New Trick for Spawn Larva - Page 7
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acrimoneyius
United States983 Posts
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JohnGreggor
Canada148 Posts
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tofucake
Hyrule19269 Posts
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HTX
Germany265 Posts
good find! name suggestion : beef the queen up | ||
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Skaff
United States240 Posts
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Unentschieden
Germany1471 Posts
On September 07 2010 17:52 branflakes14 wrote: 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. | ||
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aka_star
United Kingdom1546 Posts
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vek
Australia936 Posts
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 ![]() | ||
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KaiserJohan
Sweden1808 Posts
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JudoChopper
England148 Posts
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PhatCop
Australia70 Posts
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. | ||
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3nickma
Denmark1510 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 ![]() 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 ![]() | ||
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Klive5ive
United Kingdom6056 Posts
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. | ||
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Sealteam
Australia296 Posts
I need my queens for other things than doing laps of the base between spawn larvae in 90% of my games. | ||
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Geo.Rion
7377 Posts
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SugarBear
United States842 Posts
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Luggage
Canada34 Posts
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. | ||
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iSiN
United States1075 Posts
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xtfftc
United Kingdom2343 Posts
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sylverfyre
United States8298 Posts
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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![[image loading]](http://imgur.com/W8N9a.png)

