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?
Queue up queen inject questions
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Person514cs
1004 Posts
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? | ||
watchlulu
Germany474 Posts
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 | ||
watchlulu
Germany474 Posts
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Person514cs
1004 Posts
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loginn
France815 Posts
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Person514cs
1004 Posts
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GoSuNamhciR
124 Posts
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brickrd
United States4894 Posts
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. | ||
samsim
United States26 Posts
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Comedy
455 Posts
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
50 Posts
On February 21 2020 01:43 Comedy wrote: 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
United States4894 Posts
On February 23 2020 19:55 Highrock1 wrote: 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. | ||
Highrock1
50 Posts
On March 12 2020 10:34 brickrd wrote: 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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