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Larvae Management 101 - Zerg Mechanics

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impression
Profile Blog Joined March 2011
413 Posts
Last Edited: 2011-09-24 18:57:54
May 31 2011 09:46 GMT
#1
Hi guys
So I found an interesting thread on B.net and I know alot more people seem to use TL than B.net forums, so I thought i would bring it to the attention of some zerg players. It was written by 'Bloodmoth'.
I am posting it here as I don't want to assume its entirely valid and deserves to be in strategy, and it is aimed more at low level zergs trying to manage their money and larvae. Its quite long so don't read it if you're not interested or going to complain about the length. Thanks all.

+ Show Spoiler +
" I was giving a lot of thought into it lately, and I couldn't find a satisfying answer as to why the Zerg have to choose well-balanced armies and a variety of units to beat even their "hard counters". (examples: It is way better to go Roaches/Hydras than mass Hydras against mass Stalkers, even though Roaches aren't the optimal counter. Also, The popular build of Slings/Blings/Mutas works a LOT better than pure Slings/Blings even if your enemy is going mass marines and marines alone, which doesn't make sense. You'll still win with banelings alone, but with mutas it seems to work even better). Why does this happen? Zerg units don't have forced synergies, like MMM (anti air/light + anti armor/building + heals). And many will say that in some builds Roaches and Lings are used as meatwalls, but why the heck does Infestor/Lings/Hydras/Roaches/Ultras work soooo much better against Mass Stalkers than lets say pure Infestor/Ultras?? On paper, it is the optimal counter. Fungal for the blinks + anti armoured Ultras with splash. Why less ultras and more money invested into other units, not so hard counters as Ultras, works better???


Also, there are other questions regarding zerg play, that many people have: Inject larvae is absolutely necessary in the early/mid game, so that almost all zerg players feel obliged not to miss a single one of them, but as the game progresses they feel less and less compelled to do it, as if it suddenly becomes more forgiving. Some will argue it is because of more hatcheries. Valid point, but during the end game the needs are also a lot bigger, and you are in many cases needed to replenish a whole army at once. So why does this happen?


Trying to answer those and other questions related to zerg gameplay, I took notice that in my earlier replays, there were some games where I had extra supplies but not enough larvae to spend it on, and some games I had many larvae but not enough money to use on them. At the time, I wasn't using diverse armies, but I was sticking to a more basic army composition.


Watching the Fruit Dealer playing at the finals these days, I noticed he was building a few of many units to win: His army is composed by Slings,Blings,Infestors,Roaches,Mutas and Ultras as he does his final pushes in many of his matches when he reaches end game!!! He only seems to neglect Hydras, as it is usually subpar than his other choices, but still, its amazing. Why to spend more money to build more zerg buildings to open up the tech choices and more unit types, and also have to tech more upgrades, rather than build more army and roll them over??


Thinking all those questions I think it all comes to this: Larvae

Larvae is the unique Zerg resource, and the reason why most people find Zerg more complicated than the other races. It is indeed hard to manage your larvae well until you get the grasp of its fundamentals, which is the following: Unlike the other races, the zerg is PUNISHED in their production the more they build weaker units.

To explain: When a Terran builds a Marine, he uses 50 minerals, and also uses a production unit (queue in his barracks) for 25 seconds. If he builds a ghost, he uses more resources, 150minerals 150gas, but also he uses more production, as he will have his barracks unavailable for another unit for 40 seconds. The supplies used/time favor the ghost of course, but nevertheless the extra build time is used to balance it out. If a Terran chooses to go Marines only, he can do so a lot more easily, and we shouldn't forget Reactor. So, Marines might be cheaper, but also they come a lot quicker, so you can have more of them in the same time as you can have 1 ghost. A reactor considered, it is about 3marines=1 Ghost using the same time for the same production facility (Barracks). So, If you want to build a 2250 resource army of Marines (47 marines), it will "cost" you 587,5 seconds of barracks usage. If you build 2250 resource value of ghosts (6 ghosts), it will cost you 240 seconds. The Marines stress your production about 2,45 times more than the highest cost infantry.

Now let's consider zerg. If you want to build let's say a 2400 resource army, and this is consisted of pure lings, you need 48 larvae. If it is Ultralisks, you need 4! This is HUGE difference, 12 times the production cost!!! So, even though your army is equal in terms of cost, it is HUGELY uneven production-wise!!! This happens because Zerg production isn't affected by time!!! There is NO queue, and no matter how long your forces will do to spawn, the larvae will keep popping at the same time intervals. Inject Larvae doesn't change that, it boosts larvae production by a certain amount, sure, but still, the usage for an army of lings will be huge compared to one of Ultras. All this is nice and all, but how often does one need to make pure lings? I'd say almost never, but even if the enemy is only sending in Stalkers, in not critical mass (small groups), which lings are supposed to hard counter, a zerg player would have WAY better results if he builds other units as well, because if he doesn't, he is like sabotaging his own production. That way, he gets production blocked, which leads in a huge surplus of resources!!! Now if he chooses the other way, to build mass Ultras, which AGAIN are supposed to hard counter Stalkers, he will use only a little portion of his production capability but more resources, which will lead to a surplus of larvae but lack of resources!!!! The OPTIMAL choice would be to build Ultras AND Zerglings by that ratio so that he has 100% larvae AND resource usage!!! Or else he is letting a bit of his economy unexploited!!! (Make no mistake: Production is a VERY important economy factor). Of course, in this example, he would win anyway, BUT in actual matches, there are never so simpe cases. The fact stands: A zerg will NEED diverse army because he needs to ALWAYS even up production and resource usage and he CANT with an army consisted of 1/2 unit types!!!
THAT is the reason why the early game inject larvae is ABSOLUTELY necessary. The 2 most production-stressful zerg are dominating the early game, that is the zergling and the DRONE. Yes, the drone is actually devastating to zerg production, because it is UNAVOIDABLE to make lots of them early, or you lose the match!! They are in the exact same spot as lings, 50 resources for a larvae. If you add many zerglings to that, you have a REALLY hard time for your production, thus in the early game you need to be injecting like crazy or fall behind!! Solutions: Fast Expand, (wonder why it feels so absolutely necessary to expand as zerg?? One reason is this, there others of course too), OR, add Roaches to the early game equation, and a few Spine Crawlers! As the game passes, you have more options, but REMEMBER, you have to use a nice combination of cheap/expensive units!! No, it isn't a choice. You HAVE to.

Wonder why mutaling is so vastly superior to Hydra/Roach? Many will say because Hydras and Roaches suck. Sure, they can use a buff, BUT mutaling kinda FORCES good larvae management to you. Mutalisks are production light and zerglings production heavy and they end up in a nice balance. But it comes rather intuitively, because Mutas also gas-starve you at the same time, so you HAVE to build lings to use the excess minerals. Other builds aren't so simple. Hydras and Roaches are both similar at the Mineral/Gas ratio, and much closer as far as production usage is concerned. A player can't easily understand why making many roaches and a few hydras will serve him better than mass roaches against marines i.e. It isn't intuitive. This build, actually, to be more effective, needs a few lings added if many hydras are needed as hard counters to the enemy (or more drone production), or another more expensive unit if roaches are more needed (many choices here). If you choose a roach heavy roach/hydra then, you are FORCED to tech up asap and build other units or again, your economy usage will soon cripple your play.

Anyway, this kind of weird production principle of the Zerg is an artificial method of forcing synergy and diversity to the Zerg BUT it isn't easily seen as with the other races... People don't understand it and for them Zerg seems dull. "

Wall of text over, thanks for all of you that actually read it, now please /Discuss.
행운을 빌어요 재미
isleyofthenorth
Profile Blog Joined June 2009
Austria894 Posts
Last Edited: 2011-05-31 09:49:52
May 31 2011 09:47 GMT
#2
wow wall of text with no information/arguments just rambling, whats the point of this thread?

E: discuss what. you need a macro hatch for ling/bling? we already knew that
MonkSEA
Profile Blog Joined April 2011
Australia1227 Posts
May 31 2011 09:50 GMT
#3
How is this a 101? :S
http://www.youtube.com/user/sirmonkeh Zerg Live Casts and Commentary!
impression
Profile Blog Joined March 2011
413 Posts
May 31 2011 09:52 GMT
#4
I copied the title in the thread -_- i didnt say it was a valid thread, i just wanted to get it out there and see what people thought of it
행운을 빌어요 재미
Frozenhelfire
Profile Joined May 2010
United States420 Posts
May 31 2011 09:54 GMT
#5
Why would you want to get such a poorly written post out there? It is a verbose wall of text that brings no substance. I could have probably written that in four sentences.
polar bears are fluffy
Voltaire
Profile Joined September 2010
United States1485 Posts
May 31 2011 09:57 GMT
#6
I think knowing when to make drones and knowing when to make units is the real larvae management that goes on.
As long as people believe in absurdities they will continue to commit atrocities.
TehForce
Profile Joined July 2010
1072 Posts
May 31 2011 09:57 GMT
#7
I dont see the problem with many larvae lying around unused. You are not punished for not using them.

And the reason X+hydra is better than pure hydra is not because the X unit is more/less production intensive, but because hydras are glass cannons and need something tanking for them.
NesTea <3
Steveling
Profile Blog Joined January 2011
Greece10806 Posts
May 31 2011 09:59 GMT
#8
On May 31 2011 18:46 A_Bandersnatch wrote:







Now let's consider zerg. If you want to build let's say a 2400 resource army, and this is consisted of pure lings, you need 48 larvae. If it is Ultralisks, you need 4!!!!! This is HUGE difference, 12 times the production cost!!! So, even though your army is equal in terms of cost, it is HUGELY uneven production-wise!!! This happens because Zerg production isn't affected by time!!! There is NO queue, and no matter how long your forces will do to spawn, the larvae will keep popping at the same time intervals. Inject Larvae doesn't change that, it boosts larvae production by a certain amount, sure, but still, the usage for an army of lings will be huge compared to one of Ultras. All this is nice and all, but how often does one need to make pure lings? I'd say almost never, but even if the enemy is only sending in Stalkers, in not critical mass (small groups), which lings are supposed to hard counter, a zerg player would have WAY better results if he builds other units as well, because if he doesn't, he is like sabotaging his own production. That way, he gets production blocked, which leads in a huge surplus of resources!!! Now if he chooses the other way, to build mass Ultras, which AGAIN are supposed to hard counter Stalkers, he will use only a little portion of his production capability but more resources, which will lead to a surplus of larvae but lack of resources!!!! The OPTIMAL choice would be to build Ultras AND Zerglings by that ratio so that he has 100% larvae AND resource usage!!! Or else he is letting a bit of his economy unexploited!!!



This is the main point. Simply put,to have optimal balance you need to spend all/most of your resources into the best army composition. Spending all your resources into lings is wrong,you don't get the maximum gain from the eggs you spent,spending all resources into ultras is wrong,you prolly don't have enough minerals to produce all the eggs.

Interesting,but I think all pro players,know this by heart.
My dick has shrunk to the point where it looks like I have 3 balls.
Marginal.
Profile Joined October 2010
New Zealand16 Posts
May 31 2011 10:00 GMT
#9
I think it's a good thing that zerg mechanics are different to terran.
blackodd
Profile Joined April 2010
Sweden451 Posts
May 31 2011 10:00 GMT
#10
On May 31 2011 18:59 Steveling wrote:

This is the main point. Simply put,to have optimal balance you need to spend all/most of your resources into the best army composition. Spending all your resources into lings is wrong,you don't get the maximum gain from the eggs you spent,spending all resources into ultras is wrong,you prolly don't have enough minerals to produce all the eggs.

Interesting,but I think all pro players,know this by heart.


So he's saying that roach is a good unit to build.
For I am the Queen of Blades. And none shall ever dispute my rule, again...
SovSov
Profile Joined September 2010
United States755 Posts
Last Edited: 2011-05-31 10:08:26
May 31 2011 10:07 GMT
#11
wow, this thread was annoying to read. it feels like it was written by a 12 year old.

but really:
"The OPTIMAL choice would be to build Ultras AND Zerglings by that ratio so that he has 100% larvae AND resource usage!!!"

How did you even come to this conclusion? Regardless of if it's true or not, you don't give any actual reasons as to why you should spend up all larva in such a situation.
Izukue
Profile Joined November 2010
Canada101 Posts
May 31 2011 10:08 GMT
#12
To me the post can be boiled down to spending your money and your larva at the same time. Aside from that it doesn't enlighten us in any other way. I think a more complex idea is the management of a queen's energy throughout the game.

Normally I think a queen should just be injecting/laying creep all the time except for impending attacks, in which case saving energy for transfusions seems better.

I think (or at least I hope) that it's got to be more complex than that. Maybe there's some magic timings that can happen with that. I think the 7-roach-rush is dependent on a queen's inject popping at x time. Maybe down the road when timings get precise we'll see more of this queen injecting magic, such as having 3 hatches pop larva at the same time you bank a ton of gas/minerals for a giant wave of mutaling or some other sort of magical timing.
Buuuu
Profile Joined February 2011
Poland18 Posts
May 31 2011 10:09 GMT
#13
Oh well so this guy thinks muta/ling is good beacuse you use a lot of larvae. I don't know how other zergs think but i like to have some larvae spare for when my army needs remaxing.
green.at
Profile Blog Joined January 2010
Austria1459 Posts
May 31 2011 10:14 GMT
#14
still needs a source. + Show Spoiler +
so we can see that YOU posted this on bnet

i didnt read all of it, cause it keeps getting more annoying imo. and IN the END it degrades TO plain WHINING.
Inputting special characters into chat should no longer cause the game to crash.
Systemkaos
Profile Joined May 2010
United States41 Posts
May 31 2011 10:15 GMT
#15
This is prob why this fluff piece was posted on b.net forums and not here.
ryan1894
Profile Joined October 2010
Australia264 Posts
May 31 2011 10:19 GMT
#16
1) Use all your money
2) Use all your larvae

Why does he use so many exclamation marks and question marks???????

I'm pretty sure I've read something similar to this on TL.net
TheKing
Profile Joined April 2010
Australia186 Posts
May 31 2011 11:28 GMT
#17
On May 31 2011 19:14 green.at wrote:
still needs a source. + Show Spoiler +
so we can see that YOU posted this on bnet

i didnt read all of it, cause it keeps getting more annoying imo. and IN the END it degrades TO plain WHINING.

What are you reading? I didn't see anything about whining, I got the impression that the OP praised the larva mechanic.
Sniffy
Profile Joined September 2010
Australia290 Posts
Last Edited: 2011-05-31 11:38:06
May 31 2011 11:36 GMT
#18
im thrilled youve managed to uncover the mysteries of the larvae mechanic and shed some light on it for us all OP

one thing though if i may professor, mutaling being more larvae intensive doesnt make it superior to roach/hydra, it just means you have to be on top of it with good injects and macro hatches
Big G
Profile Joined April 2011
Italy835 Posts
May 31 2011 12:20 GMT
#19
Horrible post, based on the assumption that using EVERY larva is optimal - or that larvae are resources that absolutely NEED to be spent. Which is obviously wrong in many situations, since a certain amount of larvae is needed to react well (reactionary race, you know) o re-max in a moment. Maybe the author hasn't played Zerg ever.

Everybody knows that lings are more larva-heavy than Ultras. If you need a lot of lings... just build a macro hatch, what's wrong with that?

Zerg production IS affected by time, especially in early game where larva inject is so important (like the OP said, just to fall in contradiction).

Last but not least:

Wonder why mutaling is so vastly superior to Hydra/Roach?


No. Everybody knows the reasons. Superior mobility and complementary cost.

(and... actually hydra/roach is still a potent combination)
Allscorpion
Profile Joined April 2010
United Kingdom319 Posts
May 31 2011 12:25 GMT
#20
On May 31 2011 18:46 A_Bandersnatch wrote:
Hi guys
So I found an interesting thread on B.net and I know alot more people seem to use TL than B.net forums, so I thought i would bring it to the attention of some zerg players. I want to credit it to 'Bloodmoth'.
I am posting it here as I don't want to assume its entirely valid and deserves to be in strategy, and it is aimed more at low level zergs trying to manage their money and larvae. Its quite long so don't read it if you're not interested or going to complain about the length. Thanks all.

" I was giving a lot of thought into it lately, and I couldn't find a satisfying answer as to why the Zerg have to choose well-balanced armies and a variety of units to beat even their "hard counters". (examples: It is way better to go Roaches/Hydras than mass Hydras against mass Stalkers, even though Roaches aren't the optimal counter. Also, The popular build of Slings/Blings/Mutas works a LOT better than pure Slings/Blings even if your enemy is going mass marines and marines alone, which doesn't make sense. You'll still win with banelings alone, but with mutas it seems to work even better). Why does this happen? Zerg units don't have forced synergies, like MMM (anti air/light + anti armor/building + heals). And many will say that in some builds Roaches and Lings are used as meatwalls, but why the heck does Infestor/Lings/Hydras/Roaches/Ultras work soooo much better against Mass Stalkers than lets say pure Infestor/Ultras?? On paper, it is the optimal counter. Fungal for the blinks + anti armoured Ultras with splash. Why less ultras and more money invested into other units, not so hard counters as Ultras, works better???


Also, there are other questions regarding zerg play, that many people have: Inject larvae is absolutely necessary in the early/mid game, so that almost all zerg players feel obliged not to miss a single one of them, but as the game progresses they feel less and less compelled to do it, as if it suddenly becomes more forgiving. Some will argue it is because of more hatcheries. Valid point, but during the end game the needs are also a lot bigger, and you are in many cases needed to replenish a whole army at once. So why does this happen?


Trying to answer those and other questions related to zerg gameplay, I took notice that in my earlier replays, there were some games where I had extra supplies but not enough larvae to spend it on, and some games I had many larvae but not enough money to use on them. At the time, I wasn't using diverse armies, but I was sticking to a more basic army composition.


Watching the Fruit Dealer playing at the finals these days, I noticed he was building a few of many units to win: His army is composed by Slings,Blings,Infestors,Roaches,Mutas and Ultras as he does his final pushes in many of his matches when he reaches end game!!! He only seems to neglect Hydras, as it is usually subpar than his other choices, but still, its amazing. Why to spend more money to build more zerg buildings to open up the tech choices and more unit types, and also have to tech more upgrades, rather than build more army and roll them over??


Thinking all those questions I think it all comes to this: Larvae

Larvae is the unique Zerg resource, and the reason why most people find Zerg more complicated than the other races. It is indeed hard to manage your larvae well until you get the grasp of its fundamentals, which is the following: Unlike the other races, the zerg is PUNISHED in their production the more they build weaker units.

To explain: When a Terran builds a Marine, he uses 50 minerals, and also uses a production unit (queue in his barracks) for 25 seconds. If he builds a ghost, he uses more resources, 150minerals 150gas, but also he uses more production, as he will have his barracks unavailable for another unit for 40 seconds. The supplies used/time favor the ghost of course, but nevertheless the extra build time is used to balance it out. If a Terran chooses to go Marines only, he can do so a lot more easily, and we shouldn't forget Reactor. So, Marines might be cheaper, but also they come a lot quicker, so you can have more of them in the same time as you can have 1 ghost. A reactor considered, it is about 3marines=1 Ghost using the same time for the same production facility (Barracks). So, If you want to build a 2250 resource army of Marines (47 marines), it will "cost" you 587,5 seconds of barracks usage. If you build 2250 resource value of ghosts (6 ghosts), it will cost you 240 seconds. The Marines stress your production about 2,45 times more than the highest cost infantry.

Now let's consider zerg. If you want to build let's say a 2400 resource army, and this is consisted of pure lings, you need 48 larvae. If it is Ultralisks, you need 4! This is HUGE difference, 12 times the production cost!!! So, even though your army is equal in terms of cost, it is HUGELY uneven production-wise!!! This happens because Zerg production isn't affected by time!!! There is NO queue, and no matter how long your forces will do to spawn, the larvae will keep popping at the same time intervals. Inject Larvae doesn't change that, it boosts larvae production by a certain amount, sure, but still, the usage for an army of lings will be huge compared to one of Ultras. All this is nice and all, but how often does one need to make pure lings? I'd say almost never, but even if the enemy is only sending in Stalkers, in not critical mass (small groups), which lings are supposed to hard counter, a zerg player would have WAY better results if he builds other units as well, because if he doesn't, he is like sabotaging his own production. That way, he gets production blocked, which leads in a huge surplus of resources!!! Now if he chooses the other way, to build mass Ultras, which AGAIN are supposed to hard counter Stalkers, he will use only a little portion of his production capability but more resources, which will lead to a surplus of larvae but lack of resources!!!! The OPTIMAL choice would be to build Ultras AND Zerglings by that ratio so that he has 100% larvae AND resource usage!!! Or else he is letting a bit of his economy unexploited!!! (Make no mistake: Production is a VERY important economy factor). Of course, in this example, he would win anyway, BUT in actual matches, there are never so simpe cases. The fact stands: A zerg will NEED diverse army because he needs to ALWAYS even up production and resource usage and he CANT with an army consisted of 1/2 unit types!!!
THAT is the reason why the early game inject larvae is ABSOLUTELY necessary. The 2 most production-stressful zerg are dominating the early game, that is the zergling and the DRONE. Yes, the drone is actually devastating to zerg production, because it is UNAVOIDABLE to make lots of them early, or you lose the match!! They are in the exact same spot as lings, 50 resources for a larvae. If you add many zerglings to that, you have a REALLY hard time for your production, thus in the early game you need to be injecting like crazy or fall behind!! Solutions: Fast Expand, (wonder why it feels so absolutely necessary to expand as zerg?? One reason is this, there others of course too), OR, add Roaches to the early game equation, and a few Spine Crawlers! As the game passes, you have more options, but REMEMBER, you have to use a nice combination of cheap/expensive units!! No, it isn't a choice. You HAVE to.

Wonder why mutaling is so vastly superior to Hydra/Roach? Many will say because Hydras and Roaches suck. Sure, they can use a buff, BUT mutaling kinda FORCES good larvae management to you. Mutalisks are production light and zerglings production heavy and they end up in a nice balance. But it comes rather intuitively, because Mutas also gas-starve you at the same time, so you HAVE to build lings to use the excess minerals. Other builds aren't so simple. Hydras and Roaches are both similar at the Mineral/Gas ratio, and much closer as far as production usage is concerned. A player can't easily understand why making many roaches and a few hydras will serve him better than mass roaches against marines i.e. It isn't intuitive. This build, actually, to be more effective, needs a few lings added if many hydras are needed as hard counters to the enemy (or more drone production), or another more expensive unit if roaches are more needed (many choices here). If you choose a roach heavy roach/hydra then, you are FORCED to tech up asap and build other units or again, your economy usage will soon cripple your play.

Anyway, this kind of weird production principle of the Zerg is an artificial method of forcing synergy and diversity to the Zerg BUT it isn't easily seen as with the other races... People don't understand it and for them Zerg seems dull. "

Wall of text over, thanks for all of you that actually read it, now please /Discuss.


You have just written down what Day[9] has said multiple times in D9D =[
Day[9] Made me do it
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