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Should zealot charge be manual cast?

Blogs > IMoperator
Post a Reply
IMoperator
Profile Joined October 2011
4476 Posts
December 21 2011 07:02 GMT
#1
I think this is one of those "micro potential" things that protoss can have. In the fundamental terran problems thread or whatever, one of the posters pointed out that Terrans don't want the other races to be nerfed or T buffed, we just want them to have to micro their units more. As it stands, they can literally just amove chargelots while we have to stutter step our heart out to have a chance at winning. Do you guys think that making charge a manual cast would make things a little more even?

*
RevTiberius
Profile Blog Joined July 2011
Canada353 Posts
December 21 2011 07:04 GMT
#2
Interesting suggestion. I'll check out the other thread and comment again here later. Should be an interesting discussion unfolding!
Teaching Chess to a Starcraft 2 Grandmaster: http://revtiberius.blogspot.ca
Scarecrow
Profile Blog Joined July 2009
Korea (South)9172 Posts
December 21 2011 07:08 GMT
#3
It's not like T's are struggling in the mu, there's hidden factors like protoss having to look away to macro where Terran can macro whilst never leaving their army. If terran had to reset their rally point for every unit they built, then we could talk about giving toss more to do micro-wise.
Yhamm is the god of predictions
xmShake
Profile Blog Joined February 2007
United States1100 Posts
December 21 2011 07:09 GMT
#4
This doesn't really change anything. Instead of attack moving you press C and click on a unit, and then maybe attack move after once the zealots are in range. No thought or micro involved, you simply just do it, not worth the change.
cmen15
Profile Blog Joined December 2010
United States1519 Posts
December 21 2011 07:10 GMT
#5
I understand your point but all this forces is to put your zealots in their own hot key group and press charge every eight seconds or w/e the cd is. I don't know how much this will do for the match up.....
Greed leads to just about all losses.
Korinai
Profile Joined February 2011
Canada413 Posts
December 21 2011 07:12 GMT
#6
I like where it's at now. Not sure if you know, but if you manually charge units at the back, you get much better surrounds. So in a perfect world, a perfect protoss player will be manually charging units in the back of a bio ball where as a lesser protoss might just a-move and spend his lower apm on other things.
"There is nothing more cool than being proud of the things that you love." - Day[9]
BEARDiaguz
Profile Blog Joined June 2009
Australia2362 Posts
December 21 2011 07:19 GMT
#7
On December 21 2011 16:08 Scarecrow wrote:
It's not like T's are struggling in the mu, there's hidden factors like protoss having to look away to macro where Terran can macro whilst never leaving their army. If terran had to reset their rally point for every unit they built, then we could talk about giving toss more to do micro-wise.


It's so hard to do some warp-ins whilst 'microing' a Chargelot/Archon/Colossus army? Jeez.

And if it's a bigger more well rounded army I think what most protoss are doing is just moving their army back whilst warping in. Worst case scenario, your army gets bigger. Best case scenario, the terran stumbles into storms and feedbacks.

as to the OP, I don't really think so but I wouldn't mind it just because I hate protoss and would like to see them suffer.
ProgamerAustralian alcohol user follow @iaguzSC2
IMoperator
Profile Joined October 2011
4476 Posts
December 21 2011 07:28 GMT
#8
On December 21 2011 16:19 iaguz wrote:
Show nested quote +
On December 21 2011 16:08 Scarecrow wrote:
It's not like T's are struggling in the mu, there's hidden factors like protoss having to look away to macro where Terran can macro whilst never leaving their army. If terran had to reset their rally point for every unit they built, then we could talk about giving toss more to do micro-wise.


It's so hard to do some warp-ins whilst 'microing' a Chargelot/Archon/Colossus army? Jeez.

And if it's a bigger more well rounded army I think what most protoss are doing is just moving their army back whilst warping in. Worst case scenario, your army gets bigger. Best case scenario, the terran stumbles into storms and feedbacks.

as to the OP, I don't really think so but I wouldn't mind it just because I hate protoss and would like to see them suffer.

Lol yep, I agree. I just want to add more difficulty for the protoss because I'm low masters and the amount of micro needed to beat an amove protoss deathball is daunting to say the least.
SwizzY
Profile Blog Joined September 2010
United States1549 Posts
December 21 2011 07:31 GMT
#9
+ Show Spoiler +
On December 21 2011 16:19 iaguz wrote:
Show nested quote +
On December 21 2011 16:08 Scarecrow wrote:
It's not like T's are struggling in the mu, there's hidden factors like protoss having to look away to macro where Terran can macro whilst never leaving their army. If terran had to reset their rally point for every unit they built, then we could talk about giving toss more to do micro-wise.


It's so hard to do some warp-ins whilst 'microing' a Chargelot/Archon/Colossus army? Jeez.

And if it's a bigger more well rounded army I think what most protoss are doing is just moving their army back whilst warping in. Worst case scenario, your army gets bigger. Best case scenario, the terran stumbles into storms and feedbacks.

as to the OP, I don't really think so but I wouldn't mind it just because I hate protoss and would like to see them suffer.



actually, worst case scenario, protoss loses because he didn't micro correctly, best case scenario, army gets bigger. Stupid scenario, terran walks into storms. Feedbacks are single-cast Mr. knowitall.

Yes, microing is actually insane hard when AI auto-bunches your army against a Terran who spams EMP and can take your Tier1/2/3 army with Tier1 dps. But that's not the topic at hand.

It's a very tentative matchup and if they can do it tastefully, I'd love to see some more micro elements thrown into the game (not the bullshit macro elements that they refuse to throw out in hopes of differentiating sc2 from bw). Blink stalkers are the best we got and frankly, it's quite underwhelming in terms of scope and strategic possibilities.
All that glitters is not gold, all that wander are not lost, the old that is strong does not wither, deep roots are not reached by frost.
BEARDiaguz
Profile Blog Joined June 2009
Australia2362 Posts
December 21 2011 07:37 GMT
#10
Huh?

You have an army with chargelots at the lead. If you have to turn it around, a terran army that stims and chases it picks away at like 2 or 3 chargelots at best. The rest get away easily and you should be able to warp in and look back at your army in that time. I've been the chasing terran in this situation so many times and it sucks how little damage I get because of how shitty my arc is when chasing a retreating protoss army. And if I overextend my pursuit then he turns around and gets a brilliant chargelot arc on me or good storms. The good thing is that I get a few zealots for free! Bad thing is that I just stimmed away 20% of my hp to do it and I cannot keep doing that!

If this is pre-chargelot then you have sentries and you still should be ok.
ProgamerAustralian alcohol user follow @iaguzSC2
TG Manny
Profile Blog Joined September 2011
United States325 Posts
December 21 2011 07:45 GMT
#11
Interesting idea. I would like the autocast range to be shorter, though. (maybe three-quarters or half charge total range?) So that a protoss can be rewarded better for "casting" charge even if he wants to only try and attack the front of the army and give terran a little more attacker advantage if he wants to attack an army (while defending the army Toss should be casting and taking care of the attack on Terran's turf).

What is to say that Toss can't use a little extra-multitasking in the MU. Terran constantly has to worry about forward pylons that can wreck a 3rd/natural, which tech toss is going, and drop to keep themselves in the economy game. Drops can also be deterred by lots of cannons, stalkers, etc. + awareness given by an observer. In chargelot Archon type armies, give toss something to do other than select the army and attack move.
Singularity is at hand...
RoieTRS
Profile Blog Joined July 2008
United States2569 Posts
December 21 2011 07:47 GMT
#12
Charge is actually a target skill. You target the enemy and it charges.
You can actually create a charge-train of zealots if you target them individually.
konadora, in Racenilatr's blog: "you need to stop thinking about starcraft or anything computer-related for that matter. It's becoming a bad addiction imo"
prom1se
Profile Joined July 2011
Canada35 Posts
Last Edited: 2011-12-21 07:54:43
December 21 2011 07:52 GMT
#13
If Protoss just leave charge on auto cast all the time it will result in wasted charges, that is if the other player is smart enough to exploit it. You can also target buildings to run away or target your own units to back away quickly, that is if you don't leave charge on auto cast 24/7.
Spicy_Curry
Profile Blog Joined March 2011
United States10573 Posts
December 21 2011 08:36 GMT
#14
I don't auto cast charge because you cant retreat if you do that. Also you can actually surround with zealot charge.
High Risk Low Reward
Aphasie
Profile Blog Joined February 2010
Norway474 Posts
Last Edited: 2011-12-21 08:56:49
December 21 2011 08:55 GMT
#15
Not having auto-cast is totally ridiculous. Should we expect you to manually cast medivac healing? Or concussive shells?

Fact of the matter is, there will come a time where any top-level protoss must charge their zelots manually to get the better sorround. Probably in 2-3 different groups (or individual charges). You also seem to forget that protoss is the race most vaulnerable to bad engagements. Our army, which is expensive and slow to build, must prevail basically every time or the game is lost. Doing perfect FF, storm while having your units split in 3 directions because of EMP is enough - no auto-charge would simply create too much to do within the timelimit of perhaps 5 seconds.
firehand101
Profile Blog Joined March 2011
Australia3152 Posts
December 21 2011 13:21 GMT
#16
Wow i just had the same idea today.... freaky! but yeah that would be much better, hate when they go off on their own accidentally
The opinions expressed by our users do not reflect the official position of TeamLiquid.net or its staff.
Skilledblob
Profile Joined April 2011
Germany3392 Posts
December 21 2011 14:51 GMT
#17
I dont understand all this Terran whining just because they are finally at the same level like the other 2 races they start whining?

Terran, Protoss and Zerg have different requirements when you want to play them on a high level. There is no point in trying to make all the races the same. Terrans might have to micro a bit more with their bio units, but in return they get the easiest macro mechanicss in the whole game, while protoss can warp in units he still has to warp every unit manually and by clicking on the screen which takes time off his army management. Zerg on the other hand has to stay on top of the larvainjects or he will loose in the long run and if you want to make good fights you still have to micro and do proper flanks.

So what I am getting at is all 3 races are different if you cant handle the requirements for your current choice of race switch to another one whose mechanics might suite you better. But dont demand stupid nerfs to the other races in an attempt to make everything the same.

Charge should not be on autocast ideally anyway because it can create stupid situations where charges are wasted.
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