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How do you use Zealots? - Page 3

Forum Index > StarCraft 2 Strategy
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Chairman Ray
Profile Blog Joined December 2009
United States11903 Posts
December 07 2010 02:02 GMT
#41
The purpose of zealots without charge is to act as a meatshield for your sentries and stalkers to fire. They are useless on their own.
MoMoGai
Profile Joined September 2010
United States18 Posts
Last Edited: 2010-12-07 02:07:05
December 07 2010 02:04 GMT
#42
On December 07 2010 09:56 sas911 wrote:
Show nested quote +
On December 07 2010 09:32 MoMoGai wrote:
I dont get why ppl are saying how chargelots function great vs the MM ball.

Try stiming the ruaders and have the chargelot atk. With proper micro/kiting, the charge duration will run out before EVER reaching the rauder and thus die w/o doing a good job of ever dealing dmg as so many have suggested.

Umm... Firstly, if you're army is magically composed of only marauders, the army difference would just totally overwhelm you. Secondly, are you SERIOUS? Chargelots directed to attack a terran mm will at the very minimum REACH your army. You kite, moving back, and the second charge they take like 4,5 swipes at the front of your army. Then third charge the final surround gets you raped.


You do realize that in order for charge to activate 3 times, its 30 sec cooldown (10 sec per charge cd) + duration of charge (cooldown start after charge ability is finished). I dont know how many zealots a person would need vs how less MM the opponent needs in order to need to kite chargelots for 30+ sec.

Also charge range exceeds that of stalker atk range and walk speed, and No, an mm ball doesnt need all rauders because rins deal the dps since they can atk almost 2x as fast. The units closest to the army gets slowed by the rauders. The concusive EFFECTS charge. So charge speed is cut IN HALF which is roughly the speed of a stalker normally. STIM makes the units much faster than a stalker can run. The chargelot should not reach within melee range with proper micro of the MM ball. Yes, chargelots are good in very small skirmishes, but once there is a decent army count during the mid game, they evaporate w/o being able to do much if at all.

EDIT: In pvt chargelots rock, because the twilight council helps you work your way up to ht tech, as any good terran will always get vikings to get ready to own your colossus.
In pvp it's a bit controversial. Early game, you'll definitely have an advantage, just because chargelots can munch through stalkers sooo well. However, if you got a twilight council and they're going standard for colossus, you're in a slight bit of trouble. (ff ramp shuts down a lot of attempts to end game there and then). I like to use chargelots and get an expo, and try to use my chargelots to deny any expansions while I abuse my economic advantage and get either colossus or voids (well, just trying out void rays because of patch, but if I really want to win I'll usually just get colossus)

What youre saying is that going HT is a good way to research charge. However, if you head straight for twilight, a shee opening or even delayed opening = auto lose on the P end, or the roach burrow micro will break P apart w/o robo. P is FORCED to open robo.

By the time twilight and charge is researched, the game would have already moved on to the mid/late game where the armies are at a size where chargelots are rendered near ineffective as the die very fast to everything the other 2 races have to offer.

Yes, maybe in specifically selected games and against certain openings and matchups and positioning, chargelots are viable to use. However, in the majority of the games played and even at top level play, chargelots are no where near as effective and viable as you have assumed. Yes, charge allows zealots to be better and more useful, but it is SUCH a late tech and so costly, like the reaper nitro pack being moved to require factory, the margin where charge is viable is slim, and with the inherent weakness of the tech tree and opponents opening options available, chargelots are not justified for the investment.



I think the only role currently for zealots in general are to act as early game buffers that allow the P player to tech up into Colos or HT and act as a mineral dump, not some amazing game changing unit that many ppl have suggested.
NeoSparta
Profile Joined March 2010
United States10 Posts
December 07 2010 02:06 GMT
#43
I saw one player use a forward pylon to warp in 2 zealots while the rest of his army moved to the backdoor. Once the enemy engaged him at the back he walked his zealots in the front door straight to the mineral line. (This was PvP game, same could apply to a non blocked Terran, or against a Zerg if you call in 3-4 Zealots to make quick work of the Queen(s).)
Theorem: a cat has nine tails. Proof: No cat has eight tails. A cat has one tail more than no cat. Therefore, a cat has nine tails.
Abstinence
Profile Blog Joined November 2010
United States328 Posts
December 07 2010 02:10 GMT
#44
Seriously?

PvT: Say you get dropped in your main. What would you warp in, four stalkers, four zealots or two zealots and two stalker? The latter, obviously. Warping in zealots on top of an army is awesome, AND they prevent your expensive stalkers from dying.

Another example: In PvP, if both players do a 4gate, it comes down to whoever has more zealots.

PvZ: Someone opens dimaga style. What, are you going to make a bunch of stalkers and get faceraped by hardcore speedling mass?
Provocateur
Profile Joined October 2010
Sweden1665 Posts
Last Edited: 2010-12-07 02:18:00
December 07 2010 02:15 GMT
#45
+ Show Spoiler +
On December 07 2010 09:32 MoMoGai wrote:
I dont get why ppl are saying how chargelots function great vs the MM ball.

Try stiming the ruaders and have the chargelot atk. With proper micro/kiting, the charge duration will run out before EVER reaching the rauder and thus die w/o doing a good job of ever dealing dmg as so many have suggested.

Zerglings on the other hand even though they are 'countered' by so many different units, they are, just like marines, the best tier one unit in the game. Both lings and rins have their place in Late game; and rins can still deal insane dps and the ling is still a very potent sniper and harass unit.

The key w/ a tier 1 unit being useful is the mobility it has during Mid/Late game. Lings are super fast, rins have stim and deal high dps, but lots are the slowest of the 3. They do not have mobility. Even during late game ppl still fear a ling counter attack, or marine drops. NO ONE fears chargelot drops or even chargelot run by, especially not even during battles (mirrors dont count).

Roaches/Hydras/Infestor/Bling evaporate lots on the battlefield with lots takes one or two volleys before they ell evaporate. Rin/Rauder/Hellion/Reaper/Tanks do a little magic trick called shooting and all the lots become little flickering candle light in the middle of a field. (if you think the same happens w/ lings watch the GSL. they come in from all sides and divert a ton of fire and can stop a retreat and allow the army to be cleaned up while stopping reinforcements at the same time)

Show nested quote +
On December 07 2010 09:23 fusihunter wrote:
On December 07 2010 07:45 Chill wrote:
I never build Zealots without Sentries. There's something really satisfying about jamming that Terran ball into a fucking corner and filling it with Zealots.



+1.

I don't understand why anyone wouldn't make sentries in any composition , they are a match winner from Tier 1 till tier 3 (Obv you have to not get them stomped on, but even putting them behind ultras to seperate the Hydras is very effective).

So how do you use Zealots? With sentries.

Well heres the thing, lings and rins operate well WITHOUT any other unit assistance, while lots HAVE to rely on sentries.


Here's another thing, Zealots operate EXTREMELY well along with sentry support, especially in the earlier stages of the game. As long as your force field micro isn't terrible a sentry and zealot heavy composition should do well against most things your opponent can throw at you in the early game. The often so fearsome MM ball becomes laughable once you place three or four force fields behind them and letting your Zealots go to work. I really think you underestimate this unit's potential.
ducis
Profile Joined May 2010
Canada96 Posts
December 07 2010 02:26 GMT
#46
ummm
zealots are used to tank damage, and deal damage, and to not waste gas, against ground units

seriously zealots are awesome units, they just take a few forcefeilds to be effective
GQz
Profile Joined September 2010
Australia168 Posts
December 07 2010 02:46 GMT
#47
To be fair, zealots have the same movespeed as marines and marauders without stim, and take very little damage as a fraction of their hp from marines and marauders. Also, their damage is off the charts. So if they were any faster, you'd be hearing terran cry imba, because the wouldn't be able to run with their marines/marauders without stimming. It pretty much forces you to get supporting units, yes, but i mean, how well do you expect to do with pure zealot?
Geovu
Profile Blog Joined November 2010
Estonia1344 Posts
December 07 2010 02:49 GMT
#48
PvP Collosi eat zealots and make me sad : (
PvZ Roaches and Hydras eat zealots with or without kiting and make me sad (PS hydras can kite slowlots offcreep) : ((
PvT Slowlots are useless beyond letting your stalkers shoot without getting instajibbed, by the time you can get chargelots its at the point in the game where it is simply detrimental to get charge. Have you ever seen zealots charge forward into MM ball? Each zealot gets 1 strike, and the ball takes steps back and kites for eternity because your ranged units are too far away to hit the MM ball, and the zealots can't retreat nor attack because of kiting and conc shell as well as their overall speed. No matter the situation, attempting to use zealots for a hundred games gas left me sad : (((
Koneko
Profile Joined December 2010
United Kingdom6 Posts
December 07 2010 16:13 GMT
#49
For all you zealot haters out there, check out MarineKingPrime.WE vs oGsMC in the GSL Ro8. MC delivers a masterclass on how to use zealots, especially in the early game. (Set 2 and Set 3 especially) + Show Spoiler +
Turns out zealot + probe is the best unit combination ^_^.
teh_longinator
Profile Joined March 2010
Canada725 Posts
December 07 2010 16:17 GMT
#50
I use Zealots the same way I use Zerglings. Use them as that melee unit to tie them up and have them focus fire and have my ranged units, like Hydras or Stalkers, take them out while they're busy.
red_hq
Profile Blog Joined April 2010
Canada450 Posts
December 07 2010 16:57 GMT
#51
Really Really high DPS meat shields. Essentially you a-move some zealots into a maurder/roach force, now if they stutter step the AI auto attacks the zealots while they take pot shots from the stalkers, if they plain up retreat they take less pot shots from the stalkers but loose position, if they just hold the line zealots start to cut the mm/roach faces up while taking potshots from stalkers. Alternatively on defense you put them in front and then when an opposing force comes at you bro, you FF the back half off and lol as the zealots move in to make some terrible terrible damage.

Zealots are boss even after the nerf, Foxer died to a 1gate proxy.
Get some 'good' Dota 2: twitch.tv/redhq
Audemed
Profile Joined November 2010
United States893 Posts
December 07 2010 19:47 GMT
#52
Everyone keeps saying they suck until charge, doesn't anyone skip early stalkers and just do zealot/sentry? 6 zealots + 2 sentries as my first units keeps me very, very safe. Forcefields to keep some away, to keep some close, guardian shield to keep everything cozy and not much can touch you in the first few minutes.
"People sleep peaceably in their beds at night only because rough men stand ready to do violence on their behalf." -George Orwell
achacttn
Profile Joined July 2010
Australia82 Posts
December 07 2010 19:57 GMT
#53
Zealots to me seem OP T^T (Zerg player)
Basically owns every ground unit once you get charge and too tanky =/
Antisocialmunky
Profile Blog Joined March 2010
United States5912 Posts
Last Edited: 2010-12-07 20:50:31
December 07 2010 20:49 GMT
#54
Do you remember the opening scene of Saving Private Ryan? Do you remember how the main characters in the scene where the landing craft door opened had time to jump over the sides of the boat because of all the guys in front of them taking the bullets?

Yeah, sucks to be a Zealot.
[゚n゚] SSSSssssssSSsss ¯\_(ツ)_/¯
Marine/Raven Guide:http://www.teamliquid.net/forum/viewmessage.php?topic_id=163605
GreenTea1
Profile Joined September 2010
United States31 Posts
December 12 2010 07:06 GMT
#55
that was an intense first scene :o
except that's when they were invading the beach; zealots get that whether your'e attacking or defending... yes. it REALLY sucks to be a zealot.
"Sometimes i think that the surest sign that intelligent life exists elsewhere in the universe is that none of it has tried to contact us." -Calvin
TheSambassador
Profile Joined May 2010
United States186 Posts
December 12 2010 08:27 GMT
#56
Ok... so after actually playing lots of Protoss, I'll admit it - I love zealots.

When I started this post I was just frustrated by being rolled over by stimmed marine/maurader. However, I've "figured out" how to use force-fields relatively effectively, and holy crap zealots do SO much damage.

Overall though, it seems like Protoss is still pretty heavily reliant on the sentry. It's SUCH a good unit, so ridiculously versatile (I almost would say the best caster in the game), but it almost doesn't feel like a choice. I really don't see myself ever NOT making a Sentry in a game... there is literally no place where they would be bad. Is this the problem?
SnipedSoul
Profile Joined November 2010
Canada2158 Posts
December 12 2010 08:35 GMT
#57
I used to get stalkers all the time and would lose a lot to terran MM balls. Once I started getting more zealots, probably a 3/2 zealot:stalker ratio, upgrading armor first, and using guardian shield, my gateway army just shits all over an mm ball, even with stim.
shutdown_exploded
Profile Joined June 2010
United States133 Posts
December 12 2010 08:50 GMT
#58
Is there a thread anywhere that really captures what happened in the xel naga caverns game between Jinro and oGsMC.
I'm not really giving spoilers. I think the basic uses of zealot as meat shield and the strength of charelogts vs bio/hydra has been pretty much covered.

But the idea of zealot as early game mineral sink in sync with sentry forcefield is obscene.

I think if protoss is played well, everyone else is at the mercy of their exact unit composition for the first ten minutes of the game (too many bunkers vs units, too many roaches vs lings/crawlers, too many zealots).


I must reiterate, everyone is at the mercy of the aggressive Toss unit comp, or they autolose.
SecondShadow
Profile Joined November 2010
69 Posts
December 12 2010 09:33 GMT
#59
Zealot+immortal+phoenix in PvP
Zealot+few stalkers+immortal--->Zealot+immortal+stalkers+colossi (if it ever gets that far) in PvT
Zealot+stalker+immortal-->Zealot+Immortal+Archon+Carrier (for shitzandgigz) in PvZ

I <3 zealots, especially chargelots. Rush for charge most games (2gate-council-robo-moargates). Use obs/xel naga towers to watch out for incoming armies, wait for them to be perpendicular to army and then charge in for epic death.

Zealots actually whip tanks and marine/marauder horribly if you catch them as they are moving out.

Charge in from behind+side, hurpsword death, and use stalkers to roast any medivacs and tanks that are blocked by blobs of marauines
freetgy
Profile Joined November 2010
1720 Posts
Last Edited: 2010-12-12 11:04:18
December 12 2010 11:00 GMT
#60
well Zealots imho suck bad, especially against M&M when Medivacs start to kick in.

Protoss really needs to get AOE dmg or they get screwed, the problem is of course they just can't deal enough dmg. Best DMG Dealer Zealot usually does not get into the position dealing dmg at all.
Even Charge does not change that, (the speedupgrade with charge at least helps alot more)

without zealots out of the picture we are now stuck with Stalkers as dmg, which are the least cost efficient unit in the game.

Sure Forcefields helps a lot but still, what when your enemy does not engage you in position that favors you? one wasted forcefield, costs you the game, you can't run away cause you have to engage because your units are so fucking slow.

all in all Protoss have to play really precautiously, cause errors are severly punished during micro battles.
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