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Putting an end to the Zerg Opening Economy debate. - Page 14

Forum Index > StarCraft 2 Strategy
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ChiknAdobo
Profile Joined November 2010
United States208 Posts
December 01 2010 02:32 GMT
#261
Sanrensei, that sounds like a solid build. Have you tried it out in any 1v1s yet? I think that extra queen would be great for spreading creep too because with the later hatch your creep spread is slowed down a little bit. If you have all the exact timings hammered out that would be great to see as well.
ZERg
friscosav
Profile Joined June 2010
United States71 Posts
December 01 2010 02:32 GMT
#262
This is just a waste of time. Finding out the best economy does NOTHING except waste time especially since there are other limiters that will never allow you to use most of the builds that are better economy. For instance 14pool is generally standard to be safe because you are extremely likely to die if you are more greedy. You cant hardly go 15hatch now because of the counters.

For instance Fruitdealer goes (at least he did) 12 overlord with double extractor instead of 9 ovy because it is more flexible even though it is slightly less economical.


I think what we should take away from this is that maybe if you're sensing a lot of pressure, or are on a map that rewards it, an 11 pool doesn't put you economically behind. I agree that trying to find the "BEST EVERY ECONOMIC OPENING +7% MINERAL MINING" is a big waste of time, but now at least i know that I can 11 pool if i have to (or feel like it), and not be too far behind.
"Don't be no punk young homie, if it's worth it TAKE that risk"
jdseemoreglass
Profile Blog Joined July 2010
United States3773 Posts
December 01 2010 02:51 GMT
#263
After doing repeated tests and analyzing many replays, I am starting to think the X Hatch, X+1 Pool will naturally have a stronger foundation, due to the pool and queen being timed equally to completion. Also, I think an earlier hatch than 16 will allow us to optimally begin maynarding drones without experiencing any diminishing mining returns while on one base.

I will try to perfect the 14 Hatch 15 Pool build order and post my results soon. If my theory is correct, this will likely replace the 16 Hatch 15 Pool build as the leader in resources mined.
"If you want this forum to be full of half-baked philosophy discussions between pompous faggots like yourself forever, stay the course captain vanilla" - FakeSteve[TPR], 2006
michaelhasanalias
Profile Joined May 2010
Korea (South)1231 Posts
December 01 2010 02:59 GMT
#264
not a single person read this post, so I'm quoting it to hopefully provide some insight.

People keep introducing new constraints for an ultimate build which is unattainable, since you're going to advance beyond only drones after a certain point. What is the most economical build at 6:00 likely isn't at 3:30 or 4:00. There may be 5 or 6 builds that end up being most efficient over the course of 6 minutes if you stop measuring some time before that.

If we could just get a graph of the total minerals mined as a function of time up until 2-base saturation for the submitted builds, the debate would 100% be over. Because whenever you finish this opening with an actual build order, you'll know which opener to use to get you the most possible minerals up until that point.

Or we can continue to propose additional constraints to further limit the already very limited utility of the experiment underway. The data being collected is of high value, but what's being done with it isn't... yet.


On November 30 2010 21:35 mlbrandow wrote:
Show nested quote +
On November 30 2010 19:05 Skrag wrote:
btw, aren't you all glad we're finally putting and end to the zerg opening economy debate, once and for all?



I feel like I should quote my own post from 2 pages ago that no one responded to .

There's a big question on how to define the question, but a simple graph of these openings and total resource count would aid in both asking and answering the ultimate question here:

What is the most economical build until time T=t, the transition point to an actual build? (2-base saturation is about 6:30, so the longest this should go is ~6:30, not the arbitrarily defined 6 minutes.)

If at any time any ONE build has the most minerals at any point between 0 and 6 minutes, that build should be counted. Because eventually you transition beyond pool, queen and workers.... and at THAT point, whichever opener is in the lead is the one you need to use for your build.

If you make nothing until 6 minutes, then whichever has the most at 6 minutes is the most economical.

What's being done right now isn't practical whatsoever because no reasonable build (at least in one player) only makes workers for the first 6 minutes. And insofar as there is one, it is certainly very rarely executed.

If you drone until 3:30 then drop a warren, you need to know what's going to set you up for the most possible minerals until 3:30, and then THAT is the most economical build.


There is no ultimate opening because the terminal transition time varies depending on what you decide to make.

However, there IS an ultimate answer in that at any point in time T, there is some build X that is definitively most efficient.



THIS question is easily answerable with the current replay archive that is available. In other words, the data already collected should be enough to answer this question.

One graph with these builds and their total mineral count as a function of time would actually, definitively end this debate. And I think out to ~6:30 is sufficient (The time it takes to make 60 drones on 2 bases with 2 queens according to evo chamber.)





AAAAnyway... carry on.

KR NsPMichael.805 | AM Michael.2640 | SEA Michael.523 | 엔에스피 New Star Players
jdseemoreglass
Profile Blog Joined July 2010
United States3773 Posts
December 01 2010 03:18 GMT
#265
On December 01 2010 11:59 mlbrandow wrote:
not a single person read this post, so I'm quoting it to hopefully provide some insight.

People keep introducing new constraints for an ultimate build which is unattainable, since you're going to advance beyond only drones after a certain point. What is the most economical build at 6:00 likely isn't at 3:30 or 4:00. There may be 5 or 6 builds that end up being most efficient over the course of 6 minutes if you stop measuring some time before that.

If we could just get a graph of the total minerals mined as a function of time up until 2-base saturation for the submitted builds, the debate would 100% be over. Because whenever you finish this opening with an actual build order, you'll know which opener to use to get you the most possible minerals up until that point.

Or we can continue to propose additional constraints to further limit the already very limited utility of the experiment underway. The data being collected is of high value, but what's being done with it isn't... yet.


Show nested quote +
On November 30 2010 21:35 mlbrandow wrote:
On November 30 2010 19:05 Skrag wrote:
btw, aren't you all glad we're finally putting and end to the zerg opening economy debate, once and for all?



I feel like I should quote my own post from 2 pages ago that no one responded to .

There's a big question on how to define the question, but a simple graph of these openings and total resource count would aid in both asking and answering the ultimate question here:

What is the most economical build until time T=t, the transition point to an actual build? (2-base saturation is about 6:30, so the longest this should go is ~6:30, not the arbitrarily defined 6 minutes.)

If at any time any ONE build has the most minerals at any point between 0 and 6 minutes, that build should be counted. Because eventually you transition beyond pool, queen and workers.... and at THAT point, whichever opener is in the lead is the one you need to use for your build.

If you make nothing until 6 minutes, then whichever has the most at 6 minutes is the most economical.

What's being done right now isn't practical whatsoever because no reasonable build (at least in one player) only makes workers for the first 6 minutes. And insofar as there is one, it is certainly very rarely executed.

If you drone until 3:30 then drop a warren, you need to know what's going to set you up for the most possible minerals until 3:30, and then THAT is the most economical build.


There is no ultimate opening because the terminal transition time varies depending on what you decide to make.

However, there IS an ultimate answer in that at any point in time T, there is some build X that is definitively most efficient.



THIS question is easily answerable with the current replay archive that is available. In other words, the data already collected should be enough to answer this question.

One graph with these builds and their total mineral count as a function of time would actually, definitively end this debate. And I think out to ~6:30 is sufficient (The time it takes to make 60 drones on 2 bases with 2 queens according to evo chamber.)





AAAAnyway... carry on.



You complain about people not reading your post, but you didn't even bother to read the OP. There is a HUGE GRAPH right on the front with resources mined at various points in time... and guess what? As I have been saying all along, despite all the protests, the time is practically irrelevant to the results. The most economical build is the most economical, period. Obviously we aren't talking about pre-4:30 mark either.

Is the debate 100% over now?
"If you want this forum to be full of half-baked philosophy discussions between pompous faggots like yourself forever, stay the course captain vanilla" - FakeSteve[TPR], 2006
Ender9
Profile Joined September 2010
United States21 Posts
December 01 2010 03:38 GMT
#266
Please do upload more reps roadrunner
schmang
Profile Joined December 2010
Canada4 Posts
December 01 2010 03:41 GMT
#267
I really appreciate what you've done here, and the scientific method used. I have a request though >.>

Could the graphs for mining begin at like 1:00 rather than 4:30, I have been trying the 11 pool opening and I really like it, however after watching a replay I think that 14gas/14pool and similar 14X builds may have a better economy in in the first 2-3minutes. I consider the early minutes to actually be of some importance, since this is when your whole build order can get kind of screwed up by aggression etc.
Thebigcheeze
Profile Joined December 2010
United States1 Post
December 01 2010 04:00 GMT
#268
What else could be useful is performing the same test but using 'bad' economic builds.

Builds such as a 10 pool before overlord, or some variation of an 8 pool, just to get a feeling for how much better these 'economic' builds are compared to these 'high early pressure' builds.
roadrunner343
Profile Joined November 2010
148 Posts
December 01 2010 04:10 GMT
#269
On December 01 2010 12:38 Ender9 wrote:
Please do upload more reps roadrunner


Will do. I am at work right now (I work night shift) but when I get home in the morning, I will play the lomilar build exclusively, so I'll try to upload at least a few in the morning. Hopefully I get some decent games and not all humiliating defeats =)
imbecile
Profile Joined October 2009
563 Posts
December 01 2010 04:23 GMT
#270
Interesting as a framework, but not really for practical use. Because no build can do without a scouting drone and without gas and without any defence or creep spread until the 6:00 mark.

I play random, which gives me a little leeway early. My goto build is:

9lord
10drone scout
14hatch
16pool
18lord
18gas
17drone
maynarding 7 drones right before
at this point pool and hatch and overlord finish at the same time and you have enough to immediately make
2 queens
22 drone
23 drone
extractor finishes: 3 on gas

After that it's all scouting dependent, if I scouted cheese earlier, I of course adapt earlier.

What I like about this build is, when done right, you never have 3 larva at the same time until queens start injecting. Which means you don't lose any larva generation time.
Sanasante
Profile Joined March 2010
United States321 Posts
Last Edited: 2010-12-01 04:35:14
December 01 2010 04:27 GMT
#271
On December 01 2010 12:18 jdseemoreglass wrote:
Show nested quote +
On December 01 2010 11:59 mlbrandow wrote:
not a single person read this post, so I'm quoting it to hopefully provide some insight.

People keep introducing new constraints for an ultimate build which is unattainable, since you're going to advance beyond only drones after a certain point. What is the most economical build at 6:00 likely isn't at 3:30 or 4:00. There may be 5 or 6 builds that end up being most efficient over the course of 6 minutes if you stop measuring some time before that.

If we could just get a graph of the total minerals mined as a function of time up until 2-base saturation for the submitted builds, the debate would 100% be over. Because whenever you finish this opening with an actual build order, you'll know which opener to use to get you the most possible minerals up until that point.

Or we can continue to propose additional constraints to further limit the already very limited utility of the experiment underway. The data being collected is of high value, but what's being done with it isn't... yet.


On November 30 2010 21:35 mlbrandow wrote:
On November 30 2010 19:05 Skrag wrote:
btw, aren't you all glad we're finally putting and end to the zerg opening economy debate, once and for all?



I feel like I should quote my own post from 2 pages ago that no one responded to .

There's a big question on how to define the question, but a simple graph of these openings and total resource count would aid in both asking and answering the ultimate question here:

What is the most economical build until time T=t, the transition point to an actual build? (2-base saturation is about 6:30, so the longest this should go is ~6:30, not the arbitrarily defined 6 minutes.)

If at any time any ONE build has the most minerals at any point between 0 and 6 minutes, that build should be counted. Because eventually you transition beyond pool, queen and workers.... and at THAT point, whichever opener is in the lead is the one you need to use for your build.

If you make nothing until 6 minutes, then whichever has the most at 6 minutes is the most economical.

What's being done right now isn't practical whatsoever because no reasonable build (at least in one player) only makes workers for the first 6 minutes. And insofar as there is one, it is certainly very rarely executed.

If you drone until 3:30 then drop a warren, you need to know what's going to set you up for the most possible minerals until 3:30, and then THAT is the most economical build.


There is no ultimate opening because the terminal transition time varies depending on what you decide to make.

However, there IS an ultimate answer in that at any point in time T, there is some build X that is definitively most efficient.



THIS question is easily answerable with the current replay archive that is available. In other words, the data already collected should be enough to answer this question.

One graph with these builds and their total mineral count as a function of time would actually, definitively end this debate. And I think out to ~6:30 is sufficient (The time it takes to make 60 drones on 2 bases with 2 queens according to evo chamber.)





AAAAnyway... carry on.



You complain about people not reading your post, but you didn't even bother to read the OP. There is a HUGE GRAPH right on the front with resources mined at various points in time... and guess what? As I have been saying all along, despite all the protests, the time is practically irrelevant to the results. The most economical build is the most economical, period. Obviously we aren't talking about pre-4:30 mark either.

Is the debate 100% over now?


I'm not sure why you are flaming that post. His point being pre 6:30 there are various builds that are superior at different points in time. At 6:30 or when Zerg is able to reach saturation that is considered the most economical build for at that time and all future times. He is 100% accurate and you cannot argue with that logic.

It is possible to remove the time constraint completely however. The first build to reach 32 workers (Not including drones used for buildings) for mineral only saturation. 44 Workers for Mineral and Gas Saturation.

In terms of a real game. Your looking for the build that gets you to 44 workers (Not including 1 for hatch, 1 for pool, 4 for gas nodes or 6 total additional for a grand total of 50 drones however you start with 6 so this is negated).

For more of a practical sense the build that gets you to have produced 45-46 workers the fastest would be considered the most economical build period, disregarding getting a 3rd base.
It is during our darkest moments that we must focus to see the light
michaelhasanalias
Profile Joined May 2010
Korea (South)1231 Posts
Last Edited: 2010-12-01 04:30:08
December 01 2010 04:29 GMT
#272
On December 01 2010 12:18 jdseemoreglass wrote:
You complain about people not reading your post, but you didn't even bother to read the OP. There is a HUGE GRAPH right on the front with resources mined at various points in time... and guess what? As I have been saying all along, despite all the protests, the time is practically irrelevant to the results. The most economical build is the most economical, period. Obviously we aren't talking about pre-4:30 mark either.

Is the debate 100% over now?



First, that graph was only added a few hours ago... after my posts. (and thanks a lot OP for adding it! It's highly appreciated.)

Second, instead of countering the points I proposed with your own supporting argument, you simply say "it isn't, end of discussion"..

There is NO most economical build for all times less than 6 minutes because there is no one build that nets you the most minerals for all times before 6 minutes.

Whatever produces the most minerals at 6 minutes is only necessarily the most economical build at that time.

It does NOT (emphasis NOT) follow that whichever build is most efficient at 6 minutes also leads for every other time.


If the OP extends the original graph to the beginning, (i.e., before 40 supply), you will definitely see where those builds aren't consistently even. The same build isn't optimal over all time increments.


And if you want to find out what gets you the most minerals at 6 minutes because you think that's going to help you in your build... you're sorely mistaken. All that will tell you definitively is what works best for 6 minutes.
KR NsPMichael.805 | AM Michael.2640 | SEA Michael.523 | 엔에스피 New Star Players
onmach
Profile Blog Joined March 2009
United States1241 Posts
December 01 2010 04:30 GMT
#273
This is really good info. Thanks for doing this. Ignore the stupid people trying to poke holes in this. I would never have guessed that an 11 pool could potentially be a contender. I'm going to experiment with variants of this opening to see what works best for me.
Pwere
Profile Joined April 2010
Canada1557 Posts
December 01 2010 05:21 GMT
#274
Wouldn't 11Pool before OV be better than 11OV -> Pool ? Then 14 Queen instead of 16.
That's the build I remember from back in the beta, and the build the evo chamber sometimes come up with.
Zergneedsfood
Profile Blog Joined September 2008
United States10671 Posts
December 01 2010 05:44 GMT
#275
This is all really good information, and I give you kudos for making such a big effort....

But the title of this thread is pretty misleading. I think you've done the opposite of putting an "end" to this debate. xD

'Tis all good though. As long as Zergs get something out of it.
/人◕ ‿‿ ◕人\ Make a contract with me and join TLADT | Onodera isn't actually a girl, she's just a doormat you walk over to get to the girl. - Numy 2015
jdseemoreglass
Profile Blog Joined July 2010
United States3773 Posts
Last Edited: 2010-12-01 05:57:50
December 01 2010 05:46 GMT
#276
On December 01 2010 13:27 Sanasante wrote:

I'm not sure why you are flaming that post. His point being pre 6:30 there are various builds that are superior at different points in time. At 6:30 or when Zerg is able to reach saturation that is considered the most economical build for at that time and all future times. He is 100% accurate and you cannot argue with that logic.




On December 01 2010 13:29 mlbrandow wrote:

First, that graph was only added a few hours ago... after my posts. (and thanks a lot OP for adding it! It's highly appreciated.)

Second, instead of countering the points I proposed with your own supporting argument, you simply say "it isn't, end of discussion"..

There is NO most economical build for all times less than 6 minutes because there is no one build that nets you the most minerals for all times before 6 minutes.

Whatever produces the most minerals at 6 minutes is only necessarily the most economical build at that time.

It does NOT (emphasis NOT) follow that whichever build is most efficient at 6 minutes also leads for every other time.


If the OP extends the original graph to the beginning, (i.e., before 40 supply), you will definitely see where those builds aren't consistently even. The same build isn't optimal over all time increments.


And if you want to find out what gets you the most minerals at 6 minutes because you think that's going to help you in your build... you're sorely mistaken. All that will tell you definitively is what works best for 6 minutes.


I am flaming these posts because people refuse to read the other posts, and refuse to pay attention to detail.

Sansante, read the post. We have data pre 6:30. He wants data pre 4:30. Many of the builds do not even complete their hatchery by the 4:30 mark.

Brandow, I know for a fact I posted that graph BEFORE your post requesting different timings.
Then you say "There is NO most economical build for all times less than 6 minutes because there is no build that nets you most minerals for all times before 6 minutes," when clearly, there IS a build which is the leader in minerals mined at every point in time from 4:30 to 7:00.

Please don't start trolling about pre 4:30 either. There is no chance I am going to start analyzing the economy of a build that just sacrificed time, drones, and resources on a hatchery that hasn't even completed yet.
"If you want this forum to be full of half-baked philosophy discussions between pompous faggots like yourself forever, stay the course captain vanilla" - FakeSteve[TPR], 2006
jdseemoreglass
Profile Blog Joined July 2010
United States3773 Posts
December 01 2010 05:53 GMT
#277
On December 01 2010 14:44 Zergneedsfood wrote:
This is all really good information, and I give you kudos for making such a big effort....

But the title of this thread is pretty misleading. I think you've done the opposite of putting an "end" to this debate. xD

'Tis all good though. As long as Zergs get something out of it.


The data regarding the current best economical build is overwhelming and indisputable in my opinion. A build that leads every other tested at every time tested in minerals mined and ends with the highest drone count is clearly the leader.

Some people are simply trolls who would debate you for weeks if you told them that 2 + 2 = 4.
"If you want this forum to be full of half-baked philosophy discussions between pompous faggots like yourself forever, stay the course captain vanilla" - FakeSteve[TPR], 2006
roadrunner343
Profile Joined November 2010
148 Posts
December 01 2010 06:06 GMT
#278
On December 01 2010 14:21 Pwere wrote:
Wouldn't 11Pool before OV be better than 11OV -> Pool ? Then 14 Queen instead of 16.
That's the build I remember from back in the beta, and the build the evo chamber sometimes come up with.


From my experience with the build, no. The reason you have the overlord first is so that you are not wasting any larva. You use up your larva, the put down the pool, and when the pool completes, you will just be getting your third larva.

For all the doubters, I really do urge you to at least try this build. It feels very, very economic despite being an 11 pool. I am not saying this is the best build (Not saying it isn't either) but it does give you a ton of flexibility to get an FE, a lot of drones, or you can switch to lings if needed.

And to those saying you need lings and a scouting drone... of course you do. Just modify this build a tiny bit to your liking. Check out the one replay I posted so far. I droned hard until I absolutely had to get lings, and defended the attack. That's the beauty of this build, it is so flexible to do what the situation dictates. More replays coming soon.
Pwere
Profile Joined April 2010
Canada1557 Posts
Last Edited: 2010-12-01 08:18:48
December 01 2010 06:16 GMT
#279
On December 01 2010 15:06 roadrunner343 wrote:
Show nested quote +
On December 01 2010 14:21 Pwere wrote:
Wouldn't 11Pool before OV be better than 11OV -> Pool ? Then 14 Queen instead of 16.
That's the build I remember from back in the beta, and the build the evo chamber sometimes come up with.


From my experience with the build, no. The reason you have the overlord first is so that you are not wasting any larva. You use up your larva, the put down the pool, and when the pool completes, you will just be getting your third larva.

For all the doubters, I really do urge you to at least try this build. It feels very, very economic despite being an 11 pool. I am not saying this is the best build (Not saying it isn't either) but it does give you a ton of flexibility to get an FE, a lot of drones, or you can switch to lings if needed.

And to those saying you need lings and a scouting drone... of course you do. Just modify this build a tiny bit to your liking. Check out the one replay I posted so far. I droned hard until I absolutely had to get lings, and defended the attack. That's the beauty of this build, it is so flexible to do what the situation dictates. More replays coming soon.
My bad, I found the thread, and it was an 11overpool all along.

Carry on; I'm a believer too.
Hurkyl
Profile Joined October 2010
304 Posts
December 01 2010 06:26 GMT
#280
On December 01 2010 14:53 jdseemoreglass wrote:
Show nested quote +
On December 01 2010 14:44 Zergneedsfood wrote:
This is all really good information, and I give you kudos for making such a big effort....

But the title of this thread is pretty misleading. I think you've done the opposite of putting an "end" to this debate. xD

'Tis all good though. As long as Zergs get something out of it.


The data regarding the current best economical build is overwhelming and indisputable in my opinion. A build that leads every other tested at every time tested in minerals mined and ends with the highest drone count is clearly the leader.

Some people are simply trolls who would debate you for weeks if you told them that 2 + 2 = 4.

You're still using your original drone score, aren't you? It has flaws that you refuse to listen to. Those flaws are made even more evident from your chart of time vs Drones -- three builds that ostensibly are making things at the exact same rate keep flip-flopping back and forth between which has the highest score.

It's a good thing to ignore uninformed criticism. It is a bad thing to ignore informed criticism.
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