[D] Zerg and Spawn Larva - Page 8
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Floophead_III
United States1832 Posts
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zomgzergrush
United States923 Posts
On April 10 2010 05:51 Floophead_III wrote: Um. Larva IS a resource. It is a production resource which limits the number of units you can make. In BW it was a very integral part of zerg play. Obviously by the fact that you think it's not even a resource in SC2 you are proving my point, which is that it is no longer even a consideration for zerg players. There's no larva management to be done. Macro getting bad? No problem you have 15 larva to blow your money on! Busy fighting a battle? No problem spend 3 seconds spawning larva and macro when it's over! Last time I checked, a spawned larvae does not give you minerals nor gas, one or both of which are required to egg said larvae. The number of larvae you have is but one limitation of your production, just like how many gateways/rax you have limits your production, but you need the proper resources in order to produce out of all gateways/rax. This is backwards, if you have many larvae that MEANS you have bad macro. Also, yeah, just completely ignore my earlier post why don't you. You fuckup the spawn larvae timing and you don't get it back since you can only spew on a hatch once at any time. Finally, I'm pretty sure you never responded with your league at any point. Actually, just continue ignoring everyone's valid points throughout the thread.This thread is a waste of time... Clearly you made this post because you are having trouble vs Z and instead of asking for help, conclude that it HAS to be and won't listen to anyone's reasonable points. | ||
Johoseph
United States49 Posts
On April 10 2010 06:00 zomgzergrush wrote: Last time I checked, a spawned larvae does not give you minerals nor gas, one or both of which are required to egg said larvae. The number of larvae you have is but one limitation of your production, just like how many gateways/rax you have limits your production, but you need the proper resources in order to produce out of all gateways/rax. This is backwards, if you have many larvae that MEANS you have bad macro. Also, yeah, just completely ignore my earlier post why don't you. You fuckup the spawn larvae timing and you don't get it back since you can only spew on a hatch once at any time. Finally, I'm pretty sure you never responded with your league at any point. He's pretty hopeless man. And yes, he completeeeetly ignored your post. Like zergrush said earlier, the Zerg macro mechanic is actually LESS forgiving then the other 2 races. If you forget to spawn larva whenever its up you LOSE those potential larva. If you forget to SPEND your larva, you LOSE the extra larva that are produced out of the HATCHERY ITSELF. Terran forget their OC macro? Spam mules down to 0 energy, money isn't really lost unless you let the energy cap and sit there forever. And chrono can be spammed among however many buildings you have producing units. And yes, like zergrush said again and you decided to ignore. If you sit on 15 larva in one hatch you MESSED UP. The larva that spawn from a hatch every 15 seconds are never coming back. You lost that production possibility. Is it nice to have larva spawn there and not cap out? Hell yes. Is it effective in any way? No. Not at all. If you read my post 2 or so pages ago, I even performed a small test on it. One hatch constantly producing units is FAR more effective than a hatch piling up larva for no reason. | ||
Floophead_III
United States1832 Posts
On April 10 2010 06:00 zomgzergrush wrote: Last time I checked, a spawned larvae does not give you minerals nor gas, one or both of which are required to egg said larvae. The number of larvae you have is but one limitation of your production, just like how many gateways/rax you have limits your production, but you need the proper resources in order to produce out of all gateways/rax. This is backwards, if you have many larvae that MEANS you have bad macro. Also, yeah, just completely ignore my earlier post why don't you. You fuckup the spawn larvae timing and you don't get it back since you can only spew on a hatch once at any time. Finally, I'm pretty sure you never responded with your league at any point. I'm a platinum player. I thought that was pretty much common knowledge since I say it in basically every thread I post in. If you think I'm posting because I'm losing, I'm not. I win quite a bit vs zerg, but it's not the way I want to be winning. It doesn't feel right. All I do is abuse maps and they can't stop it. If maps were balanced this game would show a massive favoring towards zerg. You know how I know this? I never ever ever win on metalopolis vs zerg. I can't do it, because there's absolutely nothing to abuse. The point is not that I have so many larva I can't use them, it's that I have so many I can use them however I want. I can make any army composition at any point provided I have the money. I also never ever ever have issues spending my money, because if I use my spawn larvas I'll always have a way to just build 30 units at once and use everything. It's not even enjoyable to play zerg because I can just not macro for 3 minutes and still have a bigger army than the other player because of spawn larva. Granted it's bad play, but it isn't punished and it should be. | ||
zomgzergrush
United States923 Posts
On April 10 2010 07:04 Floophead_III wrote: I'm a platinum player. I thought that was pretty much common knowledge since I say it in basically every thread I post in. If you think I'm posting because I'm losing, I'm not. I win quite a bit vs zerg, but it's not the way I want to be winning. It doesn't feel right. All I do is abuse maps and they can't stop it. If maps were balanced this game would show a massive favoring towards zerg. You know how I know this? I never ever ever win on metalopolis vs zerg. I can't do it, because there's absolutely nothing to abuse. The point is not that I have so many larva I can't use them, it's that I have so many I can use them however I want. I can make any army composition at any point provided I have the money. I also never ever ever have issues spending my money, because if I use my spawn larvas I'll always have a way to just build 30 units at once and use everything. It's not even enjoyable to play zerg because I can just not macro for 3 minutes and still have a bigger army than the other player because of spawn larva. Granted it's bad play, but it isn't punished and it should be. Once again, not listening to past posts at all. That entire last statement about Z play also just makes you lose even more credibility in everything you're saying. It's just completely wrong on so many levels that I'm sure others can post if they care, I'm getting pretty tired of talking to a wall. "Only being able to win by abusing" doesn't really fall under the winning category. You just admitted that you have trouble vs Z. In other words, you can't win straight up TvZ on "maps that force you to." That's like saying I win 90% just fine vs T coz I baneling bust every single game but on maps where I can't baneling bust with small chokes and fatty walls, I can't make a straight up win, therefore MULES, plantary fortress, and reactors are OP. Also, I'll say scans are OP but I'll ignore anyone who says that they cost almost 300 minerals to cast. That sounds silly doesn't it? This thread shouldn't even have gone on this long. | ||
ZypherIM
United States4 Posts
Also: 2 queenloads is 8 larva, and 2 hatches is another 6 for 14. How are you getting 60 zerglings out of that? Or do you mean sitting on 80 seconds worth of spawn larva for 2 queens for 22 larva (still short by 8, guess its 3 queenloads at 2 hatches for 120 seconds, which also makes you lose 150 seconds worth of larva)? 60 banelings is going to cost you 3000 minerals and 1500 gas. Who the hell sits on that kind of money and who lets him have 3 minutes to build it up? You could attack forcing him to use the larva/money, or just expand like 3 times and just slap him around. Complaints about how larva, expansions, and unit production are no different from SC1. Zerg gets to not build redundant hatches in exchange for having to macro more. If the Zerg wanted to he could ignore queens and build more hatches, which is essentially having a lower ling count. This just makes early game that much harder for Zerg, and it doesn't effect late game. Once you hit late game, these changes would not impact Zerg significantly. I'm not saying that Zerg is perfect, but changing spawn larva is NOT the solution to Zerg's problems. Their unit producing speed is not out of line compared to them in SC1 after taking into account the bonuses the other races get in SC2. They need to have roach balanced for the cost (nerfed), which then would give room to buff other units, such as upgrades to Infestor. Stop ignoring the comments about how unforgiving the Zerg macro mechanic is compared to the others. EDIT: Saying you can sit for those 3 minutes and still be fine means you're playing scrubs. | ||
Daerthalus
Canada73 Posts
That's like being P or Z and saying "terran has too much money. Nerf mules." Or T or Z saying "P's chronoboost gives them insane upgrades and mothership. Nerf mothership and chronoboost" UMM...can you read patch notes? Chrono boost did get nerfed. And while you can use CB anytime if you have a full nexus and 1 Robo if you forget to use CB on your robo, then in order to use that energy properly you'd need more than 1 Robo, since you can't stack CBs on a single building. Wow fancy that...I make a mistake build more production buildings, you make a mistake with your queen macro...build more hatcheries (zerg production building) to compensate for your slowness....seems pretty much the same. As for Mules...it's a resource macro mechanic not a production mechanic. First off, that statement is the most wrong thing in this post. Zerg needs MORE money to expand PRODUCTION past queens. You are mistaking over and over and over again that more larvae AUTOMATICALLY = more production. More larvae is only PART of more production, but to get more production, you need MORE RESOURCES. So lets say you have limited resources but limited production capabilities, so you have to either spend those resources on increasing production or building units. I on the other hand have nearly unlimited production capabilities and also limited resources. I only need to spend resouces on my units and tech/defensive structures. Who do you think is better off? That being said, I don't believe that zerg has unlimited production capabilities as they do have limited larva. The only issue at hand is while everyone else's production must be used or it is lost, zerg has a mechanic that allow it to save up a portion of it. If it is indeed he case that your Hatches cease their 1/15s production beyond a low number (3 was it?) then this issue is less serious but the ability to stock up larva spawned from the queen is still something very much unique to the zerg and arguably very strong. Terrans do not save production so even if they don't use a mule until their CC is almost full, you can't compare mules to queen's larva from a resource only perspective. The only other racial macro mechanic that is comparable is Chrono boost, which must be used constantly or you're forced to build more production buildings to compensate. Protoss cannot use their CBs on buildings and have that building build quicker LATER. If you use a CB on a Stargate doing nothing, you don't get any benefit. | ||
TheDna
Germany577 Posts
Saying that lavainject needs a nerf is nothing but totally insane and just shows Op has no idea whatsoever. Its sick how many people are replying to this trolling. | ||
LunarC
United States1186 Posts
Results: 1. Terran doesn't have huge amounts of minerals to spend. 2. Zerg doesn't have over-access to larvae. 3. Protoss can't get units or upgrades extremely quickly. Done. | ||
Bibdy
United States3481 Posts
You can use Spawn Larva every 25 energy, which takes 50 "normal" seconds to regenerate (confirm/deny?), so that's 1 larvae every 12.5 seconds. Whereas, a normal Hatchery spawns one Larva every 15 seconds (another pops out just before a Drone is finished, which takes 17 seconds) and can even get cock-blocked by already having too many larva present and unable to produce any more, while the Queen can just keep getting nasty with that Hatchery. Seems like a remarkable difference compared to those big, honkin' Hatchery nests in SC1. | ||
Wintermute
United States427 Posts
On April 10 2010 04:22 HTX wrote: Thats all clear and fine so far. Compared to mule and chrono the larva inject is the zerg macro way to keep up. Think what most people dont like is the stockpiling abillity whats get you further away than just keeping up(lategame situations). Think about lategame where you dont need to spend your money on hatches for more larva but you can spend your money all at once on units. Protoss and Terran can stockpile energy to MULE or Chrono boost whenever they get to it. Zerg have to inject larva every time it's available or that energy gets wasted for macro purposes. Stockpiling larva is like saving energy to chrono boost and MULE later on. | ||
LunarC
United States1186 Posts
On April 10 2010 09:27 LunarC wrote: Alright, how about this: Remove all macro mechanics. Results: 1. Terran doesn't have huge amounts of minerals to spend. 2. Zerg doesn't have over-access to larvae. 3. Protoss can't get units or upgrades extremely quickly. Done. what are you tlking about thats ridiculos people NEED macro mechanics to survive and macro would be to eazy and supr noob-friendly without them | ||
TheDna
Germany577 Posts
On April 10 2010 09:30 Bibdy wrote: Correct me if I'm wrong, but doesn't the Queen provide more larvae than a single Hatchery, for less than half the cost? This is just based on observation. You can use Spawn Larva every 25 energy, which takes 50 "normal" seconds to regenerate (confirm/deny?), so that's 1 larvae every 12.5 seconds. Whereas, a normal Hatchery spawns one Larva every 15 seconds (another pops out just before a Drone is finished, which takes 17 seconds) and can even get cock-blocked by already having too many larva present and unable to produce any more, while the Queen can just keep getting nasty with that Hatchery. Seems like a remarkable difference compared to those big, honkin' Hatchery nests in SC1. you use a 2nd and 3rd queen for more injecting when u get more hatcherys ofc. you can only inject once not several times on one hatchery. If u try mass lings/blings vs terran even with 2 bases 2 hatcherys will never even be close to enough to pump lings. | ||
LunarC
United States1186 Posts
On April 10 2010 09:34 TheDna wrote: you use a 2nd and 3rd queen for more injecting when u get more hatcherys ofc. you can only inject once not several times on one hatchery. If u try mass lings/blings vs terran even with 2 bases 2 hatcherys will never even be close to enough to pump lings. That's because you reach drone saturation so quickly with the inject larvae ability. Then again Terran can get extra Barracks/Marines/Supply Depots quickly with the MULE, and Protoss can get upgrades and critical units out super quickly, not to mention reach saturation quickly with Chrono Boost. | ||
Daerthalus
Canada73 Posts
Protoss and Terran can stockpile energy to MULE or Chrono boost whenever they get to it. Zerg have to inject larva every time it's available or that energy gets wasted for macro purposes. Stockpiling larva is like saving energy to chrono boost and MULE later on. Actually if that was the case, the queen would have a non-energy using ability that had a cooldown. You forget to use it, you lose it. As it stands if you have an extra hatch you can easily cover for forgetting to use your queen. Once again, Mule DO NOT INCREASE unit building times, or unit production. So yeah you don't have to use it on CD. Chrono boost does increase production speed, so if you have 1 Nexus and 1 Stargate and you don't CB that Stargate EVERY 20s you're losing out. You can't CD it 4x and have it build 200% faster. 1 Chrono boost per production building every 20s is the optimal way to do it. Replace Nexus with Queen and Stargate with Hatchery. If you have 1 Queens and 1 Hatchery and you don't spawn larva on that hatchery every 50s you're losing out. BUT you can Spawn larva on it 4x (over 200s) in advance and have it gain 20 larva that you can use later. It's not identical, but very similar mechanics except Zerg can stock pile their macro mechanics. A Protoss with no Robo Bay can't CB his Robo Fac a few times and then later once his Robo Bay is done build Colossi super fast. A zerg w/o a spire can stock pile larva then make a bunch of mutas once his spire is up. Don't say BLAH BLAH I don't have unlimited resources...Both races don't have unlimited resources and need mineral/gas to build units there is no difference. | ||
EmeraldSparks
United States1451 Posts
To fix this, I propose that hatcheries should no longer store more than one larva. [[EDIT]] If you let the zerg player make thirty roaches in one minute, that means he had 1500 / 750 sitting around. What did you do with your 1500/750? (Or something like 2000 / 750 since your macro mechanic is made of minerals.) If your problem is that both of you are sitting around with 1500 / 750 and you and the zerg start up production at the same time and you get rolled, you shouldn't have stockpiled that money, and it sure as hell does not take eight reactor rax to spend down the income off two bases if you're continuously pumping. | ||
Daerthalus
Canada73 Posts
[[EDIT]] If you let the zerg player make thirty roaches in one minute, that means he had 1500 / 750 sitting around. What did you do with your 1500/750? (Or something like 2000 / 750 since your macro mechanic is made of minerals.) If your problem is that both of you are sitting around with 1500 / 750 and you and the zerg start up production at the same time and you get rolled, you shouldn't have stockpiled that money, and it sure as hell does not take eight reactor rax to spend down the income off two bases if you're continuously pumping. The imbalance is not that he can rebuild faster, it's that he can rebuild faster with no effort beyond his spawn larva 1/ 50s, while you have to macro those Barracks to keep unit production up. AND that you have to anticipate what he doing and react in advance, while he can switch production instantly if has the structure and larva. A Terran going from Bio to Mass Banshees has to build more ports, this telegraphs the strategy/unit comp change to the other player. If I see 4x Rax I assume Bio, if then you build 4x Starports I'm going to assume you're switching, why else build those 4 ports. A zerg can build a roach warren then skip making roaches b.c he scouted you massing Immortals. He doesn't have to commit much to his roach strategy beyond that single warren. A Bio Terran with few Vikings scouts a Protoss 6+ Colossi. He can't suddenly queue up a bunch of Air units with 1 Starport only. A Zerg who's making hydras who sees a bunch of Colossi can then use his larva buildup to make Mutas or Corrupters instead of Hydras. | ||
EmeraldSparks
United States1451 Posts
On April 10 2010 10:37 Daerthalus wrote: The imbalance is not that he can rebuild faster, it's that he can rebuild faster with no effort beyond his spawn larva 1/ 50s, while you have to macro those Barracks to keep unit production up. AND that you have to anticipate what he doing and react in advance, while he can switch production instantly if has the structure and larva. A Terran going from Bio to Mass Banshees has to build more ports, this telegraphs the strategy/unit comp change to the other player. If I see 4x Rax I assume Bio, if then you build 4x Starports I'm going to assume you're switching, why else build those 4 ports. A zerg can build a roach warren then skip making roaches b.c he scouted you massing Immortals. He doesn't have to commit much to his roach strategy beyond that single warren. A Bio Terran with few Vikings scouts a Protoss 6+ Colossi. He can't suddenly queue up a bunch of Air units with 1 Starport only. A Zerg who's making hydras who sees a bunch of Colossi can then use his larva buildup to make Mutas or Corrupters instead of Hydras. I agree that the flexibility is a large advantage for the Zerg (as well as it being easier to make up for swiss bank macro), but it's always been that way. It may be a bit more of a problem now that counters seem to be harder than they were in Starcraft 1 (at least for the Terran side.) However, this flexibility wasn't what the OP was complaining about. | ||
Wintermute
United States427 Posts
On April 10 2010 09:44 Daerthalus wrote: Actually if that was the case, the queen would have a non-energy using ability that had a cooldown. You forget to use it, you lose it. As it stands if you have an extra hatch you can easily cover for forgetting to use your queen. It you have an extra hatch and not an extra queen, then you're already giving up part of your macro potential, Once again, Mule DO NOT INCREASE unit building times, or unit production. So yeah you don't have to use it on CD. I never said it speeds up production time. But it does give you a crapton of extra minerals that you can use on extra production buildings, should you desire. it also allows you to pull more minerals from an already saturated mineral line, since MULEs can work the same patch as SCVs. Typically a zerg or toss player can pull about 850 minerals a minute from a saturated mineral line, while terran can pull 1100 (or MORE, once they mine out their first line, since they'll have multiple command centers working the same line). WTB 225 free minerals every minute, per Command Center. Chrono boost does increase production speed, so if you have 1 Nexus and 1 Stargate and you don't CB that Stargate EVERY 20s you're losing out. You can't CD it 4x and have it build 200% faster. 1 Chrono boost per production building every 20s is the optimal way to do it. You can also chrono boost it back to back, since it takes about 40 seconds to get 25 energy, and CB lasts about 20 seconds. Make spawn larva take 20 seconds to take effect (but have a smaller effect) and you'd have a somewhat analogous ability. It's not identical, but very similar mechanics except Zerg can stock pile their macro mechanics. A Protoss with no Robo Bay can't CB his Robo Fac a few times and then later once his Robo Bay is done build Colossi super fast. A zerg w/o a spire can stock pile larva then make a bunch of mutas once his spire is up. A protoss without a stargate can stockpile energy and then chain chrono boost as soon as the stargate is up. Not to mention that hatcheries are less efficient, cost for cost and production for production, than gateways, barracks, Nexus, Command center, etc. net cost for a hatchery is 325 (300 + 50 for the drone, minus 25 for the 2 supply you gain). Net cost for a nexus is 275 (400 - 125 for the 10 supply you gain). On top of that you've got chrono boost, which allows that nexus to produce 4.4 probes per minute vs 4 for a hatchery. So a building that's effectively 16% cheaper also produces probes 10% faster. That early game efficiency alone means that you can mass probes and have a stronger economy sooner, allowing you to afford those multiple gateways that you can then chrono boost. We can play this game until the end of eternity because the reality is that different races are different, and they are not balanced ability vs ability but race vs race. Zerg gas advantages (cheap queens, ability to rapidly tech swap) and disadvantages (inefficient hatcheries, lower supply cap because of queens, more limited unit selection, etc) It's not even challenging to point out ways in which one race has an advantage vs another, because they're intended to be that way. The entire crux of this argument is and has been "Zerg are different, FIX" but there's nothing broken, unless you trying to play protoss like they're zerg, or vice versa. | ||
Daerthalus
Canada73 Posts
A protoss without a stargate can stockpile energy and then chain chrono boost as soon as the stargate is up. True, but 1 gate even with an infinite # of CBs cannot beat a Hatch with 12 Larva in production when it comes to producing 12 units ASAP. Still I agree we could go back and forth all day long. I'm not asking for a nerf to your spawn larva, just saying people issue shouldn't be with the spawn rate of larva but more with the accumulation of larva. Either way the larva mechanic is what make zerg zerg. I still think increasing the need to manage and use larva rather than just pile em up would inject some more player skill into the zerg macro. Thoughts on that? | ||
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