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Queue up queen inject questions

Forum Index > StarCraft 2 Strategy
Post a Reply
Person514cs
Profile Blog Joined September 2004
1004 Posts
February 03 2020 09:16 GMT
#1
The zerg hatchery only produce larva when it has less than 3 larvas. So if the hatchery has been queue injected 5 times. Does that mean that hatchery will not able to produce any new larva naturally during the duration of the queued injections.

I know the hatchery will produce larva naturally when the hatchery has no larva. So if the queen injected at the perfect time, the injection will pop out 3 larva at the exactly the same time as the hatchery has naturally produced 3 larvas. Which double the larva number to 6. But what if injections has been queued?
Peace and love, for ever.
watchlulu
Profile Joined February 2013
Germany474 Posts
Last Edited: 2020-02-03 11:24:26
February 03 2020 11:23 GMT
#2
I am not sure if I understand the question correctly but didn't you answer the question pretty much by yourself?

The Hatchery naturally produces Larva, if there is less than 3 Larva.

If there is more than 3, it doesn't. Whether those (more than 3) are from the natural production or from the larva inject (on time or queued up) doesnt matter.
As long as there is 3+ Larva, natural production stops.
You can get more through further injections though (up to 19). I recommend you the Liquidpedia link [Larvae] :
liquipedia.net
Have a nice day!
watchlulu
Profile Joined February 2013
Germany474 Posts
Last Edited: 2020-02-03 11:24:12
February 03 2020 11:23 GMT
#3
Edit: double post
Have a nice day!
Person514cs
Profile Blog Joined September 2004
1004 Posts
February 04 2020 03:35 GMT
#4
But what if you use all the larva while the hatchery is under the effect of queued injections. When you used all the larva, will the hatchery start to naturally produce larva?
Peace and love, for ever.
loginn
Profile Blog Joined January 2011
France815 Posts
February 04 2020 13:46 GMT
#5
Yes
Stephano, Taking skill to the bank since IPL3. Also Lucifron and FBH
Person514cs
Profile Blog Joined September 2004
1004 Posts
February 05 2020 22:23 GMT
#6
So, if I always use all the larva right before the injected larva comes out, the hatchery will never produce larva naturally because there will always be 3 larva?
Peace and love, for ever.
GoSuNamhciR
Profile Joined May 2010
124 Posts
February 12 2020 17:55 GMT
#7
Dude you are making this way too difficult. If there are CURRENTLY 3+ Larva at your hatchery it won't naturally produce. If bring it below 3 it will produce. It doesn't matter if the hatchery is injected at all. It only matters how many larva there currently are, and it only matters if it is at 3+ currently, it doesn't matter what it will be.
brickrd
Profile Blog Joined March 2014
United States4894 Posts
February 14 2020 00:58 GMT
#8
On February 06 2020 07:23 Person514cs wrote:
So, if I always use all the larva right before the injected larva comes out, the hatchery will never produce larva naturally because there will always be 3 larva?

sure but in what situation would this matter? you're not going to get better macro results by timing your injects around the natural production... you always want it injected if possible. i think you're overthinking it. even before queueing injects was possible it was considered top level play to ALWAYS hit injects as soon as they finish. there's no trick to get more larvae by injecting less.
TL+ Member
samsim
Profile Joined December 2019
United States26 Posts
February 20 2020 14:44 GMT
#9
You're not supposed to let your larvae sit around. Perfect zerg macro requires that larvae are spent as soon as they are available. So theoretically, unless you are maxed out or waiting to transition, you should never have more than 3 larvae at any of your hatcheries anyway.
Comedy
Profile Joined March 2016
455 Posts
February 20 2020 16:43 GMT
#10
On February 20 2020 23:44 samsim wrote:
You're not supposed to let your larvae sit around. Perfect zerg macro requires that larvae are spent as soon as they are available. So theoretically, unless you are maxed out or waiting to transition, you should never have more than 3 larvae at any of your hatcheries anyway.


I don't agree with this because spending the larva on the wrong units can many times also lead to a swift gg. I agree with early game droning but that's always up to a point when you need scouting information.
Highrock1
Profile Joined March 2019
50 Posts
February 23 2020 10:55 GMT
#11
On February 21 2020 01:43 Comedy wrote:
Show nested quote +
On February 20 2020 23:44 samsim wrote:
You're not supposed to let your larvae sit around. Perfect zerg macro requires that larvae are spent as soon as they are available. So theoretically, unless you are maxed out or waiting to transition, you should never have more than 3 larvae at any of your hatcheries anyway.


I don't agree with this because spending the larva on the wrong units can many times also lead to a swift gg. I agree with early game droning but that's always up to a point when you need scouting information.


At any moment that your Hatchery has three or more larave it stops the clock on producing new larva. that's a 'dead' larave every 11 seconds, per hatch. You can never get that larva back, ever. If you think that's worth it, I can tell you it very, very, very rarely is. You can pause on 1-2 larva and in fact a part of the 16h18g17p zvz opening has you waiting on 19 supply for a short while to elect either going for an additional overlord or more defense. But you almost never want to hold on three or more.
brickrd
Profile Blog Joined March 2014
United States4894 Posts
Last Edited: 2020-03-12 01:36:38
March 12 2020 01:34 GMT
#12
On February 23 2020 19:55 Highrock1 wrote:
Show nested quote +
On February 21 2020 01:43 Comedy wrote:
On February 20 2020 23:44 samsim wrote:
You're not supposed to let your larvae sit around. Perfect zerg macro requires that larvae are spent as soon as they are available. So theoretically, unless you are maxed out or waiting to transition, you should never have more than 3 larvae at any of your hatcheries anyway.


I don't agree with this because spending the larva on the wrong units can many times also lead to a swift gg. I agree with early game droning but that's always up to a point when you need scouting information.


At any moment that your Hatchery has three or more larave it stops the clock on producing new larva. that's a 'dead' larave every 11 seconds, per hatch. You can never get that larva back, ever. If you think that's worth it, I can tell you it very, very, very rarely is. You can pause on 1-2 larva and in fact a part of the 16h18g17p zvz opening has you waiting on 19 supply for a short while to elect either going for an additional overlord or more defense. But you almost never want to hold on three or more.

there are scenarios where zerg briefly banks resources while considering tech options, things like for example when deciding whether to switch into mass muta or whether more defensive roaches are necessary, which i think is what he's talking about. obviously you generally want to spend larvae, but zerg is a race that can win with tech switches, and making a better tech choice can be worth a moment of hesitation (depending on the game state)

but yes ofc when playing a normal macro style in a normal game with full saturation you never want to let larvae sit until you're maxed, i think everyone agrees on that.
TL+ Member
Highrock1
Profile Joined March 2019
50 Posts
Last Edited: 2020-03-17 11:56:52
March 17 2020 11:56 GMT
#13
On March 12 2020 10:34 brickrd wrote:
Show nested quote +
On February 23 2020 19:55 Highrock1 wrote:
On February 21 2020 01:43 Comedy wrote:
On February 20 2020 23:44 samsim wrote:
You're not supposed to let your larvae sit around. Perfect zerg macro requires that larvae are spent as soon as they are available. So theoretically, unless you are maxed out or waiting to transition, you should never have more than 3 larvae at any of your hatcheries anyway.


I don't agree with this because spending the larva on the wrong units can many times also lead to a swift gg. I agree with early game droning but that's always up to a point when you need scouting information.


At any moment that your Hatchery has three or more larave it stops the clock on producing new larva. that's a 'dead' larave every 11 seconds, per hatch. You can never get that larva back, ever. If you think that's worth it, I can tell you it very, very, very rarely is. You can pause on 1-2 larva and in fact a part of the 16h18g17p zvz opening has you waiting on 19 supply for a short while to elect either going for an additional overlord or more defense. But you almost never want to hold on three or more.

there are scenarios where zerg briefly banks resources while considering tech options, things like for example when deciding whether to switch into mass muta or whether more defensive roaches are necessary, which i think is what he's talking about. obviously you generally want to spend larvae, but zerg is a race that can win with tech switches, and making a better tech choice can be worth a moment of hesitation (depending on the game state)

but yes ofc when playing a normal macro style in a normal game with full saturation you never want to let larvae sit until you're maxed, i think everyone agrees on that.


Yeah, you know what's also common in those tech-switch situations? Being maxed :D
In regards to let's say, going roaches or drones against a 2p protoss, and your ov is two seconds away from scouting what you need to know...okay, fine, in that one scenrio, maybe hold out a bit, but honestly, that's so specific and it's what 3-5 larave you are holding on? and even then, your macro is suspect, because those either should have been roaches already to defend (again, in this example, protoss isn't taking his third) or drones to catch up to his CB.

So, if you have to hold on larvae to make decisions, my call would be, scout earlier. look at whatever game state slash game time you are at now and what ever scouting you are waiting for now, next game, scout it ten seconds earlier.


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