon contains to delay the hatch for when you'd actually want to expand
3. time of double queen production possibility.
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On November 28 2010 03:59 Shikyo wrote:Show nested quote +On November 28 2010 03:28 Darthturtle wrote:On November 28 2010 03:19 Shikyo wrote:On November 28 2010 01:54 shutdown_exploded wrote:On November 28 2010 00:20 Shikyo wrote: Wow, I just did an economic 10pool and DESTROYED some 2150 point diamond Protoss player who was doing 3gate expand. There's 0 possibility of your hatch getting blocked, you can just make 6 lings if needed vs a nexus-first or something, and you will have same economy as a 16hatch. Yep, my new standard ladder build in every MU. replay or it didn't happen? LOL Actually it was a 5gate wtf o_O I thought it was 3-gate, no wonder it was such a strong attack. But yeah : http://www.gamereplays.org/starcraft2/replays.php?game=33&show=details&id=169353Feels soooo strong. Nothing against your play, but I'm watching this protoss go forge gate cannon in-base and then chrono his gate and not build anything from it. 2100 diamonds are terrible yeah T_T Need to play more, 400 bonus pool -_- Actually, maybe he forge+gate cannon in-base because he saw your 10pool and expected some early ling rush and built a cannon in response? 10pool is pretty early and is usually a sign of some kind of zergling all-in.
Just sayin'
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On November 28 2010 06:15 navara wrote:Show nested quote +On November 28 2010 06:06 Vaporized wrote: i am now a 10 pool/17 hatch convert. won 4 in a row against ~2000 diamond. just dominated.
for the first time i beat a 15 nexus without early roach/ling pressure. this is how i want to play zerg. 17 hatch, and 25 hatch at a third. all three were saturated before he had sent one unit to my base. he brought 3 phoenix and 3 void ray. i had 6 hydras already, and 10 more producing. send the survivors + early lings i had, + ROACHES i rallied. my econ was so good, + larva on three hatches... i could pump ~20 roaches twice. the first wave +hydras took out the nat. the second wave + survivors of the first pushed into his main for the gg.
beat a marine/tank terran. stomped him, he was like wtf after each battle. my army was already rolling by the time he was ready to push, 12 mutas, 20 banelings, 40 lings.
the quicker saturation makes a world of difference in getting your early econ going. feels so much better then 14 hatch. yesterday i couldnt win 14 hatching. today i cant lose 10 pooling. so counterintuitive but i highly recommened trying it.
the one problem is the marine+scv rushes. the timing can be off for having a spine rdy at ur nat. their whole goal is to deny that expansion. maybe i should focus on saturating my main.defending my ramp, and then expanding when he is done sending marines. defending my ramp with spines+lings should completely shut down marine+scv rushes. i will have enough larva to make lings and get a nice drone count going. need to explore this further. but against normal play/ or any toss i will 10 pool. i'd like those replay if you don't mind =) Yeah that would be awesome :D
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pretty sure i didnt save them. sorry guys. if i did i will post them when i get home in a bit. if i didnt i will for sure post the games i play tonight.
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Why are you assuming that your first queen never comes out? it pretty much always comes out before the hatchery is done
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On November 28 2010 00:20 Shikyo wrote: Wow, I just did an economic 10pool and DESTROYED some 2150 point diamond Protoss player who was doing 3gate expand. There's 0 possibility of your hatch getting blocked, you can just make 6 lings if needed vs a nexus-first or something, and you will have same economy as a 16hatch. Yep, my new standard ladder build in every MU.
God that's so dumb when would you get gas for ling bling ZvZ or would you just get a 10 roach warren??? A 10 pool is hard countered by a 14 pool and I or any other zerg could easily show you that.
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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 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. How did you measure the number of Larvae if you weren't making units?
I usually do continuous Zergling/Overlord production when I do these tests, so that I can count my Larva by looking at supply. Previously in this thread, people (including myself) have done these tests with continuous Drone/Overlord production, and you can see there that builds with earlier pools produced more larvae.
(P.S. a very late pool like 16 pool is not very representative of pool-first builds)
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On November 28 2010 08:20 SlapMySalami wrote:God that's so dumb when would you get gas for ling bling ZvZ or would you just get a 10 roach warren??? A 10 pool is hard countered by a 14 pool and I or any other zerg could easily show you that. Would you mind sharing what 14 Pool build you use in Zerg vs Zerg? I haven't yet found any late Pool build that actually makes combat units that couldn't be converted into an even better early Pool build. (but I haven't tried many)
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On November 28 2010 08:20 SlapMySalami wrote:Show nested quote +On November 28 2010 00:20 Shikyo wrote: Wow, I just did an economic 10pool and DESTROYED some 2150 point diamond Protoss player who was doing 3gate expand. There's 0 possibility of your hatch getting blocked, you can just make 6 lings if needed vs a nexus-first or something, and you will have same economy as a 16hatch. Yep, my new standard ladder build in every MU. God that's so dumb when would you get gas for ling bling ZvZ or would you just get a 10 roach warren??? A 10 pool is hard countered by a 14 pool and I or any other zerg could easily show you that. Only if you make 6 lings right away and send them to die or do absolutely nothing. If you only make a pair of lings and drone + deny OV scouting with early queen, you're ahead.
Iirc, 10trick -> 11pool was the best early pool build for larvae.
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Would be really great to test each builds with different timed attacks. So we get results after repelling Bunker Rush / Proxy Pylon + Cannon / Lings + Crawler, early Marines / Zealots / Lings, Hellions / Stalker. Or just preparing for the biggest possible attack starting at about 6:20. But I don't want to do this ^^
How effectively you deny scouting is also very important, combined with the fact that you can easily transition into any kind of early game aggression - your enemy will know this. I think this is the biggest gain of economic pool-first builds. I don't mind having 300 minerals less if my enemy is in total dark of what I'm doing and is scared of early Zerg attacks. This way you start with the game-controlling style Zerg is so good at right at the start, instead of giving your enemy a wide array of options to annoy you while you try to mine all the resources*.
*)+ Show Spoiler +
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BTW I just tested a 10pool variant against my standard 14pool/13extractor/15 hatch. My goal was to get two queens, and expo, two extractors, and to also throw down a roach warren around 23-25 supply.
10ov, 10 pool, 14 ext, 15 queen, 17 ling, 18 hatch vs 14pool, 13 ext, 15 hatch, 15 queen, 17 ov 18 ling (A build I use often)
They came out nearly dead even (as in max 10 second difference) to 36 supply. Except the first one was totally 10 pool, which I know I hate seeing as toss. And is super safe vs cheese.
Definitely going to try some 10pool eco on ladder, now.
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On November 28 2010 08:20 SlapMySalami wrote:Show nested quote +On November 28 2010 00:20 Shikyo wrote: Wow, I just did an economic 10pool and DESTROYED some 2150 point diamond Protoss player who was doing 3gate expand. There's 0 possibility of your hatch getting blocked, you can just make 6 lings if needed vs a nexus-first or something, and you will have same economy as a 16hatch. Yep, my new standard ladder build in every MU. God that's so dumb when would you get gas for ling bling ZvZ or would you just get a 10 roach warren??? A 10 pool is hard countered by a 14 pool and I or any other zerg could easily show you that. Heh? Vs 14pool I do 10pool and get gas around 16 for Roaches. I don't make lings right away... I get better economy than 14pool.
Have you tested this or are you just spewing these "facts" out of your you-know-what?
On November 28 2010 09:16 Pwere wrote:Show nested quote +On November 28 2010 08:20 SlapMySalami wrote:On November 28 2010 00:20 Shikyo wrote: Wow, I just did an economic 10pool and DESTROYED some 2150 point diamond Protoss player who was doing 3gate expand. There's 0 possibility of your hatch getting blocked, you can just make 6 lings if needed vs a nexus-first or something, and you will have same economy as a 16hatch. Yep, my new standard ladder build in every MU. God that's so dumb when would you get gas for ling bling ZvZ or would you just get a 10 roach warren??? A 10 pool is hard countered by a 14 pool and I or any other zerg could easily show you that. Only if you make 6 lings right away and send them to die or do absolutely nothing. If you only make a pair of lings and drone + deny OV scouting with early queen, you're ahead. Iirc, 10trick -> 11pool was the best early pool build for larvae. I actually make 3 drones after pool is done and only then do I make one pair of lings and I'm ahead in econ and safe vs 14pool because I have one spawn larvae-cycle more(and 2->4lings + queen defends easily vs 6 lings).
On November 28 2010 14:31 TheOvermind77 wrote: BTW I just tested a 10pool variant against my standard 14pool/13extractor/15 hatch. My goal was to get two queens, and expo, two extractors, and to also throw down a roach warren around 23-25 supply.
10ov, 10 pool, 14 ext, 15 queen, 17 ling, 18 hatch vs 14pool, 13 ext, 15 hatch, 15 queen, 17 ov 18 ling (A build I use often)
They came out nearly dead even (as in max 10 second difference) to 36 supply. Except the first one was totally 10 pool, which I know I hate seeing as toss. And is super safe vs cheese.
Definitely going to try some 10pool eco on ladder, now. That's wrong, do 10pool 10double extractor trick 12ov 12queen, it's amazing(with perfect extractor trick ov finishes the same millisecond as your pool does, but you can just chill and place the pool at 225 or so minerals for a tiny(not even 5 minerals) bit better econ and more reliable timing).
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That's wrong, do 10pool 10double extractor trick 12ov 12queen, it's amazing(with perfect extractor trick ov finishes the same millisecond as your pool does, but you can just chill and place the pool at 225 or so minerals for a tiny(not even 5 minerals) bit better econ and more reliable timing).
Let me give it a try vs the build I tried. Is everything else similar after that point?
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On November 28 2010 14:49 TheOvermind77 wrote:Show nested quote +That's wrong, do 10pool 10double extractor trick 12ov 12queen, it's amazing(with perfect extractor trick ov finishes the same millisecond as your pool does, but you can just chill and place the pool at 225 or so minerals for a tiny(not even 5 minerals) bit better econ and more reliable timing). Let me give it a try vs the build I tried. Is everything else similar after that point? I do 12queen 14drone 15drone 16extractor at earliest(ofc you can get this right after queen at 14 supply if needed but it won't be as smooth) etc, a pair of lings at 16-18 supply as needed. You can get the ov at 17 supply and it'll be fine, and expansion hatch at 18 if I expand, if not Roach warren or something.
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On November 28 2010 14:55 Shikyo wrote:Show nested quote +On November 28 2010 14:49 TheOvermind77 wrote:That's wrong, do 10pool 10double extractor trick 12ov 12queen, it's amazing(with perfect extractor trick ov finishes the same millisecond as your pool does, but you can just chill and place the pool at 225 or so minerals for a tiny(not even 5 minerals) bit better econ and more reliable timing). Let me give it a try vs the build I tried. Is everything else similar after that point? I do 12queen 14drone 15drone 16extractor at earliest(ofc you can get this right after queen at 14 supply if needed but it won't be as smooth) etc, a pair of lings at 16-18 supply as needed. You can get the ov at 17 supply and it'll be fine, and expansion hatch at 18 if I expand, if not Roach warren or something.
Beautiful, just gave it a shot vs an AI while you were probably typing a reply.
I have a feeling this might change zerg quite a bit if it catches on. 10pool feinting gives some amazing options!
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Oh and worth mentioning: I always spawn larvae 2 times before placing a creep tumor, and if you make your second Queen at 24/26 when you get 150 minerals after getting an overlord after spawning larvae for the second time(more confusing pls!), your Queens are perfectly synced in energy and you'll get the overlord out just in time for the second spawn larvae.
It's accidentally an extremely smooth build. xD
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not a fan of testers, but i feel like the 10 pool eco-opening gives me more options. just an opinion though, im at gold...
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To swinging back in the other direction...
Some openings have the property that production capacity exceeds income. For example, if you start teching and pumping Zerglings, or maybe two-base Roaches. In these cases, sacrificing minerals for larvae is counter-productive; late* pools or Hatch first builds are more appropriate for these situations.
*: I am still skeptical that super-late pools are ever the right choice
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On November 28 2010 15:01 TheOvermind77 wrote:Show nested quote +On November 28 2010 14:55 Shikyo wrote:On November 28 2010 14:49 TheOvermind77 wrote:That's wrong, do 10pool 10double extractor trick 12ov 12queen, it's amazing(with perfect extractor trick ov finishes the same millisecond as your pool does, but you can just chill and place the pool at 225 or so minerals for a tiny(not even 5 minerals) bit better econ and more reliable timing). Let me give it a try vs the build I tried. Is everything else similar after that point? I do 12queen 14drone 15drone 16extractor at earliest(ofc you can get this right after queen at 14 supply if needed but it won't be as smooth) etc, a pair of lings at 16-18 supply as needed. You can get the ov at 17 supply and it'll be fine, and expansion hatch at 18 if I expand, if not Roach warren or something. Beautiful, just gave it a shot vs an AI while you were probably typing a reply. I have a feeling this might change zerg quite a bit if it catches on. 10pool feinting gives some amazing options! Pff don't worry, it wont until a pro uses it regularly and even then no one would give me credit. ;O
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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.
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^ 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
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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.
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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.
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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)
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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.
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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=164559Show 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.
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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.
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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=164559Show 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
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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 G  3 25 Queen M:228 G  3 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 G  0 53 Zergling M:102 G  7 54 Zergling M:52 G  7 I'll add it to the OP as well
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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.
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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.
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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.
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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]](http://evolutionchamber.googlecode.com/files/eckorean.png)
Coming soon.
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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
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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.
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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.
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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.
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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
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For you number crunchers out there, here is another point you might want to consider.
If you are hatching late, shouldn't you assume some sort of natural block, dismissing the exact timing of your hatch timing anyways? And if you pool first shouldn't you automatically include a pair of lings in your build orders to help take out that bunker/pylon? Normally I wouldn't suggest something that happens in game to use for number crunching, but nat blocks are almost a standard in most games, ALWAYS on 2 player maps, and often on 4 player maps.
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Using haploid's calculator with a checkpoint @7min of pure drones with 2hatches and 2queens and 1 spawn larvae sacrificed for creep, the best eco opening seems to be:
http://tinyurl.com/35o22a5
9 Overlord 14 Spawning Pool 16 Hatchery (send @200 mineral) > +5 (10 sec) 15 Queen > Spawn Larvae[auto] 17 Overlord 18 Extractor > +3 (2 sec) 20 Overlord 20 Queen > Creep Tumor 32 Overlord 40 Overlord 48 Overlord 56 Overlord 7:00 Checkpoint
It will have about the same mineral than the OP's 16pool/17hatch ( http://tinyurl.com/26zm42t ), but 60 more gas at the 7min mark.
You can swap between 18 Extractor or 21 Extractor whether you prefer to have 50 extra min or gas.
Toying with the app will show you that most "pool first" variations are more or less equivalent. 15pool/14hatch, 15pool/15hatch, 16pool/15hatch, 14pool/14hatch, etc will all have slightly more resources than the OP's 16pool/17hatch.
Of course this is all theorycraft, but even in game, that extra 15sec for the 16pool seems to be forever.
Edit: This said I have to agree with the OP's conclusion: I've yet to find a hatch first BO that can match the economy of the above BO. This is all theorycraft assuming no block though, an assertion that can very often go wrong in the real world.
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On November 29 2010 23:14 Phrencys wrote: 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.
The reason is that when you pool you loose that drone. So you pool at 16 to mine a few more minerals with that drone - kind of stupid but this is the nature of Build optimizers. I also played a lot on finding the most "economical build" and i find that i do not know what to do with the minerals/gas.
My conclusion, at least for now, is that the opening depends on what units you want and even then all the variations are very close. You need to have a very good plan, how do i defend this? The BO in op gets a pair of zerglings then Lair you die with that build the only difference is that you die with a lot of minerals/gas  In my opinion the first 2 lings are for scout only, to defend you need to opt for:
1.Metabolic Boost, then you can build speedlimgs when you need, this seems to be the best but for this you need 100gas very fast because the upgrade takes a long time so you will have a BO with Pool, Gas or Gas, Pool.
2. Roach, This seems a very good because you can delay the gas and you spend the minerals on RW also you do not need so much larva. But you need to have the Roach before they push and if they push with Marauder, Stacker you are dead.
3. Spines, they cost a lot, you loose drones and they are static, but you need zero gas and you can have a beast economy with 3 spines 3 queens. I see IdrA doing this while he rush for hydra.
4. Only queens? i never tested this but i think this is the only build viable for hatch first. But this would suggest that you want to fast tech and you do not need neither speedlings nor Roaches, maybe infestor muta or some other crazy things but i think you are dead by then.
when i try to compare my econ builds vs what a terran or protos can do, SURPRISE! they can out macro you hard! Try a forge expand with constant probe and cronoboost! You are so behind if you do not attack it even if you go 2 hatch first  The same for Terran, you let the Terran fast expand with 2 base 2 Mule he will build a doom army and crush you with all your economy and ability to replace the army very fast. So, when you think of your opening BO try to think also, how can i attack if he will fast expand. Thats why for me is Metabolic Boost or Roach.
If you guys have a hatch first build that is viable on ladder, please post the full BO and i think i can find an alternative pool first build that is better than yours. The only argument that i find valid for hatch first is the faster creep, but i could not use that. Edit: i just remember, hatch first i very hard to block, so this can be another reason, i know that hatch first is a little worse but i want to be sure i am not blocked.
You need a fast hatch! you just do not need it before pool. While you can delay your hatch until 18 maybe 20 without loosing any economy you cannot delay your pool later then 16? i even find that pretty late.
Finally i do not see any reason to go hatch first unless you are FruitDealer and you are soooo good that it doesn`t matter and you go Hatch first just because you can!
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On November 30 2010 01:05 ZomgTossRush wrote: For you number crunchers out there, here is another point you might want to consider.
If you are hatching late, shouldn't you assume some sort of natural block, dismissing the exact timing of your hatch timing anyways? And if you pool first shouldn't you automatically include a pair of lings in your build orders to help take out that bunker/pylon? Normally I wouldn't suggest something that happens in game to use for number crunching, but nat blocks are almost a standard in most games, ALWAYS on 2 player maps, and often on 4 player maps. Nat blocking can happen with hatch first too, and is IMO much more devastating as you're stuck with no extra hatch AND a late pool.
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I like the 10ish pool idea. you have the option of put on early pressure, or be as economical as late pool. it seems like terran's 2 rax build, they can attack you or macro up.
now my question is the gas timing. when do you get gas for speedling/roaches to stop early stalker or marine pressure?
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On November 30 2010 01:51 Phrencys wrote:http://tinyurl.com/35o22a5 9 Overlord 14 Spawning Pool 16 Hatchery (send @200 mineral) > +5 (10 sec) 15 Queen > Spawn Larvae[auto] 17 Overlord 18 Extractor > +3 (2 sec) 20 Overlord 20 Queen > Creep Tumor 32 Overlord 40 Overlord 48 Overlord 56 Overlord 7:00 Checkpoint
I've yet to find a hatch first BO that can match the economy of the above BO.
Perhaps you should take a look at the testing being done in this thread. I tested the build order you provided, and it currently ranks behind a hatch first build.
To preempt your criticisms, I could extend the time from 6 minutes to 7 minutes, but I suspect it won't make much difference. Also, in this thread we are excluding gas, because attempting to compare the relative value of gas to minerals is a subjective and unquantifiable variable that can safely be excluded for the sake of measuring efficiency of mining and production.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=172481
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On November 27 2010 08:56 Steven.Bonnell.II wrote: Pool first is 100% better than hatch first in every single scenario. Since there are pro gamers that hatch first, many people will mindlessly copy without question.
If you run a side-by-side comparison and race to 50 drones, you'll find that hatch first and pool first both reach it at about the same time. The only difference is, pool first grants you much more flexibility and is a safer opening build.
There is absolutely no reason to hatch first in any matchup, on any map, ever.
First of all Pool first is 100% better in every scenario but pros still hatch first?
I agree, pool first is better, but try not to contradict yourself within the same two sentence paragraph.
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I think i found another + for hatch first: It seems it has more larva or at least faster larva. I looked at a replay from FruitDealer and compared it with the one on first post. Below are the larva timings until 5 min mark (only the larva that differ)
16 Pool, 17 Hatch, 16 OV, 16 queen, 21 Gas Base 1: 4:37 > 4:37 > 4:37 > 4:37 > 4:57 Base 2: 4:17 > 4:32 > 4:47
15 Hatch, 14 Pool, 16 OV, 17 Gas, 16 Queen Base 1: 4:47 > 4:56 > 4:56 > 4:56 > 4:56 Base 2: 3:39 > 3:54 > 4:09 > 4:24 > 4:39 > 4:54
I think that pros like the hatch first because of faster larva and creep, i sow FruitDealer today holding a rush with: 16 Hatch. 15 Pool, 18 OV, 18 Zerglingx3, 21 Queen, 23 Zerglingx2
You cannot have 10 lings that fast with pool first unless you cut drones or go 9 pool but he also uses the drones at natural to hold and prevent bunkers or if against Protoss Pylons
Now i tend to believe that pros are correct in doing this build but the commentators are wrong in calling it the more economic build.
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I've been using my app (http://www.teamliquid.net/forum/viewmessage.php?topic_id=168348) to try and get a hatch first build and similar to Lomilar's it almost never uses it. I think the reason is that having your queen out early compensates for the larva & hence gives you more drones faster, as such making the economics for it better. I'm guessing others have said as much in the thread already, just wanted to point out that my app basically confirms the results seen in Lomilar's app.
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On November 30 2010 07:29 CarbonTwelve wrote: I've been using my app (http://www.teamliquid.net/forum/viewmessage.php?topic_id=168348) to try and get a hatch first build and similar to Lomilar's it almost never uses it. I think the reason is that having your queen out early compensates for the larva & hence gives you more drones faster, as such making the economics for it better. I'm guessing others have said as much in the thread already, just wanted to point out that my app basically confirms the results seen in Lomilar's app. Good to know that another BO optimizer agrees. Btw, I didn't know your app did zerg too, I'll have to check it out.
Does it have creep tumor available as a requirement? I'd really like to see what BO optimizer thinks if you require a creep tumor by 4:30 or something. After watching Ret's game this morning where he had 75% of metalopolis covered in creep, I really think getting that early tumor is significant and would cause the BO optimizer to maybe consider going hatch first to get a 2nd queen faster. Right now, it just spits as soon as each queen spawns, but if it had to use a creep tumor with the first 25 energy, it would probably either get the first queen sooner or get a second queen sooner.
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I just tested 14pool/16hatch vs 15hatch/15pool vs 16pool/16hatch, on lost temple at 9oclock. (Yes, map and start position do make a difference, you can't directly compare numbers from different maps or even different starting spots)
In each build, I built an extractor at 18, although I think in the 16pool version I ordered it a little differently putting it slightly later, and therefore with more gas.
At the 7 minute mark, this is what they all had:
14pool 16 hatch 625/340 58/60 6 drones 3/17 1 OL 17/25 Spawn 36/40 & 8/40 1 larva
15hatch 15pool 755/336 60/60 4 drones 7/17 1 OL 16/25 Spawn 8/40 & Just finished 1 larva (+4 coming from spawn)
15pool 16hatch (if you have to cut drones to 15pool you did something wrong or are in a 12oclock start spot, which are the worst starts for zerg) 560/356 62/68 2 drones 14/17 4 drones 3/17 4 drones 12/17 Spawn 1/40 10/40
15hatch/15pool is the clear economic winner, and it's not even close. I don't have any clue how any of you claiming to be running tests of pool-first builds showing they're economically better are testing, but you're doing something wrong.
15pool 16hatch has a higher supply count, but it's way behind on minerals, and 10 of its supply is in drones that aren't yet completed, where 15hatch has 6 more drones actively working at the 6 minute mark, and has a round of 5 drones coming up in the next second or two, as soon as the larvae from the spawn land)
If you want to pool earlier for safety, fine. There's absolutely nothing wrong with that, and it's the best thing to do in a lot of situations. Just don't kid yourself into saying you're also better off economically. You're not.
Last bit of interest, the stats for 11pool 18hatch: (hatching sooner than 18 is pretty much impossible unless you don't build the early queen, which is the whole point of 11pooling anyway)
619/416 56/60 1 drone 7/17 4 drones 12/17 1OL 15/25 Spawn 29/40 33/40
This is interesting because although somebody in the thread said no hatch first build would be better economically than the 14pool 16hatch they posted, an 11 pool comes a lot closer to being as good economically than the 14pool does to matching 15hatch.
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Now i tend to believe that pros are correct in doing this build but the commentators are wrong in calling it the more economic build.
A build that gets more larvae faster can either be a more economic build or a more aggressive one, depending only on how you use the larvae.
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On November 30 2010 07:39 Cambam wrote: Good to know that another BO optimizer agrees. Btw, I didn't know your app did zerg too, I'll have to check it out.
There are a lot of problems with build order optimizers, meaning that real, actual, in-game testing is important.
An optimizer can give you ideas, or starting points, but you cannot simply take its results at face value without doing your own in-game testing
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14 hatch 15 pool is way better than these builds you're doing...
nobody does these builds cause you lose to rush
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On November 30 2010 08:26 jgreen46 wrote: 14 hatch 15 pool is way better than these builds you're doing...
nobody does these builds cause you lose to rush ...
A 16 pool finishes before the 15 pool in your 14 hatch/15 pool.
On a side note, I held off a proxy 9 pylon, 9 gate, 9 gate pretty easily on the ladder yesterday with 16 pool/ 15 hatch (I didn't make the hatch, because his proxy was in my natural).
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Has 2nd hatch inside ur main been tested here?
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On November 30 2010 07:29 CarbonTwelve wrote: I've been using my app (http://www.teamliquid.net/forum/viewmessage.php?topic_id=168348) to try and get a hatch first build and similar to Lomilar's it almost never uses it. I think the reason is that having your queen out early compensates for the larva & hence gives you more drones faster, as such making the economics for it better. I'm guessing others have said as much in the thread already, just wanted to point out that my app basically confirms the results seen in Lomilar's app.
Yes, but that is exactly the problem with you apps, they give you the fastest way to something. But how a bout the most economic build that can also hold a rush? Something versatile... If you say, i need a BO but i know what i want to build only after i scout, i might want 10 lings ASAP, i might want strong economy or, i don`t know, i have not played so much as a pro does...
If you want to test take a real life situation, a game. I took FruitDealer`s game today. He went: # Startup build delay = 2 seconds 10 Overlord 15 Hatchery 14 Spawning Pool 16 Overlord 16 Zergling [3] 19 Queen > Spawn Larvae 21 Zergling [6] Other things to note: 1. Scout at 1:15 dies at 2:40 2. has 8 lings + 3probes (16 total probes) to defend natural at 4:14 when marines push, if he had less he would of lost an OV and some probes for sure. 3. he holds the push at 4:50 with 18 zerglins (he lost all of them) and is left with 16 drones 1 queen 2 base 4. he takes 3 drones and protects the ramp for any bunkers before he has the lings, i will ignore this because i do not have how to test it
I put those into your app and what i get is: # Startup build delay = 2 seconds 10 Extractor Trick 11 Overlord 11 Spawning Pool 15 Queen > Spawn Larvae 18 Hatchery 17 Overlord 17 Zergling [4] 22 Zergling [5]
If you compare those on Haploid BO at 5:00 min mark yours has 646 minerals and FruitDealer`s has 885, there is also some larva mismatch between your app and Haploids so your build also finishes later. And anyway your build start way before scouting... so you could not go 11pool all the games... Also your app uses supply block to maximize the build but in real game you cannot afford this because you have to be able to produce units right away if a push is coming.
While you app is amazing and i spent a lot playing with it, what pros use seems to be better even if at first we do not understand why. Day9 said in a daily that you should copy a pros BO like a monkey an play a few times, in time you would understand why he did it that way.
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On November 30 2010 07:39 Cambam wrote: Good to know that another BO optimizer agrees. Btw, I didn't know your app did zerg too, I'll have to check it out.
Yeah, I need to find a mod to change the thread title. It'll support Terran too soon (hopefully soon, working on it now).
Does it have creep tumor available as a requirement? I'd really like to see what BO optimizer thinks if you require a creep tumor by 4:30 or something. After watching Ret's game this morning where he had 75% of metalopolis covered in creep, I really think getting that early tumor is significant and would cause the BO optimizer to maybe consider going hatch first to get a 2nd queen faster. Right now, it just spits as soon as each queen spawns, but if it had to use a creep tumor with the first 25 energy, it would probably either get the first queen sooner or get a second queen sooner.
You can specify the number of creep tumors you want. I think there's a bug with it though as requesting say 5 creep tumors and 10 drones works fine, but if you do 5 creep tumors and 30 drones it starts going crazy and never satisfies the target. Will play with that one a bit more...
On November 30 2010 07:53 Skrag wrote: There are a lot of problems with build order optimizers, meaning that real, actual, in-game testing is important.
An optimizer can give you ideas, or starting points, but you cannot simply take its results at face value without doing your own in-game testing
Absolutely, I'd agree with that.
On November 30 2010 09:10 icezar wrote: Yes, but that is exactly the problem with you apps, they give you the fastest way to something. But how a bout the most economic build that can also hold a rush? Something versatile... If you say, i need a BO but i know what i want to build only after i scout, i might want 10 lings ASAP, i might want strong economy or, i don`t know, i have not played so much as a pro does...
The way I see it, that just means you need to specify your waypoint requirements more finely (and possibly with options I haven't got available yet). So for your example, it sounds like what you need is scout at time X, then have a requirement for 5 larvae & Y drones to be available at time Z.
Again, I'm not saying that the BO optimiser should be the final result of anything, but I do believe that any requirements for what you want in game can be specified, it's just up to me to provide a way to specify them. Assuming you have specified what you want correctly, I'm fairly confident that my app can provide the best way to do it.
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On November 30 2010 09:30 CarbonTwelve wrote:Show nested quote +On November 30 2010 07:39 Cambam wrote: Good to know that another BO optimizer agrees. Btw, I didn't know your app did zerg too, I'll have to check it out. Yeah, I need to find a mod to change the thread title. It'll support Terran too soon (hopefully soon, working on it now). Show nested quote +Does it have creep tumor available as a requirement? I'd really like to see what BO optimizer thinks if you require a creep tumor by 4:30 or something. After watching Ret's game this morning where he had 75% of metalopolis covered in creep, I really think getting that early tumor is significant and would cause the BO optimizer to maybe consider going hatch first to get a 2nd queen faster. Right now, it just spits as soon as each queen spawns, but if it had to use a creep tumor with the first 25 energy, it would probably either get the first queen sooner or get a second queen sooner. You can specify the number of creep tumors you want. I think there's a bug with it though as requesting say 5 creep tumors and 10 drones works fine, but if you do 5 creep tumors and 30 drones it starts going crazy and never satisfies the target. Will play with that one a bit more...
How about a relevant question that is being ignored? Do all these "optimizers" and "build testers" value drone mining equally, or do they factor in diminishing marginal value relative to increasing marginal saturation?
If they do not do this, then all of these pool first results are wrong. In the testing I have done so far, hatch first is ALWAYS ahead in total minerals mined. Unless someone can produce a replay that can surpass 2710 minerals mined or 44.58 drones by the 6 minute mark, then all of these discussed builds are inferior to the builds leading on my thread.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=172481
This discussion is also irrelevant because at no time does anyone provide sufficient data or even define the preferred variables in testing a builds "economy" in order to make any kind of meaningful comparison from one to another.
EDIT: Sorry, I double posted this one...
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On November 30 2010 09:30 CarbonTwelve wrote:Show nested quote +On November 30 2010 07:39 Cambam wrote: Good to know that another BO optimizer agrees. Btw, I didn't know your app did zerg too, I'll have to check it out. Yeah, I need to find a mod to change the thread title. It'll support Terran too soon (hopefully soon, working on it now). Show nested quote +Does it have creep tumor available as a requirement? I'd really like to see what BO optimizer thinks if you require a creep tumor by 4:30 or something. After watching Ret's game this morning where he had 75% of metalopolis covered in creep, I really think getting that early tumor is significant and would cause the BO optimizer to maybe consider going hatch first to get a 2nd queen faster. Right now, it just spits as soon as each queen spawns, but if it had to use a creep tumor with the first 25 energy, it would probably either get the first queen sooner or get a second queen sooner. You can specify the number of creep tumors you want. I think there's a bug with it though as requesting say 5 creep tumors and 10 drones works fine, but if you do 5 creep tumors and 30 drones it starts going crazy and never satisfies the target. Will play with that one a bit more...
How about a relevant question that is being ignored? Do all these "optimizers" and "build testers" value drone mining equally, or do they factor in diminishing marginal value relative to increasing marginal saturation?
If they do not do this, then all of these pool first results are wrong. In the testing I have done so far, hatch first is ALWAYS ahead in total minerals mined. Unless someone can produce a replay that can surpass 2710 minerals mined or 44.58 drones by the 6 minute mark, then all of these discussed builds are inferior to the builds leading on my thread.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=172481
This discussion is also irrelevant because at no time do you provide sufficient data or even define the preferred variables in testing a builds "economy" in order to make any kind of meaningful comparison from one to another.
EDIT: Sorry, I double posted this one...
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On November 30 2010 09:36 jdseemoreglass wrote: How about a relevant question that is being ignored? Do all these "optimizers" and "build testers" value drone mining equally, or do they factor in diminishing marginal value relative to increasing marginal saturation?
Yes, they do.
If they do not do this, then all of these pool first results are wrong. In the testing I have done so far, hatch first is ALWAYS ahead in total minerals mined. Unless someone can produce a replay that can surpass 2710 minerals mined or 44.58 drones by the 6 minute mark, then all of these discussed builds are inferior to the builds leading on my thread.
It's interesting, the exact number of drones you request seems to give quite different results. For instance, 44 drones does indeed go for hatch before pool (however it does 11 hatch 10 pool and completes at 5:49), but if you go for 40 drones it does a 10 pool 16 hatch build (completes 5:32), or 42 drones does 11 pool 17 hatch (5:39).
I suspect that the answer is that both builds give you good economies, just at slightly different points in time.
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On November 30 2010 07:50 Skrag wrote: I just tested 14pool/16hatch vs 15hatch/15pool vs 16pool/16hatch, on lost temple at 9oclock. (Yes, map and start position do make a difference, you can't directly compare numbers from different maps or even different starting spots)
In each build, I built an extractor at 18, although I think in the 16pool version I ordered it a little differently putting it slightly later, and therefore with more gas.
At the 7 minute mark, this is what they all had:
14pool 16 hatch 625/340 58/60 6 drones 3/17 1 OL 17/25 Spawn 36/40 & 8/40 1 larva
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You did something wrong, i just tested this exactly how you said and i get: 14pool 16hatch 734/368 60/60 2 drones 12/17 2 OL 9/25 Spawn 3/40 $ just finished 6 larva
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I like the idea of finely specifying waypoint requirements. I think it would be cool to do something like an earlier poster did and note the timings that a pro like fruitdealer gets his zerglings and creep tumors and drones and such and plug those timings in as waypoints and see if the optimizer can improve. CarbonTwelve's app allows you to require creep tumors.
This will give us a much more realistic BO instead of "fastest way to get 50 drones mining only minerals".
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On November 30 2010 09:58 CarbonTwelve wrote: ...
It's interesting, the exact number of drones you request seems to give quite different results. For instance, 44 drones does indeed go for hatch before pool (however it does 11 hatch 10 pool and completes at 5:49), but if you go for 40 drones it does a 10 pool 16 hatch build (completes 5:32), or 42 drones does 11 pool 17 hatch (5:39).
I suspect that the answer is that both builds give you good economies, just at slightly different points in time.
But again that is just the fastest way to get x drones, i can guarantee you that 11hatch 10 pool is very behind in minerals mined even if at 5:49 it has more drones and will never catch on an normal build. Anyway the econ builds should be tested without overdrone because then you tend to equalize things. What i mean is you should not get more than 2 drones/patch 3 drones/gas. So if we test 2base mineral only we should stop at 32 drones.
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On November 30 2010 10:12 icezar wrote: But again that is just the fastest way to get x drones, i can guarantee you that 11hatch 10 pool is very behind in minerals mined even if at 5:49 it has more drones and will never catch on an normal build.
Yeah, I was thinking it'd be a good idea to set minerals mined as a target. Will add that to the list...
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On November 30 2010 10:06 Cambam wrote: I like the idea of finely specifying waypoint requirements. I think it would be cool to do something like an earlier poster did and note the timings that a pro like fruitdealer gets his zerglings and creep tumors and drones and such and plug those timings in as waypoints and see if the optimizer can improve. CarbonTwelve's app allows you to require creep tumors.
This will give us a much more realistic BO instead of "fastest way to get 50 drones mining only minerals".
I do not think you could know what waypoints to take from a pro build. If you take too many the program if will not find anything better, if you take less it might be that you are missing something. Just think that they have different builds for different maps, matches and even players. And i am pretty sure the builds that they do are not perfect.
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On November 30 2010 10:19 CarbonTwelve wrote:Show nested quote +On November 30 2010 10:12 icezar wrote: But again that is just the fastest way to get x drones, i can guarantee you that 11hatch 10 pool is very behind in minerals mined even if at 5:49 it has more drones and will never catch on an normal build. Yeah, I was thinking it'd be a good idea to set minerals mined as a target. Will add that to the list...
That would help a lot with these testings, maybe also make minerals, gas, larva and supply as targets. Or even make time a target and only score on minerals,gas etc.
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On November 27 2010 09:12 IcyPringle wrote: Instead of debating and rambling on why doesn't a zerg player or op just test out the 3 builds and give us some times/data so we can look at and actually KNOW which build is the best.
this has been tested and discussed on several threads a month back or so. steve bonnell II's stream (aka Destiny) did an hour of head to head with copro testing this and pool first was just as good economically as hatch first in several different scenarios. it would be nice if he would post those replays.
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On November 30 2010 09:10 icezar wrote: Yes, but that is exactly the problem with you apps, they give you the fastest way to something.
There's a much bigger problem with them than that. They don't actually mirror reality, giving results that aren't even correct all of the time. If the optimizers all want to come up with 15pool/16hatch, then they're just enough off from reality that they can't come up with the correct answer, because it's possible to show mathematically, after extracting real in-game times of pool and hatchery completion, that 15hatch/14pool is ahead of 15pool/16hatch as an economic build.
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On November 30 2010 09:58 CarbonTwelve wrote: It's interesting, the exact number of drones you request seems to give quite different results. For instance, 44 drones does indeed go for hatch before pool (however it does 11 hatch 10 pool and completes at 5:49), but if you go for 40 drones it does a 10 pool 16 hatch build (completes 5:32), or 42 drones does 11 pool 17 hatch (5:39).
I suspect that the answer is that both builds give you good economies, just at slightly different points in time.
And this is why I have no faith in the optimizers for this sort of thing. It's very easy to demonstrate that any 10pool is easily surpassed economically. The faster queen simply does not make up for the fact that you're wasting larvae spawn time, and slowing everything else down.
As my 11Overpool example showed, it's not nearly as bad as people thing, but those builds *will* be at an economic disadvantage, and the fact that the optimizer says different doesn't make it so.
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On November 30 2010 10:01 icezar wrote:
You did something wrong, i just tested this exactly how you said and i get: 14pool 16hatch 734/368 60/60 2 drones 12/17 2 OL 9/25 Spawn 3/40 $ just finished 6 larva
Ok, beyond the obvious questions (did you do it on lost temple at the 9 oclock position? 12oclock will give different results), it just doesn't matter if I did something wrong compared to you. I did things the same way for *myself* in every game, down to making sure I got the same split at the beginning (and restarting yabot if I misclicked), which still leaves a valid comparison between *my* 14pool 16hatch and *my* 15hatch 15pool.
If you're slightly more optimal in doing everything than I am, that really just doesn't matter. Because whatever inefficiencies I have as a player will be consistent from game to game. Although to be perfectly honest, I'm really suspecting you played at 12-oclock or on a different map altogether, because I'm not 100% on the ball, but there's no way I'm *that* far off.
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On November 30 2010 11:55 Skrag wrote: And this is why I have no faith in the optimizers for this sort of thing. It's very easy to demonstrate that any 10pool is easily surpassed economically. The faster queen simply does not make up for the fact that you're wasting larvae spawn time, and slowing everything else down.
As my 11Overpool example showed, it's not nearly as bad as people thing, but those builds *will* be at an economic disadvantage, and the fact that the optimizer says different doesn't make it so.
Personally I'd like to see proof that it's 'easily surpassed economically' before dismissing the optimiser so readily. At the moment I don't have enough time to do any testing or calculations of my own, but I do have a lot of faith in the optimiser I've built, and if it finds that 10 pool 16 hatch allows it to achieve the result faster, I'm fairly confident that that is indeed the case, or at the very least it isn't a significant disadvantage.
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On November 30 2010 12:15 CarbonTwelve wrote:Show nested quote +On November 30 2010 11:55 Skrag wrote: And this is why I have no faith in the optimizers for this sort of thing. It's very easy to demonstrate that any 10pool is easily surpassed economically. The faster queen simply does not make up for the fact that you're wasting larvae spawn time, and slowing everything else down.
As my 11Overpool example showed, it's not nearly as bad as people thing, but those builds *will* be at an economic disadvantage, and the fact that the optimizer says different doesn't make it so. Personally I'd like to see proof that it's 'easily surpassed economically' before dismissing the optimiser so readily. At the moment I don't have enough time to do any testing or calculations of my own, but I do have a lot of faith in the optimiser I've built, and if it finds that 10 pool 16 hatch allows it to achieve the result faster, I'm fairly confident that that is indeed the case, or at the very least it isn't a significant disadvantage.
uh, hey guys... I've pointed you in the direction of tests and results several times now. We have significant data on 10 pool, overpool, 14 pool, 16 pool, 14 hatch, 16 hatch, and more... You can use this to compare to the results of the optimizers, unless you think there is a significant flaw in our testing methods.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=172481
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Skrag has done significant testing of his own and is very experienced at it; he's actually been one of the few testing these things out. Adding his own results to that pool (no pun intended) would be great. More data points are always good.
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On November 30 2010 12:22 jdseemoreglass wrote:unless you think there is a significant flaw in our testing methods. The biggest flaw is in your scoring, not the methods.
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On November 30 2010 12:22 jdseemoreglass wrote:uh, hey guys... I've pointed you in the direction of tests and results several times now. We have significant data on 10 pool, overpool, 14 pool, 16 pool, 14 hatch, 16 hatch, and more... You can use this to compare to the results of the optimizers, unless you think there is a significant flaw in our testing methods. http://www.teamliquid.net/forum/viewmessage.php?topic_id=172481
Yeah, and this basically confirms that the economy of 11 pool 18 hatch is pretty close to 16 hatch 15 pool (based on there being slightly fewer minerals mined, but more drones meaning higher income, which should balanced out the minerals mined), which is what I was suggesting. That's why I say I'd like to see some proof from Skrag that 10 or 11 pool is 'easily surpassed economically'.
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Whenever i go FE with Zerg i always find myself having extra minerals in mid to late game. I have so many minerals (around 800-900) that i don't feel like expanding again. I'm rank 25 silver so i'm still pretty noobish. I'm not sure what i'm doing wrong? i am always injecting and building units.
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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).
This is why if you are sneaking an expansion(any you can't easily defend) you should always take one of "their" expansions. Then you guarantee yourself more potential income throughout the course of the game. I guess this is a little off topic...
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Since this is Team Liquid I would like to hear what Ret has to add to this discussion. I've never seen a zerg economy like Ret's.
Ret, we need you
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On November 30 2010 12:22 jdseemoreglass wrote:Show nested quote +On November 30 2010 12:15 CarbonTwelve wrote:On November 30 2010 11:55 Skrag wrote: And this is why I have no faith in the optimizers for this sort of thing. It's very easy to demonstrate that any 10pool is easily surpassed economically. The faster queen simply does not make up for the fact that you're wasting larvae spawn time, and slowing everything else down.
As my 11Overpool example showed, it's not nearly as bad as people thing, but those builds *will* be at an economic disadvantage, and the fact that the optimizer says different doesn't make it so. Personally I'd like to see proof that it's 'easily surpassed economically' before dismissing the optimiser so readily. At the moment I don't have enough time to do any testing or calculations of my own, but I do have a lot of faith in the optimiser I've built, and if it finds that 10 pool 16 hatch allows it to achieve the result faster, I'm fairly confident that that is indeed the case, or at the very least it isn't a significant disadvantage. uh, hey guys... I've pointed you in the direction of tests and results several times now. We have significant data on 10 pool, overpool, 14 pool, 16 pool, 14 hatch, 16 hatch, and more... You can use this to compare to the results of the optimizers, unless you think there is a significant flaw in our testing methods. http://www.teamliquid.net/forum/viewmessage.php?topic_id=172481 Cool thread, must have missed your previous posts about it. Although as I've said before, I don't think the "most minerals mined by 6:00" paradigm is perfect, I still think it's good to get some objective, tightly controlled, scientific data on the subject. Yay science!
Hopefully, some creative TLers can come up with ways to objectively compare builds that factor in cannon rushes, 2 raxes, and worker/ebay/pylon blocks. It'd be tough though...so many variables.
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On November 30 2010 12:50 CarbonTwelve wrote:Show nested quote +On November 30 2010 12:22 jdseemoreglass wrote:uh, hey guys... I've pointed you in the direction of tests and results several times now. We have significant data on 10 pool, overpool, 14 pool, 16 pool, 14 hatch, 16 hatch, and more... You can use this to compare to the results of the optimizers, unless you think there is a significant flaw in our testing methods. http://www.teamliquid.net/forum/viewmessage.php?topic_id=172481 Yeah, and this basically confirms that the economy of 11 pool 18 hatch is pretty close to 16 hatch 15 pool (based on there being slightly fewer minerals mined, but more drones meaning higher income, which should balanced out the minerals mined), which is what I was suggesting. That's why I say I'd like to see some proof from Skrag that 10 or 11 pool is 'easily surpassed economically'.
There's a *huge* problem in that thread, that is very likely causing some misleading info. While you can absolutely say that 11pool 18hatch is "pretty close" to 16hatch 15pool, in that 16hatch is ahead on minerals mined, you can't actually say for sure that the 11pool is truly ahead on larva. Sure, it's ahead at exactly 6 minutes, but here's the problem:
When I was testing 15hatch vs 16pool, 16pool had a significant lead in queen spawn time, but the hatch-first got a significant drone lead before the first larva spawn ever finished. The end result is that 15hatch was significantly ahead on average, but there were moments in time that you could pick, and it would look like the 16pool was ahead larvae-wise, because it had more available larva and more completed drones. But what was really happening is that hatch-first was 3 workers ahead for a period of time, then pool-first was ahead 1 worker for a period of time, then hatch-first was 3 workers ahead again. Depending on what point in time you chose to look at the game, you would "see" a different result, and it would look like pool-first was ahead, even though it was behind more than it was ahead (actually it was ahead for longer periods of time, but only ever 1 drone ahead)
Everybody in that thread is completely ignoring the spawn larvae cycle, and just saying "hey look, 11pool is some minerals behind the 16hatch, but is 3 drones ahead at point X" where point X just happens to be a point that's nearly ideal for the 11pool, because drones from the most recent 2 rounds of spawn larvae would just be finishing.
Look 20 seconds later, and it might look like 16hatch is ahead in both minerals *and* larva.
I haven't specifically done detailed testing between 11pool and 14/15/16 hatch, just the quickie results that I already posted earlier in this thread, which showed 11pool being significantly behind everything else I tested, in both larvae and minerals.
To be perfectly fair though, after reading that other thread, I tried to reproduce the OPs result with the 11pool, and had to adjust a number of things before I could even come close, so my quickie test might not be valid anyway. I didn't do any more preparation or practice on the other builds I was comparing it against, but it turns out there are some pretty tricky and counter-intuitive spots in an optimal 11overpool build.
However, I have done previous very specific testing that showed a 9OL 14pool was better at doing one particular zergling/nydus one-base all-in than than an 11 overpool build, where "better" was defined as having all the necessary units and upgrades at the best possible time, and the 14pool was better because it could build things sooner due to have a better resource base. That was a onebase build, though, so obviously hatchery timing never came into it.
There's another danger caused by the sort of testing that's going on in this and that other thread though. You are *never* building purely drones for 6 straight minutes. And that unrealistic situation actually causes difficulty executing some builds for the sake of comparison. For example, there are a few iterations of 14hatch or 15hatch where I really needed to be able to build a gas geyser, and it was at a point where I would be wanting to start getting gas in a real game anyway, but building the geyser and mining gas would invalidate the comparison, or at least make it much more difficult. But not building the geyser meant putting a huge speed bump in the build, having to build an overlord one larva sooner than was ideal for the build, which ends up delaying a queen on minerals, because of the extra 50 minerals spent on that particular larvae that really wanted to be a drone instead of an overlord. And if I chose to not delay the queen, the drones on the other end would be delayed. All that just because I couldn't build a gas geyser at a particular time. (or at all for that matter). A lot of really important timings don't actually become apparent until you actually start trying to build the buildings or units involved in them. I guess that's obvious, but any sort of thread like this needs to be really careful. Because we don't ever actually care about what the "most economic" build is. In fact, the phrase itself can mean different things to different people. What we truly care about is "what opening lets me best execute A, B, or C, because it gets X resources the fastest", which is a very different question, and one that can't be answered by a simple drone race. So far, the answer seems to be that if you need more resources than larva, hatch-first builds are going to be better pretty much always, but if you need more larva than resources, pool-first builds, including 11overpool, *might* be faster, but even that is unclear because it's difficult to truly measure the effect of the spawn larva cycles.
There's also a distortion effect caused by the fact that your bases are oversaturated far sooner than they would be in a real game where you were building an occasional building or military unit.
So while a simple drone race can give interesting information (as long as everything is taken into account, such as queen spawn larva cycles), if it goes on too long, the test itself can distort the results. 6 minutes is *probably* slightly too long if you're not going to mine any gas. 40 drones gets you to the point where internal randomness can have a big effect on mining rates, as workers try to settle into a routine rather than bouncing around looking for a spot to mine. 7 minutes is *definitely* too long. The results when comparing builds will be consistent if there's a big enough difference between them, but there can be a lot of variance from run to run of a single build.
And this is the point where this post has become so long, and it's become so late (early!) that I don't remember what my original purpose was, and I"m far too tired to go back and find out.
So umm...
I hope that made sense.
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On November 30 2010 12:05 Skrag wrote:Show nested quote +On November 30 2010 10:01 icezar wrote:
You did something wrong, i just tested this exactly how you said and i get: 14pool 16hatch 734/368 60/60 2 drones 12/17 2 OL 9/25 Spawn 3/40 $ just finished 6 larva Ok, beyond the obvious questions (did you do it on lost temple at the 9 oclock position? 12oclock will give different results), it just doesn't matter if I did something wrong compared to you. I did things the same way for *myself* in every game, down to making sure I got the same split at the beginning (and restarting yabot if I misclicked), which still leaves a valid comparison between *my* 14pool 16hatch and *my* 15hatch 15pool. If you're slightly more optimal in doing everything than I am, that really just doesn't matter. Because whatever inefficiencies I have as a player will be consistent from game to game. Although to be perfectly honest, I'm really suspecting you played at 12-oclock or on a different map altogether, because I'm not 100% on the ball, but there's no way I'm *that* far off.
Yes i did Lost temple 9 oclock. Today i also tested 15hatch 15pool, you can see that they are identical :-))))))) just a few more minerals but i think it is because 18 Extractor is later and you can see you also have less gas. I have 1 done finished vs 1 drone 13/17 and you have 1 more larva 15hatch 15pool 750/340 60/60 3 drones 13/17 2 OL 10/25 Spawn 11/40 & Just finished 5 larva
I think what you did wrong in your test is you wait for your queen at expansion while i build my second queen asap on base an move my first queen to natural.
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On November 30 2010 18:43 icezar wrote: I think what you did wrong in your test is you wait for your queen at expansion while i build my second queen asap on base an move my first queen to natural.
I believe this is exactly right. I don't typically do pool-first fast expansions (if I pool first, it's to one base a while with a later expansion, and if I plan to FE, it's almost always hatch first), so I wasn't doing the obvious and building the second queen at the main.
My bad.
The numbers you got for 15hatch/15pool are almost exactly what I got.
Still, though, what you're showing is that 14pool/16hatch is *equal* to 15hatch/15pool (and after some more testing, I suspect 14hatch/14pool will do slightly better), where the original claim is that it was better.
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On November 30 2010 18:51 Skrag wrote: Still, though, what you're showing is that 14pool/16hatch is *equal* to 15hatch/15pool (and after some more testing, I suspect 14hatch/14pool will do slightly better), where the original claim is that it was better.
While it might not necessarily be 'better' in terms of economy, you have to admit that it's certainly a LOT safer due to having the pool out much earlier. Given relatively equal economies I can't see any significant advantage for hatch before pool. The only one I can think of is avoiding being blocked, but then having the pool out earlier would deal with that anyway.
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On November 30 2010 20:00 CarbonTwelve wrote:Show nested quote +On November 30 2010 18:51 Skrag wrote: Still, though, what you're showing is that 14pool/16hatch is *equal* to 15hatch/15pool (and after some more testing, I suspect 14hatch/14pool will do slightly better), where the original claim is that it was better. While it might not necessarily be 'better' in terms of economy, you have to admit that it's certainly a LOT safer due to having the pool out much earlier. Given relatively equal economies I can't see any significant advantage for hatch before pool. The only one I can think of is avoiding being blocked, but then having the pool out earlier would deal with that anyway.
I do not agree totally. Hatch first has more larvae or at least faster at the beginning this helps you to hold any attacks. 11 Pool is safer only until 3:40 min but this is helpful only in ZvZ i think. For T and P to hit you with something before that i think they will just die after you build only zerglings from 2 hatch. So hatch first, faster larva, faster creep, and a lot harder to block. You just have to learn how to protect your ramp from pylons and bunkers using drones. But the difference is very small so if you feel better with pool first it is nothing wrong.
I think the problem with your app is that it is not real enough, if you test a build from it you cannot do it exactly, you will always be a few seconds behind, and Hatch first does not require drone transfer, with pool first you have to transfer some drones and this is not taking into consideration.
Edit: a good example is 9 OV, your app alawys thinks 10 OV ExtrTrick is better but if you test it in game it is not if you pool later than 13
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On November 30 2010 18:40 Skrag wrote: What we truly care about is "what opening lets me best execute A, B, or C, because it gets X resources the fastest", which is a very different question, and one that can't be answered by a simple drone race.
What you say is very true. Yet one of the important results from these threads is myth-busting the idea that hatch first is the only eco build. Last week, an 11-pool would have been criticized as a terrible eco build, and labeled as "all-in". I expect to see some new dynamic BOs as a result.
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On November 30 2010 21:51 icezar wrote: I do not agree totally. Hatch first has more larvae or at least faster at the beginning this helps you to hold any attacks.
I'm not sure that that's true though. Looking at the two builds in the other thread (http://www.teamliquid.net/forum/viewmessage.php?topic_id=172481), going hatch first gives you the second hatchery at 4 mins, but if you go 11 pool then the queen finishes at 3:20, meaning your first spawn larvae will pop at 4 mins also.
On November 30 2010 21:51 icezar wrote: I think the problem with your app is that it is not real enough, if you test a build from it you cannot do it exactly, you will always be a few seconds behind, and Hatch first does not require drone transfer, with pool first you have to transfer some drones and this is not taking into consideration.
Edit: a good example is 9 OV, your app alawys thinks 10 OV ExtrTrick is better but if you test it in game it is not if you pool later than 13
I believe these are just implementation details - slight alterations in the times required for these should fix up the algorithm so that it replicates reality a lot closer. I totally agree that's it's not perfect atm, but I think it can get better, so I don't believe that optimisers should be dismissed so readily based on their current state.
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this thread is full of false theorycrafting. skrag pretty much sums it up but i have another point to add. you are constantly building drones with your economy builds. this is just plain so wrong. just look at fruitdealers gsl match today. if he had build drones constantly he would have lost. you have to SAFE larvae to be able to react to that terran/protoss push.
While it might not necessarily be 'better' in terms of economy, you have to admit that it's certainly a LOT safer due to having the pool out much earlier. Given relatively equal economies I can't see any significant advantage for hatch before pool. The only one I can think of is avoiding being blocked, but then having the pool out earlier would deal with that anyway.
show me one game of a pro doing your 16 pool 15 hatch that is soooo superior to 14/15 hatches. you won't find any whereas you see the hatch first regularly. maybe because 16 pool 15 hatch would lose to every early timing push because you have to build the drones.
to the 11 pool builds: if you plan on 11pooling and just building drones you are SO vulnerable to early rushes, additionally to the potential early drones you sacrifice while saving 200 minerals at 11 supply. again: you have to safe larvae at some point until you know what your opponent is up to or you will lose because you don't have the production capabilitys to react to early pushes (fe 2 rax...).
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On November 27 2010 08:56 Steven.Bonnell.II wrote: Pool first is 100% better than hatch first in every single scenario. Since there are pro gamers that hatch first, many people will mindlessly copy without question.
If you run a side-by-side comparison and race to 50 drones, you'll find that hatch first and pool first both reach it at about the same time. The only difference is, pool first grants you much more flexibility and is a safer opening build.
There is absolutely no reason to hatch first in any matchup, on any map, ever.
Wow, this makes me take notice at least, as I remember you going fast expo every single game some times back on your stream.
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On December 14 2010 21:03 Ghad wrote:Show nested quote +On November 27 2010 08:56 Steven.Bonnell.II wrote: Pool first is 100% better than hatch first in every single scenario. Since there are pro gamers that hatch first, many people will mindlessly copy without question.
If you run a side-by-side comparison and race to 50 drones, you'll find that hatch first and pool first both reach it at about the same time. The only difference is, pool first grants you much more flexibility and is a safer opening build.
There is absolutely no reason to hatch first in any matchup, on any map, ever. Wow, this makes me take notice at least, as I remember you going fast expo every single game some times back on your stream.
It's not actually accurate what he said, more extensive testing has been done and hatch first is indeed slightly more economical (also, more importantly, it's impossible to have enough larva to fend off the 2-racks and come out close to even with a pool-first).
This topic was a bit old, I suggest you have a look at the topic here that focuses on finding the #1 highest eco build, while other topics like this one and another I've seen are just looking for "best" which is why I think there is so much argument: there's no such thing.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=174374
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And the results are pretty much in. 14h15p and 15h14p are pretty much equivalent economically, with differences so small that your mechanics are going to make a 10x bigger difference anyway. 13h15p appears to be only slightly behind, with a slight larva advantage, and 14h14p is a little bit further behind (but still a really small amount), with a larger larva advantage.
Those hatch-first builds are pretty clearly ahead of every pool-first build we tried, and are also ahead of later hatch-first builds, such as 16h15p, so those 4 builds are pretty much the cream of the crop economically.
For pool-first builds, 13h15p seems to be a pretty clear winner, and has a larva advantage over every other build tested, including the hatch-first builds. But it does come about 100 minerals short of the hatch first builds. Of the pool-first builds that were tested, 11p18h was the loser economically, but not by much.
So yes, hatch first really is more economical, although an early queen can go quite a long way in making up some of that difference, as the 11pool build shows.
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