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On November 30 2018 02:14 BisuDagger wrote: (If this has been answered, can you please redirect me to the page)
Can anyone please shed light on how Queen energy is managed for larva injections?
My specific scenario:
Before I would just check if the spawn larva timer had been completed and proceed to inject. Now, you can pretty much inject every time energy is available. Because of that change, for the first six minutes I pretty much have zero energy for creep tumors if I have 1 queen to hatchery ratio.
In order to get the extra energy for creep tumors in the early game, should I be adding in more queens or should I replace one injection cycle with a spawn creep cycle instead? Spending 150 more minerals just for creep is a very very good investment. It allows you to scout, to react, to make him spend scans or any kind of detection, and it allows your units to move faster. Do you need any more reasons ?
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Bisutopia19138 Posts
On November 30 2018 02:33 RaiZ wrote:Show nested quote +On November 30 2018 02:14 BisuDagger wrote: (If this has been answered, can you please redirect me to the page)
Can anyone please shed light on how Queen energy is managed for larva injections?
My specific scenario:
Before I would just check if the spawn larva timer had been completed and proceed to inject. Now, you can pretty much inject every time energy is available. Because of that change, for the first six minutes I pretty much have zero energy for creep tumors if I have 1 queen to hatchery ratio.
In order to get the extra energy for creep tumors in the early game, should I be adding in more queens or should I replace one injection cycle with a spawn creep cycle instead? Spending 150 more minerals just for creep is a very very good investment. It allows you to scout, to react, to make him spend scans or any kind of detection, and it allows your units to move faster. Do you need any more reasons ? Nope, the reasons are sound. But what about the timing. Is a spare queen something I should queue up immediately to reap the benefits?
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On November 30 2018 02:14 BisuDagger wrote: (If this has been answered, can you please redirect me to the page)
Can anyone please shed light on how Queen energy is managed for larva injections?
My specific scenario:
Before I would just check if the spawn larva timer had been completed and proceed to inject. Now, you can pretty much inject every time energy is available. Because of that change, for the first six minutes I pretty much have zero energy for creep tumors if I have 1 queen to hatchery ratio.
In order to get the extra energy for creep tumors in the early game, should I be adding in more queens or should I replace one injection cycle with a spawn creep cycle instead?
What pros often do is have 4 queens on a separate hotkey just for creep. It helps spreading but also defending tremendously.
What they'll do for example is build a queen from the natural and 3rd when it finishes, inject as soon as they appear, add them to their creep queens hotkey, and remake a queen for the natural and 3rd. That way when the injects finish a queen pops soon after to inject while your previous queens are spreading creep.
So 7 queens, 4 for creep, 1 per hatch for injects, then build one on your 4th/5th when they finish. A usual timing is first 2 queens from main-natural when pool is done, then one additional queen at the natural, followed by what I mentioned above when 3rd is done.
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Bisutopia19138 Posts
On November 30 2018 02:50 ArtyK wrote:Show nested quote +On November 30 2018 02:14 BisuDagger wrote: (If this has been answered, can you please redirect me to the page)
Can anyone please shed light on how Queen energy is managed for larva injections?
My specific scenario:
Before I would just check if the spawn larva timer had been completed and proceed to inject. Now, you can pretty much inject every time energy is available. Because of that change, for the first six minutes I pretty much have zero energy for creep tumors if I have 1 queen to hatchery ratio.
In order to get the extra energy for creep tumors in the early game, should I be adding in more queens or should I replace one injection cycle with a spawn creep cycle instead? What pros often do is have 4 queens on a separate hotkey just for creep. It helps spreading but also defending tremendously. What they'll do for example is build a queen from the natural and 3rd when it finishes, inject as soon as they appear, add them to their creep queens hotkey, and remake a queen for the natural and 3rd. That way when the injects finish a queen pops soon after to inject while your previous queens are spreading creep. So 7 queens, 4 for creep, 1 per hatch for injects, then build one on your 4th/5th when they finish. A usual timing is first 2 queens from main-natural when pool is done, then one additional queen at the natural, followed by what I mentioned above when 3rd is done. Awesome, this was exactly what I was looking for. Thanks!
An additional question: Do you know how often Zergs choose to stack injects now that you can do it before the previous inject finishes? Is it still recommended to wait the allotted time, or as soon as possible from the queen that is dedicated to that hatchery?
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On November 30 2018 03:08 BisuDagger wrote:Show nested quote +On November 30 2018 02:50 ArtyK wrote:On November 30 2018 02:14 BisuDagger wrote: (If this has been answered, can you please redirect me to the page)
Can anyone please shed light on how Queen energy is managed for larva injections?
My specific scenario:
Before I would just check if the spawn larva timer had been completed and proceed to inject. Now, you can pretty much inject every time energy is available. Because of that change, for the first six minutes I pretty much have zero energy for creep tumors if I have 1 queen to hatchery ratio.
In order to get the extra energy for creep tumors in the early game, should I be adding in more queens or should I replace one injection cycle with a spawn creep cycle instead? What pros often do is have 4 queens on a separate hotkey just for creep. It helps spreading but also defending tremendously. What they'll do for example is build a queen from the natural and 3rd when it finishes, inject as soon as they appear, add them to their creep queens hotkey, and remake a queen for the natural and 3rd. That way when the injects finish a queen pops soon after to inject while your previous queens are spreading creep. So 7 queens, 4 for creep, 1 per hatch for injects, then build one on your 4th/5th when they finish. A usual timing is first 2 queens from main-natural when pool is done, then one additional queen at the natural, followed by what I mentioned above when 3rd is done. Awesome, this was exactly what I was looking for. Thanks! An additional question: Do you know how often Zergs choose to stack injects now that you can do it before the previous inject finishes? Is it still recommended to wait the allotted time, or as soon as possible from the queen that is dedicated to that hatchery?
No reason not to if you have the energy on your inject queens
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On November 30 2018 02:48 BisuDagger wrote:Show nested quote +On November 30 2018 02:33 RaiZ wrote:On November 30 2018 02:14 BisuDagger wrote: (If this has been answered, can you please redirect me to the page)
Can anyone please shed light on how Queen energy is managed for larva injections?
My specific scenario:
Before I would just check if the spawn larva timer had been completed and proceed to inject. Now, you can pretty much inject every time energy is available. Because of that change, for the first six minutes I pretty much have zero energy for creep tumors if I have 1 queen to hatchery ratio.
In order to get the extra energy for creep tumors in the early game, should I be adding in more queens or should I replace one injection cycle with a spawn creep cycle instead? Spending 150 more minerals just for creep is a very very good investment. It allows you to scout, to react, to make him spend scans or any kind of detection, and it allows your units to move faster. Do you need any more reasons ? Nope, the reasons are sound. But what about the timing. Is a spare queen something I should queue up immediately to reap the benefits? I don't play the game anymore, but I've played a ton that I know 4 queens relatively fast is gonna make you very tight on "timings" (read not enough minerals to make a 3rd hatch while drones non stop). Personally I like to make just a third queen after the first one is finished and that I sent him to spread creeps tumors later on. And then I make a 4th, which I'll send for creep spread aswell because the 3rd one will be eventually busy with injecting on the 3rd hatchery.
This way, I'll have enough minerals to not waste a single larvae from 2 injected hatcheries (possibly 3).
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it depends heavily on matchup and what build youre doing but in a lot of cases you can make a tumor with the first 25 energy from your natural hatch queen. everyone wants to hit injects all the time cuz it's muscle memory and a core zerg skill but before you're producing off 3 bases in the midgame you don't actually always need all the larvae that are possible to have. it's pretty easy to skip certain injects when you pay attention to which ones you don't need
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Stupid question incoming:
Damaged from BW not wanting to stack spells I really don’t know who to do it when I want it to stack. My brain blocks it when I play. Always forget to try it out. Just started play ranked and never really tried anything out.
So, how the fudge do I make corruptors pee all at the same time? Just hold the hotkey down?
Ty!
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Click multiple times on the building you want to attack (C->LMB)
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Hi all!
I've been having trouble lately with carriers. I thought the answer was hydras and corruptors, but as the game continues chargelots and storms take care of the hydras quickly and my corruptors melt. What should be done? If I reach late game I am completely lost. I don't know how to beat mass carriers with a mothership. Any composition and playstyle advised? Thanks!
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On December 16 2018 05:20 therealkillemall wrote: Hi all!
I've been having trouble lately with carriers. I thought the answer was hydras and corruptors, but as the game continues chargelots and storms take care of the hydras quickly and my corruptors melt. What should be done? If I reach late game I am completely lost. I don't know how to beat mass carriers with a mothership. Any composition and playstyle advised? Thanks!
Mass spores at home, broodlords to zone out the templars, and corruptors with a couple vipers. Try to abduct and kill the mothership before fighting (plus free carriers if possible). The BL/corruptor ratio depend on their composition but like 10 BLs and the rest of your supply in mass corruptor is generally enough. Ideally you kill all templars before the fight but always try to come in from different angles with the corruptors, jumping onto the carriers and focusing them down one by one. Attacking interceptors or stacking into storms will lose you the game.
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On December 16 2018 19:42 ArtyK wrote:
Mass spores at home, broodlords to zone out the templars, and corruptors with a couple vipers. Try to abduct and kill the mothership before fighting (plus free carriers if possible). The BL/corruptor ratio depend on their composition but like 10 BLs and the rest of your supply in mass corruptor is generally enough. Ideally you kill all templars before the fight but always try to come in from different angles with the corruptors, jumping onto the carriers and focusing them down one by one. Attacking interceptors or stacking into storms will lose you the game.
Thank you! I will try what you said.
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Hi again. 2 different doubts:
1. How can be hellion/cyclone countered? What kind of composition can fight it? I try to play roach/hydra like a standard mech game but my army gets killed without being able to engage at all. Mutas get killed also. Is fungal the only solution? Fungal the cyclones and kill them with the rest of the army?
2. When scouting more than one starport and being harrassed by a battlecruiser, which means than can probably be more after, which is the proper way to play? Being attacked by battlecruisers and not being able to kill a single one because the transport ability is painful. And soon enough more battlecruisers join the fight, being a lot almost impossible to beat. Should I be playing in the offensive making corruptors?
Thanks again!
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On December 21 2018 06:42 therealkillemall wrote: Hi again. 2 different doubts:
1. How can be hellion/cyclone countered? What kind of composition can fight it? I try to play roach/hydra like a standard mech game but my army gets killed without being able to engage at all. Mutas get killed also. Is fungal the only solution? Fungal the cyclones and kill them with the rest of the army?
2. When scouting more than one starport and being harrassed by a battlecruiser, which means than can probably be more after, which is the proper way to play? Being attacked by battlecruisers and not being able to kill a single one because the transport ability is painful. And soon enough more battlecruisers join the fight, being a lot almost impossible to beat. Should I be playing in the offensive making corruptors?
Thanks again!
1. Serral countered it with mass hydras and 7-8 vipers. You can keep abducting cyclones and trade really efficiently as they can't get in range to lock-on without losing a bunch for free every time.
2. I haven't faced this myself yet but if they continue making BCs you will need corruptors. The BC anti-air is bad, especially vs a high armored unit like the corruptor. Just focus fire each BCs and force teleports. It's the most expensive unit to repair so even if they don't die right away you'll gain enough time to eventually overwhelm them. You can re-build your army way faster than they ever could.
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against early BC harass just add queens and spores rather than saturating your third base. pull drones when BCs teleport in and use target fire + transfuse on your queens and spores. then when you feel safe against the harass start a spire and lots of roaches. he will either do a BC/hellbat/SCV allin, which is crushed by mass roach, or he will try to go into turtle mech.keep a scouting unit around his base so you can know immediately when he's trying to secure more bases
even with BCs out a mass roach attack can keep him from taking a third base for a long time. if he's still making more BCs, while containing him you want to get +1 air attack and start slowly adding corruptors. you don't need a huge number of corruptors, just a few for each BC he has. as long as you take an even air fight you should be smashing everything on the ground. if he doesn't leave the game (turtle terrans love to stay in games) then you can just add a few more gases and go into hydra/viper because you should be really far ahead by then
obviously if he goes into a quick banshee transition you don't want to do the roach attack, but if he switches into banshees you can just spam drones and lock down every base with spores and you should still be even or ahead
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Hey gang,
Has anyone been facing chargelot allins recently? They've gotten the best of me every time. I feel like by the time I scout it, the warp prism is at my base and 8 chargelots are warping in on top of another 8. Usually I'm barely prepared with anything and the spines and roaches will finish late. Any advice for scouting/reacting to this build properly?
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Hi. What's the best way to cost efficiently handle mass widow mine, hellion? Mass spine crawler, with hydras mixed in seems to work -ok- but I can't ever get out on the map. Brood lords also work -okay- but if I am ever out of position they just walk 30 widow mines underneath my brood lords and kill them. Also, hydras out of position are melted by the hellions.
Thanks in advance.
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On December 23 2018 06:52 GluffalO wrote: Hey gang,
Has anyone been facing chargelot allins recently? They've gotten the best of me every time. I feel like by the time I scout it, the warp prism is at my base and 8 chargelots are warping in on top of another 8. Usually I'm barely prepared with anything and the spines and roaches will finish late. Any advice for scouting/reacting to this build properly? you are probably facing the ultra fast 32 probe version. for this build toss removes all six gas from the main gases and mines only minerals after starting charge. no probes mining gas is key, you can check the natural gases but many toss fake gas so it's better to check if probes are really on gas. also fast gateways and chrono on twilight council.
you just need earlier roaches and probably cut drones earlier. any time it's not stargate you usually want roaches to survive the midgame whether it's harassment or allin. but yeah after you lose check his worker count so you know what version of the build you faced and if you had too many drones.
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Is there anywhere I can go to find Zerg practice partners? I’ve tried the practice partner thread and the in game adopt a newb channel, and asked around the SQSA thread here on TL. Would any of you know any chat channels in game or on discord where I can find people to practice with?
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Hi all,
Haven't been playing for about 8 months. I was a low-level platinum zerg last I checked. Just wanted to know if there's been any major changes in the meta since I last played? I was in the middle of working out some kinks in my mechanics so I usually tried to do fairly simple strategies. I just want to know if there's any new tricks people are using that I should be on the lookout for, or if the balance patches have changed anything major in the early/mid game.
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