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14 Hatch 17 Pool ZvZ Opener Guide

Forum Index > StarCraft 2 Strategy
 
 blug   Australia. August 19 2012 15:07. Posts 613
Profile # 
Hi, I am merely a masters zerg who hates the fact that people say that there is no way to use standard play in ZvZ and you have to hint aggression. Well I disagree with this, I find that ZvZ I have a lot of standard play, in fact I find I don't even really scout at all until more mid game. Early game scouting is done mostly by overlords.

So how does it work? Well as the title describes I get a hatchery at 14 and a spawning pool and gas at 17 (Wtf, so late omg).

I've come to a realization, if you get 6 pooled or 10 pooled you most likely aren't going to have lings out on time if you go for a greedy build. So... I skip the crap and I rely on drones to defend and honestly I find the only time I lose is if I screw up micro. There has yet to be a game that I have lost that I felt I couldn't of won with better micro.

Strategy
+ Show Spoiler +

This build does require you to scout, but I get away with doing it with just overlords. As said before, you will open with a hatchery at 14 and a pool at 17 with your extractor. As soon as your spawning pool finishes, build 2 queens and get your baneling nest up as soon as possible.

6 Pool/10 Pool
+ Show Spoiler +

I have about a 60% win ratio against 6 pools with this strat, and they come in all forms whether it is 6 pool with spines or 6 pool with all drones pooled but the thing that distinguishes a win or not is your surround on your opponents lings.

I don't scout with a drone and I usually scout 6 pools with an overlord which could be considered a bit messy. If I see a drone scout really early on I will be suspicious of a 6 pool and I will be ready.

Why is it important to scout the 6 pool? Well for 2 reasons...

1. You want as many drones as you can get. If I scout a 6 pool I will cancel my extractor and I will also cancel my hatchery at my expansion (This is controversial, if you think you don't need the extra drone you could leave it up to secure your victory after).

2. It is highly advised you engage at the ramp. Set your drones up so that have somewhat walled off the ramp and do the mineral trick on your natural just as the lings head up your ramp and get a huge surround on them. Basically the match is determined how good your surround was.

If the lings do get up your ramp, you can still win if your opponent screws up. You basically have to try get a surround on your opponent though.

If your opponent builds a spine crawler simply send 4 drones to kill it and use your other drones to harrass the lings. Try not to engage the lings though unless you get the surround.

There was also a time where I tried to skip my spawning pool so I could have an extra drone to face the 6 pool however, I found that they kept re-enforcing with lings and eventually you do fall behind against moderately good micro. So get your spawning pool up, you probably won't have any lings for the first few waves of lings but after a while you can get your own lings up and defend.

10 Pool/Early Gas Banelings
+ Show Spoiler +

This is basically my least favorite build to defend against, but only because they can blind counter you with it. There are 2 forms...

They get an overlord scout and notice your greediness and they go for really quick 4-6 banelings. If this is the case, you should be able to scout them as well (Assuming you sent your overlord in the right direction), and as soon as you scout the early gas you should get your 2 queens and block off your ramp. I get a total of 4 queens against this opener because they will most likely keep sending banelings. You will still have the lead though.

If you get blind countered with this build and you don't scout it, you better hope you are good at drone splitting. Basically you need to scout it 10-15 seconds before it comes so you can get those queens in position.


1 base/ 2 base roach all ins
+ Show Spoiler +

I used to have trouble against roach all ins, but that was because I used to think lings on there own were enough. I'm talking probably when the game was first released though =P.

I found on big maps, they are fairly easy to defend because you can put spines up as soon as you see them leaving their base with your overlord. Don't over do the spines though, you don't want to lose to many drones so just get enough to hold off and build lings to tank the damage from the roaches while your spines go crazy.

Try never to engage without your spines though, I usually only engage if the roaches are low health and are trying to get away.

Don't underestimate the power of banelings vs roaches as well. If you get 3-5 banelings off in the middle of roaches they become so much weaker.


Mass Speedlings
+ Show Spoiler +

Kind of easy to defend against. For any speedling attack you should have your banelings nest up and should have banelings out (assuming you aren't being to greedy).

Just be careful, alot of zergs will throw individual lings to kill your banelings so it is a good idea to have a few lings or your queens ready to kill those lings before they kill your banelings.

They will also try run bys into your base. If your queen isn't due for another larvae inject for a long time it might be worth blocking your ramp off with your queens to prevent it.

Basically just use common sense and don't lose banelings to dumb stuff. A spine crawler or 2 can be helpful as well if you can spare it.


Mass Speedlings/Banelings
+ Show Spoiler +

This can be awkward to hold off because they have the advantage of having speedlings. I would almost 100% suggest to get an extra queen to wall off your ramp with your naturals queens so they can't get into your main base and you have an avenue for your naturals drones to escape.

I find that although they have the speedlings advantage, you have a huge advantages just because you are at your base defending and have queens and possibly spores.

They are always defendable, will come down to your micro skill.



Scouting
+ Show Spoiler +

I found with this build in base scouting isn't that important until your opponent goes lair tech. Everything before 7-8 minutes should be defendable just by scouting your opponent leaving his base.

I would recommend 4 overlords to be placed at the start of the game no matter what.

1st Overlord: Send it to your opponents base to scout what's going on, whether they are going an earlier pool or if they hatched first. Once you got the info you need just send it to the front ramp of their natural to scout any units heading towards your base. Just be wary it doesn't get killed by a queen. If it doesn, you may need to start using your lings to scout the front.

2nd Overlord: I would argue this is the most important overlord. Send this overlord behind your opponents naturals mineral line. Keep an eye on your opponents drone count on his natural. If you find your opponent is substantially behind you in drones, then chances are he's going for a big attack.

3rd Overlord: Send this overlord to your opponents potential third base location. It's handy to know when your opponent takes his 3rd.

4th Overlord: Just keep this overlord at the back your opponents base. You can eventually turn it into an overseer to find out if you opponent is teching to spire/infestors. You can also send it if you don't have lair tech, can be killed by queens pretty quick though.


Advantages
+ Show Spoiler +
  • You get an economic lead earlier on.
  • 14+ pool openers are defendable.
  • Many people get thrown off by the greediness and will attempt dumb all ins that are easily defendable.


Disadvantages
+ Show Spoiler +
  • Basically anything under 14 pool you will require drones micro or atleast the ability to keep your drones alive until queens/zerglings pop out..
  • Completely susceptable to people blind countering with 10 pool banelings. (Is defendable just awkward).
  • Micro intensive (If you hate baneling micro, you probably suck at zvz anyways lol).
  • Ling Speed comes late, so you can't show much aggression.


Transitioning
+ Show Spoiler +

I'm not going to go through every single thing you can transition to, but the general rule of thumb is you can do what ever you want. For me, I'm not really an aggressive player, so I will saturate my first 2 bases and then will try take a third. If my opponent is playing very greedy I will take a third and try and defend my third base with banelings/lings.

However, this guide is just an opener, so honestly the world is your oyster. If you get away with your initial build, you will basically be ahead of your opponent in whatever you choose to do.


I find it to be my standard ZvZ build and I am not forced to play aggresive although I do have the option to. I'll get some replays up if anyone wants them.



Last edit: 2012-08-19 15:10:37
Derp
Old Post

 
 Shadow Sylph   United States. August 19 2012 15:24. Posts 92
Profile # 
I feel like if you go 17 pool a 10 pool/bane all in is going to come way before you have 2 queens out blocking your ramp.

Edit: This is just how I feel I am not making any great claims about timings but I would be shocked if you could get 2 queens to the ramp before then.
Last edit: 2012-08-19 15:25:26
Stream!~ http://www.twitch.tv/shadowsylph
Old Post

  Belial88   United States. August 19 2012 15:27. Posts 5217Profile Blog # 
^ A 10 pool baneling is going to get banelings inside your base way before even a 14 pool can get queens out :X

I did some testing, and it turns out that 15 hatch is superior to 14 hatch.

I don't know if you were influenced by that "A look at zerg openers" and "a second look at zerg openers" threads, but that guy actually only tested 14h vs 16h, not 15h. I did some testing in YABOT for a few hours, and 15h>14h>16h. The difference is about 30 minerals i think. I used to go 14 hatch for the longest time, and I even thought the pros were the stupid ones (typical low masters, heh), until I tested it myself. But, that thread IS stickied and just was so convincing...


2. It is highly advised you engage at the ramp. Set your drones up so that have somewhat walled off the ramp and do the mineral trick on your natural just as the lings head up your ramp and get a huge surround on them. Basically the match is determined how good your surround was.


That's really cool, I've never done that.

If you've seen my 6 pool guide (i've written another yet, yet to publish it, just a much simpler guide...), you should know that you should have a 100% win rate against 6/7/8 pools of all types.

What type of 6 pools give you trouble though? Why do you only have a 60% win rate against 6 pool when you should have a 100% win rate?

You can beat a 10 pool baneling with hatch first though - make 3 spines spread out in your mineral line, and be damn good at splitting, and don't cancel your natural hatch, as you get 2 queens.

Why go baneling nest first? I'd recommend going speed first. Then, based on what the opponent did:
- pool/hatch = remove 2 drones from gas, get bane nest at 50 (so itd be like around 33 supply)
- gaspools = baneling nest first (or speed first but dont transfuse)
- hatch first = remove 1 drones from gas, get bane nest at ~26

You should really provide replays. If this stays up long without reps, I imagine it will be closed. On a side note, I don't think what you are posting here really is that novel, besides the baneling nest first which most people do against gaspool builds anyways and is kind of weird against quick expand builds that won't pressure you that quickly. 15 hatch is better. 17 pool is just fine on maps these days, i dont think its any different from 15 or 16 pools that most people do.

you should also talk about spine and ling timings, you say get a baneling nest, but getting 4 blind banelings against, say, a pool/hatch opener, would be really ridiculous. Personally what I do is get 6 lings depending on the opponent's opener (ie i generally get them at 30 supply, but if the opponent went pool first and sends out lings ill obviously have them earlier and if he goes pool/hatch ill make them later), and then hotkey 4 of them to be ready to morph into defensive banes and block the ramp off as eggs if necessary while 2 go scout.
Last edit: 2012-08-19 15:28:23
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Old Post

 
 Chaosvuistje   Netherlands. August 19 2012 16:17. Posts 2548
Profile # 

On August 19 2012 15:27 Belial88 wrote:
I did some testing, and it turns out that 15 hatch is superior to 14 hatch.

I don't know if you were influenced by that "A look at zerg openers" and "a second look at zerg openers" threads, but that guy actually only tested 14h vs 16h, not 15h. I did some testing in YABOT for a few hours, and 15h>14h>16h. The difference is about 30 minerals i think. I used to go 14 hatch for the longest time, and I even thought the pros were the stupid ones (typical low masters, heh), until I tested it myself. But, that thread IS stickied and just was so convincing...



From personal experience in going 14 hatch all the time in ZvZ I prefer the lined up timings over the extra 30 minerals, but the input you bring on mineral income is very deep and appreciated.

Against gas pool openings, what I do to respond is 14 hatch - 15 pool - 17 or 18 gas - drone back up until 18 and send a drone over to the nat - 18 overlord - build a spine immediately as the hatch and pool finish at the same time ( leaving you at 17/20 ) and just build a queen and X amount of Zerglings straight away depending on his expanding pattern. The real trick here is that on some maps you can help wall off between your ramp and natural hatchery with a Baneling nest, but creep is rather random so it helps to have that tiiiiny extra bit of time to spread more creep to do this kind of block off ( helps on Antiga - Shakuras - Cloud Kingdom ). You can make a pretty solid wall once your first queen pops and you don't neccesarily need to build two queens and rely on transfuse right away.

Against Hatch first and gasless pool builds though, I think i'll do 15 hatch from now on. The defence I described is hardly neccesary against builds that don't requrie a baneling nest first, and the extra 30 minerals sooner might come in handy som e time.


On August 19 2012 15:27 Belial88 wrote:
Why go baneling nest first? I'd recommend going speed first. Then, based on what the opponent did:
- pool/hatch = remove 2 drones from gas, get bane nest at 50 (so itd be like around 33 supply)
- gaspools = baneling nest first (or speed first but dont transfuse)
- hatch first = remove 1 drones from gas, get bane nest at ~26



I just wanted to gripe on the speed first against gas pool builds, it seems reaaaally risky to do that since you're just hoping that the opponent doesn't go for a big baneling-zerglings aggression. My general consensus is going Baneling nest first if the timing where his speed would be done before mine is over 30 seconds. A pretty easy timing to adhere to since all it implies is him having his extractor up before you even started it which generally only occurs in gaspool builds.

If his gas is up sooner than yours you won't have mapcontrol until your speed finishes anyway, and since you're already behind about half a minute on that, it doesn't seem logical to get speed first because that mapcontrol is delayed by a ton, and might not even come into play if he gets banelings as well. I'd rather respect his mapcontrol since he will have less income than I do for a while and not lose to silly all ins straight up.

Generally speaking when I'm planning on going muta and it is hatch first versus pool hatch or hatch first as well, I tend to get my gas up sooner so I will have that mapcontrol. So incase he moves out with a pack of lings, I know that they will be toast if he sticks around for too long. The timing window of my speed finishing over his helps a lot as well, since you can decide to go for a little poke with around 16 lings to mix things up a bit right as your speed finishes to test the waters. The worst situation you could be up against in that way would be him retreating his drones behind a double queen wall, but any other situation will make that tiny poke either force out banelings ( which would delay his lair if he was planning on going muta as well ) lose zerglings and queens or force him to build zerglings while you drone up behind the poke. It's certainly not something you want to do every game but it helps to have a little bit of aggression that isn't completely all in in the early game.

The rest though I agree with. Replays of the OP against the various openers would greatly enhance this guide.
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Old Post

 
 blug   Australia. August 19 2012 16:22. Posts 613
Profile # 

On August 19 2012 15:27 Belial88 wrote:
^ A 10 pool baneling is going to get banelings inside your base way before even a 14 pool can get queens out :X

I did some testing, and it turns out that 15 hatch is superior to 14 hatch.

I don't know if you were influenced by that "A look at zerg openers" and "a second look at zerg openers" threads, but that guy actually only tested 14h vs 16h, not 15h. I did some testing in YABOT for a few hours, and 15h>14h>16h. The difference is about 30 minerals i think. I used to go 14 hatch for the longest time, and I even thought the pros were the stupid ones (typical low masters, heh), until I tested it myself. But, that thread IS stickied and just was so convincing...


Show nested quote +
2. It is highly advised you engage at the ramp. Set your drones up so that have somewhat walled off the ramp and do the mineral trick on your natural just as the lings head up your ramp and get a huge surround on them. Basically the match is determined how good your surround was.



That's really cool, I've never done that.

If you've seen my 6 pool guide (i've written another yet, yet to publish it, just a much simpler guide...), you should know that you should have a 100% win rate against 6/7/8 pools of all types.

What type of 6 pools give you trouble though? Why do you only have a 60% win rate against 6 pool when you should have a 100% win rate?

You can beat a 10 pool baneling with hatch first though - make 3 spines spread out in your mineral line, and be damn good at splitting, and don't cancel your natural hatch, as you get 2 queens.

Why go baneling nest first? I'd recommend going speed first. Then, based on what the opponent did:
- pool/hatch = remove 2 drones from gas, get bane nest at 50 (so itd be like around 33 supply)
- gaspools = baneling nest first (or speed first but dont transfuse)
- hatch first = remove 1 drones from gas, get bane nest at ~26

You should really provide replays. If this stays up long without reps, I imagine it will be closed. On a side note, I don't think what you are posting here really is that novel, besides the baneling nest first which most people do against gaspool builds anyways and is kind of weird against quick expand builds that won't pressure you that quickly. 15 hatch is better. 17 pool is just fine on maps these days, i dont think its any different from 15 or 16 pools that most people do.

you should also talk about spine and ling timings, you say get a baneling nest, but getting 4 blind banelings against, say, a pool/hatch opener, would be really ridiculous. Personally what I do is get 6 lings depending on the opponent's opener (ie i generally get them at 30 supply, but if the opponent went pool first and sends out lings ill obviously have them earlier and if he goes pool/hatch ill make them later), and then hotkey 4 of them to be ready to morph into defensive banes and block the ramp off as eggs if necessary while 2 go scout.


Hey dude, cheers for the feedback.

I agree that theoretically you should always win against a 6 pool. I lose to them just because I make a small mistake or something, but I totally agree that you should technically win 100% even if your opponent is better than you.

I agree with your last paragraph about going 4 blind banelings might be a bit of a stretch. I actually did consider that when writing it. If my opponent goes for a 14 pool opener with gas I will always go blind banelings, but just because it makes me feel safer. Perhaps a drone scout should be implemented into this build but only to check early gases.

I actually got called a nub the other day because I didn't drone scout when I hatched first. I know you are supposed to, and perhaps it would be wise, thought I could get away with it though.

I have found though that the build I use is completely safe and you aren't required to show aggression to keep up.

Ling speed first is an idea, but I wouldn't do that unless I knew my opponent wasn't doing an early gas opening. I really feel uncomfortable defending against banelings without my own. Could you explain a bit more about ling speed.

I'll see if I can get replays. I just re-installed sc2 because of the new update patch and it glitched for me. So I'll see what I can conjure.
Last edit: 2012-08-19 16:23:57
Derp
Old Post

 
 Ralethon   United States. August 19 2012 17:07. Posts 140
Profile # 
How would this build handle a hatch first build that drone scouts if the drone arrives before the your hatch goes down? I feel like the delay would be too great and if hes feeling bold and evo blocks your nat theres no way to clear it as your lings will be very delayed.

I ask this because i open with a scout before 11 and that would be my reaction to seeing an attempted expansion at 14. That being said on bigger maps like daybreak its not a concern.

Last edit: 2012-08-19 17:08:50
Old Post

 
 Schnullerbacke13   Germany. August 19 2012 17:29. Posts 1196
Profile # 

On August 19 2012 15:27 Belial88 wrote:
^ A 10 pool baneling is going to get banelings inside your base way before even a 14 pool can get queens out :X

I did some testing, and it turns out that 15 hatch is superior to 14 hatch.

I don't know if you were influenced by that "A look at zerg openers" and "a second look at zerg openers" threads, but that guy actually only tested 14h vs 16h, not 15h. I did some testing in YABOT for a few hours, and 15h>14h>16h. The difference is about 30 minerals i think. I used to go 14 hatch for the longest time, and I even thought the pros were the stupid ones (typical low masters, heh), until I tested it myself. But, that thread IS stickied and just was so convincing...


Show nested quote +
2. It is highly advised you engage at the ramp. Set your drones up so that have somewhat walled off the ramp and do the mineral trick on your natural just as the lings head up your ramp and get a huge surround on them. Basically the match is determined how good your surround was.



That's really cool, I've never done that.

If you've seen my 6 pool guide (i've written another yet, yet to publish it, just a much simpler guide...), you should know that you should have a 100% win rate against 6/7/8 pools of all types.

What type of 6 pools give you trouble though? Why do you only have a 60% win rate against 6 pool when you should have a 100% win rate?

You can beat a 10 pool baneling with hatch first though - make 3 spines spread out in your mineral line, and be damn good at splitting, and don't cancel your natural hatch, as you get 2 queens.

Why go baneling nest first? I'd recommend going speed first. Then, based on what the opponent did:
- pool/hatch = remove 2 drones from gas, get bane nest at 50 (so itd be like around 33 supply)
- gaspools = baneling nest first (or speed first but dont transfuse)
- hatch first = remove 1 drones from gas, get bane nest at ~26

You should really provide replays. If this stays up long without reps, I imagine it will be closed. On a side note, I don't think what you are posting here really is that novel, besides the baneling nest first which most people do against gaspool builds anyways and is kind of weird against quick expand builds that won't pressure you that quickly. 15 hatch is better. 17 pool is just fine on maps these days, i dont think its any different from 15 or 16 pools that most people do.

you should also talk about spine and ling timings, you say get a baneling nest, but getting 4 blind banelings against, say, a pool/hatch opener, would be really ridiculous. Personally what I do is get 6 lings depending on the opponent's opener (ie i generally get them at 30 supply, but if the opponent went pool first and sends out lings ill obviously have them earlier and if he goes pool/hatch ill make them later), and then hotkey 4 of them to be ready to morph into defensive banes and block the ramp off as eggs if necessary while 2 go scout.


at which point in time did you compare the income ? as far i remember, the advantage of 14 h is slight higher larvae production, also the earlier hatch avoids any oversaturation and requires less worker transfers. however in real games things are different, as you take gas etc. which may change the result of those tests.

the difference between 15/14 hatch was minimal anyway ..
21 is half the truth
Old Post

  GMarshal   United States. August 19 2012 19:39. Posts 20904Profile Blog # 
This thread requires replays, or I'll have to close it, which would make me sad.
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Old Post

  Belial88   United States. August 20 2012 12:18. Posts 5217Profile Blog # 

From personal experience in going 14 hatch all the time in ZvZ I prefer the lined up timings over the extra 30 minerals, but the input you bring on mineral income is very deep and appreciated.


Why would you do that? You can always delay your 1st queen if you are that OCD about it. 15 hatch really doesn't delay the 2nd hatch at all, you make that 2nd queen in 2 seconds later. I don't understand why you would go 14 hatch just because of that. You could also just go 15h/16p and the timings would line up just fine, and you are perfectly safe to go 16p anyways.


I just wanted to gripe on the speed first against gas pool builds, it seems reaaaally risky to do that since you're just hoping that the opponent doesn't go for a big baneling-zerglings aggression. My general consensus is going Baneling nest first if the timing where his speed would be done before mine is over 30 seconds. A pretty easy timing to adhere to since all it implies is him having his extractor up before you even started it which generally only occurs in gaspool builds.


If you go speed first, then baneling nest, you will have banelings out before a 14/14 (or something like 13/12, etc) has enough banelings to 1-shot a spine. If you go speed first, you are relying on transfuse instead of early banes, but it allows your to scout quicker and prevents an opponent to go "oh, no speed, I'll just drone up 100% and do whatever I want since I know he can't possibly pressure me".

It isn't risky at all to go speed first. It's just personal preference, personally I go baneling first against gas/pool but you should definitely go speed first against expand before gas builds. I went speed first always for a long time and it is definitely easy to hold any sort of ling/bane all-in by just using transfuse, but I like banelings against gas/pool since you don't really need the larva (you aren't relying on larva, you are relying on things like queens, spines, and eventually banes). Either way, ling/bane all-ins are bad and there's a reason no one does them at the higher levels of play (much less even opens 14/14 on any map other than TDA). Doesn't really matter if you go bane or speed first, but you really shouldn't go bane nest first unless the opponent is opening with a gas/pool (which is like all-in these days).


I agree with your last paragraph about going 4 blind banelings might be a bit of a stretch. I actually did consider that when writing it. If my opponent goes for a 14 pool opener with gas I will always go blind banelings, but just because it makes me feel safer. Perhaps a drone scout should be implemented into this build but only to check early gases.


Really, going 4 blind banelings isn't going to be a bad thing to do unless you are in like high masters. But I find just hotkeying 4 lings at home, made at 30+, will be banelings in time if I see him move out with a ton of lings, as I'll morph them instantly and he has to travel across the map. But going 4 blind banelings against someone who is going pure drones and skip his baneling nest, for example, can put you behind a good 5+ drones. Not the biggest deal, but it kind of hurts.


I actually got called a nub the other day because I didn't drone scout when I hatched first. I know you are supposed to, and perhaps it would be wise, thought I could get away with it though.


Most people who go hatch first, do it blind. personally, I 10 drone scout to make sure I'm not facing an early pool before throwing down the hatch. I bring it back immediately except to block a hatch first, it's gone for 2 minutes so you lose 75 minerals which comes out to 1 drone less at like the 6:00 mark. It's still ahead economically from pool/hatch builds.

I explain why speed first is just safe in the first part of this post. It takes a lot of banelings to 1-shot a spine. Here's my build order for ZvZ:

10 drone scout hatch first (15h/15p/17g, i'll go 17g/17p instead if i see hatch first though)
2x queens
reactive lings to what opponent makes
Spine in main to re-root in nat vs gas/pool builds, baneling nest first against gas/pool
Speed, remove 1 drone from gas vs hatch first, 2 against pool/hatch (as explained in previous post)
~26 baneling nest (later against pool/hatch openers, with the whole removing 2 drones from gas)
30+ 6 lings (if not made already, may delay against pool/hatch or if i see a hatch first droning hard)
Spine (if it wasnt made already)


How would this build handle a hatch first build that drone scouts if the drone arrives before the your hatch goes down? I feel like the delay would be too great and if hes feeling bold and evo blocks your nat theres no way to clear it as your lings will be very delayed.


If someone tries to drone block your hatch, the proper response is to just drone up while pulling 1-2 extra drones and micro. A pulled drone from the mineral line that is a-moved to the natural will always beat a drone waddling around there, even if it's queued up in a crazy a-move pattern to block the hatch forever. The first hit goes to who a-moved from the furthest distance, i believe. either way, an evo block is absolutely ridiculous, and a drone blocking the natural is easily stopped by pulling 2-3 drones.


at which point in time did you compare the income ? as far i remember, the advantage of 14 h is slight higher larvae production, also the earlier hatch avoids any oversaturation and requires less worker transfers. however in real games things are different, as you take gas etc. which may change the result of those tests.


I actually compared them at all times. The difference manifests as literally 80 minerals less mined total at X time (depending when drone gets back, you should bring it back asap so it's only gone for ~2 min), which is just 1 less drone a couple minutes later (so at like 4:00 it looks very similar, but at 6:00 it's clearly 1 drone behind, but that's it). I compared mirror builds with no gases ever taken to see which one is strictly better, in YABOT, which tells you how much total you mined as well.

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