• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 03:29
CEST 09:29
KST 16:29
  • 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
RSL Season 1 - Final Week6[ASL19] Finals Recap: Standing Tall11HomeStory Cup 27 - Info & Preview18Classic wins Code S Season 2 (2025)16Code S RO4 & Finals Preview: herO, Rogue, Classic, GuMiho0
Community News
Firefly given lifetime ban by ESIC following match-fixing investigation17$25,000 Streamerzone StarCraft Pro Series announced7Weekly Cups (June 30 - July 6): Classic Doubles7[BSL20] Non-Korean Championship 4x BSL + 4x China10Flash Announces Hiatus From ASL76
StarCraft 2
General
RSL Revival patreon money discussion thread The GOAT ranking of GOAT rankings Weekly Cups (June 30 - July 6): Classic Doubles Server Blocker RSL Season 1 - Final Week
Tourneys
RSL: Revival, a new crowdfunded tournament series FEL Cracov 2025 (July 27) - $8000 live event $5,100+ SEL Season 2 Championship (SC: Evo) $25,000 Streamerzone StarCraft Pro Series announced Sparkling Tuna Cup - Weekly Open Tournament
Strategy
How did i lose this ZvP, whats the proper response Simple Questions Simple Answers
Custom Maps
External Content
Mutation # 481 Fear and Lava Mutation # 480 Moths to the Flame Mutation # 479 Worn Out Welcome Mutation # 478 Instant Karma
Brood War
General
[ASL19] Finals Recap: Standing Tall BGH Auto Balance -> http://bghmmr.eu/ Flash Announces Hiatus From ASL BW General Discussion A cwal.gg Extension - Easily keep track of anyone
Tourneys
2025 ACS Season 2 Qualifier [Megathread] Daily Proleagues Small VOD Thread 2.0 Last Minute Live-Report Thread Resource!
Strategy
Simple Questions, Simple Answers I am doing this better than progamers do.
Other Games
General Games
Stormgate/Frost Giant Megathread Path of Exile CCLP - Command & Conquer League Project The PlayStation 5 Nintendo Switch Thread
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine The Accidental Video Game Porn Archive Stop Killing Games - European Citizens Initiative
Fan Clubs
SKT1 Classic Fan Club! Maru Fan Club
Media & Entertainment
Movie Discussion! [Manga] One Piece Anime Discussion Thread [\m/] Heavy Metal Thread
Sports
2024 - 2025 Football Thread Formula 1 Discussion NBA General Discussion TeamLiquid Health and Fitness Initiative For 2023 NHL Playoffs 2024
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
Men Take Risks, Women Win Ga…
TrAiDoS
momentary artworks from des…
tankgirl
from making sc maps to makin…
Husyelt
StarCraft improvement
iopq
Trip to the Zoo
micronesia
Customize Sidebar...

Website Feedback

Closed Threads



Active: 667 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
Next event in 2h 31m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Nina 282
StarCraft: Brood War
Sea 9927
PianO 1961
Larva 498
Leta 422
Shinee 64
Sacsri 22
Noble 17
Dota 2
ODPixel438
League of Legends
JimRising 787
Counter-Strike
Stewie2K1299
Heroes of the Storm
Khaldor260
Other Games
summit1g12201
SortOf100
Organizations
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 13 non-featured ]
StarCraft 2
• Berry_CruncH343
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• lizZardDota2116
League of Legends
• Jankos2467
Upcoming Events
Sparkling Tuna Cup
2h 31m
RSL Revival
2h 31m
Classic vs Clem
FEL
7h 31m
Elazer vs Spirit
Gerald vs MaNa
BSL20 Non-Korean Champi…
10h 31m
Bonyth vs Dewalt
QiaoGege vs Dewalt
Hawk vs Bonyth
Sziky vs Fengzi
Mihu vs Zhanhun
QiaoGege vs Zhanhun
Fengzi vs Mihu
Wardi Open
1d 3h
Replay Cast
2 days
WardiTV European League
2 days
PiGosaur Monday
2 days
uThermal 2v2 Circuit
3 days
Replay Cast
3 days
[ Show More ]
The PondCast
4 days
Replay Cast
4 days
Epic.LAN
5 days
CranKy Ducklings
6 days
Epic.LAN
6 days
BSL20 Non-Korean Champi…
6 days
Bonyth vs Sziky
Dewalt vs Hawk
Hawk vs QiaoGege
Sziky vs Dewalt
Mihu vs Bonyth
Zhanhun vs QiaoGege
QiaoGege vs Fengzi
Liquipedia Results

Completed

KCM Race Survival 2025 Season 2
HSC XXVII
NC Random Cup

Ongoing

JPL Season 2
BSL 2v2 Season 3
Acropolis #3
CSL 17: 2025 SUMMER
Copa Latinoamericana 4
Jiahua Invitational
2025 ACS Season 2: Qualifier
BSL20 Non-Korean Championship
CSLPRO Last Chance 2025
Championship of Russia 2025
RSL Revival: Season 1
Murky Cup #2
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025
PGL Astana 2025
Asian Champions League '25
BLAST Rivals Spring 2025
MESA Nomadic Masters

Upcoming

CSL Xiamen Invitational
CSL Xiamen Invitational: ShowMatche
2025 ACS Season 2
CSLPRO Chat StarLAN 3
BSL Season 21
K-Championship
uThermal 2v2 Main Event
SEL Season 2 Championship
FEL Cracov 2025
Esports World Cup 2025
Underdog Cup #2
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1
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 © 2025 TLnet. All Rights Reserved.