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[Q] 14, 15 or 16 Hatch?

Forum Index > StarCraft 2 Strategy
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CluEleSs_UK
Profile Blog Joined August 2010
United Kingdom583 Posts
June 09 2011 21:00 GMT
#1
I've tried search and not really found anything relevant on this topic!

So after listening to many other zergs on different builds, each player seems to have their own time to fast expo. Spanishiwa's original build was a 16 hatch, Idra prefers 15 hatch, I've seen some other players 14 hatch, etc. When I ask why a player hatches at a certain time, I don't seem to get a definitive answer. Answers include

16 hatch is more economic (my question is "why?")
15 hatch is safer (my question is "why?")
14 hatch is safer/gets a better economy later ("what?)

Sorry if I'm perhaps just being a real noob, but I'm a mid diamond level zerg, and have never really understood the benefits of each.


Thanks, and much love

CluEleSs
"If it turns out he is leaving the ESL to focus on cooking crystal meth I'll agree that it is somewhat disgraceful, but I'll hold off judgement until then."
Juddas
Profile Joined January 2011
768 Posts
June 09 2011 21:04 GMT
#2
My best ideas are

16 hatch is the most economic because you will have the income to support it

15/14 hatch being safer is just being able to get it down w/out blocking
Kornholi0
Profile Joined November 2010
Canada634 Posts
June 09 2011 21:06 GMT
#3
13 hatch 15 pool. Gives you ovie at 17 and constant drone production without wasted larva (with perfect macro not hard at the 2 minute mark).
The hatch pops and pool pops at the same time (if you rush the pool the pool will pop after the hatch giving time for creep to spread for spines).

This allows for a virtually non-blockable expo on maps such as Tal, Shakuras, and Shattered. You can get away with it on xel if you sneak the drone around. If they are dead set on blocking you your 2nd ovie should be over the expo anyways and you can transition into a 14g 14p or 15g 15 p.

Of course follow suite with lots of spines and queens with little zerglings made maybe 2 for scouting 4 at most.
Team Channel: VTeX Team Co-leader: AGGhost 223 Stream: http://www.twitch.tv/agghost
Coutcha
Profile Joined November 2010
Canada519 Posts
June 09 2011 21:08 GMT
#4
The later you wait the better the economy but its risky especially in ZvZ

Its not really hard to understand :O
This is what the world is for Making ELECTRICITY :D
CluEleSs_UK
Profile Blog Joined August 2010
United Kingdom583 Posts
June 09 2011 21:10 GMT
#5
On June 10 2011 06:08 Coutcha wrote:
The later you wait the better the economy but its risky especially in ZvZ

Its not really hard to understand :O


But why though? Is it simply because you have more drones mining for longer or?
"If it turns out he is leaving the ESL to focus on cooking crystal meth I'll agree that it is somewhat disgraceful, but I'll hold off judgement until then."
garbobjee
Profile Joined February 2011
19 Posts
June 09 2011 21:10 GMT
#6
15 hatch and 14 hatch are safer because you usually get your spawning pool out earlier compared to a later hatch like 16. An earlier pool means you will be able to repel early pressure or harassment sooner.
 (ಠ益ಠ)
Zowon
Profile Joined December 2010
Norway237 Posts
Last Edited: 2011-06-09 21:15:14
June 09 2011 21:14 GMT
#7
The more drones you make before putting down the hatchery - the stronger your economy will be, because the earlier you make your drones, the better it is for your eco, as they will a have longer mining time.
¯\(シ)/¯
HelloSon
Profile Joined April 2010
United States456 Posts
June 09 2011 21:19 GMT
#8
On June 10 2011 06:10 mcclurg wrote:
Show nested quote +
On June 10 2011 06:08 Coutcha wrote:
The later you wait the better the economy but its risky especially in ZvZ

Its not really hard to understand :O


But why though? Is it simply because you have more drones mining for longer or?

Jesus, just think about it. Chances are you are correct.
yo
Kritzkrieg
Profile Joined October 2010
United States57 Posts
June 09 2011 21:19 GMT
#9
I prefer the 13 hatch, but thats due to my preference for early queen play. 15 hatch is a bit more economical, but good injections and better creep spread are more valuable than the mild econ lead youd get from 14 or 15 hatch. Also, 13 hatch gives you a lead on zergs third resource, larvae.

ask yourself what your early game goals are. that question will help you know when to hatch. IMO gassless zerg should hatch as early as possible.
"Check 4 check 5 check 6 check 7 check money check map" -Day9, aka the voice in my head.
Rasun
Profile Blog Joined October 2010
United States787 Posts
June 09 2011 21:22 GMT
#10
On June 10 2011 06:08 Coutcha wrote:
The later you wait the better the economy but its risky especially in ZvZ

Its not really hard to understand :O


15 hatch is really the only common hatch first ZvZ opening, and many people consider it the most dangerous of the common opening. It is tricky to hold off any planned early aggression and when it turns into ling/bane micro wars your at a disadvantage because you get everything later, and have a hard time making use of your early hatch. I never hatch first ZvZ, its asking to be all-ined.

I know Machine tried it twice in a row against Losira in MLG and got owned very quickly both times. I know that doesn't say a lot about the opening but it does show how risky it can be and how quickly things can go bad if you do it.
"People need to just settle the fuck down!"- Djwheat <3
zezamer
Profile Joined March 2011
Finland5701 Posts
June 09 2011 21:27 GMT
#11
Could someone actually answer his questions instead of posting ton of useless/inaccurate stuff

"
16 hatch is more economic (my question is "why?")
15 hatch is safer (my question is "why?")
14 hatch is safer/gets a better economy later ("what?)

"
darkscream
Profile Blog Joined December 2010
Canada2310 Posts
Last Edited: 2011-06-09 21:32:23
June 09 2011 21:31 GMT
#12
16 hatch more economic - 16 drones = saturation on only minerals, you should try to have 16 drones mining minerals at every expansion

15 hatch 15pool leads to a situation where your nat and pool finish at about the same time, and you have 300 minerals, letting you either take a 3rd, make 2 queens, make 1 queen and some lings/drones.. its safe because the timings on most maps, some rush maps still beat this tho

14 hatch is stupid, if you dont see zerg pros do it (just watch what they make in the first 2 minutes every game) its probably not good. Except for spanishiwa you wont ever see a hatchery before 15 because if youre gonna pool minerals and cut drones to make a building at 14, you do a pool or gas not hatch.

Antpile
Profile Joined March 2009
United States213 Posts
Last Edited: 2011-06-09 21:39:06
June 09 2011 21:33 GMT
#13
Think about it this way. To make a hatch, you have to stop making drones and save 300. Same with a pool, you gotta stop and save 200.

Now, the more drones you have, the more you mine during that period you aren't making drones. If you stop making drones for 20 seconds, clearly 16 drones will mine more than 13 or 14 drones. This equals better econ. In the early game where you are often waiting on that last 50 minerals to make everything, every mineral counts.

This is further exaggerated by the fact that you will have to stop droning for less time the more drones you have. 16 drones will get you to 300 faster than 14 drones, obviously.

Ergo, the longer you wait, the better your econ. The obvious downside to waiting longer is if you get bunkered or cannon rushed, your defenses are out later. In ZvZ, a speedling all in might overwhelm you if you wait too long. Make sense now?
zezamer
Profile Joined March 2011
Finland5701 Posts
Last Edited: 2011-06-09 21:35:40
June 09 2011 21:35 GMT
#14
@ darkscream,awesome post, thanks, have been wondering this for a while, +1
Jyan
Profile Joined July 2010
Canada8 Posts
June 09 2011 21:36 GMT
#15
16 hatch is more economic early because you are building drones at all times, no idle larvae. If you want to hatch on 14 or 15 u need to save up minerals for the hatch, and while you are saving you have idle larvae. idle larvae are bad because they could be made into drones, which mine minerals, and give you more money. therefore 16 hatch is the most economical build.

15 hatch is safer because a regular protoss scout will reach you after the hatch goes down(on most maps, in my experiance at least, but im only in the upper diamond region) meaning your hatch wont get blocked.

14 hatch is safer for the same reason, and also has the added benefit of giving you creep at your nat earlier which is very useful for defending terran early pressure builds. I was not aware that it gave you more economy later, but it is probably because you get a 2nd queen and more larvae faster.

tldr; having more drones earlier is good, idle larvae is bad.

I tried to be as thorough with this explanation as possible i hope you now understand.
Hoon
Profile Joined December 2010
Brazil891 Posts
June 09 2011 21:37 GMT
#16
On June 10 2011 06:27 zezamer wrote:
Could someone actually answer his questions instead of posting ton of useless/inaccurate stuff

"
16 hatch is more economic (my question is "why?")
15 hatch is safer (my question is "why?")
14 hatch is safer/gets a better economy later ("what?)

"

The questions were already answered in other threads, you just need to search it.
Also, if you read the posts from this thread you'll have those questions answered as well.
SEn Fanclub: http://www.teamliquid.net/forum/viewmessage.php?topic_id=170834
agahamsorr0w
Profile Joined April 2011
Netherlands359 Posts
Last Edited: 2011-06-09 21:41:10
June 09 2011 21:39 GMT
#17
16 hatch will give u more workers faster. A worker gains u 50 minerals in 1.06 min 15 hatch for safety , creep, earlier queen. And 14 hatch should be only used if enemy wants to block you. So now its up to you which one you prefer. I do 15 just because i want the hatch a little bit faster.
Kritzkrieg
Profile Joined October 2010
United States57 Posts
June 09 2011 21:46 GMT
#18
On June 10 2011 06:19 HelloSon wrote:
Show nested quote +
On June 10 2011 06:10 mcclurg wrote:
On June 10 2011 06:08 Coutcha wrote:
The later you wait the better the economy but its risky especially in ZvZ

Its not really hard to understand :O


But why though? Is it simply because you have more drones mining for longer or?

Jesus, just think about it. Chances are you are correct.


I think what hes (admittedly poorly) getting at is which is better by say, the 5 minute mark, 13 hatch with "delayed" econ, or 16 hatch with "delayed" larvae.

a larvae spawns every 15 seconds. so its a long-term difference slightly I suppose. just saying, hes not necessarily being an idiot.
"Check 4 check 5 check 6 check 7 check money check map" -Day9, aka the voice in my head.
Ruscour
Profile Blog Joined April 2011
5233 Posts
June 09 2011 21:46 GMT
#19
There was a theorycrafting thread where it was determined that the most economic (pure economic, assuming you make only queens and drones) build was 14 pool 14 hatch.
CluEleSs_UK
Profile Blog Joined August 2010
United Kingdom583 Posts
June 09 2011 21:47 GMT
#20
On June 10 2011 06:31 darkscream wrote:
16 hatch more economic - 16 drones = saturation on only minerals, you should try to have 16 drones mining minerals at every expansion

15 hatch 15pool leads to a situation where your nat and pool finish at about the same time, and you have 300 minerals, letting you either take a 3rd, make 2 queens, make 1 queen and some lings/drones.. its safe because the timings on most maps, some rush maps still beat this tho

14 hatch is stupid, if you dont see zerg pros do it (just watch what they make in the first 2 minutes every game) its probably not good. Except for spanishiwa you wont ever see a hatchery before 15 because if youre gonna pool minerals and cut drones to make a building at 14, you do a pool or gas not hatch.



Why exactly is 14 hatch stupid?
"If it turns out he is leaving the ESL to focus on cooking crystal meth I'll agree that it is somewhat disgraceful, but I'll hold off judgement until then."
HiredGoonThug
Profile Joined March 2011
United States72 Posts
June 09 2011 22:11 GMT
#21
There was a huge thread on this kind of subject a month back or so.
14h 14p is the 'best' economic opening. If I remember right, it has a lot to do with larva and queen timings.
11overpool 18h was also explored at length, it's a great opening that doesn't fall too far short of 14/14 but gets you the earlier pool obviously.
Take what I say with a grain of salt though, I play protoss, I just read these forums often.
Olsson
Profile Joined April 2011
Sweden931 Posts
June 09 2011 22:18 GMT
#22
15 hatch, believe it or not gets the pool down quicker if you go 15 hatch 14 pool and is the safest as you have more options after the two structures are finished.
Its more economical than 14 hatch but still safer.
It's less economical than 16 hatch but way safer.
Naniwa <3
lindn
Profile Joined July 2010
Sweden833 Posts
June 09 2011 22:19 GMT
#23
On June 10 2011 06:00 mcclurg wrote:
I've tried search and not really found anything relevant on this topic!

So after listening to many other zergs on different builds, each player seems to have their own time to fast expo. Spanishiwa's original build was a 16 hatch, Idra prefers 15 hatch, I've seen some other players 14 hatch, etc. When I ask why a player hatches at a certain time, I don't seem to get a definitive answer. Answers include

16 hatch is more economic (my question is "why?")
15 hatch is safer (my question is "why?")
14 hatch is safer/gets a better economy later ("what?)

Sorry if I'm perhaps just being a real noob, but I'm a mid diamond level zerg, and have never really understood the benefits of each.


Thanks, and much love

CluEleSs

16 hatch is very economic but is VERY easy to lose to the 10/11 rax (??) rush. 15 hatch lets you get the pool slightly faster but is still up to par with 16 hatch (you won't lose that much eco) and 14 hatch isn't good at all, 15/14 is the same speed and more eco than doing 14/14
PtM
Profile Joined March 2011
89 Posts
June 09 2011 22:27 GMT
#24
The answer to this question isn't nearly as obvious as some people in this thread are suggesting. There have been some valid considerations presented, but the larva mechanics make the solution much more complicated than some posters have let on.

While it's true that waiting longer for the hatchery (say, until 16 drones) will allow you to continuously produce drones without any idle larvae, it's also the case that an earlier hatchery will eventually result in more larvae due to the larva-production of two hatcheries. Moreover, the spawning pool also creates an eventual income increase due to the queen's injection mechanic. That is, building a hatchery or a spawning pool causes a short term decrease in income (-1 drone mining, potentially but not necessarily idle larvae), it eventually causes an increase in income (more larvae leading to more drone production).

In other words, there are incentives in each direction -- getting an earlier hatchery means more larvae, getting an earlier spawning pool means more larvae, but the earlier you get those structures the more time you have to spend without producing drones. Given a specific time, it is relatively easy to determine the build which maximizes income at that time. However, the optimal build does depend on what time you choose. For example, if we're talking about maximizing your income at the 2:00 mark, the best solution is to make exclusively drones without building any structures (because you won't get the benefit of increased larvae by then, and you'll lose 1 drone's mining and maybe have idle larvae). If we want to maximize income at the 10:00 mark, surely both a spawning pool and (at least one) hatchery will need to be constructed, since that's a timescale at which the added larvae will be very important (and since there are diminishing returns on the value of a drone at a single base due to saturation).

I will note that despite all of those considerations, it's still possible that there's one single solution that is optimal for a wide range of times. Specifically, it's possible that the incentives I outlined above compare in such a way that one of them is clearly the dominant effect. For example, it's possible that getting the increased early income (by not producing structures) "snowballs" into a bigger income advantage than the investment into more larvae. I'm not willing to make such a conjecture without playing around with the different options for a little while, but it is a possibility (and it wouldn't surprise me to find out that someone has already done the math on this). Even if such a solution exists, it's certainly not as simple as "just thinking about it" -- I highly doubt that anyone without a background in modeling systems like this can just intuit the answer.

And, finally, I'll say that this is ultimately purely academic. The exact solution to this problem isn't very important, because the rules of thumb are going to produce something that is very close to the optimal solution, and other factors like safety become much more important. Is it really worth it to try to get 5% more income if it leaves you more vulnerable to early pressure?
PtM
Profile Joined March 2011
89 Posts
June 09 2011 22:32 GMT
#25
Also, one small addendum to the treatise that I just spewed out: pylon blocks make several of the proposed builds unusable. A 15 hatch gets blocked often enough, so doing something like 16 hatch or 14 pool 14 hatch is even less likely to be successful. In each case you are likely to be forced to produce some lings before actually placing the hatchery.
illKarasu
Profile Joined March 2011
United States58 Posts
June 09 2011 22:58 GMT
#26
The "better economy" idea comes from the fact that if you wait to make 14 hatch vs 13 hatch, you are not spawning larva for a short period of time at 13/18 supply and so money is stockpiling. (I will make up some numbers that reflect what I found in testing and have since forgotten precise figures):

If you go 14 hatch, you have 100 minerals in the bank. If you drone to 15 hatch, you have say 150 minerals available due to larval shortage. 16 hatch will leave you with ~200 minerals to spend as you please. If it is hard to understand my 'figures' try to run 3-4 brief simulations.

I figure you know the obvious part about having more drones means a relatively stronger very-early economy; 12 drones < 15 drones mining. Try looking for the 14h/14p post that was mentioned too (very long tho!! lol)

::The later the hatch, the more minerals become available within the first minute or so because you can only spend so many larva.

The idea of "safer" has already been discussed in the thread I think.
FairForever
Profile Joined February 2011
Canada2392 Posts
June 09 2011 23:25 GMT
#27
I just read this... it makes no sense to me

16h/15p is a faster pool than 15h/15p which is faster pool than 13h/15p...

I like 15/15 because I'm used to it, 13/15 from what I've read seems better if you can drone up (which is a never in ZvZ)...
terr13
Profile Joined April 2007
United States298 Posts
June 09 2011 23:34 GMT
#28
I go 14 Hatch, 15 pool. To be honest, almost all the builds are about the same economy wise, and your choice to produce lings or drones early has a bigger impact. With 14/15, The pool and Hatch go up at the same time, so I can make both Queens ASAP. I usually do something along the lines of 14 Hatch, 15 pool, 18 OL/Gas. I think it's really a matter of personal preference. It used to be much bigger in SC1, but since delaying pool delays your queen, it becomes a lot closer in terms of overall economy.
Vundox
Profile Joined March 2011
United States182 Posts
June 09 2011 23:44 GMT
#29
14 hatch 15 pool is the MOST economic build followed by 11 pool 18 hatch. However, the differences are only truly noticeable early game so just go with whatever youre most comfortable with. I.E. Spanishiwa likes doing 13h13p
implying Suzy isn't perfect
Exley
Profile Joined April 2011
United States239 Posts
June 09 2011 23:45 GMT
#30
The economic difference between 14H,15H, and 16H is very small. The earlier the hatch, the earlier you'll have larva spawning and the less likely it is to get blocked. The later the hatch, the more minerals you will have mined with the drone that becomes the hatchery.
Kornholi0
Profile Joined November 2010
Canada634 Posts
June 09 2011 23:57 GMT
#31
On June 10 2011 06:27 zezamer wrote:
Could someone actually answer his questions instead of posting ton of useless/inaccurate stuff

"
16 hatch is more economic (my question is "why?")
15 hatch is safer (my question is "why?")
14 hatch is safer/gets a better economy later ("what?)

"

-.-

16 is more economic because you get more drones therefore theoretically your economy is booming faster.
15 is safer because you have an extra larva dedicated to lings + your hatch is down faster + spines can be thrown up faster.
14 is safest and gets the best economy later because you get the most larva faster, which doesn't mean much because you can't support all the larva right away.
13 is by far the most safe, but economically you suffer slightly but because of the fast spines + queens you can easily defend and make up for the difference.
Team Channel: VTeX Team Co-leader: AGGhost 223 Stream: http://www.twitch.tv/agghost
ixi.genocide
Profile Blog Joined June 2010
United States981 Posts
June 10 2011 00:10 GMT
#32
On June 10 2011 06:00 mcclurg wrote:
I've tried search and not really found anything relevant on this topic!

So after listening to many other zergs on different builds, each player seems to have their own time to fast expo. Spanishiwa's original build was a 16 hatch, Idra prefers 15 hatch, I've seen some other players 14 hatch, etc. When I ask why a player hatches at a certain time, I don't seem to get a definitive answer. Answers include

16 hatch is more economic (my question is "why?")
15 hatch is safer (my question is "why?")
14 hatch is safer/gets a better economy later ("what?)

Sorry if I'm perhaps just being a real noob, but I'm a mid diamond level zerg, and have never really understood the benefits of each.


Thanks, and much love

CluEleSs



The difference between the hatch timings

16h- you get 1-3 more drones before your hatch, early game that is a rather large % (7-23%). This build naturally gets you a later pool.

15h- pool is quicker than 16 hatch, easier to defend, slightly faster queen (almost negligible). Based off of timings most pros consider this to be the best simply because it has functionally the same resilience as 14/13h yet more drones.

14h- -2 drones from the 16h, but you get a queen earlier (starting to be significant) and faster lings in light of pressure. Also to note is that the creep spread of ur hatchery can be important when fighting 2 rax etc.

13h- At this point you have reached the opposite end of the spectrum. You are sacraficing 3 quicker drones but getting a queen considerably faster for the larvae/tumors.

All of these builds have some merit to them.... But the later hatcheries don't suffer from lack of early defense as much as the early hatcheries suffer from economic losses. I use a 14h/14p whenever possible.
Majromax
Profile Joined May 2011
Canada14 Posts
June 10 2011 06:14 GMT
#33
Alright, time to be a little quantitative. In the build order calculator, I tested hatch-first openings from 13-16 hatchery and 12-17 pool, as seemed sensible.

Simplifying assumptions, I kept the build gas-free and built nothing but queens, drones, and overlords. The built continued to 32 drones, which is obviously a little more than you'd want to do in a real game, but it gives time for "late economy" to show up.

The specific build used was:
+ Show Spoiler +

9 Overlord
14 Hatchery #natural, then transfer 8 drones and queen from #natural then constant spawn larvae
13 spawning pool then queen then constant spawn larvae
16 overlord
25 overlord
28 overlord
35 drone
5:10 checkpoint


To measure performance, I recorded:
  • Completion time of the spawning pool
  • Available larvae at 5:10 (used because the 14/15 hatches had a larva pop at about 5:03)
  • Available minerals at 5:10
  • Completion time of the 32nd drone


The results were as follows:
Hatch Pool: SpawningPoolTime, Larva, Minerals, 32Drone
13 12: SP@3:17, 4, 600, 5:15
13 13: SP@3:22, 5, 665, 5:10
13 14: SP@3:27, 5, 620, 5:14
13 15: SP@3:32, 6, 744, 5:19
13 16: SP@3:37, 6, 758, 5:24

14 13: SP@3:20, 5, 686, 5:08
14 14: SP@3:25, 5, 726, 5:12
14 15: SP@3:30, 5, 749, 5:17
14 16: SP@3:35, 6, 763, 5:22

15 14: SP@3:24, 5, 721, 5:11
15 15: SP@3:29, 5, 741, 5:16
15 16: SP@3:33, 5, 756, 5:20

16 15: SP@3:28, 1(+4), 737, 5:15
16 16: SP@3:33, 1(+4), 748, 5:20
16 17: SP@3:37, 1(+4), 756, 5:24

(The +4 is there on the 16hatch openings because the second larva (from the natural) pops at about 5:12. For a timing comparison, a 6pool has its first set of zerglings pop at 2:04, and a 10pool has zerglings about 30 seconds later.)

A few tentative conclusions from this:
  • It's the spawning pool time, rather than the hatchery, that really 'sacrifices economy''
  • Larva count is very stable, although this analysis doesn't take timings into account.
  • 14 hatch/13 pool is the most "long term economic" build, in that it gets the full complement of 32 workers the fastest.
  • 13-pools and faster munch a larva, in that the hatchery stays at 3 larva and the spawning of another is delayed at least slightly.
  • Consequently, 13/15 is the most larva-friendly build in that it gets larva to pop the fastest-possible, without munching any from needing to accumulate minerals.


In a side test where I added a "36 Zergling[6]" to the end of the build order, each of these had the last zergling pop out between 5:24 (13/14) and 5:37 (16/* and 13/12). Larva was, of course, the limiting resource.

Especially in light of not getting pylon-blocked, 13/14 looks extremely reasonable as an opening.
Big J
Profile Joined March 2011
Austria16289 Posts
June 10 2011 06:29 GMT
#34
I did use 14h/14p, out of defensive reasons (imo the best way to fight a 2rax is to have the hatch as fast as possible).
But lately I did the little more economic 15/15. 15/14 if I scout a 2rax, 15/16 if I scout a gas or the map is big.
sunprince
Profile Joined January 2011
United States2258 Posts
June 10 2011 11:49 GMT
#35
14 hatch is the most economic, and is the equivalent of 12 hatch from BW. It's been demonstrated in tests before.

People who think otherwise are overlooking the importance of getting more larva sooner. You basically just want as much larva as you can afford to support. 14 hatch is basically the most efficient because it is the earliest that you can build a hatchery without wasting existing larva.
Schnullerbacke13
Profile Joined August 2010
Germany1199 Posts
Last Edited: 2011-06-10 14:45:49
June 10 2011 14:43 GMT
#36
the later hatch gives a slight mineral income advantage early on
the earlier hatch gives a slight larvae advantage (as it finishes earlier) early on

it depends on your build and early army composition (gas timing, roach warren, evo ..). buildings are mineral heavy, early units need larvae.

a 13 hatch is down round 2'00
a 14 hatch is down round 2'07 (?)
a 15 hatch is down round 2'13 (?)
a 16 hatch is down round 2'20 (?)
(Note: timings might be not exact, depends on scouting also. test yourself)

so a 13 hatch has a larvae advantage of ~1,3 larvae over a 16 hatch @4'00.
on the other hand a 16 hatch should deliver ~80..120 minerals more minerals (just test it, hard to compute) @4:00

since more larvae = more drones, the 13 hatch may be better economically later on.
21 is half the truth
crocodile
Profile Joined February 2011
United States615 Posts
June 10 2011 15:37 GMT
#37
14 Hatch 15 Pool is the most economic build. Most minerals mined, larvae and drones produced by the 6 minute mark. The advantage of 16 hatch 15 pool is you get your pool faster than any other hatch first opener except 15 hatch 14 pool, with more drones.
Master League Terran. Huge fan of Quantic Gaming and ROOTDestiny
bobwhiz
Profile Blog Joined April 2011
United States725 Posts
Last Edited: 2011-06-10 15:44:17
June 10 2011 15:42 GMT
#38
Someone has done the calculation, I will try to find the thread.
Newer, better.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=202464
Older, the start of the debate.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=172481

Go there, now this one can be closed.

Both OPs have more information than anyone in this thread dare try to reproduce.
Signatures are simply a cover for having no personality. -Kiante
stk01001
Profile Joined September 2007
United States786 Posts
Last Edited: 2011-06-10 15:58:57
June 10 2011 15:57 GMT
#39
On June 10 2011 06:47 mcclurg wrote:
Show nested quote +
On June 10 2011 06:31 darkscream wrote:
16 hatch more economic - 16 drones = saturation on only minerals, you should try to have 16 drones mining minerals at every expansion

15 hatch 15pool leads to a situation where your nat and pool finish at about the same time, and you have 300 minerals, letting you either take a 3rd, make 2 queens, make 1 queen and some lings/drones.. its safe because the timings on most maps, some rush maps still beat this tho

14 hatch is stupid, if you dont see zerg pros do it (just watch what they make in the first 2 minutes every game) its probably not good. Except for spanishiwa you wont ever see a hatchery before 15 because if youre gonna pool minerals and cut drones to make a building at 14, you do a pool or gas not hatch.



Why exactly is 14 hatch stupid?


it's not stupid.. honestly there's very little difference at the end of the day between 14, 15 & 16.. it's more of a stylistic thing. Obviously the later you throw down your hatch the more risky it is, but the better economy you'll have. But the difference is so small it's not game changing..

it's dumb to say 15 hatch is good, but 14 hatch is "stupid"... it's practically the same build..

i actually prefer 14 hatch at times on 2 player maps because there's less of a chance it's going to get blocked by an SCV or probe..
a.k.a reLapSe ---
Penatronic
Profile Joined October 2010
150 Posts
June 10 2011 18:08 GMT
#40
There's a lot been said on most of this already, but I think an attractive part of
15 hatch / 15 gas /15 pool is that you can pretty much get both queens and speed going almost as soon as the pool pops, simultaneously. It feels very sexy, and transitions really well into 2 base lingbling play. I honestly don't know so much for the other builds, though I've read the 30 pages of discussion on this subject that have happened in the year.

A lot can be said on what is most economic yada yada but I think in a real game situation you can't bank on your "yes my best economic build got 32 drones 7 seconds before the other build!!!
sc_oldboy
Profile Joined January 2011
Germany35 Posts
June 10 2011 20:33 GMT
#41
http://www.teamliquid.net/forum/viewmessage.php?topic_id=174374
http://www.teamliquid.net/forum/viewmessage.php?topic_id=174374&currentpage=19
http://www.teamliquid.net/forum/viewmessage.php?topic_id=172481

I go 14 hatch/14 pool if i go hatch first it puts you only ~20 mins behind from the best eco build 14 hatch/15pool
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.
Bkennedy
Profile Joined April 2011
United States266 Posts
June 10 2011 20:38 GMT
#42

16 hatch is more economic (my question is "why?")
15 hatch is safer (my question is "why?")
14 hatch is safer/gets a better economy later ("what?)

16 hatch more economic than 15 because you get earlier drones, they mine for longer, helping your mid-game econ.

15 hatch is safer than 16 hatch because you get an earlier pool.

14 hatch is safer because you still get an earlier pool, and potentially better economy late-game because you get earlier injects. Making it actually less safe in that instance...

There.
FairForever
Profile Joined February 2011
Canada2392 Posts
June 10 2011 20:49 GMT
#43
On June 11 2011 05:38 XenocideFTW wrote:

16 hatch is more economic (my question is "why?")
15 hatch is safer (my question is "why?")
14 hatch is safer/gets a better economy later ("what?)

16 hatch more economic than 15 because you get earlier drones, they mine for longer, helping your mid-game econ.

15 hatch is safer than 16 hatch because you get an earlier pool.

14 hatch is safer because you still get an earlier pool, and potentially better economy late-game because you get earlier injects. Making it actually less safe in that instance...

There.


How is 15/15 faster than 16/15? 16/15 gets you an earlier pool because you have that drone that would've built the hatch mining for longer. In 15/15 you have to rebuild one drone before you can place the pool. 15/14 is faster than 16/15 but I assume we're talking about 15 pools.

14/15 is the slowest in terms of getting the pool...
KaiserJohan
Profile Joined May 2010
Sweden1808 Posts
June 10 2011 20:54 GMT
#44
high masters
I think hatch first against P is just asking to get cannon rushed and loose.

Honestly, I can't think of a way to stop them from going up unless you run around with 4-5 drones at your natural, especially on maps like Shakuras...

I've been doing some 16 pool 15 hatch or 15 pool 15 hatch, but still pylon block screws things up.
England will fight to the last American
darkscream
Profile Blog Joined December 2010
Canada2310 Posts
June 10 2011 21:13 GMT
#45
On June 10 2011 06:47 mcclurg wrote:
Show nested quote +
On June 10 2011 06:31 darkscream wrote:
16 hatch more economic - 16 drones = saturation on only minerals, you should try to have 16 drones mining minerals at every expansion

15 hatch 15pool leads to a situation where your nat and pool finish at about the same time, and you have 300 minerals, letting you either take a 3rd, make 2 queens, make 1 queen and some lings/drones.. its safe because the timings on most maps, some rush maps still beat this tho

14 hatch is stupid, if you dont see zerg pros do it (just watch what they make in the first 2 minutes every game) its probably not good. Except for spanishiwa you wont ever see a hatchery before 15 because if youre gonna pool minerals and cut drones to make a building at 14, you do a pool or gas not hatch.



Why exactly is 14 hatch stupid?


firstly in the games i watch i rarely see pros hatch before 15, regardless of knowing why, just know that idra or nestra probably wouldn't 14 hatch. they would 15 hatch. If you see a high level player do something at a certain time every time, chances are its a golden timing.

14 hatch is "stupid" because you have to cut drones in order to put the hatchery down. You wouldn't have enough money to do it until you had 3 larva, meaning you waste larva and don't get as much income as 15 hatch.

The point of early expanding is to make sure you have a good economy and production, so doing it at 14 is counter intuitive since it hurts your economy by cutting drones - meaning if an early cheese all-in comes before your hatchery finishes, you will be even worse off because a 15hatch zerg would have an extra drone and more money than you will at that point.

I'm sure someone can dream up some strategic/metagame reason to lose that economy and put the hatchery down first, but if you want to be good at starcraft you do things in such a way that all your timings fit with your macro mechanics (ie: "play korean"). If you just build nothing but drones and overlords from the start of the game, you end up with around 300 minerals after you start building your 15th drone, with constant production the entire time. This is the game telling you to expand.
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