New Trick for Spawn Larva - Page 3
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Beef Noodles
United States937 Posts
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sk`
Japan442 Posts
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Beef Noodles
United States937 Posts
This will take many hours of practice before implementation | ||
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Dox
Australia1199 Posts
Quake/UT players have the spawn timers of each and every armor/shield powerup on the map engraved into their mind and habitually move over the top of their spawn locations with precise timing. Injecting Larvae is trivial in comparison. | ||
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Tiazi
Netherlands761 Posts
On September 07 2010 14:17 Nutype wrote: Id think a player with enough apm and enough practice would be able to spawn larvae almost prefectly everytime without this trick to be honest. But i guess this could be a good trick for mid level players who cant remember or cant multitask well enough to pull off larvae timings in the late game. watch the game between Idra and Morrow on blistering from last IEM. After the 10 min reaper harass from Morrow watch the energy on the queens of Idra. 150 on 1 queen. 87 on the other... Even for top players its hard to multi task. | ||
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Whole
United States6046 Posts
On September 07 2010 14:43 Dox wrote: Very clever idea, but I don't think it's tremendously viable beyond one hatch. The time it would take to set up each Queen would be quickly consumed when you could merely spend 1 second on each queen by monitoring your queen's energy. Quake/UT players have the spawn timers of each and every armor/shield powerup on the map engraved into their mind and habitually move over the top of their spawn locations with precise timing. Injecting Larvae is trivial in comparison. When the Zerg is doing millions of other things, it is hard to remember to just check on your Queen. Even IdrA gets his Queen energy piled up. The set up would be long, but if you set it up, you basically have about 3 Minutes to do everything else Zerg needs to do. Spawn Larva by itself isn't hard, but when you add it to everything Zerg needs to do by the time Mutalisks get out, it is very easy to forget. | ||
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Beef Noodles
United States937 Posts
But I agree, maybe this is not optimal and I have only stumbled upon a time waster. Only time, and an insanely bad ass zerg, will tell. | ||
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Beider
Germany198 Posts
On September 07 2010 14:29 AcrossFiveJulys wrote: I'd imagine that with enough practice, you could set the rally points in a shorter line near the hatchery and have it done in a couple seconds rather than having to drag your screen back and forth. The problem with this is that its most viable time window (start of the game) is also the time where players are least likely to mess up and most likely to have to use the queen for defensive purposes. I think the most useful time to do this actually is at your 3rd or 4th base (where alot of players start messing up), and manually spawn larvae at your main and nat. Someone give this man a cookie. Personally I also think this technique will be more beneficial as your amount of bases grows and it gets harder to synch up your queens + queens get less useful for defence. When you are still on one or two bases keeping track of your queens and injecting with them isn't really a problem (except when your opponent is really agressive). In the late game you usually find yourself with a few seconds to spare at least every 200 sec, so instead of having to constantly check your queens when you got a spare moment you just queue up more queen ciricles. And quite frankly if your injections are 2-3 seconds off in the late game (3-4 bases) it won't impact your game too much as even the best players often are more off than that. This could also be useful at times when you are planning relentless agression. In general I think it is a really nice find and I wonder if we will see similar techniques discovered for other units (like queue blink). | ||
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Beef Noodles
United States937 Posts
Nice idea I really hope that the new "OMG MICRO!" moments in SC2 have to do with queueing | ||
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Najda
United States3765 Posts
This trick would be good to know how to be able to do though. Say your about to engage in a large battle and you know it's going to take a while. You can take 10 seconds and just set up 2 injection cycles on 3-4 queens right before the fight and come back and resume just doing it manually. When you are on 2 or less bases, it's not hard to just remember to inject the larva manually, and if you were put into a situation where it's easy to forget (heavy early aggression) then you'll probably need to be using your queen anyway. | ||
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Alou
United States3748 Posts
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AJMcSpiffy
United States1154 Posts
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Beider
Germany198 Posts
On September 07 2010 14:51 Najda wrote: 10 seconds to set up would be detrimental. If you had to spend 30 seconds to set up your queens when your only on three bases every 200 seconds then that would put you in an extremely disadvantageous position. Even if you could get it down to just 5 seconds, 15 seconds is a LONG time to spend without microing your units and hardly any macro. This trick would be good to know how to be able to do though. Say your about to engage in a large battle and you know it's going to take a while. You can take 10 seconds and just set up 2 injection cycles on 3-4 queens right before the fight and come back and resume just doing it manually. I think people are also focusing a bit much on this "10 second setup", the OP admitted he is not the best zerg out there and he didn't practice it too much. I would imagine that a really good zerg with hours of practice on this technique could probably set it up in less than half that time. | ||
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StormWeapon
United States159 Posts
But kudos for thinking this up and testing it. | ||
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waffling1
599 Posts
u said u used the one screen's height as a standardized lap distance marker, and it has to be fully covered in creep? how does this work in the early game then? do u really have a full screen's worth of creep? do u have it without the hatchery getting in the way? (actually delays like obstacles woudln't necessarily mess things up - it's actually safer to have it slightly later than slihgtly earlier) if u get really practiced at this technique and u prefer it over 0 V hold shift backspace click backspace click), u really can make multiple hatcheries of this viable. itll be like spnning plates. i understand this is sharing a creative trick. i think i would prefer to just do the "0 V holdshift backspace click" sequence any time i feel things MIGHT be ready. b/c if it happens that the hatchery is still in progress, no harm done; only the hatcheries ready will be injected, and no queen will be out of place. just press the sequence again later. this keystroke method has no limitations to # of hatcheries. in fact, 10 hatcheries. would be no more difficult than 2 hatcheries with this method. | ||
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Beef Noodles
United States937 Posts
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waffling1
599 Posts
On September 07 2010 14:52 Alou wrote: Noodling your queens (LOL) could be very useful in some situations. Definitely a lot of times you want to manually do it, but this would be something useful for Zerg players to know. Cool find. LOL "noodling your queens" it kinda makes sense cz you weave your queen's path, like a noodle. | ||
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waffling1
599 Posts
On September 07 2010 14:56 Beef Noodles wrote: It will not take someone who is good 10 seconds. Let's think of it in terms of APM. It is a total of 30 or 35 clicks (depending if you count "v") per hatch. Jaedong and Flash have an APM of 400+ on AVERAGE. Their apm while doing repetitive tasks (like when Jaedong splits his mutas insanely fast) can shoot up to 800 and beyond. So 800/60 is clicks per second. Thats over 13 clicks a second. It would take him about 2 seconds to do this. not to play devils advocate, but if someone was that good they would have the all around skills to be able to remember queen inject with the crude method. the real benefactors of your method are those that don't' have that much apm. or a better way to think of it is "it's just easier." | ||
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Beef Noodles
United States937 Posts
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Beef Noodles
United States937 Posts
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