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Charge still does not hit - Page 11

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IVN
Profile Joined October 2010
534 Posts
March 24 2011 00:31 GMT
#201
On March 23 2011 20:40 Mercury- wrote:
Show nested quote +
On March 23 2011 18:20 sleepingdog wrote:
As a wise person has once said, when a player of a certain race thinks an ability of another race is "fine as it is" it's probably underpowered. That's all I'm gonna say, since this debate is getting increasingly ridiculous.

So I guess when all the P players say that mech is fine vs P it really means mech needs huge buffs?

Thats right. Mech needs a buff and bio needs a nerf. That way, there would be a reason to transition and not just mass MM all game long.
IVN
Profile Joined October 2010
534 Posts
March 24 2011 00:37 GMT
#202
On March 23 2011 21:08 Redmark wrote:
Show nested quote +
On March 23 2011 17:50 ooni wrote:
On March 23 2011 17:39 sleepingdog wrote:
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?

Ha? What are you on about? So charge is supposed to have an infinte range? Suppose an allied mothership recalled the marauder will the zealot charge at it like Speedbreaker until it is cancelled?

Here is a diagram for everyone
[image loading]

This is still the post that makes the most sense to me (despite the image quality).
Are people saying that charging zealots should be immune to slow? That makes some sense. Other than that I have no idea what people want.

I want exactly that!! Gate units are stronger when terra has none of his tech lab upgrades. You place down FFs, and crush him. Then terra gets stim, cs and shields for marines and is waaaaaaay more powerful than the gate army. So, one would expect, that when a toss gets his much more costly upgrades, that he would be able to fight against terra at leas on even ground.

THats why charge should negate cs.
ZeRoMist
Profile Joined January 2011
Canada16 Posts
March 24 2011 00:40 GMT
#203
marrauder slow or not my zealots still dont hit atleast once and that what the upgrade was supposed to do.


also on a side not is it just me or does it feel like blizzards way of balancing the game just seem to be take away all protoss upgrades.i dont know could just be me but iam getting alittle sick of being forced into one tech route every game due to the fact its kinda the only way to stay alive.
SkCom
Profile Joined May 2010
Canada229 Posts
March 24 2011 00:44 GMT
#204
So the change to charge really didn't do much? I'm having a hard time understanding what they did, if the zealots still don't hit once then it's pretty much the same story as before init. I thought that this change was good along with the removal of the ht amulet, but it seems it isn't really working.
zJayy962
Profile Blog Joined April 2010
1363 Posts
March 24 2011 00:44 GMT
#205
On March 24 2011 09:40 ZeRoMist wrote:
marrauder slow or not my zealots still dont hit atleast once and that what the upgrade was supposed to do.


also on a side not is it just me or does it feel like blizzards way of balancing the game just seem to be take away all protoss upgrades.i dont know could just be me but iam getting alittle sick of being forced into one tech route every game due to the fact its kinda the only way to stay alive.


Sadly Blizzard's choice has forced one specific tech route. But TBH once Protoss have both tech routes out in the late late game, there isnt much hope of winning against them. The most cost effective army in the whole game. Gateway units + HT + collo (at this point voidrays are optional).
Torpedo.Vegas
Profile Blog Joined January 2011
United States1890 Posts
March 24 2011 00:46 GMT
#206
I would like to see some sort of Carrier play. I think its the most underused unit in the whole game.
urashimakt
Profile Joined October 2009
United States1591 Posts
Last Edited: 2011-03-24 00:55:46
March 24 2011 00:48 GMT
#207
On March 24 2011 09:40 ZeRoMist wrote:
marrauder slow or not my zealots still dont hit atleast once and that what the upgrade was supposed to do.


also on a side not is it just me or does it feel like blizzards way of balancing the game just seem to be take away all protoss upgrades.i dont know could just be me but iam getting alittle sick of being forced into one tech route every game due to the fact its kinda the only way to stay alive.

Mind elaborating? Everything I've tested shows that they hit a running target now, with the exception of stimmed slowing marauders. What was the situation you were in? Any extenuating circumstances?

On March 24 2011 09:44 SkCom wrote:
So the change to charge really didn't do much? I'm having a hard time understanding what they did, if the zealots still don't hit once then it's pretty much the same story as before init. I thought that this change was good along with the removal of the ht amulet, but it seems it isn't really working.

With the exception of the poster above you, every person who has tested the change so far said they noticed they'd hit running targets that wouldn't have been hit before. I wouldn't throw the thread out on the first negative proclamation. There are also several differently worded explanations (one even had an image) within the first couple of pages describing the change. I suggest going back there and reading through to get the full picture.
Who dat ninja?
mprs
Profile Joined April 2010
Canada2933 Posts
March 24 2011 00:56 GMT
#208
On March 23 2011 17:39 sleepingdog wrote:
Show nested quote +
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?


No, because 200/200 isn't just to hit marauders.

1) You get a zealot speed upgrade which is always on, not just charge.
2) You get to pretty much get to melee range vs anything in the game for ALL races EXCEPT kiting stimmed marauders.

We talkin about PRACTICE
BrTarolg
Profile Blog Joined June 2009
United Kingdom3574 Posts
March 24 2011 00:56 GMT
#209
I remember the days when people used to go immo/HT/Gateway but they stopped doing it because ghosts were too strong

Still, its a fair nerf to PvT lategame, and a buff to TvP early, which is somewhat in the right direction

I still hate the whole gameflow though, i mean, you look at how awesome BW TvP is and you think they coulda taken a leaf out of that. BW T is super, super strong at 200/200 but you can use something called positioning and mobility to win games... In here its so nonexistant since positioning is WAY less important than your army size and armies are so mobile its just most favourable usually to engage in big balls

Id like to see seige tanks get buffed but do more splash damage to friendly units. That would be pretty interesting
Zeiryuu
Profile Joined March 2010
Philippines231 Posts
March 24 2011 00:59 GMT
#210
So, I guess most of the guys here just misunderstood what blizzard stated in the patch notes. Basically, the first attack after the zealot charge will now always hit PROVIDED that the zealot reaches the enemy unit before that charge expires.
IVN
Profile Joined October 2010
534 Posts
March 24 2011 01:04 GMT
#211
On March 24 2011 02:17 Tracedragon wrote:
So I wonder if making Concussive Shells cost 100/100 will fix the whole "zealot charge vs marauder conc" issue?

Not even close. More like charge gives lots cs immunity.
Sleek
Profile Joined May 2010
United States60 Posts
March 24 2011 01:05 GMT
#212
They should just make it where zealots can't get slowed while charging or charging removes slow effects. I'm kinda shocked to see this isn't the case because it's such an expensive upgrade.
Striding Strider
Profile Joined February 2011
United Kingdom787 Posts
March 24 2011 01:12 GMT
#213
On March 24 2011 09:56 BrTarolg wrote:
I still hate the whole gameflow though, i mean, you look at how awesome BW TvP is and you think they coulda taken a leaf out of that. BW T is super, super strong at 200/200 but you can use something called positioning and mobility to win games... In here its so nonexistant since positioning is WAY less important than your army size and armies are so mobile its just most favourable usually to engage in big balls

Id like to see seige tanks get buffed but do more splash damage to friendly units. That would be pretty interesting


SC1 Terran is not SC2 Terran. Protoss and Terran have switched roles in SC2, Terran has the better base units and Protoss has the tech advantage. You need to play it like that.

Giving Terran BW tanks would be the craziest OP thing ever. People like to complain about the Collosus, but personally, the BW Terran deathball was far, far worse then anything Protoss has in SC2.
I have a beard. I'm unprofessional.
IVN
Profile Joined October 2010
534 Posts
March 24 2011 01:16 GMT
#214
On March 24 2011 05:42 Zanez.smarty wrote:
Show nested quote +
On March 24 2011 05:32 Jotoco wrote:
A 50/50 Tier 1 upgrade still negates a 200/200 Tier 2 upgrade. Great.


Really?
I wasn't aware that concussive shells existed on every single unit the Terran made.
When did they add concussive shells to siege tanks?
When did they add concussive shells to marines?
When did they add concussive shells to hellions?

These are all units that I have replays showing my Chargelots MISSING their attacks against these units on the run. This won't happen anymore. BUFF.

Charge is used on units besides Marauders... u know that right?

And CS is used on all units...so whats you point?

CS still >>>> charge


although its 50/50 vs 200/200
Sadist
Profile Blog Joined October 2002
United States7328 Posts
March 24 2011 01:17 GMT
#215
On March 24 2011 10:12 Striding Strider wrote:
Show nested quote +
On March 24 2011 09:56 BrTarolg wrote:
I still hate the whole gameflow though, i mean, you look at how awesome BW TvP is and you think they coulda taken a leaf out of that. BW T is super, super strong at 200/200 but you can use something called positioning and mobility to win games... In here its so nonexistant since positioning is WAY less important than your army size and armies are so mobile its just most favourable usually to engage in big balls

Id like to see seige tanks get buffed but do more splash damage to friendly units. That would be pretty interesting


SC1 Terran is not SC2 Terran. Protoss and Terran have switched roles in SC2, Terran has the better base units and Protoss has the tech advantage. You need to play it like that.

Giving Terran BW tanks would be the craziest OP thing ever. People like to complain about the Collosus, but personally, the BW Terran deathball was far, far worse then anything Protoss has in SC2.



not even close, positioning mattered and the terran deathball was immobile.
How do you go from where you are to where you want to be? I think you have to have an enthusiasm for life. You have to have a dream, a goal and you have to be willing to work for it. Jim Valvano
Striding Strider
Profile Joined February 2011
United Kingdom787 Posts
Last Edited: 2011-03-24 01:20:49
March 24 2011 01:18 GMT
#216
And tanks couldn't be hit by 9 range flying units. Oranges and apples.
I have a beard. I'm unprofessional.
mprs
Profile Joined April 2010
Canada2933 Posts
March 24 2011 01:19 GMT
#217
On March 24 2011 10:16 IVN wrote:
Show nested quote +
On March 24 2011 05:42 Zanez.smarty wrote:
On March 24 2011 05:32 Jotoco wrote:
A 50/50 Tier 1 upgrade still negates a 200/200 Tier 2 upgrade. Great.


Really?
I wasn't aware that concussive shells existed on every single unit the Terran made.
When did they add concussive shells to siege tanks?
When did they add concussive shells to marines?
When did they add concussive shells to hellions?

These are all units that I have replays showing my Chargelots MISSING their attacks against these units on the run. This won't happen anymore. BUFF.

Charge is used on units besides Marauders... u know that right?

And CS is used on all units...so whats you point?

CS still >>>> charge


although its 50/50 vs 200/200


Worst logic known to man, and then some.

He is saying that not all units have concussive shells. Thus charge is still useful 100% vs 2 races and like vs 90% of the T units.

The fact that CS hits all unit is irrelevant to this discussion, since we are talking only about charge, and how charge works.

No one says get charge in every match up all the time 100% of the time. If you don't feel like 200/200 is worth the investment, don't do it.

I guess all the top players that take charge were wrong and they will be even more wrong when they take this buffed charge lololol
We talkin about PRACTICE
Nemireck
Profile Joined October 2010
Canada1875 Posts
March 24 2011 01:27 GMT
#218
On March 24 2011 09:59 Zeiryuu wrote:
So, I guess most of the guys here just misunderstood what blizzard stated in the patch notes. Basically, the first attack after the zealot charge will now always hit PROVIDED that the zealot reaches the enemy unit before that charge expires.


At least someone can explain the change in plain english. How anyone thought that the buff meant anything else is beyond me.

Blizzard's going to have to start releasing 15 megabyte text files to explain, in depth, every little balance change they make so that fools can understand what's going to happen.
Teamwork is awesome... As long as your team is doing all the work!
IVN
Profile Joined October 2010
534 Posts
March 24 2011 01:29 GMT
#219
On March 24 2011 09:27 zJayy962 wrote:
Show nested quote +
On March 24 2011 09:07 IVN wrote:
On March 23 2011 18:07 willeesmalls wrote:
what color are protoss tears? Charge is fine. If you don't think it's worth 200/200, don't get it. Your loss.

edit: marauders have to stim. It takes like 17 marauder shots to kill a zealot given equal upgrades. Throw in the fact that marauders overkill, it's worth it for charge just to force stims.

I for one find it very funny that both Z and T have a cheap ultra massable unit, that can be built from early to late game no problem. And they are super effective. Sure 5 Rauder maybe lose to 5 chargelots, but you can be damn sure that 30 rauders own 30 chargelots. Same for the roaches. In fact, if you watched the game between Tester and Losira, you could see how mass speedroaches (+ burrow) with a dash of speedlings destroy gate units. I will never accept that as perfect balance. that is just so wrong.

The one side just masses units (roaches) and the other has to have FFs and awesome gardian shields, and it is (not even) close.




Did he just say "awesome guardian shields"? Because GS is so hard to use.
fixed.

Most players dont use GS very well. In fact making GS cover all units isnt as easy, as most ppl think. In most battles lots are not covered by GS. So yes, a palyer that manages to cover all hi units with GS, while not wasting mana is doing "awesome guardian shields".

And yes, its rarely close, but for the protoss. In most circumstances - just like Tester vs Losira - speedroaches with burrow just own gate units.
Wochtulka
Profile Joined October 2010
Czech Republic66 Posts
March 24 2011 01:31 GMT
#220
I was a bit sucpicious to this change working as well. It seemed totally alright to remove amulet along with this change making mass gateway as viable as it was while balancing storm spamming. But with charge hits not working i am actually really disappointed as i was used to going chargelots HTs immortals in pvt which was working as chargelots took the hits and templars witch archons and immortals killed everything but now i might acutally need to make collossi to do damage which makes me a very sad panda
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