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Why doesn't Zerg use Contaminate? - Page 11

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TelecoM
Profile Blog Joined January 2010
United States10700 Posts
August 11 2012 03:54 GMT
#201
Wow I never knew that contaminate made it impossible to repair, incoming speedling + overseer attacks on planetary's...Thanks for this post, i've been trying to rekindle my Zerg strategies and adding offensive contaminate's into my play will def. help, thanks~!

I think the reason most Zerg's don't use contaminate is because it takes up multitasking time and ability, and a lot of the time you will try to contaminate something and the overseer will get sniped before doing so, and then you won't try again, atleast that is how it has been for me T_T. Gl hf ~!
AKA: TelecoM[WHITE] Protoss fighting
ahw
Profile Blog Joined April 2011
Canada1099 Posts
August 11 2012 03:55 GMT
#202
i lost a game today because the zerg player saw i was meching and stayed on 2 base and hit a ridiculous timing with a muta switch. he gooped my 2 tech labb'd factories and just rolled me as my thors were stuck at 3/4 complete. i'm masters, for what little its worth.

that said, it was my fault, but it was still cool and very creative.
AnachronisticAnarchy
Profile Blog Joined July 2011
United States2957 Posts
Last Edited: 2012-08-11 04:10:14
August 11 2012 04:09 GMT
#203
I think contaminate is mainly not used because of energy cost making it so that you need to invest in a sizable amount of overseers in the midgame, the only time where it is both (semi)affordable and very useful. Most people probably feel that their gas would be better served elsewhere, but I think there may be a niche (admittedly, probably a small one) for a few overseers in the zerg army.
As for the lack of repair thing, I don't think that was common knowledge. If it does become common knowledge, I would expect contaminate to be used MUCH more often when harassing/busting stuff.
"How are you?" "I am fine, because it is not normal to scream in pain."
Daniel C
Profile Joined October 2010
Hong Kong1606 Posts
Last Edited: 2012-08-11 04:16:43
August 11 2012 04:16 GMT
#204
On August 11 2012 05:36 wcr.4fun wrote:
any core building is in the back where you have to pass through the entire army. It can be used but you're probably going to lose the overseer every time you attempt to use it. 150/150 and having to remake the overlord doesn't seem that incredible besides a few situations. If a guy is sitting in his base teching to collussi I'm pretty sure he has enough stalkers to stop overseers from contaminating.

overseers can fly behind the base
In theory, theory and practice are the same. In practice, they are not.
DougJDempsey
Profile Joined April 2010
747 Posts
August 11 2012 04:19 GMT
#205
On August 11 2012 05:40 Forikorder wrote:
Show nested quote +
On August 11 2012 05:30 Scrubwave wrote:
On August 11 2012 05:27 Forikorder wrote:
why do terrans not use Ravens?

much more important question

Because it's very mediocre if not bad.

On topic: I have a hard time understanding this as well. 50/50 for being able to delay siege tech, colo range, blink, storm or production in general seems like a great ability. But no one ever blamed sc2 zerg players for being too innovative and for right reasons.

for the price of ONE RAVEN you can say yourself dozens of scans saving you thousands of minerals

with those minerals you can have a much larger army and without there speed bonus the zerg cant win, especialy when you HSM all there infesters

everything LOOKS good on paper, if you honestly think no zerg has ever tried to use contaminate your foolingyourself, there was a period in Zvz people used contanimate alot but they stopped because the spell is not useful


The raven LOOKs good on paper too if you didnt have to build a techlab. And halt medivac production for a period. And cost 200 gas that is desperately needed for upgrades and tanks in the midgame. And require a individual upgrade for HSM. And have 3 less range than fungal.
BRaegO
Profile Joined November 2010
United States243 Posts
August 11 2012 04:23 GMT
#206
On August 11 2012 09:39 FairForever wrote:
Show nested quote +
On August 11 2012 08:42 Picklebread wrote:
I saw a game where TLO made like 4 overseers when his lair finished and then swooped in later and delayed +1 by like 90 seconds. Its pretty good.


Yeah but 4 overseers = 200/200 cost, that's expensive - you're delaying a 100/100 upgrade, but not only that, you had to spend the 200/200 before the opponent spent the 100/100.

Not exactly cheap.


Post from Page 3 I made...

On TLO's stream the other day ZvP on Ohana... went late game and he made about 6 overseers and kept delaying the mothership rebuild... was sooo awesome to see

When its that late late game, and maxed out armies zvp, the mothership is almost a necessity. So it would definitely be worth the investment in his situation.
_B L/IN K YOUREYES /1 FOR YES 2 F_OR NO
Chaggi
Profile Joined August 2010
Korea (South)1936 Posts
August 11 2012 04:24 GMT
#207
On August 11 2012 13:19 DougJDempsey wrote:
Show nested quote +
On August 11 2012 05:40 Forikorder wrote:
On August 11 2012 05:30 Scrubwave wrote:
On August 11 2012 05:27 Forikorder wrote:
why do terrans not use Ravens?

much more important question

Because it's very mediocre if not bad.

On topic: I have a hard time understanding this as well. 50/50 for being able to delay siege tech, colo range, blink, storm or production in general seems like a great ability. But no one ever blamed sc2 zerg players for being too innovative and for right reasons.

for the price of ONE RAVEN you can say yourself dozens of scans saving you thousands of minerals

with those minerals you can have a much larger army and without there speed bonus the zerg cant win, especialy when you HSM all there infesters

everything LOOKS good on paper, if you honestly think no zerg has ever tried to use contaminate your foolingyourself, there was a period in Zvz people used contanimate alot but they stopped because the spell is not useful


The raven LOOKs good on paper too if you didnt have to build a techlab. And halt medivac production for a period. And cost 200 gas that is desperately needed for upgrades and tanks in the midgame. And require a individual upgrade for HSM. And have 3 less range than fungal.


don't forget the time it takes to build up energy to do something more than tickle zergs
DarKcS
Profile Blog Joined November 2010
Australia1237 Posts
August 11 2012 04:25 GMT
#208
On August 11 2012 12:54 GGzerG wrote:
Wow I never knew that contaminate made it impossible to repair, incoming speedling + overseer attacks on planetary's...Thanks for this post, i've been trying to rekindle my Zerg strategies and adding offensive contaminate's into my play will def. help, thanks~!


Pretty sure 5 posts after OP, it was said that it does not prevent repair. Why are you spouting this?
Die tomorrow - Live today
.Sic.
Profile Joined February 2011
Korea (South)497 Posts
Last Edited: 2012-08-11 04:31:00
August 11 2012 04:30 GMT
#209
maybe cause it takes like 3.5 minutes to regen the energy
Clan MvP Member | http://sc2ranks.com/kr/3273340/SicMvP
RogerChillingworth
Profile Joined March 2010
Chad3132 Posts
August 11 2012 04:36 GMT
#210
On August 11 2012 13:30 .Sic. wrote:
maybe cause it takes like 3.5 minutes to regen the energy


This.

I don't see how this is even a question. 125 energy to contaminate a building for 30 seconds? It's a horrible gimmick. It's somewhat useful if you're forced to make 6-7 overseers but, other than that, Dustin Browder's philosophy that farms can't have useful skills due to the imbalance is pretty evidently displayed here. However, I think he's wrong.
shadowy
Profile Blog Joined August 2010
Bulgaria305 Posts
August 11 2012 04:41 GMT
#211
I think you forgot to mention something important - overseers do not cost extra supply, but you do loose supply, if you loose you overseer.
[Fear the leather Gracket!] // ¯\_(ツ)_/¯ // Liquid'Hero hwaiting!
.Sic.
Profile Joined February 2011
Korea (South)497 Posts
August 11 2012 04:47 GMT
#212
On August 11 2012 13:36 RogerChillingworth wrote:
Show nested quote +
On August 11 2012 13:30 .Sic. wrote:
maybe cause it takes like 3.5 minutes to regen the energy


This.

I don't see how this is even a question. 125 energy to contaminate a building for 30 seconds? It's a horrible gimmick. It's somewhat useful if you're forced to make 6-7 overseers but, other than that, Dustin Browder's philosophy that farms can't have useful skills due to the imbalance is pretty evidently displayed here. However, I think he's wrong.


Changelings are also 10 times better. I would rather see my opponent's unit composition or position (even for a split second) 3 times in 3.5 minutes rather than waste it on one contaminate. Information will get you a lot more cost effective engagements and save you more than the 1 marine you delayed (marines take 25 seconds to build).
Clan MvP Member | http://sc2ranks.com/kr/3273340/SicMvP
Ralethon
Profile Joined July 2011
United States141 Posts
Last Edited: 2012-08-11 04:56:20
August 11 2012 04:51 GMT
#213
I personally dont use it because for the same price as enough overseers to disable a techlab i could destroy the techlab with mutas or drops. If you look at the math it will never be cost efficent to disable structures in the lategame. Sure overseers dont take supply but neither do more production facilities. Contaminate is only useful for baulking specific upgrade timings or if overseers are already being used for detection/changelings.

Id like to amend this after reading about TLO's mothership delaying trick. That is a good example of a smart way to use contaminate. Note however that it only works because the protoss is limited to 1 mothership at a time.
FeUerFlieGe
Profile Joined April 2011
United States1193 Posts
August 11 2012 04:52 GMT
#214
I thought it would be much more useful since they decreased the cost of Overseers. Surprised it isn't used more.
To unpathed waters, undreamed shores. - Shakespeare
DarKcS
Profile Blog Joined November 2010
Australia1237 Posts
August 11 2012 04:54 GMT
#215
On August 11 2012 13:52 FeUerFlieGe wrote:
I thought it would be much more useful since they decreased the cost of Overseers. Surprised it isn't used more.


But they increased the energy cost (double) making it useless and cost inefficient. It's now useless to delay warp gate timings.
Die tomorrow - Live today
.Sic.
Profile Joined February 2011
Korea (South)497 Posts
Last Edited: 2012-08-11 04:55:31
August 11 2012 04:55 GMT
#216
On August 11 2012 13:51 Ralethon wrote:
I personally dont use it because for the same price as enough overseers to disable a techlab i could destroy the techlab with mutas or drops. If you look at the math it will never be cost efficent to disable structures in the lategame. Sure overseers dont take supply but neither do more production facilities. Contaminate is only useful for baulking specific upgrade timings or if overseers are already being used for detection/changelings.


Stim and combat shields generally finish by like 9:30~10:00. To delay it with overseers you would need to get your lair by 7:00... which means you are gonna start your lair at 5:40. Let me just totally fuck up my early game economy and have less workers than terran just so I might be able delay stim for 30 seconds, when I could have just not went for the contaminate rush and held off the stim timing with a lot more units.
Clan MvP Member | http://sc2ranks.com/kr/3273340/SicMvP
Garoodah
Profile Joined January 2012
United States56 Posts
August 11 2012 05:00 GMT
#217
The problem is that rushing for lair to use contaminate still wont stop a 4 gate, and its not worth getting to delay 6/7/8 gates.You'll still be dealing with any pressure within a minute or 2 ingame after using contaminate, this is true from any race. Most pro players have their important structures fairly well guarded. Yes its useful if you're doing a quick scout through your opponents base but its not hard for any skilled player to leave a few anti air units behind once they catch on. I would also argue changelings are a much better use of the energy, but thats me.
"Oh man we've got GG-lords"
yeastiality
Profile Joined April 2011
Canada374 Posts
Last Edited: 2012-08-11 05:27:10
August 11 2012 05:26 GMT
#218
I had an epiphany when I read in the OP that it prevents repairs.

Isn't that kind of godly against PFs and that kind of thing? I won't be struggling against mass-repair anymore, I don't think...

edit: shit he was wrong...it sure would be good to add it though!
genius_man16
Profile Joined February 2011
United States749 Posts
August 11 2012 05:50 GMT
#219
On August 11 2012 08:23 Seam wrote:
Show nested quote +
On August 11 2012 08:17 ShakAttaK wrote:
On August 11 2012 05:38 FlaminGinjaNinja wrote:
On August 11 2012 05:34 Scrubwave wrote:
On August 11 2012 05:33 apm66 wrote:
On August 11 2012 05:30 Scrubwave wrote:
On August 11 2012 05:27 Forikorder wrote:
why do terrans not use Ravens?

much more important question

Because it's very mediocre if not bad.


Wait until pros start using it in every game, it won't be so mediocre then.

Hahaha, what the hell? Shouldn't you take this raven gud bs to some other thread to have your "arguments" get destroyed there?


Ravens are fine, just because you don't/ can't use them doesn't mean they are bad. HSM is excellent, PDD is a good support spell, auto turret provides a harass capability and it's a detector. What else do you want, for it to fly!?

On topic, I play Z and I honistly just forget about contaminate, I didn't know about the repair thing but now I'll make an effort to use it. I would have thought ZvZ would see the most use, followed by PvZ (delay warp gate on an FFE while going mutas to justify the fast lair?

The ravens shoot brood lings out of the air .


Incorrect, this was fixed back in beta.


It was "fixed" but I've always thought that was a very lame 'fix'. I GUARANTEE Ravens would be used a lot more if they actually got rid of broodlings and took away the damage like they do every other unit with a projectile attack. And thats even without any buff to HSM or anything else. It baffles me why broodlords are somehow immune to that. Oh well I guess.
Dyrus | Vooby | Balls | Meteos | WildTurtle | Bjergsen | Cop | sexPeke | Xpecial | Aphromoo | Scarra |
Creegz
Profile Blog Joined November 2010
Canada354 Posts
August 11 2012 06:19 GMT
#220
I have used it from time to time and it works quite well if you can snap it off. It's not too bad if someone builds something new near you. I did use it a couple times to stop colossus or immortals.
Who is this guy? ^
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