On August 31 2010 04:19 Solasce wrote: am I the only one so far to notice that this is going to blow the 12 second cooldown for all your chargelots long before they're in range of the enemy? If you do this while entering a battle scenario, the bioball + tanks or roach + hydra will have a full 12 seconds to kite/destroy the oncoming zealot line as they run at slightly above regular speed towards the enemy.
I really am struggling to find a scenario where this would be useful.
If you look at my Livestream Vod, the chargelots charge for a LONG time. In most cases, the chargelots continue to charge even when they ahve reached their targets if you've played enough PvT. When the chargelots go into the ball, the chargelots dance around, trying to find an opening. However, with this technique, all of them come rushing at the bioball at once so there's no time to kite the zealots instead of each of the zealots charging when they get into attack range.
On August 31 2010 04:23 Tump wrote: You don't really need blink, you can just charge any zealot and then attack move towards your targets. Using the patrol trick to space your Zealots nicely before hand is good, as it makes a much larger amount of your Zealots charge. It will be a cute situational micro trick against breaking Siege Tank lines.
Yea, i figured that out last night too. Watch the livestream vod and you'll see that you just charge at a zealot and it will charge at the direction that you attack move. As long as you attack move, the charge will continue. This includes multiple attack move commands.
btw, you don't have to disable the autocasting of charge to do the trick.
Yeah I know, was just messing with the button.
I think it's faster to charge in the screen and then attack the ground instead of the minimap. It gives you more running time as well as more control of where the zealots go.
On August 31 2010 11:16 Sonic114 wrote: I think that this is really great for moving your zealots out front, but i dont see much practical use from it.
1. You will notice that the reason zerglings 'autosurround' is because of their incredible speed. The same applies to the zealots as all of them will be charging at once like zerglings. The surround will be much faster than if they were attack moved into the ball because they will all be charging at the same time (and will not be slowed by Marauder attacks) compared to zealots streaming in as they get closer to the enemy. Also, because the zealots are slower if they are out of range, after the bioball stims, they will be kiting the zealots. This therefore constantly keeps the zealots in the back uncharged and not doing damage.
2. As I said earlier in the thread, the longer it takes for a zealot to get to the target, the less damage that the zealot will die. With that said, wouldn't it be the best advantage for the zealots to be moving at its maximum speed during the entire engagement? Almost all of the time, against bio balls, my zealots are hit before they start charging therefore, if they start charge before they get hit, they will be hit less in the long run.
3. Breaking tank lines much? I think FaZe pointed out in his thread, the charge is just a little bit longer than tank's range. enuff said.
4. This is a bit more situational, but if you suddenly get dropped from the otherside of your base, the mobility of your zealots will be much better as they will be charging across your base even faster than stalkers can blink.
5. As they are the meatshields for most protoss armies, they are best if they are in the battles first with stalkers/other ranged units in the back supporting them. Charging with all your zealots ensures that all of them will be charging in front, keeping your more valuable units alive for longer as each of your zealots will be in front of your main army.
On August 31 2010 18:48 Aerox wrote: Goddammit, Blizz. In the end, it becomes an inefficient interface. I suggest to yell at Blizzard to turn charge into a stimpack type of button.
lol yea, wouldn't that be nice for once...something easier for the protoss.