Charge still does not hit - Page 5
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Manimal_pro
Romania991 Posts
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aka_star
United Kingdom1546 Posts
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DizzySheep
Australia1144 Posts
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Toadvine
Poland2234 Posts
On March 23 2011 19:47 FeyFey wrote: By the way this upgrade is from the price not changed from bw it even got better and it was like the upgrade of upgrades. A must have in 2 of 3 matchups, atleast in standard play. It was 150/150 in BW, and a lot better in the context of that game than Charge is in the context of SC2. It made Zealots move nearly as fast as stimmed Marines, and made them pretty much the goto unit in PvZ. In SC2, they're nothing but a meatshield in PvT and PvP past the early game, and almost totally useless in PvZ. On March 23 2011 20:24 Manimal_pro wrote: if zelots could catch marine marauders while stiming what would be the purpose of getting other units... you would just mass zelot and win Just like Terran can mass marauders in PvT, right? ![]() Jokes aside, you'll find that if you get large enough bio ball, you'll kill all the Zealots anyway, because all of your units are ranged and can attack at the same time. Bonus points if you engage in a confined space, then it'll be total curbstomp. | ||
snow2.0
Germany2073 Posts
On March 23 2011 20:24 Manimal_pro wrote: if zelots could catch marine marauders while stiming what would be the purpose of getting other units... you would just mass zelot and win mass charge zealots get hilariously slaughtered by a ball of stimmed marauders and marines and medivacs. even if it's not kiting. with guardian shield. and better upgrades. Even with support of a few immortals and stalkers. we absolutely need colossus and/or high templar to make anywhere near even trades when you get a decent ball up. Your ability to kite is actually just a bonus, changing "winning" to "winning with minimal casualties" | ||
Mercury-
Great Britain804 Posts
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leakingpear
United Kingdom302 Posts
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S.O.L.I.D.
United States792 Posts
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Mercury-
Great Britain804 Posts
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? | ||
Sanguinarius
United States3427 Posts
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branflakes14
2082 Posts
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SOB_Maj_Brian
United States522 Posts
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DisaFear
Australia4074 Posts
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The KY
United Kingdom6252 Posts
On March 23 2011 20:29 Toadvine wrote: Jokes aside, you'll find that if you get large enough bio ball, you'll kill all the Zealots anyway, because all of your units are ranged and can attack at the same time. Bonus points if you engage in a confined space, then it'll be total curbstomp. The problem occurs when you trade armies and the Protoss reinforces with only zealots. Small armies of bioball against chargelots can get pretty difficult especially when you have few/no medivacs. | ||
UnholyRai
720 Posts
On March 23 2011 20:42 SOB_Maj_Brian wrote: Suppose for a day, that we let stalkers shoot slow shells and then we let mauraders force field, who do you think would be more upset? protoss needs forcefield because in a straight up fight stimmed rax units eat gateway units. so don't start that crap. | ||
papaz
Sweden4149 Posts
On March 23 2011 20:41 Sanguinarius wrote: Well, thats really stupid. The whole point of the change is so they actually hit a unit while being kited....very disappointed. I agree that blizz patch notes are misleading. However guaranteeing a hit when charge goes off would be a huuuuuuuuuuge buff. It would mean the zealot as infinite charge range. The only thing blizz made was to fix the attack/animation bug. So that the attack doesn't go off if you aren't in melee range. It was more of a bug fix. Guaranteeing a hit during charge = HUUUUUUUUUUUGE buff | ||
CellTech
Canada396 Posts
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tuestresfat
2555 Posts
On March 23 2011 17:18 Baarn wrote: 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. how do you think toss feels about mauraders slowing archons -.-' | ||
The KY
United Kingdom6252 Posts
On March 23 2011 20:49 papaz wrote: I agree that blizz patch notes are misleading. However guaranteeing a hit when charge goes off would be a huuuuuuuuuuge buff. It would mean the zealot as infinite charge range. The only thing blizz made was to fix the attack/animation bug. So that the attack doesn't go off if you aren't in melee range. It was more of a bug fix. Guaranteeing a hit during charge = HUUUUUUUUUUUGE buff Yeah I don't get how people thought it would work; as you say a guaranteed hit on a fleeing target gives charge infinite range, and I don't think people thought very hard about it when it was announced. I think this is just a fix, often a chargelot would charge up, into melee range, then just stop charging again. | ||
Jerax
Canada189 Posts
On March 23 2011 20:49 papaz wrote: I agree that blizz patch notes are misleading. However guaranteeing a hit when charge goes off would be a huuuuuuuuuuge buff. It would mean the zealot as infinite charge range. The only thing blizz made was to fix the attack/animation bug. So that the attack doesn't go off if you aren't in melee range. It was more of a bug fix. Guaranteeing a hit during charge = HUUUUUUUUUUUGE buff As I see it, this charge buff would let the zealot get 1 hit while getting kited by stimmed marauders, Before, zealots would just run up to where the marauder originally was and end the charge, while the marauder was already a short distance away, having taken zero damage. My guess is this will be patched to work correctly soon. | ||
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