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Pushing The Limits of Zerg Economy Builds - Page 21

Forum Index > StarCraft 2 Strategy
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caldor
Profile Joined October 2010
Denmark41 Posts
January 31 2011 22:02 GMT
#401
http://dionysus.dk/SC2/replays/AI/shakuras plateau 11 pool fe2.sc2replay

Here is a replay of the economic 11 overpool 18 hatch I did.
4150 economy 200 tech spent
694 minerals 768 gas
At the 7:00 mark in that replay. Its an old replay, and I had to go for gas, because otherwise you just reach saturation so fast that the 11 pool larvae advantage would be very small. Also I never made that 2nd queen, because it does not make much sense economically in that timeframe.

As for real games, I have faced platinum players making proxy barracks against me doing the 11 pool 18 expand, where I just got spine crawlers and roaches, and he was destroyed. It was Jungle Basin and he flew them in over the debris at the back entrance to the natural.

I also faced a diamond protoss player who tried to make an early cannon attack, which my early queen and a few lings took out without a scratch. He lost 450 minerals trying and later lost to my Nydus lings because I found a hole where he did not expect I could get an overlord to unseen

I live by the 11 pool, but I must admit it usually ends up in a 1 basing tactic. I like leaving my options open though, and I often win against Zerg players who think that its always best to fast expand. It can be if that expansion is first used to make lings or something else as defense, but I have only faced one who scouted me well enough to do that.

My point being, the delayed pool can cost you the game.
He who fears being conquered is sure of defeat
gondolin
Profile Blog Joined September 2007
France332 Posts
February 01 2011 13:28 GMT
#402
On December 31 2010 06:56 gondolin wrote:
Yeah, I would agree with you that gas before hatch in 11p18h will hurt the economy quite a bit, but as you said, the strong point of 11p18h is the very fast queen, which allow it to be quite flexible.

My feeling is that fast gas will hurt it less than a fast gas in 14h15p. And we only need the economy to be better than 14g14p21h, which should not be too hard. 14g14p21h is the recommended buil by ZergLegend in ZvP, but I have the feeling the speed comes too fast, and we could improve the economy a lot by delaying it by 10-20 sec, and it looks like 11p18h would be the best build for that.


So I have played a bit with this build in ZvP:
11 overpool
16 gas
15 queen + ling
18 hatch
17 ov
20 speed (take drone off gas)
20 queen
22 ov

I don't really know if I like it or not. At 20 pop, you want to have speed, a second queen, an ov at the same time, and the first inject arrives. You don't have enough money to afford it all at the same time, so you have to waste larva a bit. The speed finish at 5:45, in time for a 4 gate, but you need a spine crawler against early stalker poke.

I think in the end it all depends if you'd rather would like map control, which a 14gas14pool would grant you, or a passive style, then I think 11pool18hatch is better than 14pool16hatch because protoss can't block your natural since you have lings before hatch.
gondolin
Profile Blog Joined September 2007
France332 Posts
February 12 2011 22:43 GMT
#403
So in the end, i really prefer
14 pool
15 gas
18 hatch (you build a queen and ling before hatch if it is blocked)
the gas is a bit earlier, and it feels more economic (of course I would need to test that rigorously).
Dudemeister
Profile Joined July 2010
Sweden314 Posts
April 25 2011 01:13 GMT
#404
Sorry for bumping an old thread but I feel like 11pool and 18 hatch is the best opener in ZvP right now. - You can not be cannon rushed
- You get the hatch up at the time you want
- You loose like 2.3% mining time compared to 13 hatch 15 pool

The question remains, why are no progamers doing this vs protoss?
ryan1894
Profile Joined October 2010
Australia264 Posts
April 25 2011 01:31 GMT
#405
Well looking through all the builds - 13hatch 15pool gives the most money - and apparently it gives more money than Spanishiwa's opening of 16hatch15pool - so I'd say that its probably better for a passive/macro style zerg.
nodestar
Profile Joined May 2010
36 Posts
April 25 2011 03:57 GMT
#406
You really have to read through the entire thread to get any benefits out of this. I would point you to specific pages but I can't remember them. It's been a few weeks since I read through it all. Also the OP seems to abandon the thread at some point but the work was carried on by Skrag. So the OP is not up to date with the final results.

All that said. From what I remember 13 hatch 15pool ends up being a terrible build if you have to build anything other than drones. I do remember the standard for the builds were something along the lines of getting 2 lings(1 larva worth) 1 spine crawler and gas at a point similar to when you'd get gas in a 14gas 14pool build. The point of this thread was to find the most realistic economy build. I'm pretty sure the final results were that 14 Hatch 16 pool won hatch first and 11 pool 18 hatch won pool first. With 15 hatch 16 pool being almost identical to 14 hatch 16 pool.

Also the work Skrag did gave us a way to predict how builds would turn out. Basically any very early pool must compensate for the loss of early drones by "catching up" with queen injects to make more drones than a later pool would allow. This is why most of those builds are terrible in "real world scenarios". Because you won't be able to just makes drones. You'll have to build lings and get gas and build crawlers, etc. For some reason the 11pool 18 Hatch strikes a fine balance and doesn't suffer from this like other early pool builds. Also there is a point where you start to lose economy by delaying your pool. Because Queen injects are so powerful. So I don't think a 17 pool is more economical that a 14 pool. At least not for very long. And finally some builds actually gave more larva but less minerals or more minerals for a certain time before dropping off etc. So some of those builds could be viable for certain builds. Mostly notable some allins or something. But most people won't need nor care for those.

Thats all I can remember. Really good thread. Just needs the OP to return and update with all the new info.
SC.Shifty
Profile Joined August 2010
Canada135 Posts
April 25 2011 04:17 GMT
#407
On April 25 2011 12:57 nodestar wrote:
You really have to read through the entire thread to get any benefits out of this. I would point you to specific pages but I can't remember them. It's been a few weeks since I read through it all. Also the OP seems to abandon the thread at some point but the work was carried on by Skrag. So the OP is not up to date with the final results.

All that said. From what I remember 13 hatch 15pool ends up being a terrible build if you have to build anything other than drones. I do remember the standard for the builds were something along the lines of getting 2 lings(1 larva worth) 1 spine crawler and gas at a point similar to when you'd get gas in a 14gas 14pool build. The point of this thread was to find the most realistic economy build. I'm pretty sure the final results were that 14 Hatch 16 pool won hatch first and 11 pool 18 hatch won pool first. With 15 hatch 16 pool being almost identical to 14 hatch 16 pool.

Also the work Skrag did gave us a way to predict how builds would turn out. Basically any very early pool must compensate for the loss of early drones by "catching up" with queen injects to make more drones than a later pool would allow. This is why most of those builds are terrible in "real world scenarios". Because you won't be able to just makes drones. You'll have to build lings and get gas and build crawlers, etc. For some reason the 11pool 18 Hatch strikes a fine balance and doesn't suffer from this like other early pool builds. Also there is a point where you start to lose economy by delaying your pool. Because Queen injects are so powerful. So I don't think a 17 pool is more economical that a 14 pool. At least not for very long. And finally some builds actually gave more larva but less minerals or more minerals for a certain time before dropping off etc. So some of those builds could be viable for certain builds. Mostly notable some allins or something. But most people won't need nor care for those.

Thats all I can remember. Really good thread. Just needs the OP to return and update with all the new info.


With that being said, has the 11 pool 18 hatch build order been tweaked within this thread since the OP? I'm not sure if I have the mental strength to find it through all these pages.

The reason I ask is because of the 17+18 overlord; the queen spit would be popping around that time anyway, I feel like the extra overlord should be 2 drones instead. Does this make the 28/36 overlords more economically smoother?

I'm new to this thread so I haven't been up to date as to why this is more economical/larva efficient etc.
We require more MINERAWLZZzz.
Jermstuddog
Profile Blog Joined June 2010
United States2231 Posts
April 25 2011 05:17 GMT
#408
In other threads 11 pool has been suggested for ZvZ.

It gives over 100 less minerals but gives 2 extra larva, which is the critical resource in early ZvZ games allowing for an extra 4 lings in your standard bling bust.

The problem is your gas, and therefore the whole bust comes about 5 seconds later than normal as well.

Either way, 11 pool doesn't seem to benefit ZvP much at all as you are trying to get ahead of the protoss player in econ, and if you are just going for drones, 11 pool is effectively making your drones more expensive.
As it turns out, marines don't actually cost any money -Jinro
gondolin
Profile Blog Joined September 2007
France332 Posts
April 25 2011 13:26 GMT
#409
On April 25 2011 12:57 nodestar wrote:
You really have to read through the entire thread to get any benefits out of this. I would point you to specific pages but I can't remember them. It's been a few weeks since I read through it all. Also the OP seems to abandon the thread at some point but the work was carried on by Skrag. So the OP is not up to date with the final results.


You should read page 19, there are lots of graphs and analysis by Skrag. From what I remember:
hatch first are the most economical build, and 14h14p, 14h15p and 15h15p are virtualy identical.
16h15p has slighty more ressource, but less larva to spend it on, so it is only usefull for a double hatch expand.

Pool first are a bit behind economically (around 130 minerals) than hatch first. The best pool first build is 14p16h (and this is the build that has the most larva), while 11p18h is almost as good.

There were also discussions about earlier gaz for against protoss, and from playing I have found that 14p15g18h feels better economically than 11p15g18h, but I did not test it as rigourously as Skrag did.
Schnullerbacke13
Profile Joined August 2010
Germany1199 Posts
April 25 2011 14:28 GMT
#410
it's not that simple, it also depends on gas timing and what you plan to build early on .. if you need an early warren/bling nest/evo/3rd hatch or like to defend spine heavy, you'd like to trade larvae against more minerals (e.g. 16h or 16 pool). If you'd like to open ling heavy you'll probably need mor larvae ..
21 is half the truth
nodestar
Profile Joined May 2010
36 Posts
April 25 2011 15:43 GMT
#411
On April 25 2011 13:17 SC.Shifty wrote:
With that being said, has the 11 pool 18 hatch build order been tweaked within this thread since the OP? I'm not sure if I have the mental strength to find it through all these pages.


I'm not really sure. The 11 pool 18 hatch build came from this thread.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=172481
I can only assume they are the same build.

I was a little off from what I wrote earlier. Basically 14h 15p is the "best". Other builds can have more larva and no minerals to spend them or more minerals but no larva. So 14h 15p ends up being the all around "best". Where "best" is subjective.

14p 16h is the "best" pool first build. 11p 18 hatch is slightly behind it but it could be more useful in certain situations.
On April 25 2011 14:17 Jermstuddog wrote:
In other threads 11 pool has been suggested for ZvZ.

It gives over 100 less minerals but gives 2 extra larva, which is the critical resource in early ZvZ games allowing for an extra 4 lings in your standard bling bust.

The problem is your gas, and therefore the whole bust comes about 5 seconds later than normal as well.


Here is Skrag's post on page 19 that gondolin recommended.

On December 27 2010 06:50 Skrag wrote:
Graph of the resource difference between 14h15p and the following 6 builds:

16h15p (purple)
13h15p (brown)
14p16h (light blue)
11p18h (red)
15p16h (orange)
13p15h (dark blue)

[image loading]

The results of this latest round of tests are slightly different than the last round. I changed the map so that I could publish it on battle.net and let the game run while actually playing there, so that replays could be posted. One thing that shows is that very simple random differences can have a pretty significant impact, so the absolute numbers can't really be taken as gospel. For example, before reconfiguring the map, 11p18h was only about 95 resources behind 14p15h, but now it's closer to 130.

The larvae graph unfortunately got really difficult to read as I added builds to it. The easiest way to see what's going on there is going to be to download the spreadsheet (you'll need openoffice, which is a free download), and modify the graph to just show one at a time.

Imprecise commentary on the larva graph:

16h15p is slightly behind the entire time, while 13h15p is slightly ahead.

The other 4 builds are all slightly behind until a certain point, and then pull slightly ahead in larva count.

11p18h catches up at about 4:00
13p15h catches up at about 4:15
14p16h catches up at about 4:20, and ends up further ahead than any other builds
15p16h catches up at about 4:30

Here's a graph showing the 2 minute average of the larva difference. Obviously it's really difficult to be precise when there are instantaneous jumps of 4 at a time, but this seems to give a decent picture of which builds are ahead in what approximate timeframe. The catch-up times I listed above are fairly accurate, but the average gives a way of displaying all the builds on a single graph without a ton of overlap.

This graph would seem to indicate that 14p16h is ahead of 13p15h even though I said 13p15h was the larvae leader. In that respect, I'd be more inclined to believe the average graph, since I was just eyeballing and guessing.

[image loading]

Commentary on each of the builds measured:

POOL-FIRST BUILDS:
13p15h: despite being economically ahead of all the other pool-first builds in the drone race, I honestly don't see any reason to ever use this build at all. It does have a pretty significant larva advantage over most other builds measured, but it never has enough resources, and gets stuck unable to use larvae a *lot*.

11p18h: This build held up to the reality injection very well, better than I expected, and probably far better than any of the people claiming that it would fall apart economically once you started trying to actually do anything would have thought possible.

14p16h: Somewhat unsurprisingly, since a 14pool was commonly quoted as a build that would be beating 11p economically, this one held up pretty well. It has a 20-50 resource advantage on 11p early, and ends up in pretty much the same spot as 11p after max saturation, being around 130 resources behind 11p. This build also appears the be the larva leader, and was actually able to take advantage of the extra larvae, so that might be a consideration.

15p16h: This build plays out pretty similar to 14p16h, except that it falls further behind as max saturation is approached. A big part of that is that this build had a *really* hard time matching the timings I was going for (especially the spine crawler), so this might be a little bit unfair. But without doing testing under different circumstances (which I probably won't have the patience to do), it seems there won't really ever be a reason to use 15p instead of 14. I'm pretty sure 14p is far more common, and the problems 15p had in executing the things I wanted to execute probably explains that quite a bit.

HATCH-FIRST BUILDS:
13h15p: This build gains a slight larva advantage over 14h15p (somewhere in the neighborhood of one larva) at the cost of lagging behind in resources by 30-40. It *might* be less susceptible to hatch blocking, although the hatch times are close enough that I'd be surprised if there was really that much of a difference.

16h15p: This build trades a small larva disadvantage for a small early resource advantage. Where 13p15h didn't have enough resources to use it's available larvae, this one doesn't seem to have enough larvae to spend its resources. If you were planning a very early 3rd hatchery, or expected to need to build a bunch of spine crawlers, this one might do ok, but you'd have to be planning on doing that in the first 5 minutes for it to be worthwhile, because the early advantage is only 25-ish resources, but the later disadvantage is 65-ish.

15h14p: The data for this build is not posted in the graphs, but it appears to take a late larvae advantage over 14h15p, at the cost of a slight early larva disadvantage and a resource disadvantage that is larger than 13h15p. So if you're wanting to trade resources for larva, it seems 13h15p would be the better choice.


Schnullerbacke13
Profile Joined August 2010
Germany1199 Posts
April 25 2011 15:52 GMT
#412
On April 26 2011 00:43 nodestar wrote:
Show nested quote +
On April 25 2011 13:17 SC.Shifty wrote:
With that being said, has the 11 pool 18 hatch build order been tweaked within this thread since the OP? I'm not sure if I have the mental strength to find it through all these pages.


I'm not really sure. The 11 pool 18 hatch build came from this thread.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=172481
I can only assume they are the same build.

I was a little off from what I wrote earlier. Basically 14h 15p is the "best". Other builds can have more larva and no minerals to spend them or more minerals but no larva. So 14h 15p ends up being the all around "best". Where "best" is subjective.

14p 16h is the "best" pool first build. 11p 18 hatch is slightly behind it but it could be more useful in certain situations.
Show nested quote +
On April 25 2011 14:17 Jermstuddog wrote:
In other threads 11 pool has been suggested for ZvZ.

It gives over 100 less minerals but gives 2 extra larva, which is the critical resource in early ZvZ games allowing for an extra 4 lings in your standard bling bust.

The problem is your gas, and therefore the whole bust comes about 5 seconds later than normal as well.


Here is Skrag's post on page 19 that gondolin recommended.

Show nested quote +
On December 27 2010 06:50 Skrag wrote:
Graph of the resource difference between 14h15p and the following 6 builds:

16h15p (purple)
13h15p (brown)
14p16h (light blue)
11p18h (red)
15p16h (orange)
13p15h (dark blue)

[image loading]

The results of this latest round of tests are slightly different than the last round. I changed the map so that I could publish it on battle.net and let the game run while actually playing there, so that replays could be posted. One thing that shows is that very simple random differences can have a pretty significant impact, so the absolute numbers can't really be taken as gospel. For example, before reconfiguring the map, 11p18h was only about 95 resources behind 14p15h, but now it's closer to 130.

The larvae graph unfortunately got really difficult to read as I added builds to it. The easiest way to see what's going on there is going to be to download the spreadsheet (you'll need openoffice, which is a free download), and modify the graph to just show one at a time.

Imprecise commentary on the larva graph:

16h15p is slightly behind the entire time, while 13h15p is slightly ahead.

The other 4 builds are all slightly behind until a certain point, and then pull slightly ahead in larva count.

11p18h catches up at about 4:00
13p15h catches up at about 4:15
14p16h catches up at about 4:20, and ends up further ahead than any other builds
15p16h catches up at about 4:30

Here's a graph showing the 2 minute average of the larva difference. Obviously it's really difficult to be precise when there are instantaneous jumps of 4 at a time, but this seems to give a decent picture of which builds are ahead in what approximate timeframe. The catch-up times I listed above are fairly accurate, but the average gives a way of displaying all the builds on a single graph without a ton of overlap.

This graph would seem to indicate that 14p16h is ahead of 13p15h even though I said 13p15h was the larvae leader. In that respect, I'd be more inclined to believe the average graph, since I was just eyeballing and guessing.

[image loading]

Commentary on each of the builds measured:

POOL-FIRST BUILDS:
13p15h: despite being economically ahead of all the other pool-first builds in the drone race, I honestly don't see any reason to ever use this build at all. It does have a pretty significant larva advantage over most other builds measured, but it never has enough resources, and gets stuck unable to use larvae a *lot*.

11p18h: This build held up to the reality injection very well, better than I expected, and probably far better than any of the people claiming that it would fall apart economically once you started trying to actually do anything would have thought possible.

14p16h: Somewhat unsurprisingly, since a 14pool was commonly quoted as a build that would be beating 11p economically, this one held up pretty well. It has a 20-50 resource advantage on 11p early, and ends up in pretty much the same spot as 11p after max saturation, being around 130 resources behind 11p. This build also appears the be the larva leader, and was actually able to take advantage of the extra larvae, so that might be a consideration.

15p16h: This build plays out pretty similar to 14p16h, except that it falls further behind as max saturation is approached. A big part of that is that this build had a *really* hard time matching the timings I was going for (especially the spine crawler), so this might be a little bit unfair. But without doing testing under different circumstances (which I probably won't have the patience to do), it seems there won't really ever be a reason to use 15p instead of 14. I'm pretty sure 14p is far more common, and the problems 15p had in executing the things I wanted to execute probably explains that quite a bit.

HATCH-FIRST BUILDS:
13h15p: This build gains a slight larva advantage over 14h15p (somewhere in the neighborhood of one larva) at the cost of lagging behind in resources by 30-40. It *might* be less susceptible to hatch blocking, although the hatch times are close enough that I'd be surprised if there was really that much of a difference.

16h15p: This build trades a small larva disadvantage for a small early resource advantage. Where 13p15h didn't have enough resources to use it's available larvae, this one doesn't seem to have enough larvae to spend its resources. If you were planning a very early 3rd hatchery, or expected to need to build a bunch of spine crawlers, this one might do ok, but you'd have to be planning on doing that in the first 5 minutes for it to be worthwhile, because the early advantage is only 25-ish resources, but the later disadvantage is 65-ish.

15h14p: The data for this build is not posted in the graphs, but it appears to take a late larvae advantage over 14h15p, at the cost of a slight early larva disadvantage and a resource disadvantage that is larger than 13h15p. So if you're wanting to trade resources for larva, it seems 13h15p would be the better choice.




That's simplistic. "Best" meant in those tests: the build created most income+larvae at the 6'20 minute mark (building drones+queens+ovies only). However "best" in real world depends on your game style and your (and opponents) opening (e.g. queen, spine heavy, early pressure etc.).
What you can get from those stats is, that delaying pool/queen/hatch trades income against larvae, earlier pool/queen/hatch gets more larvae but slightly less income early on. Early (4..6 minute mark) income/larvae is important as it defines your tech timing and your defensive/offensive options.
21 is half the truth
nodestar
Profile Joined May 2010
36 Posts
Last Edited: 2011-04-25 17:37:16
April 25 2011 17:29 GMT
#413


That's simplistic. "Best" meant in those tests: the build created most income+larvae at the 6'20 minute mark (building drones+queens+ovies only). However "best" in real world depends on your game style and your (and opponents) opening (e.g. queen, spine heavy, early pressure etc.).
What you can get from those stats is, that delaying pool/queen/hatch trades income against larvae, earlier pool/queen/hatch gets more larvae but slightly less income early on. Early (4..6 minute mark) income/larvae is important as it defines your tech timing and your defensive/offensive options.


EDIT: In reply to the part of your quote I bolded. I do think all the builds tested were subject to certain conditions in order to make the test more akin to a real game. Those were getting 1 set of lings, 1 spine, 1 creep tumor and gas at a similar time to when Idra got gas in a 14p 14h build they took from a replay way back when that was more standard. I say that just to clarify that these builds were tested to be viable in a real game. If I'm wrong then someone correct me.


Well said.
So unless you plan on doing something game changing or defending against something game changing in the 4-6 minute mark then 14h 15p, 14p 16h, and 11p 18h are going to be your go to builds for now. The word "best" will always be relative or subject depending on what your goals are. But most people that want to improve have goals that revolve around "standard play" and getting a strong economy. And all 3 of these builds are as of right now, according to the information provided in this thread, considered the best at doing that. That may change in the future. But if your just popping into this thread then reading the last page(page 21) should get you caught up on what you need to know.

So if 14p 16h is your standard but you are getting pylon blocked then you can try out 11p 18h and know exactly what your giving up and what your gaining. Just a random made up example.
sc_oldboy
Profile Joined January 2011
Germany35 Posts
April 25 2011 19:15 GMT
#414
I've been playing with 11pool 18 hatch for some time in zvp and to me it seems to be a really solid build. My Gas timing is on 16 giving me speed on 5:50 just before wargates finish. After getting speed i leave on 1 drone on Gas and then get the lair on 100. Also necessary is on 28 a roach warren to finish before a 4 gate would hit, you can get spines but I prefer roaches for defence. I would really like to see how 11/18 fares when putting it under those restrictions. I can't consider hatch first seriously in zvp unless protoss doesn't know what to do. 14/16 again just isn't possible you won't have lings to stop the probe from putting the pylon down and then you are delayed until 19/20? I hope this wasn't talked about before if so just ignore it. I haven't seen informations on 14/14 pool/gas with hatch on 19 i saw in a different thread 14/14/22, obviously 14/14/19 isnt the most economical but it is the standard and just for comparison it would be interesting to see, does anybody have mineral count/larva count on this?

Great thread btw, it would be a shame to let it die down again.
What does one have to do to become a Zerg gosu? First empty your mind, get your firm grip on the mouse and practice hard, and don't get stressed out. Zerg gosuness is measured by enjoyment you get without getting stressed out, not skill. That's gosu.
blackodd
Profile Joined April 2010
Sweden451 Posts
June 23 2011 17:00 GMT
#415
Hey jacobman! I was the first poster in your thread.. I see that you've made a better job than the thread I linked. Thanks!
For I am the Queen of Blades. And none shall ever dispute my rule, again...
Schnullerbacke13
Profile Joined August 2010
Germany1199 Posts
Last Edited: 2011-06-29 11:54:30
June 29 2011 10:13 GMT
#416
just a short notice:

because no gas is build in the test scenario, oversaturation is reached pretty fast, therefore only builds getting their nat up extremely early seem to be "economic". However this holds true only if you play the "spanishiwa" style.

if you get early gas, oversaturation is reached ~4 drones later, if you choose to build an early roach warren its even 5, this means it does not hurt income-wise to set the nat later (18..20). Anyway the larvae disadvantage of later hatch still may be present. This fact should make overpool or 14g14p stronger as they appear here when getting early gas.
21 is half the truth
agahamsorr0w
Profile Joined April 2011
Netherlands359 Posts
June 29 2011 10:29 GMT
#417
how about 14gas 14pool 21 hatch? if you ask me thats a pretty viable build. you get to scout the enemy with speed and its more difficult to go shark mode since you can run lings away.
socommaster123
Profile Joined May 2010
United States578 Posts
June 29 2011 17:41 GMT
#418
Off topic but I dont want to create a new thread cause its not thread worthy but what are the gas timings on 2 base infestor
Idra White Ra Sheth DRG SaSe Thorzain GOGO!
Sabre
Profile Blog Joined February 2011
United Kingdom1086 Posts
August 06 2012 01:39 GMT
#419
Sorry for the bump, but is all this data still 100% valid (I havent followed balance changes). Just pretty curious about it ^_^
UK TrackMania Champion | Former SC2 player | http://www.twitter.com/Sabre_CS
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