Quote (dwalk1989 @ Apr 23 2013 10:12am)
hatcheries can only generate a maximum of 3 larva
having queens allows you to have significantly more larva per hatchery and their ability to defend and spread creep is critical
inject larve = stop hatchery larve production, untill larve is used
so, 46%more miniral cost per larve spam if not use queen inject
the benefit from queen is lost, if have a x second inject delay
x = ...
Quote
hatchery = 1larve per 15sec for 350miniral costs = 87.5miniral cost and 0APM for 1 larve spam per 1 min
4larve per 44.44sec for 175minirals incl food for queen = 32.4miniral cost per larve inject for queen
asume you have a delay of 10seconds at normal game speed (5sec fast game)
hatchery larve cost increases, 54.44/44.44*87.5 = 107,2miniral cost per larve per min from hatchery instead of 87.5 couse inject larve have a 10sec delay
4larve per 54.44sec from queen for 175minirals = 39.7miniral cost per larve from queen
avaraged out that makes (39.7+107.2)/2=73.45 miniral cost per larve spam per 1 min, from 1hatchery and 1 queen
thats 19%more minirals needed if only create larve from hatchery
so +/- would mean if you have a
inject-delay of 14sec as avarage over the full game (7sec fast game speed) you completly undo the cost benefits of inject-larvethats in consideration that you also stop build units in this 14sec inject-delay
and that if you use hatchery only, you create 1 unit every 15sec, or 3units every 45sec, whitout delays stopping hatchery larve production
so if use a perfectly timed larve inject, you should inject and build 4 units all asap after you get the 4larve from previus injections, whitout stopping down hatchery-larve production
e/
There can be a maximum of 19 Larva on one Hatchery. Additional Larva produced at that Hatchery instantly die.
This post was edited by Tommyvv on Apr 23 2013 06:14am