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I played a game recently and noticed that the overseer's ability to goop up buildings doesn't stop a terran add-on from continuing to be built. Used it on a Factory that was adding a techlab, but the techlab continues to build anyway. Completely wasted contaminate.
Also, I need to know if once it is contaminated, can the T player still cancel the techlab/reactor to get money back, or no since it is contaminated? Same thing with other buildigns, can the unit / research they are getting be canceled? If it can be, it shouldn't be like that. If they wan't the money back to use right then, they cancel whatever is halted by contaminate. I think it shouldn't allow the unit / research to be canceled until after the duration of the debuff is over.
If I'm not mistaken, contaminate stops research being done on buildings for its duration. Why then does it not halt techlab / reactor after it is started? (when used on the structure adding the add-on)
I feel like the contaminate ability needs some fine tuning and some love.
Overseers arn't used all that often for their contaminate ability, usually only for scouting and detection, and maybe that is because contaminate doesn't even work like you might expect it to at times.
(Did a search on Overseer threads, didn't see any talking about this)
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Tech labs and reactors are considered seperate buildings once they start building.
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Does anyone know if contaminate delays the morphing of a hatchery to a lair? Or if it delays the transition of a command center to an orbital command or planetary fortress?
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On September 08 2010 15:23 archwaykitten wrote: Does anyone know if contaminate delays the morphing of a hatchery to a lair? Or if it delays the transition of a command center to an orbital command or planetary fortress?
It does not 
Which is such a shame. Blizzard really should make it stop buildings from morphing. It would make it much more usable.
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What about Contaminating say, a Spire. Does it only stop any upgrades? Or does it also prevent mutas from being spawned (assuming it's the only spire)?
I'm thinking no, but I haven't got an easy way to test on my own.
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I would like to see contaminate do the following:
1) Halt production of units 2) Halt tech research 3) Halt construction
The cool part is it already does two of these three things. I think the building that is contaminated should be completely immobilized and unable to do anything.
So if it's cast on a nexus, along with not being able to build probes, the Protoss shouldn't be able to chrono boost. If it's on a Terran orbital command they shouldn't be able to lift/cast scan/or mule. If it's cast on a hatchery, they shouldn't be able to build from that hatchery or spawn larva.
Right now it seems halting construction is buggy (and can cause visual glitches) and doesn't work.. not sure if it was intended to work or not, but it'd make it a lot more versatile.
I don't think it should halt production of a certain tech path though. (Say I contaminate an armory, it shouldn't stop terran from making thors, just from researching upgrades).
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Contaminate should prevent unit or upgrade from being built from the building. If you contamine the armory he should still be able to make thor or it would be OP. However I wouldn't let it build addons or lift it off, or do any ability of the building. I think it should not accumulate energy or regenerate as well.
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Where would the line be. If you contaminate a nexus, should probes still be able to bring minerals to it? Should a pylon still provide power?
I think it's useful enough slowing down research capabilities, or disabling production. Other features might be a bit too much.
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My brother plays zerg, and you should have seen his face when he used it on a bunch of photon cannons and then rushed his forces through them, he was like: 'WAH?!' .... really disappointed that it didn't work. l Like him, I was under the assumption that it just outright stopped a building from doing what it was supposed to be doing, whether that's researching, building itself/units or firing.
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On September 08 2010 17:48 Panoptic wrote: My brother plays zerg, and you should have seen his face when he used it on a bunch of photon cannons and then rushed his forces through them, he was like: 'WAH?!' .... really disappointed that it didn't work. l Like him, I was under the assumption that it just outright stopped a building from doing what it was supposed to be doing, whether that's researching, building itself/units or firing.
Which is what would make sense... I really hope Blizzard makes contaminate worth actually using.
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They should also make tech labs do some sort of animation during research. I was under the impression that they did, so I've wasted quite a few contaminates on techlabs that wasn't even researching. It can really be helpful to postpone stimpack but with the current system that you have to guess which addon is doing the research, it is really really not worth it (there are quite a few techlabs as well usually).
Just a though that croseed my mind right now (Warning: theorycrafting): Would be really nice if the defending player can't cancel research on contaminated structures. If this is the case, then you can permanently contaminate (~3 overseers I'm guessing) the tech lab which is researching stim and he can't even cancel it to finish it on another tech lab. This means that with epic micro and timing in your head (which of course every zerg has since they have been extensively trained with the spawn larva ability), you can force the terran player to NEVER get the stim pack. Imagine this to be used on protoss warp gate technology. Even more nice is that the core is usually used to create a wall at the edge of the protoss base, such that your overseers are going to have an easy time getting to it, and escaping unharmed.
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End game in mind you want to be real careful with the utility of units that cost zero supply. For example if I recall correctly infested terran used to be an overseer ability.
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Does the overseer even use supply? What are you people complaining about
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On September 08 2010 19:44 Kelorienne wrote: Does the overseer even use supply? What are you people complaining about
No, it doesn't, which is probably the reason it had infested terran removed (imagine when you get to 200/200 you could just make overseers and bolster your maxed army with overseers and Infested Terran), they do however cost 150 minerals/100 gas in total. I don't even play zerg, and for that cost I would still want contaminate to do more.
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On September 08 2010 17:48 Panoptic wrote: My brother plays zerg, and you should have seen his face when he used it on a bunch of photon cannons and then rushed his forces through them, he was like: 'WAH?!' .... really disappointed that it didn't work. l Like him, I was under the assumption that it just outright stopped a building from doing what it was supposed to be doing, whether that's researching, building itself/units or firing.
Don't Overseers stop loaded bunkers from firing?
I really wish that contaminate had more function for halting all building operations. Though in ZvZ it could turn into who could just mass overseer/speedling first. Definitely needs some kind of change to see it being used more for sure, though.
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Also have a question about contaminate. Does it prevent a Terran building from being repaired?
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Contaminate prevents buildings from training units and researching upgrades. (and hatches from spawning larvae)
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Contaminate does not prevent buildings from being repaired, marines from firing inside bunkers or buildings from lifting off. It does not make you a chicken sandwich either. 150/100 is not the price of contaminate. It is the price of 8 supply, mobile detection, two ways to scout AND contaminate. Tech labs having an animation during research is a legit request however, they really should change that.
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Yeah, the overseer is very useful as it is. If you buff it than you'll need to give the Observer chain lightning and the Raven blink...
Which would be awesome.
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On September 08 2010 17:48 Panoptic wrote: My brother plays zerg, and you should have seen his face when he used it on a bunch of photon cannons and then rushed his forces through them, he was like: 'WAH?!' .... really disappointed that it didn't work. l Like him, I was under the assumption that it just outright stopped a building from doing what it was supposed to be doing, whether that's researching, building itself/units or firing.
The old contaminate mechanics, which was on the corrupter, did stop photon cannons. Its a shame they changed it. Since retail, I've been getting overseers to act as cosair to bypass defensive strcutures- boy was that misguided.
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