• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 11:11
CEST 17:11
KST 00:11
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL22] Ro24 Preview: Summer's End7Serral wins HomeStory Cup 2915Serral wins Maestros of the Game 244ByuL, and the Limitations of Standard Play3Team Liquid Map Contest #22: Results and Winners7
Community News
Weekly Cups (August 10-16): SHIN doubles2GSTL Returns in 2026!45Weekly Cups (Aug 3-9): Protoss get shut out7RSL goes to London! 2026 Offline Finals Nov 21-2212Weekly Cups (July 27-Aug 2): SHIN's big week0
StarCraft 2
General
GSTL Returns in 2026! SC4ALL II: SC2 Player Announcement 6/8 - Maru Balance hotfix patch 5.0.16b (July 16) Serral wins Maestros of the Game 2 Weekly Cups (August 10-16): SHIN doubles
Tourneys
2026 GSTL Announcement Master Swan Open (Global Bronze-Master 2) PIG STY FESTIVAL 8.0! (13 - 23 August) WardiTV Mondays 2026 KungFu Cup Announcement
Strategy
[G] Having the right mentality to improve
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
The PondCast: SC2 News & Results Mutation # 539 Thunder Dome Mutation # 538 Media Blackout Mutation # 537 Hostile Territory
Brood War
General
BGH Auto Balance -> http://bghmmr.eu/ BW General Discussion How Famous was FlaSh before his Debut? Are you ready for ASL 22? NEW HYPE VIDEO [ASL22] Ro24 Preview: Summer's End
Tourneys
[ASL22] Ro24 Group C KCM Race Survival 2026 Season 3 [ASL22] Ro24 Group A [ASL22] Ro24 Group B
Strategy
Odyssey Mineral Stack Saturation Fighting Spirit mining rates Any training maps people recommend? Simple Questions, Simple Answers
Other Games
General Games
Nintendo Switch Thread General RTS Discussion Thread Anyone here play Quakeworld back in the day? Stormgate/Frost Giant Megathread EVE Corporation
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish TSM pausing esports and CLG Dead
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Power Rank TL Mafia Community Thread NeO.D_StephenKing vs This Guy From 1 Million Dance
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Dating: How's your luck? Artificial Intelligence Thread The Letting Off Steam Thread
Fan Clubs
The Creator Fan Club MarineLorD Fan Club The ShoWTimE Fan Club
Media & Entertainment
Movie Discussion! Anime Discussion Thread Series you have seen recently...
Sports
Football (Soccer) Thread MLB/Baseball 2023 TeamLiquid Health and Fitness Initiative For 2023 NBA General Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Simple Questions Simple Answers FPS when play League Of Legend on laptop
TL Community
The Automated Ban List Northern Ireland Global Starcraft
Blogs
Young Players Exit Esports E…
TrAiDoS
LOCKPICKING NOOB
LUCKY_NOOB
Cathedral Of CS And NY pizza a…
FuDDx
Please support my new stand…
Peanutsc
Customize Sidebar...

Website Feedback

Closed Threads



Active: 5596 users

[G] The Cycle method for Zerg macro - Page 2

Forum Index > StarCraft 2 Strategy
Post a Reply
Prev 1 2 3 4 5 6 Next All
Jagd
Profile Joined April 2011
United States71 Posts
October 11 2011 18:01 GMT
#21
The most helpful points you bring up: larva/structure timings, and spreading creep cycles. The problem I see is that usually the structures for which this is most important (spire, hydra den) come enough into the game (~9-10minutes) where it's hard to have all your injects synchronized, where as roach warren timings usually depend on when your queen is being built. I would say that a better way to time the tech structures is with gas/minerals.

The idea to set camera location to creep is interesting and worth trying; I also like that you actively move overlords as you spread creep. Combining the two tasks is helpful as they achieve a similar goal of map vision/control.

The problem I have with your cycle is that you don't include battle/harass, unless that's what you mean by step 4 (unclear in that case). I find myself missing injections, forgetting to spread creep and overlords when I'm microing mutas lings or roaches, and as a result I have to force myself to try and inject in the middle of battle. It's not hard to macro super well when you're left alone, the hard part is to do it while under pressure. That said having an outline for what your ideal macro should look like is always something good to fall back on.
Cycle
Profile Blog Joined March 2011
United States300 Posts
October 11 2011 18:14 GMT
#22
This is not the way I macro zerg.

+ Show Spoiler +
But for something productive, this is very cool and a great resource! :D I think every race actually goes through this as well; it's like a mental checklist of things to look at just to improve macro.
| chKCycle.551 | NA | Master League Random | Checkmate Gaming |
And_One
Profile Joined January 2011
Canada6 Posts
October 11 2011 18:52 GMT
#23
Very interesting way of cycling through the entire Zerg macro mechanics. I will definitely try this when I get home tonight.
Monkeyballs25
Profile Joined October 2010
531 Posts
October 11 2011 19:03 GMT
#24
I'm working on doing a few things like this, basically following the
-refresh injects
-build units
-check creep spread(this needs major work!)
-do other macro-y, scouty stuff(new tech buildings, new upgrades, new expansions, reposition ovies around base)
-build overlords with the first "natural" larva spawned after inject
bits.

I'm nowhere near good enough to sync up building or queen timers but everything else should work pretty well.
w3jjjj
Profile Joined April 2007
United States760 Posts
Last Edited: 2011-10-11 19:45:47
October 11 2011 19:39 GMT
#25
On October 12 2011 01:53 IcemanAsi wrote:
Show nested quote +
On October 12 2011 01:42 w3jjjj wrote:
Good idea, but cumbersome execution, having to check that single hatchery takes a lot of multitasking especially in the late game with a lot to do.

The idea of cycling around larva spawn is good, I use it, but you don't need to check your hatchery. Remember that your hatcheries have natural spawn larva, if you wait for a full larva cycle then you have natural larva sitting around waiting for the inject larva to pop, which is not efficient. Instead, you should constantly be producing from your natural larva to keep the larva count down, and whenever you get a surge in larva count, that tells you your inject larva came out, which is a marker for you to inject again, spread creep, etc..

This way, you can maximize your larva efficiency and not miss inject at the same time.

Also, for overlords, whenever your inject larva comes out, you should always begin a production cycle with a couple of overlords, this should become a natural habit so that you don't need to keep track of it.

I disagree.

"having to check that single hatchery takes a lot of multitasking" - I don't think a single tap every ~8 seconds is a lot of multitaking.

"if you wait for a full larva cycle then you have natural larva sitting around waiting for the inject larva to pop" - Nope, those natural larave are the ones I'm using for the overlords

"you should always begin a production cycle with a couple of overlords" - Definitly wrong. If you create your overlords as your larave spawn you will have them before you need them. You just used all your larvae, your overlords build in 25 seconds. you now have your new overlords and a supply cap lead, but you only have as many larave as your hatchs, let's assume 2. it's better to delay the overlords to your first larave that spawns naturally after you inject as THOSE overlords will pop just as your larave does.


Time spent on thinking is a limited resource as it slows down your execution. Production cycling mechanics should be automatic with as little thinking time needed as possible, so you can save your thinking time for more strategic decisions. An example, anyone can have super high apm in the beginning by repeating useless tasks that require no thinking, its just clicking speed, but as the game progresses, one's true apm drops much lower because he has to think, and thinking takes up valuable time from execution. The more thinking time you spend on mechanics, such as a macro cycle, the less thinking time you have for making strategic decisions.

I'm not disagreeing with your idea of larva cycle, I said that's what I use, although my advice is to reduce/eliminate tasks in your cycle that requires thinking time.

The first point I raised is that you don't need to spend time to check the hatchery. The point of checking the hatchery is to see the progress of your larva inject, but I'm saying that if you just focus on keeping your larva count down, then anytime when you notice a surge in larva count, that automatically tells you your larva inject just popped. You might not think checking a hatchery involves much thinking but it does, every time you check your brain is measuring the progress of that larva spawn bar and making a decision of whether the bar is nearing its end. I guarantee it slows you down. Whenever you are producing, you brain naturally assess how many larva you are seeing, that is a task you have to do and are already doing, and it tells you the same information as checking a hatchery, making the hatchery idea a redundant task that yields no benefits.

For my second point regarding overlords, your said to use the in between larva cycle time to think about what units to make and how many overlords to make, so that you don't make too many overlords. I'm saying that making overlords is not a task that deserves any thinking time. In the early game you should have a bo ready that prevents you from making too many overlords, as resources are low at this point, but once into the mid-late game, it rarely ever hurts your game to have an extra overlord or two. I'm saying that if you mark your overlord production with a larva inject cycle, always make a couple when your inject pops, you can avoid spend any thinking time at all on overlords and use that time elsewhere, sure you might make an extra few overlords, but the benefit of not having to think about overlords ever in your game far outweighs having a couple of extra overlords flying around, plus it keeps you safe from a supply block if your opponent snipes a few overlords.

In a lot of pro games you will see a player's supply limit continues to grow even when they are exchanging a lot of units, resulting in extra supply not needed. It might seem like a waste of resource, but this is exactly what I'm talking about, production cycles are fully automatic for the pros they just don't waste time thinking about things like "oh l lost some marines so I don't need to make a depot for a while". They'll notice "oh I have extra supply now from exchanging units and not stopping depot production", then they'll chill on the depot for a short while and go back to full automatic mechanics again.

That said, as long as you are not wasting time thinking about overlords, you can mark the timing of your overlords to anything you like, so if you like to make overlords AFTER you finish an inject production cycle, and using natural larva to do so, by all means. I simply mark my overlord production to the inject cycle because it's my habit. As long as it's automatic and you don't waste time on it, it's the right way to practice.
Chuck Norris can salvage his opponent's structures.
Shadow284
Profile Joined September 2011
United States3 Posts
October 11 2011 19:52 GMT
#26
I used a similar cycle, but mine wasn't nearly as organized as this. I'm going to go try this right now!
IcemanAsi
Profile Joined March 2011
Israel681 Posts
Last Edited: 2011-10-11 20:02:47
October 11 2011 20:02 GMT
#27
wow w3jjjj,
That was fascinating and extremely well said!
I got to admit I've never taken "Think-time" into account as a resource. Fascinating perspective!

We seem to be much closer in our opinions then what I thought you ment in your previous post. I have to admit that with time I found myself looking at that single-hatch display less and less, and using the cycle of overlord-larvae-overlord-larave more. But, this was written as a guide and that was how I started and I consider an important step in the learning process. It gives you a feeling of the urgency required by your macro, as well as a feel for the timing of the spawnns.

In regrads to going over-supply I would say this should be as streamlined as any other element in the game, if people do crazy worker splits and agrue BO diffrences that come to dozens of minerals, or avoid queueing marines, then going over-supply is just as bad, and we'll both agree that nothing is worse then being supply capped.

The way I minized the thinking with the overlords is to split my production to two types ( 1supply per larave versus 2supply per larave). I don't try to count my larave and do the math, I rely on using all my avilable larave and knowing that I can either get 4 or 8 supply from each larvae spawn.

Great comment all around, Thanks!
NtroP
Profile Joined July 2010
United States174 Posts
October 11 2011 20:14 GMT
#28
Fantastic guide. Also a great way to internalize all the basics of zerg macro!
Oboeman
Profile Joined January 2011
Canada3980 Posts
October 11 2011 20:18 GMT
#29
I remapped 0 to spacebar, and always keep a single hatchery on it, so I can watch larva progress by tapping spacebar.
this frees up 4 for more army control groups.
minhbq299
Profile Joined May 2011
United Kingdom566 Posts
Last Edited: 2011-10-11 20:26:50
October 11 2011 20:25 GMT
#30
OMG this is so good to me thank you very much, I try to find this type of article about zerg a lot , I am a master protoss, recently switch to random, so I try to play zerg + terran a lot on other account, I have a hard time with Production cycle and hot keying with zerg because I did not know the timing well and the race is basically about macro queen hatch and larva, terran is OK for me.

This can help me a lot. Thank you
SlayerS_Puzzle, oGsMC, Liquid'Hero, FXOz, ST.Parting, , NSHoseoJjakji, SlayerS_CoCa, DRG
Jagd
Profile Joined April 2011
United States71 Posts
October 11 2011 20:29 GMT
#31
On October 12 2011 05:02 IcemanAsi wrote:
In regrads to going over-supply I would say this should be as streamlined as any other element in the game, if people do crazy worker splits and agrue BO diffrences that come to dozens of minerals, or avoid queueing marines, then going over-supply is just as bad, and we'll both agree that nothing is worse then being supply capped.


I think w3jjjj's point is that over-supply usually happens after or around the 10min mark, i.e. when you can't dedicate thinking time to decide how much supply you need for your production. The point of worker splitting and early BO optimization is that the starcraft economy grows exponentially, so that perturbations (i.e. differences in economy value due to different builds/splits) from early on grow larger with time; on the contrary perturbations due to oversupply at the 10 minute mark are not going to be as significant by 10-15 minutes.

If your thinking capacity is finite, perhaps you can actually achieve better economy by doing something other than oversupply.

Of course no one wants to be wasteful with oversupply but developing the skill of dealing with it is not a priority given how well people are playing around 10-15minutes right now.
Tal0n
Profile Joined April 2010
United States175 Posts
October 11 2011 20:33 GMT
#32
i like to do these kinds of things for builds :D
Horuku
Profile Blog Joined August 2010
United States405 Posts
October 11 2011 20:34 GMT
#33
This sounds familiar to the "tick" that I heard talked about on some Day9 daily I believe. Basically all pro-gamers have a tick going on in their head where they follow a set execution of things. Such as checking supply, then you check your unit production, and then you check your macro stuff (did I mule, inject, build drones), and finally scout.

Basically works like a state machine, where you are constantly moving through different states (you'll understand if you're a computer engineer :D). This is how I macro as zerg. It works really well with the notification that larvae inject is done. Obviously you need to prioritize things efficiently. I think inject is priority number 1, then scout, then decide what to make (drones, overlord, units). Constantly cycling these states is essentially this cycle you are talking about. Hmm, maybe I'll have to go make a finite state machine that simulates this .

On a side note, I found that constantly hitting larvae inject timer makes zerg VERY OP. If you are struggling with zerg, the first thing you should do is work on nailing this timer each and every time at least into the mid game.
d<^^>b
Nemireck
Profile Joined October 2010
Canada1875 Posts
October 11 2011 20:56 GMT
#34
On October 12 2011 04:39 w3jjjj wrote:
Show nested quote +
On October 12 2011 01:53 IcemanAsi wrote:
On October 12 2011 01:42 w3jjjj wrote:
Good idea, but cumbersome execution, having to check that single hatchery takes a lot of multitasking especially in the late game with a lot to do.

The idea of cycling around larva spawn is good, I use it, but you don't need to check your hatchery. Remember that your hatcheries have natural spawn larva, if you wait for a full larva cycle then you have natural larva sitting around waiting for the inject larva to pop, which is not efficient. Instead, you should constantly be producing from your natural larva to keep the larva count down, and whenever you get a surge in larva count, that tells you your inject larva came out, which is a marker for you to inject again, spread creep, etc..

This way, you can maximize your larva efficiency and not miss inject at the same time.

Also, for overlords, whenever your inject larva comes out, you should always begin a production cycle with a couple of overlords, this should become a natural habit so that you don't need to keep track of it.

I disagree.

"having to check that single hatchery takes a lot of multitasking" - I don't think a single tap every ~8 seconds is a lot of multitaking.

"if you wait for a full larva cycle then you have natural larva sitting around waiting for the inject larva to pop" - Nope, those natural larave are the ones I'm using for the overlords

"you should always begin a production cycle with a couple of overlords" - Definitly wrong. If you create your overlords as your larave spawn you will have them before you need them. You just used all your larvae, your overlords build in 25 seconds. you now have your new overlords and a supply cap lead, but you only have as many larave as your hatchs, let's assume 2. it's better to delay the overlords to your first larave that spawns naturally after you inject as THOSE overlords will pop just as your larave does.


Time spent on thinking is a limited resource as it slows down your execution. Production cycling mechanics should be automatic with as little thinking time needed as possible, so you can save your thinking time for more strategic decisions. An example, anyone can have super high apm in the beginning by repeating useless tasks that require no thinking, its just clicking speed, but as the game progresses, one's true apm drops much lower because he has to think, and thinking takes up valuable time from execution. The more thinking time you spend on mechanics, such as a macro cycle, the less thinking time you have for making strategic decisions.

I'm not disagreeing with your idea of larva cycle, I said that's what I use, although my advice is to reduce/eliminate tasks in your cycle that requires thinking time.

The first point I raised is that you don't need to spend time to check the hatchery. The point of checking the hatchery is to see the progress of your larva inject, but I'm saying that if you just focus on keeping your larva count down, then anytime when you notice a surge in larva count, that automatically tells you your larva inject just popped. You might not think checking a hatchery involves much thinking but it does, every time you check your brain is measuring the progress of that larva spawn bar and making a decision of whether the bar is nearing its end. I guarantee it slows you down. Whenever you are producing, you brain naturally assess how many larva you are seeing, that is a task you have to do and are already doing, and it tells you the same information as checking a hatchery, making the hatchery idea a redundant task that yields no benefits.

For my second point regarding overlords, your said to use the in between larva cycle time to think about what units to make and how many overlords to make, so that you don't make too many overlords. I'm saying that making overlords is not a task that deserves any thinking time. In the early game you should have a bo ready that prevents you from making too many overlords, as resources are low at this point, but once into the mid-late game, it rarely ever hurts your game to have an extra overlord or two. I'm saying that if you mark your overlord production with a larva inject cycle, always make a couple when your inject pops, you can avoid spend any thinking time at all on overlords and use that time elsewhere, sure you might make an extra few overlords, but the benefit of not having to think about overlords ever in your game far outweighs having a couple of extra overlords flying around, plus it keeps you safe from a supply block if your opponent snipes a few overlords.

In a lot of pro games you will see a player's supply limit continues to grow even when they are exchanging a lot of units, resulting in extra supply not needed. It might seem like a waste of resource, but this is exactly what I'm talking about, production cycles are fully automatic for the pros they just don't waste time thinking about things like "oh l lost some marines so I don't need to make a depot for a while". They'll notice "oh I have extra supply now from exchanging units and not stopping depot production", then they'll chill on the depot for a short while and go back to full automatic mechanics again.

That said, as long as you are not wasting time thinking about overlords, you can mark the timing of your overlords to anything you like, so if you like to make overlords AFTER you finish an inject production cycle, and using natural larva to do so, by all means. I simply mark my overlord production to the inject cycle because it's my habit. As long as it's automatic and you don't waste time on it, it's the right way to practice.


The only problem I have with all of this is that 'tapping' to check the progress of certain timers is a common action that pros do. It's fundamental mechanic. So to call it a waste of "thinking time" is flat out wrong.

That said, you could tap your hatchery key (5, in this case) and simply look at the larva counts, or your method, constantly attempt to use your larva, so you notice when the larva swell occurs as soon as an inject is done. You're actually carrying out the same action as tapping 4, you're just using a different method.

Counting larva is a great method, and the one I personally use. But, one of the benefits of checking a single hatch (assuming your injects are synced*) is that you can see when an inject is ABOUT to pop, which could be helpful at some specific points in the game. For example, if your units are near the enemy base, or you know you're near your opponent's army, knowing the inject is in 5-10 seconds could allow you to back your units to a safe point, hit the inject, and go back about your business, whereas knowing the inject just FINISHED might happen just as you need to respond to your opponent's nearby army.

Teamwork is awesome... As long as your team is doing all the work!
KDot2
Profile Blog Joined March 2011
United States1213 Posts
October 11 2011 21:04 GMT
#35
I do something sort of similar thanks I will integrate some of this into my play
Amber[LighT]
Profile Blog Joined June 2005
United States5078 Posts
Last Edited: 2011-10-11 21:06:46
October 11 2011 21:05 GMT
#36
nvm i need to re-read
"We have unfinished business, I and he."
theonlyshaft
Profile Blog Joined December 2010
United States581 Posts
October 11 2011 21:17 GMT
#37
Awesome guide, though I'm not agreeing with the specific hotkeys. Like you said though, that's more player-specific. I use my middle mouse button as my backspace key personally, with all queens on ` and hatcheries on f1. My spacebar is my single hatch. Mouse 3 for me is Show Last Message, so that I can quickly snap to "Our Forces are under attack" and other messages. Still, really cool guide.
Nullius addictus iurare in verba magistri, — quo me cumque rapit tempestas, deferor hospes
w3jjjj
Profile Joined April 2007
United States760 Posts
Last Edited: 2011-10-11 21:32:58
October 11 2011 21:28 GMT
#38
On October 12 2011 05:56 Nemireck wrote:
That said, you could tap your hatchery key (5, in this case) and simply look at the larva counts, or your method, constantly attempt to use your larva, so you notice when the larva swell occurs as soon as an inject is done. You're actually carrying out the same action as tapping 4, you're just using a different method.


Producing from your larva should be done constantly regardless of whether you use any timers. In contrast, checking a hatchery is an extra action on top of producing from larva, therefore it is not another method, it is simply redundant. There is no need to actively count your larva. When you produce constantly from natural larva, its only gonna be a few larva at a time, so whenever you have a larva surge from inject finishing, your brain will "feel" the difference. I use "feel" because I don't ever "count" the amount of larva, may be there's a better way to describe it, but producing from 3 larva "feels" different from producing from 12, I don't know if I had 12 or 13 or 14 larva, I just "feel" that I have made more stuff and therefore an inject must have finished, so I should begin a new cycle.

I use tapping to check on upgrades and buildings in construction, such as a spire, but not for larva inject because from producing stuff I already have the timer in my head, I don't need another tapping action to tell me that my inject has finished. You say pros use tapping, of course they do, but are you sure they use it for larva cycles? Like using a hatchery to check larva spawn? If they do I've never heard of it.

I think your valid point is that checking the hatchery allows you to know beforehand that an inject is about to finish, but I still believe that such knowledge is not worth the extra thinking time spent. As for your example, if you are about to attack an opponent, you are trying to hit a timing, (may be it's to hit before a tech unit comes out, or simply catching a window where the opponent's army is out of position), therefore you should never back off and delay the attack just to do a production cycle... your attack gets delayed a few seconds, some more enemy units finish, their main army gets closer to defend, etc... A major action like attacking should take priority over things like larva inject and creep spread, delaying a few injects is much better than to miss an attack timing and/or to lose a lot of units. That said, you don't really need to shift your attention from the battle to inject larva or produce units. It's a lot of multitasking but that's what separates the pros from the noobs. Pros are producing units even during an engagement. That's why I don't think knowing beforehand when an inject is about to finish is that valuable, certainly not worth the thinking time spent on checking a hatchery.
Chuck Norris can salvage his opponent's structures.
iNotZerg
Profile Joined August 2011
United States16 Posts
October 12 2011 03:22 GMT
#39
Def some good stuff here.
I use a similar setup.

I have to either get a new keyboard or get use to using 5 and 6 as hatches with 6 being my single hatch, but my 6 feels..too far.
Im too used to 4 being all of my queens, I been told from my friends that i have pretty good injections.

I really like the timing of the tech structures.
Nemireck
Profile Joined October 2010
Canada1875 Posts
October 12 2011 03:38 GMT
#40
On October 12 2011 06:28 w3jjjj wrote:
Show nested quote +
On October 12 2011 05:56 Nemireck wrote:
That said, you could tap your hatchery key (5, in this case) and simply look at the larva counts, or your method, constantly attempt to use your larva, so you notice when the larva swell occurs as soon as an inject is done. You're actually carrying out the same action as tapping 4, you're just using a different method.


Producing from your larva should be done constantly regardless of whether you use any timers. In contrast, checking a hatchery is an extra action on top of producing from larva, therefore it is not another method, it is simply redundant. There is no need to actively count your larva. When you produce constantly from natural larva, its only gonna be a few larva at a time, so whenever you have a larva surge from inject finishing, your brain will "feel" the difference. I use "feel" because I don't ever "count" the amount of larva, may be there's a better way to describe it, but producing from 3 larva "feels" different from producing from 12, I don't know if I had 12 or 13 or 14 larva, I just "feel" that I have made more stuff and therefore an inject must have finished, so I should begin a new cycle.


It "feels" like more larva because your brain is capable of doing an instant count that tells you it was "more than 3 that time". Counting your larva and "feeling" that it's more larva is exactly the same thing, you're griping on a technicality of semantics.

And yes, pros use tapping to stay on top of their injects. Many pros don't hotkey their queens, they hotkey their individual hatcheries instead and tap them regularly, when an inject is ready, they 55, box queen, inject. Others work off larva counts like we do, but if, for instance, they have a maxed army, you still see them tapping their hatcheries even with no units to make, and a player like Idra, who uses the All Hatcheries on 4, individual queens on 5/6/7 (interestingly, he never makes more than 3 queens, or at least didn't at IEM), will check his hatch key regularly when his army is maxed, I assume to keep an eye on larva counts on his hatcheries and hit his injects. (by the way, his setup not allowing for individual hatchery tapping may be one of the reasons he often misses late-game injects).
Teamwork is awesome... As long as your team is doing all the work!
Prev 1 2 3 4 5 6 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 8h 49m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Serral 1681
BRAT_OK 71
SHIN 15
StarCraft: Brood War
Britney 50922
Calm 8992
Shuttle 2753
Horang2 937
Yoon 205
Soulkey 153
Sexy 127
Sea.KH 68
Pusan 42
soO 36
[ Show more ]
sSak 30
ajuk12(nOOB) 11
Dota 2
The International136969
Gorgc11867
XBOCT490
Counter-Strike
fl0m7046
shoxiejesuss2074
olofmeister1749
Super Smash Bros
Mew2King122
Heroes of the Storm
crisheroes235
Khaldor100
Other Games
hiko663
B2W.Neo627
Liquid`RaSZi501
Lowko288
DeMusliM231
byalli200
PiGStarcraft184
Liquid`VortiX147
ArmadaUGS74
Trikslyr23
Livibee14
QueenE11
ToD6
Mlord4
Organizations
StarCraft: Brood War
UltimateBattle 523
Other Games
BasetradeTV169
StarCraft: Brood War
lovetv 12
[ Show 14 non-featured ]
StarCraft 2
• EnkiAlexander 36
• mYiSmile112
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• Michael_bg 6
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• Noizen36
League of Legends
• TFBlade943
Other Games
• Shiphtur46
Upcoming Events
Replay Cast
8h 49m
Escore
18h 49m
PiG Sty Festival
20h 49m
Serral vs Reynor
HeRoMaRinE vs herO
CranKy Ducklings
1d 18h
PiG Sty Festival
1d 20h
Zoun vs Solar
SHIN vs Maru
Patches Events
2 days
Sparkling Tuna Cup
2 days
PiG Sty Festival
2 days
The Patches Monday
4 days
GSL
4 days
[ Show More ]
PiGosaur Cup
5 days
Replay Cast
5 days
Replay Cast
6 days
The PondCast
6 days
Liquipedia Results

Completed

Proleague 2026-08-19
CranK Gathers Season 4: BW vs SC2 Team League
Eternal Conflict S2 Finale

Ongoing

KCM Race Survival 2026 Season 3
K-JUNGMAN
ASL Season 22
Super Anchor Qualifying S3
CSL Season 22: Qualifier 1
RSL Revival: Season 6
PiG Sty Festival 8.0
META DYMY #4
Esports World Cup 2026
Esports World Cup 2026: LCQ
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026

Upcoming

Escore Tournament S3: W8
CSL Season 22: Qualifier 2
CSL 2026 AUTUMN (S22)
Acropolis #5
Acropolis #5 - TRS
Blizzard Classic Cup 2026
Acropolis #5 - GSA
HSC XXX
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Big Dog Cup 2026 Div 1
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
BLAST Open Fall 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.