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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.
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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.
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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
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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...
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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?
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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.
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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?
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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.
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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 )!
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Hmm yeah I thought the patch notes suggested that the zealot would ALWAYS hit at least once when charging towards their unit.
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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?
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I also understood it to be it WILL hit a at least once....hmmm
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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..
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Well that sucks...
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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..
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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.
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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.
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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.
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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.
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yep just tested it, zealots STILL cant get a single hit of on marauders...
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