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Revision as of 21:10, 30 November 2017
The hatchery is the foundational structure for every zerg colony.
Overview
Hatcheries perform three vital functions that no colony can survive without: producing the creep, which most zerg structures require in order to be built, giving birth to larvae that can mutate into the various zerg breeds and digesting minerals and vespene gas to change into a nutrient form that zerg can use to feed their mutations. In addition, the hatchery is one of the only structures that can be built without pre-existing creep (the other being the extractor) and is therefore essential for any expansion attempt.[1]
Game Structure
StarCraft
Researched Abilities
Many zerg ground units may burrow, rendering themselves invisible but incapable of moving or attacking.
Allows most zerg land units--all but the massive ultralisk and primitive broodling--to burrow into the ground, rendering them immobile and unable to attack, but also safe from enemy fire unless the enemy has a detector nearby. Applies to: Drone, zergling, hydralisk, defiler, and infested terran
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Building Abilities
The hatchery can mutate into a lair, and later into a hive.[1]
Transforms a hatchery into a lair.
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StarCraft II
The zerg continue to use hatcheries in StarCraft II. Hatcheries continue to be able to create creep. Upgrades for overlords and overseers are researched at the hatchery and its evolved forms, but at least a lair is required first. This change allows the player to research the upgrades at any hatchery they control as long as they have a lair, rather than being limited to researching them at the lair itself.
If multiple hatcheries are selected, pressing the "S" hotkey will select all of the available larvae at all the selected hatcheries. The player must press a hotkey (or select a morph icon) once for each unit they wish to build.
Two rally points are able to be set on a hatchery; one ("G") for drones and another ("Y") for warrior units. The queen doesn't get a rally point.
Each individual egg can be separately rallied; this overrides rally points set for the hatchery.[2]
A hatchery spawns a new larva every 15 seconds if there are less than 3.
Researched Abilities
Many zerg ground units may burrow, becoming invisible and revealed primarily by detectors, and may not move or attack while burrowed.
Exceptions include:
- Roach, which may move while burrowed
- Lurker, which may attack while burrowed
- Infestor, which may move while burrowed
- Baneling, which can detonate while burrowed.
Some units can unburrow via autocast, causing them to emerge and attack when an enemy moves into range.
The ability is not smartcast.
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Building Abilities
The hatchery can evolve into a lair.
Transforms a hatchery into a lair.
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Queen Abilities
Queens can target a hatchery/lair/hive, causing it to eventually spawn four larvae. These join any already-present larvae. The larva-producing structure will not naturally produce any more larvae until the total falls below three. The larva count for any given hatchery/lair/hive cannot exceed nineteen, no matter how many times spawn larva is cast.
In Wings of Liberty and Heart of the Swarm, four larvae are spawned. In Legacy of the Void, three larvae are spawned,[3] and multiple casts can be queued on a single base.[4]
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Development
The following section contains information from a previous version of StarCraft II which is no longer valid.
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As of February 2010, the hatchery no longer researched burrow.[5] This has since been reverted.
Trivia
A "hatchery petting zoo" features as an attraction in the Blizzard World map in Overwatch.
References
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