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Cool zealot trick - Super charging! - Page 4

Forum Index > SC2 General
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SolHeiM
Profile Blog Joined April 2010
Sweden1264 Posts
August 08 2010 20:36 GMT
#61
On August 09 2010 05:34 koOma wrote:
cool trick but pretty much useless in a game


Not really. Charge to catch up with opponents running away from you for example. Charge the one furthest away, all your Zealots catch up, and then you can block and kill even more units. Requires plenty of micro though.
Endorsed
Profile Joined May 2010
Netherlands1221 Posts
Last Edited: 2010-08-08 20:44:28
August 08 2010 20:43 GMT
#62
This should definitely not be removed.

Now delete this topic before Blizzard sees.
Ouga
Profile Joined March 2008
Finland645 Posts
August 08 2010 20:47 GMT
#63
This is actually a lot more interesting than VRs. With VRs it was just bug and I really hoped it was fixed from the second I saw it. This looks like it requires way more effort to actually get benefit from, and benefit seems smaller, but I suppose with some creative play a strategy could be based on getting the surprise attack going with this. Imagine terran seeing one lot wandering, then suddenly 20 lots charge to 1, and they all charge to that lot, could potentially make big havoc in midst of marine/tank lines. Anyhow, this looks like something that despite not probably being intended, doesn't need to be patched.

I congratulate you if D.Bowder will ever call them Fazelots
Powster
Profile Joined April 2010
United States650 Posts
August 08 2010 20:52 GMT
#64
I can think of some times when this will be useful.. you just lose a fight and only have zealots left while enemy has stalkers (has happened to me often). Your forward pylon dies so without it you will be losing zealots one by one till you reach your base.. with it you can reach your zealots running away towards your base a lot faster...
TitleRug
Profile Blog Joined May 2010
United States651 Posts
August 08 2010 20:55 GMT
#65
On August 09 2010 05:52 Powster wrote:
I can think of some times when this will be useful.. you just lose a fight and only have zealots left while enemy has stalkers (has happened to me often). Your forward pylon dies so without it you will be losing zealots one by one till you reach your base.. with it you can reach your zealots running away towards your base a lot faster...


Nice! I agree using this you can get away with your stray zealots, so you don't lose all of them if all your stalkers die.
coLCruncher fighting!
RifleCow
Profile Joined February 2008
Canada637 Posts
August 08 2010 21:03 GMT
#66
This is big if you think about zealot surrounds. Instead of attack the first unit you should instead attack the unit farthest away from you that way the zealots run a farther distance. This will also be useful a other have said in retreating zealots.
hohoho
wiibz
Profile Joined July 2010
United States15 Posts
Last Edited: 2010-08-12 19:08:27
August 08 2010 21:17 GMT
#67
Moderator edit: image macro's are not allowed.

haha

Sorry moderator! :3
adi1133
Profile Joined June 2010
Romania109 Posts
August 08 2010 21:24 GMT
#68
I think that zealot speed is badly implemented, it should still have auto-cast but also be activated manually so that zealots can retreat or just sprint without actually attacking something in the process.
btw I hate zealots im a terran player ... but this should add some must needed complexity to statecraft 2
Old School > New School
FrostNixon
Profile Joined July 2010
Bulgaria215 Posts
August 08 2010 21:26 GMT
#69
I kinda dont see the point of this - sure u can do it with 5-6 zealots but at the point where u have charge you should have like 20 or more.
Thy will be done on earth as it is in heaven.
Luperts
Profile Joined July 2010
Sweden28 Posts
August 08 2010 21:30 GMT
#70
awesome stuff faze, keep finding more of this!
You can only get better by playing the better oponent.
AcrossFiveJulys
Profile Blog Joined September 2005
United States3612 Posts
August 08 2010 21:33 GMT
#71
this is actually something that people have known about for awhile, but it's good you made a thread on it.
ensis
Profile Joined May 2010
Germany340 Posts
August 08 2010 21:43 GMT
#72
what a crap, but funny as hell though^^
this is Day[9] Daily #266 where we learn to be a better substractor- - - - - - - - - - - - -even Chuck Norris watches Day[9] Daily - - - - - - - TL ban policy sucks ratsass
FC.Strike
Profile Blog Joined April 2010
United States621 Posts
August 08 2010 21:53 GMT
#73
Pretty cool, I suppose I should add it to the mechanics thread eventually.
--------------------------> My Smiley Face Disagrees, Your Argument is Invalid -------------------------->
Field
Profile Joined June 2010
United States9 Posts
August 08 2010 23:16 GMT
#74
I actually just messed around with this, theres actually a pretty cool thing you can do thats sort of related.

If you select all your zealots, tell them to "C" charge the one in the lead and then "A" attack off in the distance before they reach the zealot they're charging, even if you don't have a target, they'll all rush that direction for about 15 units. Pretty cool stuff.
awesomoecalypse
Profile Joined August 2010
United States2235 Posts
August 08 2010 23:38 GMT
#75
Hope this doesn't get removed. Fazing was cool, but it was also broken--once you could do it, Void Rays wrecked everything. But this is perfectly reasonable--a bump in efficiency, in exchange for taxing micro, but not at all broken.
He drone drone drone. Me win. - ogsMC
Chronopolis
Profile Joined April 2009
Canada1484 Posts
August 08 2010 23:46 GMT
#76
I think a better method would be charging towards your own staker, and then using blink to extend the charge.
Defeat
Profile Joined March 2010
United States476 Posts
August 08 2010 23:47 GMT
#77
I agree with adi1133. It would be nice and add more depth if charge could be used manually.
"the metagame has really evolved to the point where the best chance to win the metagame is to game the metagame" -Bags
Whole
Profile Blog Joined May 2010
United States6046 Posts
August 08 2010 23:53 GMT
#78
It seems like a creative player would need to toy around with this to get some usage out of it.

I could see this being used to help set up a quick flank. If an army is approaching and you have some of your Zealots out of position, (on the side instead of the back) you can do the Charging trick to catch up with a properly positioned flanking Zealot. If I would see this in a high level game, I would be so happy.
Z3kk
Profile Blog Joined December 2009
4099 Posts
August 09 2010 00:02 GMT
#79
I don't like how you name everything (only two that I know of, but still ) after yourself, but I suppose you have to right to do so because these tricks are pretty cool--and actually useful--indeed!

You should stick with toss; zerg is blurghish in my humble opinion.
Failure is not falling down over and over again. Failure is refusing to get back up.
Smurfz
Profile Joined May 2008
United States327 Posts
Last Edited: 2010-08-09 00:06:56
August 09 2010 00:04 GMT
#80
This could be useful for retreating.

[edit] just saw the blink stalker vid, this could be very useful for engaging too.
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