• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 20:18
CEST 02:18
KST 09:18
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
Serral wins HomeStory Cup 2914Serral wins Maestros of the Game 243ByuL, and the Limitations of Standard Play3Team Liquid Map Contest #22: Results and Winners7Code S Season 2 (2026): RO4 and Finals Preview12
Community News
Reynor: GSL Loss Wasn't About Preparation Format12[IPSL] Spring 2026 Grand Finals - This Weekend!1Weekly Cups (July 6 - 12): Protoss strike back12BSL Season 22 Full Overview & Conclusion8BSL Season 22 Full Overview & Conclusion8
StarCraft 2
General
Weekly Cups (July 6 - 12): Protoss strike back Serral wins HomeStory Cup 29 Yamato Cup Series Is the larve respawn broken? Interview with an American 16 Year Old Grandmaster
Tourneys
WardiTV Summer Cup 2026 GSL CK #5 Race War RSL Revival: Season 6 - Qualifiers and Main Event HomeStory Cup 29 Vespene Cup #1 — $300+ USD, July 10
Strategy
[G] Having the right mentality to improve
Custom Maps
New Map Maker - Looking for Advice - Love or Hate Work In Progress Melee Maps [D]RTS in all its shapes and glory <3
External Content
The PondCast: SC2 News & Results Mutation # 534 Burning Evacuation Mutation # 533 Die Together Mutation # 532 Nuclear Family
Brood War
General
Pros Debate: Zerg Unfairly Nerfed? (ASL S22 map) screpdb: new Starcraft reporting tool ASL 22 Proposed Map Pool BSL Season 22 Full Overview & Conclusion BGH Auto Balance -> http://bghmmr.eu/
Tourneys
[Megathread] Daily Proleagues [ASL22] Wildcard Qualifier [IPSL] Spring 2026 Grand Finals - This Weekend! IPSL Spring 2026 Top 4!
Strategy
Fighting Spirit mining rates Simple Questions, Simple Answers Creating a full chart of Zerg builds Relatively freeroll strategies
Other Games
General Games
General RTS Discussion Thread Nintendo Switch Thread Stormgate/Frost Giant Megathread Path of Exile Summer Games Done Quick 2026!
Dota 2
Looking for a Dota Mentor Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Power Rank NeO.D_StephenKing vs This Guy From 1 Million Dance TL Mafia Community Thread Vanilla Mini Mafia
Community
General
US Politics Mega-thread UK Politics Mega-thread Russo-Ukrainian War Thread YouTube Thread Canadian Politics Mega-thread
Fan Clubs
The IdrA Fan Club The HerO Fan Club!
Media & Entertainment
Anime Discussion Thread [Req][Books] Good Fantasy/SciFi books Movie Discussion! Series you have seen recently...
Sports
2024 - 2026 Football Thread McBoner: A hockey love story Tennis[sport] Formula 1 Discussion TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
Simple Questions Simple Answers FPS when play League Of Legend on laptop How to clean a TTe Thermaltake keyboard?
TL Community
Northern Ireland Global Starcraft The Automated Ban List
Blogs
Poker (part 2)
Nebuchad
The Experiences We Want and …
TrAiDoS
An Exploration of th…
waywardstrategy
Gauntlet SC2: A Retrospectiv…
Ctone23
ramps on octagon
StaticNine
Funny Nicknames
LUCKY_NOOB
Evil Gacha Games and the…
ffswowsucks
Customize Sidebar...

Website Feedback

Closed Threads



Active: 12403 users

Imbalanced Hatcheries

Forum Index > SC2 General
Post a Reply
1 2 Next All
Sholip
Profile Blog Joined March 2014
Hungary422 Posts
August 15 2014 08:03 GMT
#1
Hi, I am back with another topic to analyze. This time it is about the possible imbalance in ZvZ due to the Hatcheries' Larvae always spawning on the south side.
The legend says that if a mineral line is to the south of the base, rather than to the north, then the spawning Drones will have to travel much less to the minerals when they begin working, and this materializes in an advantage for that player. Is it true, though?
Here is what I found:

+ Show Spoiler +
[image loading]
[image loading]
[image loading]
[image loading]


As always, here is the pdf for convinience and better quality.

TL;DR: If one player has a base with a southward mineral line, the other with a northward one, the former does have an advantage, but it is minimal. If the mineral lines are diagonal, the difference is even smaller; if they face east and west, respectively, then there should be no imbalance.

I'm looking forward to your opinions, criticisms, etc.

Previous projects:
+ Show Spoiler +
The Effects of Worker Pairing
Perfect Micro with Phonixes
Floating to the Gold Base
"A hero is no braver than an ordinary man, but he is brave five minutes longer. Also, Zest is best." – Ralph Waldo Emerson
algue
Profile Joined July 2011
France1436 Posts
August 15 2014 08:07 GMT
#2
I don't think it makes that much of a difference. However it would be interesting if someone could give us the win rate in ZvZ based on the players spawn.
rly ?
lichter
Profile Blog Joined September 2010
1001 YEARS KESPAJAIL22272 Posts
August 15 2014 08:14 GMT
#3
The biggest difference in hatch-mineral positioning is the defense of early pools. If you are at a north hatch, your lings can easily be surrounded by enemy lings. If you are at the south hatch, your lings can never be surrounded without the risk of a drone surround.
AdministratorYOU MUST HEED MY INSTRUCTIONS TAKE OFF YOUR THIIIINGS
SCguineapig
Profile Blog Joined January 2013
Netherlands289 Posts
August 15 2014 08:35 GMT
#4
loving these series keep it up. although i know nothing of the mathematical talk .
broodwar wasn't perfect
Dapper_Cad
Profile Blog Joined July 2010
United Kingdom964 Posts
Last Edited: 2014-08-15 08:56:13
August 15 2014 08:54 GMT
#5
Licheter makes a strong point.

There should have hatch orientation and an option to set it in melee initialisation as a minimum, that way mappers can use it if they wish.

More completely Blizzard could give players access to building orientation on hatches for other possible minuscule advantages, like spawning larvae away from potential bunker rushes.

Assuming you've done that in a way which works - isn't ugly as hell, is ignorable for newer players, doesn't require 6 fingers a hand to do, that sort of thing - the same for Terran addons at Barracks/Factory/Starport could be implemented as I'd guess that's decided more games than larva spawning.

For the Terran case though the can of worms(!) is larger: Addon only or whole building? Rotating or mirroring? Can you rotate flying buildings? Which adjacent building does the addon prioritise? The answers maybe straightforward but the implementation might not be.

What were we talking about again? Oh yea, 23 minerals @ first base saturation isn't that big a deal, but this is interesting stuff - would read more!
But he is never making short-term prediction, everyone of his prediction are based on fundenmentals, but he doesn't exactly know when it will happen... So using these kind of narrowed "who-is-right" empirical analysis makes little sense.
JoeCool
Profile Joined January 2012
Germany2520 Posts
August 15 2014 08:57 GMT
#6
On August 15 2014 17:07 algue wrote:
I don't think it makes that much of a difference. However it would be interesting if someone could give us the win rate in ZvZ based on the players spawn.


You could use a probitmodel and use all the factors that affect if you win or lose. Like, skill (which is unobservable so you might use a proxy), mapsize, apm, experience, race choice and so on... But I am quite sure that the coefficient on "spawn" is statistically insignificant. Although the idea is interesting.
Sholip
Profile Blog Joined March 2014
Hungary422 Posts
August 15 2014 09:08 GMT
#7
On August 15 2014 17:14 lichter wrote:
The biggest difference in hatch-mineral positioning is the defense of early pools. If you are at a north hatch, your lings can easily be surrounded by enemy lings. If you are at the south hatch, your lings can never be surrounded without the risk of a drone surround.

This is without a doubt a more important factor than losing mining time. I can't calculate this, though, but the mining time loss I could, so at least we now know that that is negligible.
"A hero is no braver than an ordinary man, but he is brave five minutes longer. Also, Zest is best." – Ralph Waldo Emerson
boxerfred
Profile Blog Joined December 2012
Germany8360 Posts
August 15 2014 09:12 GMT
#8
Not wanting to take anything away from that analysis - but the tl;dr part was rather obvious . Though you seem to love those mathematics, so keep going!
ClueClueClue
Profile Blog Joined December 2011
Sweden1203 Posts
August 15 2014 09:25 GMT
#9
I think there's a small imbalance with spawns in any match-up; for terrans, it's useful to get a spawn where your rax can build an add-on inside the wall instead of as part of it, for example. Without statistics, however, it's impossible to say if it matters over the course of an entire game.
Cogito, ergo toss.
JustPassingBy
Profile Blog Joined January 2011
10776 Posts
August 15 2014 09:29 GMT
#10
How do you obtain the images? You are not using Latex and Tikz, do you? :o
GERMasta
Profile Joined October 2010
Germany212 Posts
August 15 2014 09:38 GMT
#11
If you take slightly less time to reach a certain amount of minerals, then you can make a new drone slightly faster, which is going to mean that you can mine with the new drones slightly sooner. I think OP didn't take this into account, but merely calculated the mineral disparity resulting from the distances that the drones would have to travel. It still shouldn't be a big difference even if you took the faster access to new drones into account, but it is something to consider if you want to be thorough with the analysis.
StatixEx
Profile Blog Joined August 2011
United Kingdom779 Posts
Last Edited: 2014-08-15 09:41:27
August 15 2014 09:38 GMT
#12
i tested it using the ai, set urself to ref in a custom game and get 2 ais to play against each other, i used zerg and the lingRoach timing, on all 8 goes the northward position had a 5 second lead of his warren timing which is something i didnt expect but their builds are literally identical each time . . .but that initial mineral assignment tho! worker acceleration play a factor in this? I would of expected the ai to mine super efficient in the south position, but was never the case. always seemed to be just under a split second behind on the mineral tick. this is a good example of how the game snowballs when one player gets a slight advantage . . . .hmm considering never drone scouting again!
Sholip
Profile Blog Joined March 2014
Hungary422 Posts
August 15 2014 10:09 GMT
#13
On August 15 2014 18:38 GERMasta wrote:
If you take slightly less time to reach a certain amount of minerals, then you can make a new drone slightly faster, which is going to mean that you can mine with the new drones slightly sooner. I think OP didn't take this into account, but merely calculated the mineral disparity resulting from the distances that the drones would have to travel. It still shouldn't be a big difference even if you took the faster access to new drones into account, but it is something to consider if you want to be thorough with the analysis.

Yes, only the Larva system of the Zerg screws up things, insomuch as being able to morph additional Drones does not only depend on whether you have enough minerals. I think, though, the effect is so marginal that even if it snowballs, it remains negligible.
"A hero is no braver than an ordinary man, but he is brave five minutes longer. Also, Zest is best." – Ralph Waldo Emerson
Faust852
Profile Joined February 2012
Luxembourg4004 Posts
August 15 2014 10:31 GMT
#14
I don't think you can fix this tho. Putting larvas on the otherside would make them almost unclicable.
boxerfred
Profile Blog Joined December 2012
Germany8360 Posts
Last Edited: 2014-08-15 10:49:24
August 15 2014 10:47 GMT
#15
On August 15 2014 19:31 Faust852 wrote:
I don't think you can fix this tho. Putting larvas on the otherside would make them almost unclicable.

That can't be an argument. You would have to exclude northern high grounds then . Also, there's very few opportunities to actually click larva manually (eg. hellions sniping larva, or running banes into it). Most zerg players will use the hatchery to access larva.

On August 15 2014 19:09 Sholip wrote:
Show nested quote +
On August 15 2014 18:38 GERMasta wrote:
If you take slightly less time to reach a certain amount of minerals, then you can make a new drone slightly faster, which is going to mean that you can mine with the new drones slightly sooner. I think OP didn't take this into account, but merely calculated the mineral disparity resulting from the distances that the drones would have to travel. It still shouldn't be a big difference even if you took the faster access to new drones into account, but it is something to consider if you want to be thorough with the analysis.

Yes, only the Larva system of the Zerg screws up things, insomuch as being able to morph additional Drones does not only depend on whether you have enough minerals. I think, though, the effect is so marginal that even if it snowballs, it remains negligible.



That would be the real thing to find out I think. Sometimes, I have the very subjective feeling of "gosh I'm so slow", which is really more than a feeling then some proven thing. That might explain what happens, because though I'm only a diamond/masters player (rather diamond then masters), I'm quite capable of executing a perfect hatch first build until 28-ish supply. Sometimes, I just feel slow. Dunno exactly why.
EsportsJohn
Profile Blog Joined June 2012
United States4883 Posts
August 15 2014 10:50 GMT
#16
Artosis wants the math on hatch first nexus blocking in ZvP GOGOGOGO
StrategyAllyssa Grey <3<3
StatixEx
Profile Blog Joined August 2011
United Kingdom779 Posts
August 15 2014 10:52 GMT
#17
only way it can be solved if this EVER poses some kind of issue is that the camera is relative to you so you always spawn south
EsportsJohn
Profile Blog Joined June 2012
United States4883 Posts
August 15 2014 10:52 GMT
#18
On August 15 2014 19:47 boxerfred wrote:
Show nested quote +
On August 15 2014 19:31 Faust852 wrote:
I don't think you can fix this tho. Putting larvas on the otherside would make them almost unclicable.

That can't be an argument. You would have to exclude northern high grounds then . Also, there's very few opportunities to actually click larva manually (eg. hellions sniping larva, or running banes into it). Most zerg players will use the hatchery to access larva.

Show nested quote +
On August 15 2014 19:09 Sholip wrote:
On August 15 2014 18:38 GERMasta wrote:
If you take slightly less time to reach a certain amount of minerals, then you can make a new drone slightly faster, which is going to mean that you can mine with the new drones slightly sooner. I think OP didn't take this into account, but merely calculated the mineral disparity resulting from the distances that the drones would have to travel. It still shouldn't be a big difference even if you took the faster access to new drones into account, but it is something to consider if you want to be thorough with the analysis.

Yes, only the Larva system of the Zerg screws up things, insomuch as being able to morph additional Drones does not only depend on whether you have enough minerals. I think, though, the effect is so marginal that even if it snowballs, it remains negligible.



That would be the real thing to find out I think. Sometimes, I have the very subjective feeling of "gosh I'm so slow", which is really more than a feeling then some proven thing. That might explain what happens, because though I'm only a diamond/masters player (rather diamond then masters), I'm quite capable of executing a perfect hatch first build until 28-ish supply. Sometimes, I just feel slow. Dunno exactly why.


The feeling of being "slow" has mostly to do with mineral stacking. On some maps, the natural minerals that workers mine from suck more than others, but if you are really paying attention to drone stacking for the first minute or two of the game, you can really minimize a lot of this inefficiency.
StrategyAllyssa Grey <3<3
HaRuHi
Profile Blog Joined November 2010
1220 Posts
August 15 2014 10:53 GMT
#19
Great math as usual! Thank you.

I wish you would take on a "bigger" aspect in future posts, of course it is not easy to know beforehand wether something will have a big or small influence.
boxerfred
Profile Blog Joined December 2012
Germany8360 Posts
Last Edited: 2014-08-15 10:58:09
August 15 2014 10:56 GMT
#20
On August 15 2014 19:52 SC2John wrote:
Show nested quote +
On August 15 2014 19:47 boxerfred wrote:
On August 15 2014 19:31 Faust852 wrote:
I don't think you can fix this tho. Putting larvas on the otherside would make them almost unclicable.

That can't be an argument. You would have to exclude northern high grounds then . Also, there's very few opportunities to actually click larva manually (eg. hellions sniping larva, or running banes into it). Most zerg players will use the hatchery to access larva.

On August 15 2014 19:09 Sholip wrote:
On August 15 2014 18:38 GERMasta wrote:
If you take slightly less time to reach a certain amount of minerals, then you can make a new drone slightly faster, which is going to mean that you can mine with the new drones slightly sooner. I think OP didn't take this into account, but merely calculated the mineral disparity resulting from the distances that the drones would have to travel. It still shouldn't be a big difference even if you took the faster access to new drones into account, but it is something to consider if you want to be thorough with the analysis.

Yes, only the Larva system of the Zerg screws up things, insomuch as being able to morph additional Drones does not only depend on whether you have enough minerals. I think, though, the effect is so marginal that even if it snowballs, it remains negligible.



That would be the real thing to find out I think. Sometimes, I have the very subjective feeling of "gosh I'm so slow", which is really more than a feeling then some proven thing. That might explain what happens, because though I'm only a diamond/masters player (rather diamond then masters), I'm quite capable of executing a perfect hatch first build until 28-ish supply. Sometimes, I just feel slow. Dunno exactly why.


The feeling of being "slow" has mostly to do with mineral stacking. On some maps, the natural minerals that workers mine from suck more than others, but if you are really paying attention to drone stacking for the first minute or two of the game, you can really minimize a lot of this inefficiency.

Hm, I do pay attention to mineral stacking. Seriously. Thing is, I mostly play 3v3/4v4 these days, and on many of those maps, the mineral patches are truely poor placed, so that might be the reason? (ofc, I do not always stack perfectly, so that might be the reason, too, yep)
1 2 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 8h 42m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
SpeCial 216
ViBE150
ZombieGrub129
NeuroSwarm 97
Nina 60
StarCraft: Brood War
GuemChi 3161
Rain 3136
Counter-Strike
summit1g9192
minikerr11
Other Games
tarik_tv4921
Day[9].tv835
shahzam504
C9.Mang0248
ToD193
XaKoH 128
Maynarde118
Organizations
Other Games
gamesdonequick2798
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 14 non-featured ]
StarCraft 2
• RyuSc2 28
• davetesta6
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• HerbMon 14
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Other Games
• Day9tv835
Upcoming Events
Replay Cast
8h 42m
CrankTV Team League
10h 42m
Replay Cast
1d 8h
CrankTV Team League
1d 10h
Replay Cast
1d 23h
RSL Revival
2 days
Clem vs Lambo
Scarlett vs Cure
CranKy Ducklings
2 days
IPSL
2 days
Dragon vs Hawk
RSL Revival
3 days
Classic vs Trap
herO vs SHIN
Sparkling Tuna Cup
3 days
[ Show More ]
IPSL
3 days
Bonyth vs Ret
WardiTV Weekly
4 days
Monday Night Weeklies
4 days
PiGosaur Cup
5 days
The PondCast
6 days
Liquipedia Results

Completed

Proleague 2026-07-13
HSC XXIX
Eternal Conflict S2 E2

Ongoing

IPSL Spring 2026
Acropolis #4
CSL 2026 Summer (S21)
KCM Race Survival 2026 Season 3
RSL Revival: Season 6
CranK Gathers Season 4: BW vs SC2 Team League
SCTL 2026 Spring
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026

Upcoming

Escore Tournament S3: W3
ASL S22 SEASON OPEN Day 1
Escore Tournament S3: W4
ASL S22 SEASON OPEN Day 2
Escore Tournament S3: W5
CSLAN 4
Blizzard Classic Cup 2026
HSC XXX
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
Light Tournament 2026
Eternal Conflict S2 Finale
Eternal Conflict S2 E3
Logitech G Connect 2026
StarSeries Fall 2026
FISSURE Playground #5
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.