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Charge still does not hit - Page 13

Forum Index > SC2 General
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Tatari
Profile Blog Joined January 2011
United States1179 Posts
March 24 2011 07:41 GMT
#241
It doesn't really matter if Zealots don't hit. Once Charge is researched and you have enough chargelots like a good boy should, the scare tactic that a big blob of crap is rushing toward the Terran's army has enough scare factor as is, so you can just let your Stalkers wail away while some pick off Vikings or just cast storm. By that time, the Terran's army will be in shambles and you should have been constantly pumping out Colossi and warping in reinforcements.

Quit whining.
A fed jungler is no longer a jungler, but a terrorist.
urashimakt
Profile Joined October 2009
United States1591 Posts
March 24 2011 07:42 GMT
#242
On March 24 2011 15:11 ParasitJonte wrote:
Again, as many, many people in this thread have said again and again: Zealots need speed.

Charge doesn't work. It's by far the weakest upgrade relative to what it's intended to be. It's intended to make Zealots viable midgame and lategame versus ranged units. But it doesn't work at all. What happens when you're up against kiting units? The Zealots charge forward uncontrollably (it's impossible to position them properly and when they charge you have zero control anyways) and any bronze player stims and retreats and starts kiting again. At this point the zealots are just dying. But hey, charge has a nice visual effect!

What you want to do is obviously to be able to get a surround. While they are kiting you, you run past them a little and then engage in order to maximize your damage. Kiting will still be effective but if you have superior numbers of Zealots you'll do alright. All good players have realized this long ago and I don't get why we don't pressure Blizzard more on this. Charge was a bad idea in the first place and it didn't work. Time to switch it to something that does. Start a petition.

Calling everyone who disagrees with you a bronze player and everyone who agrees with you a good player isn't helpful. It's also not helpful to repeatedly ignore the fact that the Charge upgrade activates a passive speed buff to Zealots already. If what you want is no charge and even faster speed, say that. Try not to, however, wander over to the Blizzard forums as an assumed majority and start a petition. They get that 24/7 from all angles of the game and they don't have a reaction other than to lock the thread.

The best policy for change is to be as honest and straightforward as you can be. State your opinions and ideas simply and clearly and leave room for discussion.
Who dat ninja?
freetgy
Profile Joined November 2010
1720 Posts
Last Edited: 2011-03-24 07:46:03
March 24 2011 07:44 GMT
#243
charge has one good benefit and that is the ground speedupgrade (which makes it way easier to micro a Stalker/Zealot Ball)

charge just doesn't work as it should, only if your opponent i like in the open and you have him outnumbered alot with Zealots.

it comes far to late and is to expansive to be viable option earlygame.
Now if they splitted charge into 2 separate upgrades (Speedupgrade+Chargeupgrade)
and made one of them a cybernetics upgrade then it could have some uses.
pontiff
Profile Joined July 2010
Bulgaria73 Posts
March 24 2011 08:46 GMT
#244
200/200 is simply ridiculously high price for what zealots get.
ReiKo
Profile Blog Joined September 2007
Croatia1023 Posts
March 24 2011 09:47 GMT
#245
But hey, they removed the Amaluet... I guess that's ok.
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