Quote (Juvator @ Feb 10 2019 10:02pm)
howmany queen nerves you need before you can exept a 1queen zerg play?
This sentence just downright makes no sense to me at all.
Queen use to give 4larve per inject (hots) and 125health per instaheal.
Ok, Serral himself knows how to spent over 95% Queen-larve before the hatchery stops larve production(3larve at hatch).
Mostly at 4bases at the 8min mark, in ZvZ and ZvT, still building zerglings at 17min mark.,
95%of time, all hatch have 16mineral workers, unless mined out
If you look at 5.5k MMR/5.8k MMR players like Neuro, often they have stacked up larve after injects, witch stops hatch-larve production.
Before you can inject with 3queen on 1hotkey, you will have to match energy on a few of them, to prevent them walking from hatch to hatch.
Even when make the lowest cost units ingame, you still need (3queen larve+0.5hatch larve)*3hatch*50coins=525Minerals stacked up before inject larve spam, to prevent hatch-larve-production-stop
a queen cost 150minerals +25supply
a hatch cost 300+50drone-75supply
a hatch only cost 100minerals more, and saves you 2 total supply
building a hatch, requires a drone, this drone may have collected minerals already (so when invest in larve production, meanwhile you collect minerals with the same investment)
building a hatch provides creep, you at least need 1creep tumor to replace that creep, witch delay larve production with over 30sec
more bases provides more places to mine gass, and more places for workers to run to, when get multiherass
the bases you use for larve in the eurlygame, will be of use to mine minerals in the mid/lategame
So you invest 66.6coins into a hatch, instead of a queen, in the eurly game, this 66.6coins cost turns into 166.6profit ones hit the 7min mark