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[D] Contaminate "build" in ZvZ - Page 2

Forum Index > StarCraft 2 Strategy
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AFKarnn
Profile Joined August 2010
United States8 Posts
September 09 2010 08:35 GMT
#21
Better yet, why not just use additional gas for blings or upgrades and overwhelm him, put mutas aside. If your good at this you could force him to go hydras or lings himself since he will most likely only have 1 queen. Just defend the blings well and start massing your ling army while larva blocking him. Sounds legit? Can't wait to try it out.
Neuuubeh
Profile Joined July 2010
138 Posts
Last Edited: 2010-09-09 08:38:13
September 09 2010 08:37 GMT
#22
I just had a zvz and tried contaminating the hatch, works pretty nice actually. I wouldnt consider getting 3 overseers tho :s. Still, makes for a nice trick to halt production. Too nice as a matter of fact...

PS. Blings arent all that hot you know...
AFKarnn
Profile Joined August 2010
United States8 Posts
Last Edited: 2010-09-09 08:46:46
September 09 2010 08:45 GMT
#23
On September 09 2010 17:37 Neuuubeh wrote:
I just had a zvz and tried contaminating the hatch, works pretty nice actually. I wouldnt consider getting 3 overseers tho :s. Still, makes for a nice trick to halt production. Too nice as a matter of fact...

PS. Blings arent all that hot you know...


Eh, at top 30 diamond thats all I get haha. Sorry. Maybe things change in the higher ranks.
Neuuubeh
Profile Joined July 2010
138 Posts
Last Edited: 2010-09-09 08:50:17
September 09 2010 08:49 GMT
#24
Well dunno, Im defo lower than that, hovering at around 650ish (had a huuuuuuge loss streak when I got into diamond lolol :D). I mean blings are nice and stuff, I like the unit myself. However if you see them coming, its so easy to make a wall with a few evos or something and drop 2-3 spines around the ramps/chokes. In fact, I started using pool and other buildings to wall off the mineral line a bit, which paired with some static defense seems to work wonders. Again, this is somewhat early game

Then again, as I said, im a lowbie naab :D. I kinda prefer blings for mass ling and especially hydra annihilation
DarKFoRcE
Profile Blog Joined April 2010
Germany1215 Posts
September 09 2010 08:49 GMT
#25
The biggest problem i see with this is actually getting to T2 and having 300 gas spare for this kind of shenanigans. In a standard ling/bling fight game this is not exactly easy without being far behind due to alot of static defense (and then your opponent just expands). furthermore, i always thought that contaminate doesnt block spawn larvae timer, but maybe i was wrong on that.
Follow me on Twitter: https://twitter.com/#!/PinDarKFoRcE
Neuuubeh
Profile Joined July 2010
138 Posts
September 09 2010 08:51 GMT
#26
On September 09 2010 17:49 DarKFoRcE wrote:
The biggest problem i see with this is actually getting to T2 and having 300 gas spare for this kind of shenanigans. In a standard ling/bling fight game this is not exactly easy without being far behind due to alot of static defense (and then your opponent just expands). furthermore, i always thought that contaminate doesnt block spawn larvae timer, but maybe i was wrong on that.



Just tried it, it blocks natural larva production from the hatchery, as well as spawn larva. Didnt know that myself
tackklee
Profile Joined September 2010
United States270 Posts
September 09 2010 08:53 GMT
#27
It's a good thought, but I just don't see this working in most games on ladder. Maybe in a game where both zergs decide to FE and macro up. 99% of my ZvZ ladder games, the enemy goes speedling/baneling. It's way too much early pressure.
RoL
Profile Joined April 2010
United States22 Posts
Last Edited: 2010-09-09 08:57:19
September 09 2010 08:56 GMT
#28
whoops double post plz delete
RoL
Profile Joined April 2010
United States22 Posts
September 09 2010 08:56 GMT
#29
On September 09 2010 16:29 Geo.Rion wrote:
Show nested quote +
On September 09 2010 00:13 fazir wrote:
On September 09 2010 00:07 Geo.Rion wrote:
dont open a trash topic like this, if you have an idea, make it happen, analyze it, post replays and tell about details... The concept isnt that horrible but these kind of threads drive me crazy


Sorry, but not everybody have the time to do the research. And what if somebody already tried it? Then all the things I would do would just be a waste of time. Anyway, I will try to do some research and then I will just simply get back here... That's how things work, right?

NO, definetly not, at least it should not, but who am i kidding... Threads like this remaining open, makes me want to quit posting. You dont have time? Absolutely no problem, dont open a topic then. You have an idea want to get out of yourself? Make a blog, as the content you put in it is no way worthy of a thread.


I'm surprised someone thats been around as long as you have in the community will still post garbage bashing comments unrelated to the topic. If you think this thread is a waste a time, why be so hypocritical and spam on the thread? Id think maybe you'd figure out how teamliquid works by now. New builds and Ideas created never come out polished from its first iteration. Just look at the 5 RR build, it wasn't perfect when Fistdantilus first posted it up, but now it has more depth and transitions further optimizing the original build.

Anyways like someone said before, this thread comes as a discussion so heres my two cents on it:

This 3 overseer contaminate strategy was actually used by Argos Zenith in a zvz game to stop larvae production:



Although I'm not sure the viability in creating a build with the 3 overseer being the ultimate goal, I do see this strategy working in a zvz when the game is mirrored and progresses into lair tech. That is, zvz is very erratic as the balance of favor tips with 1 small mistake, and often goes back and forth that requires quick counters between banelings, spines and roaches so any planned build up to lair tech is pretty much useless.

Therefore, instead of this becoming a straight up build I see this tactic as an option in the case that your zvz game progress to lair tech and you guys continue to mirror each other, this might be the split tactic where he goes mutas and you go 3 overseer roach and/or zergling push
AFKarnn
Profile Joined August 2010
United States8 Posts
September 09 2010 08:58 GMT
#30
On September 09 2010 17:49 Neuuubeh wrote:
Well dunno, Im defo lower than that, hovering at around 650ish (had a huuuuuuge loss streak when I got into diamond lolol :D). I mean blings are nice and stuff, I like the unit myself. However if you see them coming, its so easy to make a wall with a few evos or something and drop 2-3 spines around the ramps/chokes. In fact, I started using pool and other buildings to wall off the mineral line a bit, which paired with some static defense seems to work wonders. Again, this is somewhat early game

Then again, as I said, im a lowbie naab :D. I kinda prefer blings for mass ling and especially hydra annihilation


I would say this strat is a win against a no bling build, due to massive amounts of lings then pumping drones/expanding when you start cycling the contaminates... pretty much a win if it does completely eliminate the ability to spawn ANY larva, although I find it hard to believe that they don't even produce a larva every 10 or so seconds.
Neuuubeh
Profile Joined July 2010
138 Posts
Last Edited: 2010-09-09 09:03:39
September 09 2010 09:02 GMT
#31
On September 09 2010 17:58 AFKarnn wrote:


I would say this strat is a win against a no bling build, due to massive amounts of lings then pumping drones/expanding when you start cycling the contaminates... pretty much a win if it does completely eliminate the ability to spawn ANY larva, although I find it hard to believe that they don't even produce a larva every 10 or so seconds.[/QUOTE]

Try it out, I first did it in the unit tester, then tried it on a ladder game. Again, I dont think this will be game breaking unless you invest in 3 overseers and catch him by surprise, but still, another harrassment trick up the sleeve . Which can't be a bad thing, but as I mentioned, I do think this might be toooooo good to be in the game currently. One unit halting any larva (essentially unit) production for 30 secs... cant be right
Alsn
Profile Joined February 2008
Sweden995 Posts
September 09 2010 09:45 GMT
#32
Just a question, does contaminate stop a lair from morphing?
Machina improba! Vel mihi ede potum vel mihi redde nummos meos!
BoZo
Profile Joined July 2010
Iraq10 Posts
September 09 2010 09:57 GMT
#33
On September 09 2010 18:45 Alsn wrote:
Just a question, does contaminate stop a lair from morphing?



No
SeaSmoke
Profile Joined July 2010
United States326 Posts
September 09 2010 09:58 GMT
#34
If my hatch got contaminated two times in a row, i'd put up spore crawlers immediately. I'd still be behind a bit, but three overseers aren't cheap either.
royal.cze
Profile Joined May 2010
Canada287 Posts
September 09 2010 10:17 GMT
#35
its such a large investment early game that I find it hard to comprehend its effectiveness.

You would need double gas, you wouldn't get banelings or roaches and no upgrades. If your opponent moves out with a roach push or a baneling opening would destroy this build also mid game into late game I cant see the investment being worth it since most mid games either have mutas or hydras.

in zvp and zvt however contaminate is AMAZING for delaying death pushes with collosus or thors and even early voids if you do a standard opening.
brocoli
Profile Joined February 2010
Brazil264 Posts
September 09 2010 14:30 GMT
#36
It's not a large investment when you stop All production with just 3 units.
Sixes
Profile Joined July 2010
Canada1123 Posts
September 09 2010 14:54 GMT
#37
On September 09 2010 16:29 Geo.Rion wrote:

NO, definetly not, at least it should not, but who am i kidding... Threads like this remaining open, makes me want to quit posting. You dont have time? Absolutely no problem, dont open a topic then. You have an idea want to get out of yourself? Make a blog, as the content you put in it is no way worthy of a thread.


Please do, your posts are the least usefu on this thread.

As for the topic, seems like a great idea and I remember seeing something like this on a replay Crota cast ... http://www.youtube.com/user/BlizShouter#p/u/13/HveAkF9Npnw Argos vs Carrain, Argos 6 pools and follows up with that I believe to get back in the game.

It is actually great. You stop opposing production meaning that even if he got his lair up, he can't get many mutas for a little longer, so you should be ahead.

Depending on the situation it can either lock his lair down (if it is late) or stop production from it. Overseers morph in pretty fast and can be right next to his base already (at least 1 or 2 overlords should be around there) so it doesn't take much to get in there before his lair is finished (and you will almost always make it before the spire finishes).
Tropical Bob
Profile Joined August 2010
United States127 Posts
September 09 2010 15:05 GMT
#38
I've had thoughts about using Overseers to perma-freeze a Hatchery for a while. The problem is that to really be effective, you need probably 3+, as well as Pneumatized Carapace. So that's 250/400 investment, and assumes you don't lose any Overseers. It also will tax your macro, because it adds in another timer of 30s, on top of your 40s Spawn Larva and 15s Creep Tumor timers.

That being said, maybe if you somehow adapt a 'quick' Lair into a ZvZ build without dying right off, you can start to shut down your opponent completely. Incredibly effective if you manage to incorporate a push.

I just don't see it happening, though. Perhaps if Overseers were 50/50, it'd be more viable.
tierax
Profile Joined August 2010
United States4 Posts
September 09 2010 15:09 GMT
#39
I like the concept too, I just don't think its practical.

You can't get overseers faster than player Z can bring Blings, Slings, Roaches. Most ZvZ from that point evolves into Muta war, as others have said. Essentially, you leave yourself open to normal ZvZ attacks if you try to quick tech T2. Essentially, you'd only pull this off at a normal T2 time, which is probably around the same time as your opponent. Then, you'd have to time the overseers to beat his spire and prevent Muta production, hope he doesn't have multiple queens, and is flustered enough to not just lay down another hatch.

To me, while it seems like an underused harass tool, to rely on it as a 'strategy' is weak since its countered pretty easily via normal Z production. I think your better served only making one overseer and stopping production occasionally (a harassment tool) vs. investing 300gas right when you both hit T2 on something that isn't mutas or hydras.
jiabung
Profile Blog Joined December 2007
United States720 Posts
September 11 2010 09:00 GMT
#40
I think this build could be effective. I already tried out contaminate in the unit testing map, and figured out it takes about 4 overseers to keep something permanently contaminated. The overseer gets close to 18 energy back throughout the life of the contaminate spell. 3 seems to work perfectly fine in a real game though if you have a bit of surplus energy before you contaminate.

I practiced 2 games with my ~1000k protoss buddy. He doesn't play zerg, but it was the only person to practice with since no one ever replies in #tlpickup. I suppose it works somewhat, but I can't really gauge how well since I won basically because I am better at ZvZ. He didn't exactly play an orthodox zerg build either since he is a protoss player. I do think it has potential though and would like to flesh it out more. If anyone would like to practice this strat send me a PM. I'm ~1000 random. Replays below.

http://www.mediafire.com/?fpt0mgnqm25la0j
http://www.mediafire.com/?gcl13csk113ap3v
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