I find that 3rd hatch can usually be put at an expansion rather then being inbase but it barely hurts to put one down in mid-game as there is usually a massive mineral surplus.
The Zerg Macro Hatch - Page 2
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Adeeler
United Kingdom764 Posts
I find that 3rd hatch can usually be put at an expansion rather then being inbase but it barely hurts to put one down in mid-game as there is usually a massive mineral surplus. | ||
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KissKiss
United Kingdom136 Posts
1base 2 hatch in ZvZ can be nice. You can outproduce a 1 hatch player but still have the benefits of ramp defence. I think if you do the numbers then 2 bases + 2 queens and perfectly timed injects will pretty much spend all your money. Trouble is not even the pros are flawless, and if you are late with some injects the money can begin to climb. At that point its better to bite the bullet and add a 3rd hatch even if its not completely optimal. Its nice to have a bit of a cushion in Larvae anyway, especially in lategame when it becomes more difficult to be on time with inject. | ||
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zylog
Canada943 Posts
In these situation I'm usually quite rich anyhow, and can afford an extra hatch or two. Also, the cost of overlord is generally not a factor at this point. | ||
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koveras
163 Posts
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flanksteak
Canada246 Posts
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Torte de Lini
Germany38463 Posts
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FortuneSyn
1826 Posts
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Cyanocyst
2222 Posts
However late game when Zerg game play gets pretty chaotic while trying to break your opponent and manage your tech, while keeping ahead in expansions, some times you may forget an inject or be late to inject. And extra hatch will allow you to drain that extra energy on your queen. So it makes missing an inject not as detrimental to your production as it would normally be. You ask if your spending your money what do you need a macro hatch for? Well, typically the cheaper the unit the more larvae are needed to support its production. For instance if your keeping up with your injects your Mutalisk production would almost never be held back by lack of larvae, more likely not enough Gas. Where as if you making a lot of zerglings, with just queens and your normal base hatches its going to be hard to spend your money, due to you don't have enough larvae to keep your money low, just making lings. Depending on your strategy during the game, you may want to consider getting your macro hatch earlier if you are to be making lots of low tier cheap units. | ||
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sixzeros
72 Posts
Having 1 queen assigned to 2 hatches also allows a full utilization of her energy as you can quickly dual inject. | ||
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jakek95
United Kingdom351 Posts
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Unveiler
34 Posts
I think of it largely as a crutch for less than ideal macro play. | ||
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Twaxter
Canada190 Posts
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MrNasty
7 Posts
for toss deathball coming, i send bunch of overlords with my army for creep, corrupters on colossus, if i can kill all his colossus before my army all dies i pull back pump out all my larva in whatever counters what he has left, and then its right back at him for attack, for terran, normally zergling/bling, mutas, and some roach and micro bling to bio ball, roaches and lings just A move, and mutas can focus stuff easy... if you dont have the larva to reinforce your army after the 200/200 battle your not gonna win.. EDIT:iof you keep injecting with your queens, u can stockpile larva and instantly make a new army and be ready to attack after the initial deathball battle... where as toss has to wait for a unit cooldown from warpgates and build time from stargates and robo, same with terran, tanks take time to make and if you have three factorys making tanks, thats three tanks every x seconds.. vs your 6 hatcherys with 15 larva each on them. that can easly morph in roach,lings,hydras, and mutas, faster than he can get any tanks or thors, or a big bio ball back | ||
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Devastate
United States25 Posts
a) Missing injects is quite unforgiving, the macro Hatch pays for itself making up for the larva you lost missing injects (it happens to us mere mortals, we arent all Idra or Machine) b) Replenishing our troops quickly, as Zerg units aren't nearly as supply effective as the rest of the races. We don't win by going toe-to-toe with Terran or Toss in a 200/200 fight: we consume them with wave after wave of engagements. | ||
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Silmakuoppaanikinko
799 Posts
At later game, for 300 minerals and one drone, even if your money is being kept low all the time, I'd get one just to be sure. You never know what's going to happen, your macro might slip for a moment. You might need a fast transition into mass speedlings and what-else. I see a lot of people here say things like 'expect the best from your opponent', and a lot of times the things they suggest like not queuing, microing, doing a lot of drops, forcefielding, also more or less assume that they themselves will not screw up. I prefer to estimate my chances more realistically, even in masters, you will make mistakes, and so will your opponent, so assume you are going to make mistakes I would say, build a nice margin of error, and get that macro hatch. You may not need it, but if you never needed it, that's only 300 minerals and one drone, and zerg generally has no problems with getting minerals. If you do end up needing it, better safe than sorry. I might need only 8 gateways to warp in correctly from 3 bases, but I know I'm bound to miss some cool-downs, so I take 10. | ||
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Ziggitz
United States340 Posts
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Juddas
768 Posts
300 food push | ||
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Subversion
South Africa3627 Posts
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eth3n
718 Posts
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faust_ix
Singapore15 Posts
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