Cool zealot trick - Super charging! - Page 6
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Canada1218 Posts
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Xapti
Canada2473 Posts
On August 09 2010 13:07 muffley wrote: You've completely misunderstood the trick. This trick does not increase zealot charge range at all. All you can do is charge other units that are already moving. The only way this might be useful is if it's used with blinked stalker as the charged unit, which I did not know worked until just now (watching a video posted)Wait, you can charge into the enemy forces from farther than they can see .... SOUNDS AWFUL! Nonetheless, it's suiciding a stalker, and has a limited range of 8 (blink's range). In practical use though, blinking a stalker 8 units into the enemy will likely instantly kill the stalker, at which point the charge will stop. Considering the time it takes for the stalker to die, the zealots might have charged 1-2 extra squares, while you just used up their charge early, as well as pretty much sacrificed a stalker. So even with stalker exploit, it would still not be very useful, if useful at all. | ||
Zorkit
Canada66 Posts
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Dog22
United States140 Posts
Sorry...deleting my post. | ||
Xapti
Canada2473 Posts
On August 09 2010 13:52 Zorkit wrote: No. Even with triggers (humanly impossible) and perfect unit positioning (again almost certainly impossible), I didn't manage to get them to loop charging for more than 3 charges before they messed up.i lol'd. its gonna replace the scv dance around command centers. | ||
Xapti
Canada2473 Posts
On August 09 2010 08:16 Field wrote: 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. THIS THIS is the trick that is useful. Good job clarifying things man. more than double movement speed zealots for quite a long range in any direction, without having to be units there. it only works with attack-move and attack though, so you can't retreat to where no units are (very unlikely circumstance) | ||
SharkSpider
Canada606 Posts
Someone beat me to the C -> A trick, sorry for the post! | ||
TitleRug
United States651 Posts
On August 09 2010 14:20 Xapti wrote: THIS THIS is the trick that is useful. Good job clarifying things man. more than double movement speed zealots for quite a long range in any direction, without having to be units there. That is useful! I'm going to try that right now. And to think I was going to stop playing starcraft for today -.- | ||
ArtemisKnives
United States210 Posts
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Thereisnosaurus
Australia1822 Posts
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Yung
United States727 Posts
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Sealteam
Australia296 Posts
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Rabiator
Germany3948 Posts
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Ownos
United States2147 Posts
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Bibzball
France250 Posts
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ckcsaber
United States1 Post
On August 09 2010 18:02 Ownos wrote: Already knew about this in beta. I guess no one posted about it because it really isn't practical. I think being able to decrease travel time for Zealots is awesome | ||
T0fuuu
Australia2275 Posts
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DemiSe
883 Posts
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Elmers_Cow
United States28 Posts
but awesome find man! I was barely getting the hang of fazing with voids and now you throw this at me! keep the tricks coming and thanks | ||
AlienAlias
United States324 Posts
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