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New Trick for Spawn Larva - Page 11

Forum Index > SC2 General
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Beef Noodles
Profile Blog Joined March 2010
United States937 Posts
September 07 2010 19:06 GMT
#201
The difference is that there is no cool down for building supply depots or mining minerals. The trick is making the queen walk during the cooldown. Also this is much different then what you are suggesting, because this technique can buy you 200 seconds or much more depending on your marker and creep vs no creep. The backspace way is a good way to spawn larva, but it you have to do it every round.
Beef Noodles
Profile Blog Joined March 2010
United States937 Posts
September 07 2010 19:08 GMT
#202
@n0xi3 yes that is a better way for timing, but you waste valuable shift clicks (since you only can queue 32). The line maximizes the number of rounds of spawn larva.
Wrongspeedy
Profile Blog Joined August 2010
United States1655 Posts
September 07 2010 19:15 GMT
#203
On September 08 2010 04:00 Beef Noodles wrote:
Queueing blink, and queueing blink to do something awesome are two different things. Lets say a protoss knows EXACTLY how far a stalker can walk for the cool down to be ready again, so they set a path for the stalkers to bling out of the base, walk to an enemy base, blink onto the high ground, and walk/blink into the mineral line (all the while the protoss is microing another battle or something).

I think that would be pretty cool if you could do it quickly and by second nature.

I haven't seen that yet


Then your not watching :D. I do it all the time, especially if I wall off my own base. I may not know exactly how long it takes for the cool down to drop (errrr cool down is like 10 secs, so even less in faster), but microing my units from my base to an enemies with shift click, while using blink is pretty simple compared to timing your queens laps.

I think your idea to use shift click with queens, in time will be a much more useful tool. There is only so much you can do with blink, but there is much much more you can do with more units heh.
It is better to be a human dissatisfied than a pig satisfied; better to be Socrates dissatisfied than a fool satisfied.- John Stuart Mill
KillerPlague
Profile Joined June 2010
United States1386 Posts
September 07 2010 19:17 GMT
#204
ive used this for blink, but not much a zerg player so never thought of it for spawn larva
Side 1: Why no dominant players with 90% win ratio Side 2: Nerf Side 1
opm1s6
Profile Joined September 2010
United States42 Posts
Last Edited: 2010-09-07 19:27:13
September 07 2010 19:18 GMT
#205
I've been lurking for a while burrowed waiting for the right opportunity. This thread interested me enough that I had to post.

Lots of great comments. I like how we're messing with the assumptions. One queen doesn't need to inject the same hatchery consecutively. Pretty cool



On September 08 2010 00:51 SpaceYeti wrote:
Here's a question:

If you throw down an additional Hatch in your base, can you shift queue Spawn Larva back and forth between the two hatches and have the Queen just pace between them, casting as soon as she has energy? Obviously, if you have 2 hatches, you'd want 2 queens, but it still seems possible to just shift queue them both.



exactly what I was thinking. I'd rather just measure the distance a queen needs to take between hatcheries to perfectly inject when needed. Then just queue two queens and watch them run in opposite directions....
Horuku
Profile Blog Joined August 2010
United States405 Posts
September 07 2010 19:20 GMT
#206
I think it is far more beneficial to get used to doing spawn larvae from the minimap and getting a general feel of doing it every 40s.
d<^^>b
Kal_rA
Profile Blog Joined July 2010
United States2925 Posts
September 07 2010 19:24 GMT
#207
On September 08 2010 03:09 nka203 wrote:
SCVs get auto repair, protoss gets auto-interceptors, i think queens should get auto spawn larva.

zerg gets 3 auto larva from hatchs
Jaedong.
Beef Noodles
Profile Blog Joined March 2010
United States937 Posts
September 07 2010 19:26 GMT
#208
opm1s6 why did you redo your original post? I thought you explained it well
opm1s6
Profile Joined September 2010
United States42 Posts
Last Edited: 2010-09-07 19:29:54
September 07 2010 19:28 GMT
#209
because SpaceYeti had essentially mentioned it and I didn't want to look like a tool repeating essentially the same idea. I thought I did a better job explaining it, but it's my first post and I don't want to get hastled...

I quoted him in the post above. To me this is a far better idea, is more logical, easier to execute, take less precision in-game and would last far longer.
Wrongspeedy
Profile Blog Joined August 2010
United States1655 Posts
September 07 2010 19:42 GMT
#210
Every time I try this now it won't let me shift que the spawn larva while the other spawn is still active, even though its a shift command. Says the additional larva are being produced.
It is better to be a human dissatisfied than a pig satisfied; better to be Socrates dissatisfied than a fool satisfied.- John Stuart Mill
universalwill
Profile Blog Joined August 2010
United States654 Posts
Last Edited: 2010-09-07 19:46:53
September 07 2010 19:45 GMT
#211
it's definitely a cool timing thing, but it doesn't seem like it would be a very realistic thing to use in a real game. maybe it's because i come from a quake background (where timing power up respawns is essential) and have a very refined internal clock, but i can go entire macro games without missing an injection. even in heavy micro games, i will only miss 2 or 3.

not dissing on your cool trick or anything, but it seems to me like a player who got his injection timings down rather than doing some micro trick would have more free time to do other stuff like harassing or expanding or something.

it reminds me of the whole "select queen then spawn larva on hatchery on minimap" that some players are convinced is better because you don't have to look away from your army, but in reality isn't so good because you have to spend a lot of time perfectly focusing your pointer on the little blip on your minimap when you could just 55vclick66vclick77vclick in much less time, and don't have to risk being inaccurate.
Beef Noodles
Profile Blog Joined March 2010
United States937 Posts
September 07 2010 19:46 GMT
#212
That's why you have to start by using the 1st shift command to send the queen away from the hatch
Cofo
Profile Blog Joined June 2010
United States1388 Posts
September 07 2010 19:57 GMT
#213
Cool trick, but ultimately it seems like a crutch, since it probably ends up taking you more actions than doing it regularly. If both were at the executed highest level, I think the normal method would outperform this one. Although it is nice, not having to remember all the time.
+ Show Spoiler +
realiz3
Profile Joined July 2010
9 Posts
September 07 2010 20:01 GMT
#214
what if you just hold shift: v, target hatch, move to edge of creep, v, target hatch, move to edge of creep? would the queen just not in inject when she doesn't have enough energy/already spawning and then inject when it is possible? Seems easier to accomplish but the spawns might be a couple seconds later.
Smurfz
Profile Joined May 2008
United States327 Posts
September 07 2010 20:02 GMT
#215
Wow, why haven't I thought of this. If you got a good feel for the distance the queen has to travel to spawn larvae this could be amazing.
Beef Noodles
Profile Blog Joined March 2010
United States937 Posts
September 07 2010 20:10 GMT
#216
that's a REALLY good idea realiz3!
syrianrue
Profile Joined July 2010
United States56 Posts
September 07 2010 20:14 GMT
#217
would love to see some youtube vids on this
Wrongspeedy
Profile Blog Joined August 2010
United States1655 Posts
September 07 2010 20:21 GMT
#218
On September 08 2010 04:46 Beef Noodles wrote:
That's why you have to start by using the 1st shift command to send the queen away from the hatch


Thx I will try it. Getting the timing is as easy as doing a match vs an easy ai, then just replaying it and see how many laps you need for whatever distance.
It is better to be a human dissatisfied than a pig satisfied; better to be Socrates dissatisfied than a fool satisfied.- John Stuart Mill
Beef Noodles
Profile Blog Joined March 2010
United States937 Posts
September 07 2010 20:22 GMT
#219
That's exactly what I did
brocoli
Profile Joined February 2010
Brazil264 Posts
September 07 2010 21:19 GMT
#220
Seems like a good Idea for new players, but the problem is that units can pick your queen when she is awaya, or buildings can be placed in her path... Watching the energy with hotkeys, and "backspace spawning" is probably the best method if you have enough awareness and timing for it.
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