I have read tons of advice saying the old broodwars staple of building an extra hatchery or two at the main is dead and pointless now with the queens larva ability. I've read that it's a waste of resources and a lot of top players don't believe it's a good tactic. Now to some extent I agree since zerg is no longer the swarm race (except for lings but those become pretty useless as soon as siege tanks or any number of area effect troops show up.) But just recently I started going against this idea. I've had much luck with building an extra hatchery right next to my initial one. The reason being the queen has exactly enough energy to use spawn larva twice. Now instead of clicking to all 3 of my expansions using a queen at each I just click to the main and spawn twice in a row then go back to other things. This cuts down a little on the annoying fact that in order to compete against other races we have to go back to home every 30 seconds and spawn larva. (which seems to be the zerg way, in order to equal other races we have to use our "benefits" manually such as making creep highways to counter our slow speed when other races just get faster speed by default without having to do anything to get it) This has really been working out for me. My wins don't come from superior units (obviously) they come because after my entire army is wipped out my opponents cheaper and more powerful units I usually have 30 larva built up at my main to create another army in one hatch. so all those other zerg players that are frustrated by how nerfed we've become should give this a try. It's sad that we can't outnumber, we can't overpower, and instead to win we have to rely on our one advantage of reinforcing quicker than the others....but it works.
It is viable and I've been expecting this from replays but sadly I haven't witnessed any. If it were me though I'd rather spend the minerals for a new hatchery to spawn two more queens, helps defend and you can spread creep faster.
when i play as Zerg i immediately start working on spawning zerglings and then go to roaches because they can move underground and stuff but zerg "FTW"
I've used 2 hatch in main tactics lots of times. Here are some: In 3v3 or 4v4, I use them for mass ling harassment. In 1v1, I use roach/ling push In ZvZ, I build it near the ramp so spread the creep ASAP (creep tumors are too slow). I need the creep reaching the ramp as fast as I can to queen block banelings. Then I pump roaches and queens using a queen roach build. Ofcourse I don't do these every game, it just depends what I feel like.
sad how ****ty zerg is, i've been playing them almost exclusively looking for a niche, but at the end of the day, even matched z and p mu will always favor p. but i have been two hatching main for split queen larva distribution, also you can two hatch at nat exp and with split queen you can get to full resource gathering quite fast.
Yeah, at least you can post on these forums about how the Zerg are weak without getting flamed by a hundred people saying "Zerg are fine!! just learn to play!! change your strategy." like on the battle net forum. I think if you had the units from Brood War against Terran and Protoss in sc2, Zerg would win at least 50% of the match ups. I wish there was a way to try that out to show people how badly they got nerfed.
It isn't so much about not building a 2nd hatchery as why not place it at your natural, which for 1v1 tends to share a defensible entrance to your main. Even in 2v2 you can get away with putting it on your expansion on most maps (and least with the beta map line up). If you're in a larger game than that, you don't have an expansion that can be used as a defensive post for your main (a bit too far), or you need good main base defense for some sort of teching strategy or something then I'd put it at my main.
sometimes the natural can be a bit far away, like on desert oasis. that makes it hard to defend, especially if you haven't got creep spread between them (which takes quite a while anyways).