• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 06:38
CEST 12:38
KST 19:38
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
ByuL, and the Limitations of Standard Play1Team Liquid Map Contest #22: Results and Winners7Code S Season 2 (2026): RO4 and Finals Preview12TL.net Map Contest #22 - Voting & Ladder Map Selection7Code S Season 2 (2026) - RO8 Preview8
Community News
Weekly Cups (June 22-28): Zergs thrive in new patch0[TLMC] Summer 2026 Ladder Map Rotation05.0.16 patch for SC2 goes live (8 worker start)89ZeroSpace at Steam NextFest - Last free demo39Weekly Cups (June 8-14): Clem and Solar double, PTR tested0
StarCraft 2
General
Is the larve respawn broken? 5.0.16 patch for SC2 goes live (8 worker start) https://www.facebook.com/Arthrovit.Arthritis.Pain. Weekly Cups (June 22-28): Zergs thrive in new patch The Death of Cheese: From a Professional Cheeser
Tourneys
Maestros of The Game 2 announcement and schedule ! Douyu Cup 2026: $20,000 Legends Event (June 26-28) RSL Revival: Season 6 - Qualifiers and Main Event INu's Battles#17 <BO.9> Sparkling Tuna Cup - Weekly Open Tournament
Strategy
[G] Having the right mentality to improve
Custom Maps
New Map Maker - Looking for Advice - Love or Hate Work In Progress Melee Maps [D]RTS in all its shapes and glory <3
External Content
The PondCast: SC2 News & Results Mutation # 532 Nuclear Family Mutation # 531 Experimental Artillery Mutation # 530 One For All
Brood War
General
BW General Discussion ASL 22 Proposed Map Pool Best thing happen to StarCraft since Remastered? ProGamer Paychecks Story Data needed
Tourneys
[Megathread] Daily Proleagues [ASL21] Grand Finals The Casual Games of the Week Thread [BSL22] GosuLeague Casts - Tue & Thu 22:00 CEST
Strategy
Simple Questions, Simple Answers Creating a full chart of Zerg builds Relatively freeroll strategies Why doesn't anyone use restoration?
Other Games
General Games
Nintendo Switch Thread ZeroSpace at Steam NextFest - Last free demo Path of Exile Stormgate/Frost Giant Megathread Beyond All Reason
Dota 2
Looking for a Dota Mentor Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
Russo-Ukrainian War Thread US Politics Mega-thread Canadian Politics Mega-thread The Games Industry And ATVI Things Aren’t Peaceful in Palestine
Fan Clubs
The HerO Fan Club! The herO Fan Club!
Media & Entertainment
Movie Discussion! Series you have seen recently... [Req][Books] Good Fantasy/SciFi books [TV/BOOK] *SPOILERS* Game of Thrones Discussion
Sports
2024 - 2026 Football Thread TeamLiquid Health and Fitness Initiative For 2023 Formula 1 Discussion McBoner: A hockey love story Cricket [SPORT]
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
Listen To The Coaches!
TrAiDoS
An Exploration of th…
waywardstrategy
I'm an arrogant trash talke…
FlaShFTW
Gauntlet SC2: A Retrospectiv…
Ctone23
ramps on octagon
StaticNine
StarCraft improvement
iopq
Customize Sidebar...

Website Feedback

Closed Threads



Active: 8338 users

Charge still does not hit

Forum Index > SC2 General
Post a Reply
1 2 3 4 5 11 12 13 Next All
Fingo
Profile Joined July 2010
34 Posts
March 23 2011 08:13 GMT
#1
After seeing the patch notes I was most excited to see...

PROTOSS
Zealot
Charging Zealots will now hit fleeing targets at least once.

With the various other changes taking a spotlight, it was easy to overlook the major implications this posed for PvT. Whereas before chargelots would do zero damage to a bioball in open space, now they would do marginally more!

So, I jumped into a game to see if the zealot would deal the full damage (two swipes) or maybe just get a partial hit off. Sadly, all I discovered was blizzard fail. When chasing stimmed marauders w/ concussive, the most relevant application of this change, zealots will still never reach them. They, in fact, do not hit fleeing targets at least once. For those skeptical, I've attached the test replay below.

The mechanic does seem to have been tweaked somewhat. The charge animation and resulting speed lasts longer than it previously did, but it still isn't quite enough. And, to be fair, I realize the wording of the notes is somewhat misleading. Chargelots shouldn't be expected to hit fleeing stalkers that blink away for example. But, I didn't think, and hoped that stim + concussive wouldn't fit into that category.

[image loading]
Baarn
Profile Joined April 2010
United States2702 Posts
Last Edited: 2011-03-23 08:20:58
March 23 2011 08:18 GMT
#2
I'm with the school of thought that charge is more of a ball vs ball upgrade than foregoing blink early on since you have, what seems like, infinitely more options for harass, chasing fleeing units etc. Aside from that Terran would be really pissed off if charge had priority over shells. Never hear the end of it.
There's no S in KT. :P
bigbeau
Profile Joined October 2010
368 Posts
March 23 2011 08:21 GMT
#3
i think you misunderstood what blizzard did. they made it so right as the zealot would get to a marine for example, if the marine was moved away, the zealot would end its charge and not get an attack off
karak567
Profile Joined January 2011
6 Posts
Last Edited: 2011-03-23 08:23:06
March 23 2011 08:22 GMT
#4
Haha the guy you were playing has the same screenname of a certain famous high stakes poker player who I know does play Starcraft 2...
storm44
Profile Blog Joined July 2010
1293 Posts
Last Edited: 2011-03-23 08:26:05
March 23 2011 08:23 GMT
#5
wait a second I understood the patch to the charge was to catch stimmed marauders and hit them at least once... so basically charge is just as useless as it was before?
urashimakt
Profile Joined October 2009
United States1591 Posts
March 23 2011 08:25 GMT
#6
I don't have the editor with me, but I assumed that they added a range slop to Zealot swings so that if they reached a target that's moving they'd stop and complete a swing instead of stop, try to swing, then fail. I don't think it's unreasonable that a target outrunning them even while they're charging is able to avoid their melee hit.
Who dat ninja?
Muckemsayuhhhh
Profile Joined May 2010
United States27 Posts
March 23 2011 08:31 GMT
#7
So before the patch in 1.12 it would go:
charge into melee range---->attempt to swing--->fail sometimes

and now in 1.13:
charge into melee range---->attempt to swing->always hit

but what people thought was charge would last until it hit a unit?
jeeneeus
Profile Blog Joined September 2010
1168 Posts
March 23 2011 08:34 GMT
#8
On March 23 2011 17:22 karak567 wrote:
Haha the guy you were playing has the same screenname of a certain famous high stakes poker player who I know does play Starcraft 2...

Brian Townsend. How cool would it be if it were really him? Lots of sc players play poker (Elky). It would be cool to see like Ivey play Dwan for a million dollars or something. Those guys will prop bet on anything.
xaeiu
Profile Blog Joined September 2010
432 Posts
Last Edited: 2011-03-23 08:42:20
March 23 2011 08:34 GMT
#9
On March 23 2011 17:21 bigbeau wrote:
i think you misunderstood what blizzard did. they made it so right as the zealot would get to a marine for example, if the marine was moved away, the zealot would end its charge and not get an attack off

that would make absolutely no sense
even nony, socke and incontrol refered to it as chargelots would at least hit once even when terran is kiting for example...
if charge still would not work over the shells, ok...i can see that maybe
but if chargelots still don't hit a normal target, even if moving...than charge is...yeah, useless (maybe not completely but yeah...still won't be upgrade #1 )!
Existential
Profile Joined December 2010
Australia2107 Posts
March 23 2011 08:36 GMT
#10
Hmm yeah I thought the patch notes suggested that the zealot would ALWAYS hit at least once when charging towards their unit.
Jaedong <3 | BW - The first game I ever loved
sleepingdog
Profile Joined August 2008
Austria6145 Posts
March 23 2011 08:39 GMT
#11
On March 23 2011 17:25 urashimakt wrote:
I don't have the editor with me, but I assumed that they added a range slop to Zealot swings so that if they reached a target that's moving they'd stop and complete a swing instead of stop, try to swing, then fail. I don't think it's unreasonable that a target outrunning them even while they're charging is able to avoid their melee hit.


This doesn't make sense in the slightest. So I pay 200/200 for an upgrade and the result is, that my opponent can just...run away while taking exactly ZERO damage? Doesn't that sound retarded to you in the slightest? Especially if we compare it to stim+concussive chasing and killing basicly everything that is in range?
"You see....YOU SEE..." © 2010 Sen
luckylefty
Profile Joined November 2010
United States272 Posts
March 23 2011 08:39 GMT
#12
I also understood it to be it WILL hit a at least once....hmmm
Sewi
Profile Blog Joined November 2006
Germany1697 Posts
March 23 2011 08:41 GMT
#13
I dont see how this would affect the game the way it is now. It is a change that changes nothing...
I hope it is just an error and will be fixed soon. Blizzard had to fix some stuff after every patch so far..
"Well, things were going ok until he lost all his stuff" - Tasteless, 17.02.2016
Diamond
Profile Blog Joined May 2009
United States10796 Posts
March 23 2011 08:41 GMT
#14
Well that sucks...
Ballistix Gaming Global Gaming/Esports Marketing Manager - twitter.com/esvdiamond
Elwar
Profile Joined August 2010
953 Posts
March 23 2011 08:42 GMT
#15
On March 23 2011 17:31 Muckemsayuhhhh wrote:
but what people thought was charge would last until it hit a unit?

I thought zealots it would ensure they would charge into a unit. Basically charge and hit once THEN be allowed to be slowed. Obviously its good that the zealots no longer reach a unit in the game but not attack it because its moving away, but most protosses thought this was a change so that marauders could no longer easily kite them. AFAIK thats the only real issue protoss players had with chargelots in the first place..
Jayson X
Profile Blog Joined November 2006
Switzerland2431 Posts
March 23 2011 08:42 GMT
#16
That's why speedlots > chargelots.
But how would it work anyway? Ignoring concussive for at least one hit and then be affected? Would sound kinda strange to me.
daffodil
Profile Joined October 2010
Australia109 Posts
March 23 2011 08:45 GMT
#17
boo hoo your 0 micro-mineral only-tank as fuck-dps machines can't be sitting on an army at all times


User was temp banned for this post.
Jumbled
Profile Joined September 2010
1543 Posts
March 23 2011 08:46 GMT
#18
I'm disappointed but not entirely surprised. I had a suspicion this change would not be as effective as Blizzard made it out to be.
doomed
Profile Joined May 2010
Australia420 Posts
March 23 2011 08:47 GMT
#19
it would undermine shell too, would make no sense. marauder range would be worthless as all you had to do was lay a reasonable forcefield as you are 100% sure you zealots would make it there.

I think the fix is 100% right as it is. The issue was never marauders slow, it was that a group of units running away being chased by zealots would take no damage from charge as they would move when the zealot got there. Now you can chase down units running away and still do damage.
Knutzi
Profile Joined July 2009
Norway664 Posts
March 23 2011 08:47 GMT
#20
yep just tested it, zealots STILL cant get a single hit of on marauders...
1 2 3 4 5 11 12 13 Next All
Please log in or register to reply.
Live Events Refresh
RSL Revival
10:00
S6 Korea Server Qualifier
CranKy Ducklings138
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Ryung 920
SortOf 280
ProTech130
StarCraft: Brood War
Britney 22956
Calm 9795
Horang2 636
actioN 460
firebathero 415
Hyuk 407
Larva 296
Mini 292
Jaedong 245
Leta 154
[ Show more ]
Rush 127
Hyun 81
EffOrt 79
Pusan 75
Light 62
JulyZerg 57
ToSsGirL 53
hero 46
Free 37
Killer 35
Movie 24
JYJ 24
[sc1f]eonzerg 23
sorry 21
yabsab 20
Hm[arnc] 15
Bale 13
IntoTheRainbow 11
Sacsri 9
Dota 2
XaKoH 367
League of Legends
JimRising 509
Counter-Strike
olofmeister1660
shoxiejesuss971
x6flipin190
kRYSTAL_64
Super Smash Bros
Mew2King119
Other Games
Pyrionflax224
crisheroes168
BEARDiaguz11
Organizations
Other Games
gamesdonequick597
Dota 2
PGL Dota 2 - Main Stream271
StarCraft: Brood War
lovetv 8
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 14 non-featured ]
StarCraft 2
• CranKy Ducklings SOOP5
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• iopq 7
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• lizZardDota264
League of Legends
• Jankos2323
Upcoming Events
RSL Revival
6h 22m
Bombastic Starleague
9h 22m
PiGosaur Cup
13h 22m
Kung Fu Cup
1d
Replay Cast
1d 13h
CrankTV Team League
2 days
Bombastic Starleague
2 days
The PondCast
2 days
HomeStory Cup
3 days
Replay Cast
3 days
[ Show More ]
HomeStory Cup
4 days
Replay Cast
4 days
HomeStory Cup
5 days
Sparkling Tuna Cup
5 days
Liquipedia Results

Completed

Proleague 2026-06-29
Douyu Cup 2026
Murky Cup 2026

Ongoing

IPSL Spring 2026
Acropolis #4
CSCL: Masked Kings S4
YSL S3
CSL Season 21: Qualifier 2
SCTL 2026 Spring
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
IEM Rio 2026

Upcoming

CSL 2026 Summer (S21)
ASL Season 22:Wild Card Qualifier
CSLAN 4
Blizzard Classic Cup 2026
Kung Fu Cup 2026 Grand Finals
RSL Revival: Season 6
CranK Gathers Season 4: BW vs SC2 Team League
HSC XXIX
BCC 2026
Light Tournament 2026
Eternal Conflict S2 Finale
Eternal Conflict S2 E1
Heroes Pulsing #3
FISSURE Playground #5
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.