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Charge still does not hit

Forum Index > SC2 General
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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...
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