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New Trick for Spawn Larva - Page 7

Forum Index > SC2 General
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acrimoneyius
Profile Blog Joined June 2010
United States983 Posts
September 07 2010 09:31 GMT
#121
This could be a nice technique in the mid-game when you know that mid-game death push is coming, and will allow you to get better positioning and micro during the frequently seen game-deciding battle.
JohnGreggor
Profile Joined March 2010
Canada148 Posts
September 07 2010 09:43 GMT
#122
I don't know about this being useless. I can micro and get my injections on time early game, but once I'm harassing with mutas, running speedlings around the map, and building units or what have you I can miss potentially fatal injections. Taking 10 seconds to ensure this doesn't happen for the next 3 minutes seems worthwhile.
tofucake
Profile Blog Joined October 2009
Hyrule19269 Posts
September 07 2010 10:25 GMT
#123
Basing it on screen height is ineffective, since higher resolutions don't change game models, just available viewing space.
Liquipediaasante sana squash banana
HTX
Profile Joined February 2010
Germany265 Posts
September 07 2010 10:48 GMT
#124
Seems very useful in mid and lategame. After queue the queen there is no need to come back for a while and you will be able to micro and fight instead.

good find!

name suggestion : beef the queen up
The internet: a horrible collective liar
Skaff
Profile Joined February 2010
United States240 Posts
September 07 2010 10:54 GMT
#125
It might just be me... but I see the technique possibly leading into bad habits. I could be wrong.
Unentschieden
Profile Joined August 2007
Germany1471 Posts
September 07 2010 11:07 GMT
#126
On September 07 2010 17:52 branflakes14 wrote:
Show nested quote +
On September 07 2010 17:50 Gono wrote:
On September 07 2010 17:49 branflakes14 wrote:
So now that someone has figured out how to automate it, all we need to do is wait for Blizzard to add auto-inject.


Or remove shift Qing inject.


Well, I do recall Blizzard saying of Diablo (think it was 3, I remember hearing some fuss being kicked up over it) that if a player found a creative way to gain an advantage, they'd patch it out.


Ugh that is a horrible case of ripping a statement out of context. It was a statement to min-maxing in relation to gameplay intention. For example if it was faster for the Barbarian to jump everywhere instead of walk Players eventually would constantly make him jump. But since that is stupid Blizzard would patch something like this.


Regarding the issue itself:

The advantage is that you can spend the required APM and Attention when YOU want/can instead of being bound by the Cooldown.
I imagine people will instead use a modification of this that:
1. is easier and faster to set up
2. shorter and less "runtime" (200 seconds and 5 cycles is A LOT, possibly more than necessary)

In reality People will check their Queens and Hatcherys. They just need an insurance that they won´t loose a lot "Spawntime" if they happen to be busy elsewhere at the exact moment Spawn larvae comes off CD.
Maybe something like "left of hatchery, right of hatchery, v click, repeat", that way you wouldn´t get 200 seconds/5 cycles out of it but it´s a lot easier, faster and interrupting the process isn´t as "punishing".

I imagine it´d be much more usefull if you could prepare one or two future spawns but the setup only took 2 seconds instead of 10.
Basically the problem is that the proposed method maximises the "prepared" part while it is much more realistic/usefull to minimise setup.
aka_star
Profile Blog Joined July 2007
United Kingdom1546 Posts
September 07 2010 11:18 GMT
#127
seems like a nice idea BUT if your really considering this as a game plan I'd suggest skip queen go extra hatch in main - you'll get the same amount of lava without the timing setup all-throughout the game so you can increase micro on units, you'd also get 2 extra population instead of spending 2, a base walling and creep on a ramp for spines.
FlashDave.999 aka Star
vek
Profile Joined March 2010
Australia936 Posts
September 07 2010 11:23 GMT
#128
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:

[image loading]

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
KaiserJohan
Profile Joined May 2010
Sweden1808 Posts
September 07 2010 11:31 GMT
#129
can you give pictures / replay showing this?
England will fight to the last American
JudoChopper
Profile Joined August 2010
England148 Posts
September 07 2010 11:37 GMT
#130
Why not just have 40 second alarms set? or 38 to give you time to select Queen.
no
PhatCop
Profile Joined August 2010
Australia70 Posts
September 07 2010 11:43 GMT
#131
Some people are missing the point. Although the OP wishes to use it for automation purposes, the true advantage of this method is the flexibility, and not the automation of spawn larva. The point is that this method helps with the situation where spawn larva timers coincide with other things such as a micro intensive battle.

The OP states he uses a certain measurement (screen length) and a certain number of queues (5). This can easily be modified to 2 or 3 queues using another more accurate measurement such as map specific routes. In fact I can see progamers using this even if they never miss a spawn larva, they could reset the queue (no more than 3) every time they manually spawn larva, so during the next battle he could use the extra APM for microing units instead. The added automation for when you forget is just a bonus.
3nickma
Profile Joined November 2007
Denmark1510 Posts
September 07 2010 11:46 GMT
#132
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:

[image loading]

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


Well this maybe somewhat similar to the Terran and Protoss wall-in that's supposed to be ling-tight. Maybe now Zergs can have a SimCity style setup that has an added use?

I like the idea and hope someone better with more time on their hands will VOD this
L E E J A E D O N G ! <3
Klive5ive
Profile Blog Joined January 2008
United Kingdom6056 Posts
September 07 2010 11:48 GMT
#133
On September 07 2010 20:43 PhatCop wrote:
Some people are missing the point. Although the OP wishes to use it for automation purposes, the true advantage of this method is the flexibility, and not the automation of spawn larva. The point is that this method helps with the situation where spawn larva timers coincide with other things such as a micro intensive battle.

The OP states he uses a certain measurement (screen length) and a certain number of queues (5). This can easily be modified to 2 or 3 queues using another more accurate measurement such as map specific routes. In fact I can see progamers using this even if they never miss a spawn larva, they could reset the queue (no more than 3) every time they manually spawn larva, so during the next battle he could use the extra APM for microing units instead. The added automation for when you forget is just a bonus.

There's no way a progamer will do this.
If Flash can micro an MnM ball then mid-battle flick back to his base and make 16 marines, 2 tanks and a vessel in half a second flat.... they'll be able to hotkey queens and inject on time.
Don't hate the player - Hate the game
Sealteam
Profile Blog Joined April 2010
Australia296 Posts
September 07 2010 11:49 GMT
#134
I like your thinking, however I will not use it.

I need my queens for other things than doing laps of the base between spawn larvae in 90% of my games.
Geo.Rion
Profile Blog Joined October 2008
7377 Posts
September 07 2010 11:53 GMT
#135
i am blown away, i was sure this one is another one of those useless threads which "discovered" something which has been around since the early days of beta, gave a "cool" name to it and wrote 1000 words long bullshit, but wow, that's so original and possibly useful, i gonna have to check this out
"Protoss is a joke" Liquid`Jinro Okt.1. 2011
SugarBear
Profile Blog Joined June 2010
United States842 Posts
September 07 2010 13:37 GMT
#136
So you're teaching yourself to FORGET about your queen? Sounds like the opposite of making yourself a better player IMO.
Staff vVv Gaming | "So what did you do today?" "Oh not much, mined some minerals, harvested some gas, spawned some zergs, the usual"
Luggage
Profile Joined August 2010
Canada34 Posts
September 07 2010 13:49 GMT
#137
Haven't read through the entire thread, but for those saying that the queen can't be used for defense, or that you might somehow end up not having the queen there for defense when you need it, the answer is simple:
Attack-move instead of move, when issuing the command.


Very nice idea Beef Noddle. I've been annoyed at zerg macro mechanics since the start because it's punishing rather than rewarding because you can never catch up once you miss one larvae injection, compared to spamming chrono boost and mules.
iSiN
Profile Blog Joined March 2009
United States1075 Posts
September 07 2010 13:58 GMT
#138
it seems impractical to me queens do things aside from puking larva and queing them up like that seems like a crutch imo.
Grouty @HoN/PCKJ <--<333 || Jaedong Fan Cafe GFX
xtfftc
Profile Blog Joined April 2010
United Kingdom2343 Posts
September 07 2010 14:12 GMT
#139
It is a good idea. People keep mentioning how you need the queen for defence and tumors early in the game but then you usually have 1/2 hatcheries and queens and macro is not that problematic.
sylverfyre
Profile Joined May 2010
United States8298 Posts
Last Edited: 2010-09-07 14:21:28
September 07 2010 14:16 GMT
#140
Early game I can see doing the spawn larva manually, but as the game progresses you won't really need your queens very often for defense, and will often have a seperate queen to spread creep around.

When on 3+ bases this will be invaluable, whether doing it to automate the next 5 spawns, or just to automate one or two, freeing up more time to not be constrained to checking back for the 30 (real) second cycles.
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