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Russian Federation4295 Posts
Some math here.
We all know, that 5 overseers can stop production or any upgrades forever in one structure. 5 overseers - 500 gas.
Energy regeneration is 0.5625. Contaminate energy cost - 75.
75 / 0.5625 = 133.3 seconds - time to regenerate energy for one contaminate.
Contaminate lasts 30 seconds, so:
133.3 / 30 = 4.4 ~ 5, because for last contaminate (1-1-1-1-0.4) we need another overseer.
But with half decreased gas cost, we can build 2 timex more Overseers. But what about increased contaminate energy cost?
125 / 0.5625 = 222.2 - time to regenerate energy for contaminate. 222.2 / 30 = 7,4 ~ 8, because last 0.4 overseer = 1 overseer.
8 Overseers = 400 gas.
tl;dr For full contaminate we now need 100 less gas, but 450 more minerals.
So it's buffed by gas and nerfed by minerals.
8 overseers = 1200 minerals and 400 gas. But also more food.
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Cycling 8 overseers to shut something down indefinitely is just too much.
Also I remember 3 overseers shutting something down..
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8 overseers is a lot. And why would you invest that much, is they just have to put some marine, stalker, hydra, queed, or any AA near the tech building. THen you wasted 8 overseer
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It won't be something you will see for many months.
Zerg already has a shitload to to with spreading overlords, spreading creep, setting up banelings mines, injecting on time, constantly harassing with muta or poking with zerglings, etc.
No zerg has even mastered that stuff yet, not even NesTea speads creep or overlords as well as he should, for example.
Microing 8 overseers in an enemy base isn't easy.
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hmm.. should i make 50 banelings or 25 overseers? :D I'm really scared of overseer buff.
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Russian Federation4295 Posts
Microing 8 overseers in an enemy base isn't easy.
They're big and fat
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On August 26 2011 02:11 Existor wrote:They're big and fat lol I think what he meant was that microing 8 OS in an enemy base while doing other things isn't easy.
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Russian Federation949 Posts
I think this can be very good when zerg pushes toss, u contaminate all the gates before that so toss cant warp in. THis can give you 12 supply less to fight in early midgame (the time u get overseers), but u do have to morph 6 overseers
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Russian Federation22 Posts
Only viable option for this is ZvZ - 16 overseers will totally nulify a 2 base zerg from building any units if Z doesnt have anything that shoots up (queen not considered a big threat for a flyby)
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Pretty terrible vs Terran and Protoss. Might be good vs Zerg if you aren't pwned by a timing.
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Russian Federation4295 Posts
On August 26 2011 02:22 2shellbonus wrote: Only viable option for this is ZvZ - 16 overseers will totally nulify a 2 base zerg from building any units if Z doesnt have anything that shoots up (queen not considered a big threat for a flyby) For 2400 minerals and 800 gas cost. But also nice idea.
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ZvZ requires less apm in the late game, unlike ZvT or ZvP where your apm need to be doing other things, I can see it being viable.
You won't see it in ZvT or ZvP unless your learn the timings of buildings, upgrades and key tech productions. Once someone has mastered these timing will be when things get shut down that's actually worth the cost of the overseer,
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The 125 energy cost will basically kill every glipse of seing any Contaminate Strategies. It will be a gimmick to use when scouting the base with an overseer and stopping that collosus range research or robo.
The problem with contaminate is that without the speed upgrade the overseers are too slow to escape with their lives out of the base ( and you usually make one just after lair is done and before the speed)
Even with the speed, because of the fast stalkers and marins their chance of survival is not that high.
125 energy means that you must first make them, wait a huge period of time for them to gain energy and then go in... by the time this is done the targeted research or unit is already out.
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Let's ignore the 50 mineral difference between 1 overseer pre-patch and 2 overseers postpatch.
Since you gain 0.5625 energy per second, it means that you will be able to use 2 contamination after 133 ig seconds (as opposed to 1 contamination after 44 ig seconds). The next two comes 222 ig seconds later, while as it stands today, the next contamination comes 133 ig secondes later. So starting from the moment you morph overseer, At the 577th second mark, today : 5 contaminations. post-patch : 6 contaminations. So, starting from that mark, you need post-patch : 111.11... sec per contamination today : 133,33... sec per contamination also post-patch : 1 sec = 0.009 of a contamination today : 1 sec = 0.0075 of a contamination That is a 20% contamination gain, after the 577th second mark
Overall the gain is therefore 20% more contamination, +1. (as long as you're past 577 seconds after the morphing of overseer).
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Canada635 Posts
You can't count the price of an overlord in any calculations unless you plan on sacrificing your overseer for some horrible reason. The change is intended to make getting a couple overseers easier early on, and also make sure they don't contaminate the shit out of everything.
Win Win?
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On August 26 2011 02:10 SafeAsCheese wrote: It won't be something you will see for many months.
Zerg already has a shitload to to with spreading overlords, spreading creep, setting up banelings mines, injecting on time, constantly harassing with muta or poking with zerglings, etc.
No zerg has even mastered that stuff yet, not even NesTea speads creep or overlords as well as he should, for example.
Microing 8 overseers in an enemy base isn't easy. I don't see why people have this misconception that Nestea supposedly has the best mechanics of any Zerg right now. It's simply not the case, many players like DRG, Ret, Coca and possibly even Dimaga/Morrow have better mechanics than Nestea. The reason Nestea is so damn good is because he plays mind-games and has great decision making and strategies. His hands are too slow to let him have the best mechanics in the world and he admits that himself.
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The situation you present would never occur in a real game, and it isn't really a buff either. Cycling 8 overseers just to delay one structure is in not cost efficient. I also have a problem with the way you present the information, calculations like this don't really stand on their own. If you look at just the calculations then you might as well say that HT are also ridiculously strong because they can inflict 800 damage at full energy.
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Ares[Effort]
DEMACIA6550 Posts
Cool use the other thread please
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