Does the pending 1.4 update actually change much about the mass contaminate? For those of you who dont know, mass contaminating is when you continually contaminate a building so it cannot actually produce anything.
LETS DO THE MATHS!
So, according to liquipedia 2 (I also checked in sc2 to be sure), "Every unit type has a fixed maximum energy value of 0 or 200 and a natural energy regeneration of 0.5625 energy per game second".
The 0.5625 energy per game second part is relevant to this.
Currently, you need 5 overseers to continually contaminate a building, without it ever being able to produce a unit or research an upgrade. The current energy requirement for contaminate is 75. The time that contaminate halts production is 30 seconds.
This is the part where Im not super good at explaining the reasoning, but I know it all fits into place because I tested the first part with the current overseers. I also want to believe Im good enough at maths to do something simple like this.
So, 75 (Energy required) / 0.5625 (energy per second regen) = 133.3333333333333 (I dont know the right way to explain the figure)
133.3333333333333 / 30 (contaminate time) = 4.444444444444444 overseers required to continually contaminate a building,
But because we cant build 4.444444444444444 overseers, we build 5, otherwise there will be a period of time where you'll run out of energy and have to wait.
So, we can do the same for what it'll be like in patch 1.4.
125 / 0.5625 = 222.2222222222222
222.2222222222222 / 30 = 7.407407407407407
Therefore, we need 8 overseers to continually contaminate something.
So, now to work out if theres actually much of a change, we just compare the price of overseers before and after. Of course, theres going to be differing levels of effectiveness in actual practice with use of before and after patch 1.4 because of other variables such as the difference in health of all the overseers or how you can micro them.
Before patch:
Overseers cost 50 minerals, 100 gas.
50&100 x 5 overseers = 250 minerals, 500 gas
After patch:
Overseers cost 50 minerals, 50 gas.
50&50 x 8 overseers = 400 minerals, 400 gas
So, before patch its 250 mins, 500 gas. After its 400 of each.
Total resources for before patch is 750, total for after is 800.
So basically, they will only be more useful for scouting (due to cheaper cost (duh)), and the occasional contaminate you'd do while scouting. The mass contaminate difference is negligible. Btw, I did this just to see how many overseers it'd take to continually contaminate something, not to find overall cost. The overall cost is just something else I threw in.
Thats alot of overseers! But i'm pretty sure that it was made to change zvz where someone would get 4 overseers and perma goop your infestation pit/upgrades/ hatchery
Thats alot of overseers! But i'm pretty sure that it was made to change zvz where someone would get 4 overseers and perma goop your infestation pit/upgrades/ hatchery
Actually, now that you mention it, if you have 4, or 7 after the patch, as long as you wait for them to max out on energy, it'll be ages before you run out of contaminates. Still, you will eventually run out.
Also, havent seen it used in ZvZ in ages. It usually gives you a timing of some sort since its such an investment
I've had stargates contaminated few times( Actually, roach ling timing + contaminate on stargate would've won my zerg opps so many games, when I barely squeeze that void out to clear the push.
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Quote:
Originally Posted by souljah
Upgrade : Give roaches invulnerability to nukes, as their namesake on Earth have.
Zergs should use contaminate more on protosses' robo facility imo. Highly irritating cos toss is usually chrono boosting out either obs, immortal, or collo.
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