New Trick for Spawn Larva - Page 10
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Competent
United States406 Posts
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hopewellsmash
17 Posts
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kusu
Sweden440 Posts
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MamiyaOtaru
United States1687 Posts
On September 08 2010 02:54 kusu wrote: What about patrol? Have anyone tried it? patrol is open ended. how would the queen know when to stop patrolling and do an inject? no go | ||
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avilo
United States4100 Posts
it seems mostly useful to do a bit into mid-game and into late-game, where you won't be moving your queens too dynamically around the map, but just spawning larva. always a chuckle to see the posters that say, "this will never be used ever, too much work," then 3 yrs later we'll see Zerg foreigner pros, and korean Zerg pros using it. Just saving my spot in thread so i can lol a few years down the road ![]() good stuff OP. | ||
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Panoptic
United Kingdom515 Posts
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Vei
United States2845 Posts
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nka203
United States102 Posts
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Telcontar
United Kingdom16710 Posts
On September 08 2010 03:09 nka203 wrote: SCVs get auto repair, protoss gets auto-interceptors, i think queens should get auto spawn larva. horrible examples. spawn larvae is more equivalent of MULES and chrono boost. do you think terrans and protoss should get auto MULE calldowns and auto chrono boosts? | ||
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McFoo
United Kingdom180 Posts
I have a suggestion though. Rather than measuring the waypoint size by the size of your screen I suggest doing it by the size of the hatchery. Simply put your queen parrallel (sp?) to the bottom of your hatch and have her do laps from that point to the top of the hatch and back again. Not sure how many laps it will take for the 30 seconds though, I might go test it. | ||
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pzea469
United States1520 Posts
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imPERSONater
United States1324 Posts
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Dice.
United States78 Posts
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Wrongspeedy
United States1655 Posts
On September 07 2010 14:50 Beef Noodles wrote: O.o queue blink would 1) take sooo much foresight 2) be the coolest thing I'd ever see Nice idea I really hope that the new "OMG MICRO!" moments in SC2 have to do with queueing People have been doing that since the beta... | ||
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Grond
599 Posts
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Luperts
Sweden28 Posts
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Wrongspeedy
United States1655 Posts
On September 07 2010 20:23 vek wrote: This is an awesome idea, well done for thinking of it and thanks for sharing. I wonder if an improvement could be using buildings (spawning pool or extractor or something) as the "markers" you queue up move commands to. This would mean it takes less effort to "guess" how much time it takes because once you work out the travel time to different building placements you just have to memorise the distance between buildings when you make them. Here's a lovely picture of what I mean: ![]() To the people that don't seem to get why this is awesome: The idea behind this trick is it gives you more open windows to do other stuff (say a battle that requires a lot of micro) and then you don't end up punishing yourself by missing a timing or going back to your bases to spawn larva. Once there is a lull in action and you do have time you can queue up more rounds. Nice discovery either way ![]() Hmmmmmmm. How about using the minerals as markers? or mins and a gas? Your picture gave me the idea | ||
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Beef Noodles
United States937 Posts
I think that would be pretty cool if you could do it quickly and by second nature. I haven't seen that yet | ||
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Xapti
Canada2473 Posts
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Noxie
United States2227 Posts
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![[image loading]](http://imgur.com/W8N9a.png)
