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Charge still does not hit - Page 5

Forum Index > SC2 General
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Manimal_pro
Profile Joined June 2010
Romania991 Posts
March 23 2011 11:24 GMT
#81
if zelots could catch marine marauders while stiming what would be the purpose of getting other units... you would just mass zelot and win

If you like brood war, please go play brood war and stop whining about SC2
aka_star
Profile Blog Joined July 2007
United Kingdom1546 Posts
March 23 2011 11:25 GMT
#82
chargelots should be immune to concussive making it a crucial upgrade vs marauders
FlashDave.999 aka Star
DizzySheep
Profile Joined March 2011
Australia1144 Posts
March 23 2011 11:27 GMT
#83
It's actually harder to kite chargelots now..u need to run till charge animation finish to kite
Toadvine
Profile Joined November 2010
Poland2234 Posts
Last Edited: 2011-03-23 11:33:35
March 23 2011 11:29 GMT
#84
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.
"There are always some Eskimos ready to instruct the Congolese on how to cope with heat waves." - S.J.Lec
snow2.0
Profile Joined September 2010
Germany2073 Posts
Last Edited: 2011-03-23 11:30:59
March 23 2011 11:29 GMT
#85
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-
Profile Joined December 2010
Great Britain804 Posts
March 23 2011 11:35 GMT
#86
Thanks David Kim!
leakingpear
Profile Joined March 2006
United Kingdom302 Posts
March 23 2011 11:36 GMT
#87
Is anyone else more amazed that the OP was apparently playing sbrugby aka Brian Townsend an incredibly awesome poker player? There's probably a whole secret group of poker players playing high stakes money matches that we never hear of!
S.O.L.I.D.
Profile Blog Joined September 2010
United States792 Posts
Last Edited: 2011-03-23 11:42:28
March 23 2011 11:39 GMT
#88
You guys actually thought it would go through conc shells? That just doesn't make sense. That would've been another Terran nerf not a Toss buff.
Mercury-
Profile Joined December 2010
Great Britain804 Posts
March 23 2011 11:40 GMT
#89
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
Profile Joined January 2010
United States3427 Posts
March 23 2011 11:41 GMT
#90
Well, thats really stupid. The whole point of the change is so they actually hit a unit while being kited....very disappointed.
Your strength is just an accident arising from the weakness of others -Heart of Darkness
branflakes14
Profile Joined July 2010
2082 Posts
March 23 2011 11:42 GMT
#91
So instead of nerf, nerf, buff, in reality we have nerf, nerf, "HAHA DID YOU REALLY THINK WE'D BUFF PROTOSS?!"?
SOB_Maj_Brian
Profile Blog Joined September 2008
United States522 Posts
March 23 2011 11:42 GMT
#92
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?
DisaFear
Profile Blog Joined September 2010
Australia4074 Posts
March 23 2011 11:42 GMT
#93
Well, give Blizzy a yell to fix it up
How devious | http://anartisticanswer.blogspot.com.au/
The KY
Profile Blog Joined October 2010
United Kingdom6252 Posts
March 23 2011 11:43 GMT
#94
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
Profile Joined September 2010
720 Posts
March 23 2011 11:47 GMT
#95
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.
Gogo Grubby.
papaz
Profile Joined December 2009
Sweden4149 Posts
Last Edited: 2011-03-23 11:50:34
March 23 2011 11:49 GMT
#96
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
Profile Joined June 2010
Canada396 Posts
March 23 2011 11:50 GMT
#97
The problem we have is blizzard keeps saying they want to add more emphasis on gateway units so tier 3 won't be our only option of winning. Also, they wanted to throw in a "buff" along with all the nerfs we got, just to calm us down.
^ Probably a Troll Post
tuestresfat
Profile Joined December 2010
2555 Posts
March 23 2011 11:53 GMT
#98
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
Profile Blog Joined October 2010
United Kingdom6252 Posts
March 23 2011 11:54 GMT
#99
On March 23 2011 20:49 papaz wrote:
Show nested quote +
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


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
Profile Joined August 2010
Canada189 Posts
March 23 2011 11:55 GMT
#100
On March 23 2011 20:49 papaz wrote:
Show nested quote +
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


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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