In broodwar I had a saying that went, "Zerg don't have expansions, they have hatcheries that are placed next to minerals" But when zerg were played the way that they should be played, by placing those hatcheries next to minerals, especially essential for the first natural expansion, they lacked a way to protect that expansion in such a way that did not hinder their economic growth in comparison to the opponent. Now zerg have the queen, which is naturally defensive, is mobile, and plays a crucial and essential role in economic growth. A continual production of scvs, drones, or probes is essential, and in order to play zerg properly one should strive for a continual production of drones, and this is much more doable in starcraft 2. Now the option of sending a queen out in front of an expansion before it completes can help to ensure the continual production of drones. But since that queen will not be at the primary hatchery to spawn larvae, and because the queen is somewhat weak against ground forces exclusively due to attacking both air and ground.... two queen is essential for protecting that new expansion. The reason why is because of the skill transfusion which restores 125 to target friendly units including other queens. It is absolutely crucial that one becomes good at using this skill at the right time when sending two queens out to protect a new base. Remember.... the reason why using 2 queen is key, is because the goal is to keep a continual production of drones. When the first queen pops out, have it spawn larvae, but then send it out toward the front of the natural expansion where you will then lay down a hatch. Have a 2nd queen in production, then have that queen cast an additional spawn larvae at the primary hatch and then run out to assist the other queen with transfusion. Finally, in order for optimal economic growth, one must have a 3rd queen on the way to keep larvae spawning at the primary hatch. For balance purposes, long distance larvae spawning, and self casted transfusion are of concern. In 2v2, if you are doing this strat, you want zergling speed research ready to help an ally with your much spawned larvae because it is so defensive. Good luck zerg players, fell free to abuse the hell out of this strat.... I actually haven't performed it yet... I just have played so much zerg, that I know how zerg should be capable of being played if the game was balanced. I'm going to go get me some wins now as I'm ranked 4th in platinum 2v2 random, Kyfoid. gl!
I hope the moderators don't penalize me for a sort of double post, but it's been like 20 minutes and the genius of what I'm about to write should be evident. With transfusion, the concept is that one would get two queens so that one could heal the other and vice versa, however, I'm not really sure if that is ideal. Transfusion can be used on overlords, but overlords cannot be used defensively at the start... so there in lies the issue... But the idea I want to propose is a new kind of creep. An overlord would spew out a sort of greener more toxic creep that actually slows down the opponent, and also slowly eats away at the opponent. Clearly it is more a defensive move as opposed to the fungal growth but it would be very similar. For the overlord to perform this move, it would have to first land, in which case it would be permanently bound to the ground, then you would turn this green creep on and off like how you turn on and off the spewing of the normal purple creep at tier 2. But this creep would cost a continual amount of money to secrete similar to how an scv repairs a bunker. Zealots could still target the overlord, because it would be on the ground, and it would actually make it an ideal target to take out... An actual familiar concept of how one targets protoss pylons. But now the queen could actually use transfusion on that overlord while it is landed, giving a clear and meaningful purpose to transfusion, with out having to get two queens. I actually think this is the best idea I have ever conceived by far. What I did was combine the concept of repair with terran, and the pylon power radius in to a single creative concept of function for zerg.
I've thought about landing ovies a while back, but my idea was to make it generate creep without the awkward looking niagara falls... it just seems like an awful lot of creep is spewed out and just disappears. Anyway. Transfusion doesn't need a unit to be used on - it's already useful on other queens, hatcheries (when you take necessary damage while waiting for your zerglings to hatch at your main), and spine crawlers. I've also seen it used on mutalisks.
Just because it is used doesn't mean it makes sense... the above if pretty awkward to use effectively, in which case, I don't even think it can be used as effectively as it should be used. Why would they attack your hatchery, when they could just kill the queen right next to the hatchery... they always target the queen first... i mean really? And then uprooting a spine crawler in order to crawl it out to your expo so that your queen can heal it? that's not very ideal and doesn't really make any sense either.
Why would you uproot your crawler lol? It's attacking the enemy and since you're running around with your queen, kiting if need be, they'll target your crawler which will need transfusion. As for keeping your queen at your expo, I was referring to the timeframe between starting the hatchery and occupying the expansion with drones... the enemy will deem your ramp/main too dangerous so they'll attack the expansion hatchery, but before they can kill it you'll run in with your queen and lings. And how is what I posted nonsense or awkward? They can change the outcome of a battle, especially with the crawler thing which can even save you the game. Not to mention that pro players do it. Really now, it sounds like you're trying to act smart with 0 hours of gameplay or watching pro matches. Yet again. ps what makes sense is not up to you, it's up to the players and what they do... if a certain technique is often done then it obviously makes sense
So this means you would perform the idiotic move of placing a spine crawler at your main in to an expansion in which case you would then place another crawler at that location? Why would you use transfusion on that hatch when you would clearly rather use spawn larvae on that hatch right away... that would be extraordinarily dumb. My record is 78 - 77 platinum league... logged zero hours? LOL Zerg being forced to make lings for lings is no good, maybe for a minimal cooperation with the queen in to a very early baneling push for further defensive effectiveness in order to keep up with economy so that drone production is not diminished, then maybe. But truly, NOT expanding with zerg is NOT an option. Zerg always have to expand, and do so quite early.... There is no ifs ands or buts about it... zerg have hatcheries placed next to minerals.... you would not place a 2nd hatch in your main, you are a complete moron. Either I'm right, or queens should be able to cast transfusion on themselves... When everything is said and done, I assure you, you will see how poorly balanced broodwar was, and in fact, what already has been changed is substantial evidence alone.
ooooh man i would just love if queens would be able to transfuse themselves!! that would be more balanced i think xD obviously cause im a zerg player myself heheheh ^^
You're making less and less sense to me Atlas. Two things are for sure: one is that you need to stop this prescriptive approach and thinking that you are smarter than a whole team of developers and designers... hell, smarter than all of the players. The second is that I should congratulate you because you are the first person. On my ignore list. If you truly believe what you hypothesise about hypotheses (regarding your previous threads like the fractal) and think that you are in the position to judge pro players' techniques as being dumb, etc. and you are not just trolling but actually hard at work brainstorming about a game that's proven how perfect it is through the countless years of fame and elevation to a level no other game could even dream about... then I honestly think you are at least mildly deranged :\
Either that, or the overlord was suppose to be the producer of queens... not the hatchery... So that a zerg could get 2 queens in a reasonable amount of time.
I couldn't agree more, using more than 2 queens for base defense, anti air and spread tumors is absolutely essential for any zerg. I think blood transfusion is used very seldomly. Also, I think it is really important to transfuse on buildings as well. Especially a close to dying crawler. I made a video about it, its by TLO who uses queen very effectively. Queen's Transfusion Strategy Basically the idea is that he used those 3 queens to stall out the enemy while his reinforcement came in afterwards. He transfused like 6 times! Crazy!
I've utilized a 2x hatch/early expo with 2x queen strategy in about 80% of my ladder games going back to beta. It is an extremely strong and versatile build for 1v1 or team games. I would probably not recommend getting 3 queens early in 2v2 (and I don't do it in 1v1 either but for different reason). You need units that can be used to assist your partner and not just yourself. The purpose of building a spine crawler at your main and then moving it to your expo is the assumption that you have a natural choke to defend, and the spine crawler will be available faster by immediately placing it at your main and then moving at after your expo is finished. It will also be building should the opponent try a cheese rush, giving you a lot more flexibility and inc defense. The reason for building the spinecrawler at all is it is simply a better defensive weapon at that point than a 3rd queen, should you need to fend off early rushes trying to take advantage of the vulnerability going for a 2nd hatch exposes. I usually transition into a baneling/speedling pump build from here, but it depends. Getting your baneling den before speedlings asap will allow you to defend against 2x rushes in 2v2. But it also means you won't be as much help to your partner if you don't already have some zerglings near him to morph, makes you less able to chase/pick off units early on, and leaves you more vulnerable to things like reaper "rushes" (really a late attack with more than 1-2 reapers....as your queens will dominate any early reaper rush).