Quote (OtterJethro @ May 29 2013 08:56am)
Read the first few lines and than the last few lines...
Realized I can't take anything serious when you claim pros do not spot your proxy hatch...
Except that you are in gold league...
Pro's not trie to find any proxy hatchery.
1) they scout tec, and when i expand
2) they not fear proxy hatchery, its not a cannon rush they need to spot.
3) they surch overlords, not hatcherys
Zerg have orverlords and urly zergling, they have most chance to scout my proxy hatchery,
3e overlord is build +/- 345 ingame seconds
1e overlord is sent to my base to scout, 2e overlord is into enemy teretories, to schout a push of me
3e overlord can spot me past 6 min mark, thats to late.
it takes about 150seconds to make proxy hatchery+swarmhost+spires+queen
if pro's spot me 50seconds after i have started,
and needs another 20 seconds to bring his units near my proxy hatchery
he needs to destroy my proxy hatchery whitin 80seconds,
1500 hatchery life / ((6marine damage - 1hatchery armor/ 0.8608 cooldown marine attack *80seconds) = 4 marines needed to shoot 80seconds at my hatchery to stop my urly proxy hatchery
even when spotted, you can not simply stop it so urly
if you look at my battle plan link, and if you look at pro-player steams/videos
you will know that proxy hatchery will not be spotted before 6min mark
Quote (Butt_Commander @ May 28 2013 10:18pm)
didnt read but still lol'd
for the ones, that like a short version:
my build pays <5% for a larve of what other people pay
my build pays <5% for creep of what other people pay
my creep tummor is >1000%more effective then other people creep tummors
my 1e overlord is a hero
my army is immortal
i only need 50% of the resorces my oponent get
my avarage is 1 unit lost (drone/overlord/queen or air unit) on every 25kills (army)
my swarmhost have 4+ times the range of a tempest (see teoriecraft bellow!)
i destroy opponent whitout aiming at civilion-workers
i am in combat 24/7, past the 7min mark
1apm on my build > 200apm on pro-build
i nn to scout enemy tec, i am ahead 2min, all the time.
my build can stop a 4vs4 push single handed, can push in 4vs4 solo, can fill +/- 50% of the map whit creep from 6min to the 8min whit just 1 queen
my build destroys 4*teamed up brutal IA players whitout a single casualty
unbeleavers should read it all, to become beleavers!
Range Teoriecraft:Speed is measured in game distance units per second (these are the same distance units used to measure Range).
Tempest fake range = 15, couse vision is only 12
http://wiki.teamliquid.net/starcraft2/Locust
Locust range = 3
Locust speed = 1.875
not upgraded, off-creep, makes it 1.875*15sec+3 = 31range
upgraded+creep = 1.875*25sec*1.4creep bonus+3 = 68.6range from swarmhost to damage point (ofc, also vision from creep, so its not even fake!)
68.6/15=4.6 times as match range as tempest
now add some creep distance, couse units+spores+spires can reposition from proxy hatchery, clooser to enemy, so you place proxy hatchery +/- 80range from enemy ramp (thats +/-3 lined up air units of distance, thats +/- 2screans)
Quote (finalkill @ May 28 2013 10:36pm)
tl dr: inject is worthless and dont get queens
inject is counting on casualtys
inject is counting on 15+min games
inject makes creep cost multiple times more
inject combined whit long games, and droned expansions, makes you need more injections+queens to get the same larve for army
creep-tummors at frond line combined whit overlord-creep-lair-tec from 1 queen make 10times faster creep then 4queens that also larve inject at 3 hatchery and are on zergs side of the map
ontop the creep becomes alot more usefull at frond line then at the main. finaly you add the time+resorces to build 3 more queens
if you multiple that you get over1000% more creep power.
so 1 queen, to trigger the power of overlord-Lair-creep-tec, at places where you want damage to be taken
(ofc you want enemy harasment unit to take damage as cloose to main as posible, so there is nn for creep spread arround main, since you nn to ''see it coming'' since you nn to rush fast units to main.