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when do the first zerglings hatch?

I collected data to calibrate openings so that Steamhammer’s opponent model can make more sense of the opponent’s opening. I thought some of the data might be of interest.

Here are the frame times at which Steamhammer’s first zerglings hatched with different spawning pool timings. These were all measured on Heartbreak Ridge, since the numbers vary depending on the layout of minerals on each map. Also the numbers vary somewhat from game to game, but it’s close enough. Steamhammer has wasted movement, so optimal timing is probably a touch faster.

poolframes
4 pool2630
5 pool2750
6 pool2920
7 pool cutting drones2990
7 pool going to 9 drones3120
8 pool3160
9 pool3230

Making a spawning pool on 7 leaves you with 6 drones. It’s possible to make 3 drones and an overlord before the zerglings, but the lings have to wait for the overlord and are slightly delayed. Instead, you can cut 1, 2, or all 3 drones and get that many pairs of zerglings before the overlord, saving a sliver of time. It’s an interesting tradeoff.

I like that there is a nice spread in the timings. It seems as though each of these builds might have some use, depending on what you think your opponent’s timings are and on how you plan to follow up.

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Dang on :

One of the big advantages of 5-pool is that it lets you scout on starting your Spawning Pool, rather than scout on starting your Zerglings. On 4-player maps in particular this helps ensure a timely rush -- you'll land on the right base 2/3 of the time and only have to backtrack a little bit the other 1/3 of the time. Compare that to 4-pool where (if I recall correctly from testing) you're significantly backtracking 1/3 of the time and just totally wrong another 1/3 of the time. So I'll go as far as to say 5-pool is always better than 4-pool on 4-player maps if you're trying to win most of your games.

krasi0 on :

Very useful information table. Thank you!
It also affects the timing of a defensive bunker.

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