• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 20:23
CEST 02:23
KST 09:23
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL22] Ro24 Preview: Siren's Call8[ASL22] Ro24 Preview: Summer's End9Serral wins HomeStory Cup 2915Serral wins Maestros of the Game 244ByuL, and the Limitations of Standard Play3
Community News
New 3v3 BGH Ladder (and more) on ShieldBattery!30Weekly Cups (August 17-23): Zerg dominate the week5Weekly Cups (August 10-16): SHIN doubles2GSTL Returns in 2026!45Weekly Cups (Aug 3-9): Protoss get shut out7
StarCraft 2
General
SC4ALL II: SC2 Player Announcement 6/8 - Maru Balance hotfix patch 5.0.16b (July 16) Weekly Cups (August 17-23): Zerg dominate the week Starcraft2 player guess game is Coming~! How would you feel about frequent/monthly balance patches for SC2?
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament 2026 GSTL Announcement IntoTheTV X SOOP SC2 League : Weekly & Monthly PIG STY FESTIVAL 8.0! (13 - 23 August) WORTEX 2026 - Hungarian SC2 Finals Budapest
Strategy
[G] Having the right mentality to improve
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
Mutation # 540 Dodge This The PondCast: SC2 News & Results Mutation # 539 Thunder Dome Mutation # 538 Media Blackout
Brood War
General
[Personal Project Share] Terran Defense v0.60 New 3v3 BGH Ladder (and more) on ShieldBattery! BW General Discussion [ASL22] Ro24 Preview: Siren's Call Farewell Beloved Starcraft (Youtube Videos)
Tourneys
[ASL22] Ro24 Group F Escore Tournament - Season 3 KCM Race Survival 2026 Season 3 [ASL22] Ro24 Group E
Strategy
Game Theory for Starcraft Replay Review Process - What do you do? Odyssey Mineral Stack Saturation Fighting Spirit mining rates
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread General RTS Discussion Thread Anyone here play Quakeworld back in the day? EVE Corporation
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish TSM pausing esports and CLG Dead
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Power Rank TL Mafia Community Thread NeO.D_StephenKing vs This Guy From 1 Million Dance
Community
General
Things Aren’t Peaceful in Palestine US Politics Mega-thread Canadian Politics Mega-thread Russo-Ukrainian War Thread Dating: How's your luck?
Fan Clubs
MarineLorD Fan Club The Creator Fan Club The ShoWTimE Fan Club
Media & Entertainment
Movie Discussion! Anime Discussion Thread
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023 NBA General Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Northern Ireland Global Starcraft
Blogs
Violent Games and Crime Rate…
TrAiDoS
LOCKPICKING NOOB
LUCKY_NOOB
Cathedral Of CS And NY pizza a…
FuDDx
Please support my new stand…
Peanutsc
Customize Sidebar...

Website Feedback

Closed Threads



Active: 5303 users

Charge still does not hit - Page 6

Forum Index > SC2 General
Post a Reply
Prev 1 4 5 6 7 8 13 Next All
freetgy
Profile Joined November 2010
1720 Posts
Last Edited: 2011-03-23 12:03:19
March 23 2011 12:02 GMT
#101
so twilight tech is officially dead in pvt
Cartel
Profile Joined September 2010
Canada255 Posts
March 23 2011 12:03 GMT
#102
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.


You are jokes. How about let's make stim just display the animation but not actually work. You dont like it? Dont upgrade it. Your loss. Now do you see how odd you sound?
MepHiii
Profile Joined March 2011
Poland191 Posts
March 23 2011 12:04 GMT
#103
On March 23 2011 17:45 ceciljacobs wrote:
boo hoo your 0 micro-mineral only-tank as fuck-dps machines can't be sitting on an army at all times

I like you.
Redmark
Profile Joined March 2010
Canada2129 Posts
Last Edited: 2011-03-23 12:09:19
March 23 2011 12:08 GMT
#104
On March 23 2011 17:50 ooni wrote:
Show nested quote +
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.
papaz
Profile Joined December 2009
Sweden4149 Posts
Last Edited: 2011-03-23 12:19:43
March 23 2011 12:12 GMT
#105
On March 23 2011 20:55 Jerax wrote:
Show nested quote +
On March 23 2011 20:49 papaz wrote:
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.


No it won't and if it would the impact is so huge I dont understand how there can't be already 100 threads on TL screaming WOW HUGE PROTOSS BUFF.

You need to consider the following before discussing this:
1. Charge has a certain distance (lets for discussion say the distance is 5, idk what the real number is)
2. Attack should only go off if your are in melee distance

Now here is an example:
- Zealot get into charge distance and start charging
- Same time mauruader stim and run opposite direction
- Zealot has charged distance = 5 but not caught up to the mauruader (melee distance) due to maurader speed with stim

What do you expect to happen here in order to hit the maurader without breaking rule 1) or 2) ?

You want blizz to just "hell with charge distance, just keep charging until you are in melee range", or "throw the psi blades on the maurader to hit him".

But just consider how big that buff is.

GUARANTEE HIT. Let me say that again:

GUARANTEE HIT.

A-Move would have a whole new meaning when people are QQing about races and in this case protoss. "Toss only has to A-move chargelots without even thinking" would have a whole new meaning because this time it would actually be true because of the GUARANTEE HIT.

No risk, no thinking. Just A-move.

I excpect Suspense to do a new song about Toss then with the title "I A-move my chargelots".
freetgy
Profile Joined November 2010
1720 Posts
Last Edited: 2011-03-23 12:23:24
March 23 2011 12:18 GMT
#106
your talking like it is any different from today, Zealots always get A-Moved in big battles like Zerglings are for flanking.

Protoss has the worst Micropotential.
A fleeing M&M can't be caught with FF cause they can outrun Sentry FF Range and dance around it to make you waste energy.

People thought this small buff in return would give us the time to survive in such battles until HTs are ready to storm, since this is not the case, endless kiting is still possible.

Zealots might have high dps on paper but their effective dps is way below standard, when your opponent micros properly.
You on the other hand have no potential to micro, flanking with zealots (still possible obviously)
Zealots are too slow, to get in the small charge range.
zarepath
Profile Blog Joined April 2010
United States1626 Posts
March 23 2011 12:20 GMT
#107
Um, when your Marauder a-moves, that is also a "GUARANTEED HIT." Because it's ranged. So quit tossing that phrase around as if it's an obviously imbalanced concept, when every single freaking unit in the Terran arsenal does "GUARANTEED HITS". The entire POINT of the Charge upgrade is to get a guaranteed hit.
"Your efforts you put in will never betray you." - Flash | "If I'm not good enough, I don't wanna win." - Naniwa
papaz
Profile Joined December 2009
Sweden4149 Posts
March 23 2011 12:21 GMT
#108
On March 23 2011 21:18 freetgy wrote:
your talking like it is any different from today, Zealots always get A-Moved like Zerglings are to (flanking might be a thing but there is no Zealot Micro potential; except in PvP)


Yeah, but at least you are taking a risk when a-moving them when they have charge. You risk of wasting the charge.

With the change some were expecting the risk is completely eliminated.

ondik
Profile Blog Joined November 2008
Czech Republic2908 Posts
March 23 2011 12:21 GMT
#109
so what is the change then?
Bisu. The one and only. // Save the cheerreaver, save the world (of SC2)
Bactrian
Profile Joined December 2010
Australia176 Posts
March 23 2011 12:23 GMT
#110
So let's look at this the other way.

Currently: If a zealot reaches the unit after charging it will hit.

What (some of) you want: If a zealot starts charge, it will always get a hit.

What this would actually mean: If I fungal charging zealots, they would still hit. Magically. Just like people want zealots that don't get in range of marauders also magically hit. If you target a specific unit, but other units are in the way, the targeted unit still gets hit. Again, magically. Because in the case of the marauder it is never in attacking range of the zealot, just like all the other examples I gave. That's how dumb the idea of "guaranteed hits" is.

Now say giving charging units some kind of snare immunity, that's a better idea. Of course the patch has only been out for 1-2 days, so maybe people should wait and see what the current change is like before jumping around crying "zealot dead in pvt"?
papaz
Profile Joined December 2009
Sweden4149 Posts
Last Edited: 2011-03-23 12:24:38
March 23 2011 12:23 GMT
#111
On March 23 2011 21:20 zarepath wrote:
Um, when your Marauder a-moves, that is also a "GUARANTEED HIT." Because it's ranged. So quit tossing that phrase around as if it's an obviously imbalanced concept, when every single freaking unit in the Terran arsenal does "GUARANTEED HITS". The entire POINT of the Charge upgrade is to get a guaranteed hit.


Whatever the point is with charge, is a completely different discussion actually.

I'm just saying that if that is what blizz ends up doing with charge I expect more threads about that change rather than seeing "why is blizz removing the losses from my bnet profile".
freetgy
Profile Joined November 2010
1720 Posts
Last Edited: 2011-03-23 12:29:04
March 23 2011 12:24 GMT
#112
On March 23 2011 21:23 Bactrian wrote:
What this would actually mean: If I fungal charging zealots, they would still hit. Magically. Just like people want zealots that don't get in range of marauders also magically hit. If you target a specific unit, but other units are in the way, the targeted unit still gets hit. Again, magically. Because in the case of the marauder it is never in attacking range of the zealot, just like all the other examples I gave. That's how dumb the idea of "guaranteed hits" is.

Now say giving charging units some kind of snare immunity, that's a better idea. Of course the patch has only been out for 1-2 days, so maybe people should wait and see what the current change is like before jumping around crying "zealot dead in pvt"?


how is that an argument, obviously fungal would cancel charge...
charge lots should be immune or less affected by Shells, right now charge makes no difference in a kiting M&M&M ball.

so what was the point to getting charge to begin with?
papaz
Profile Joined December 2009
Sweden4149 Posts
March 23 2011 12:25 GMT
#113
On March 23 2011 21:21 ondik wrote:
so what is the change then?


You won't see the zealot making a stab into thin air anymore.
branflakes14
Profile Joined July 2010
2082 Posts
March 23 2011 12:26 GMT
#114
Ever seen a Zealot charge face first into the back of a unit running and still not land a hit despite being in melee range? THOSE are the kinds of moments I'd assumed this would apply to. In melee range but because the animation takes time, you don't hit.
ParasitJonte
Profile Joined September 2004
Sweden1768 Posts
March 23 2011 12:27 GMT
#115
Just give us zealot speed and remove concussive shell. Jesus, it's so simple :/
Hello=)
Bactrian
Profile Joined December 2010
Australia176 Posts
March 23 2011 12:31 GMT
#116
On March 23 2011 21:24 freetgy wrote:
Show nested quote +
On March 23 2011 21:23 Bactrian wrote:
What this would actually mean: If I fungal charging zealots, they would still hit. Magically. Just like people want zealots that don't get in range of marauders also magically hit. If you target a specific unit, but other units are in the way, the targeted unit still gets hit. Again, magically. Because in the case of the marauder it is never in attacking range of the zealot, just like all the other examples I gave. That's how dumb the idea of "guaranteed hits" is.

Now say giving charging units some kind of snare immunity, that's a better idea. Of course the patch has only been out for 1-2 days, so maybe people should wait and see what the current change is like before jumping around crying "zealot dead in pvt"?


how is that an argument, obviously fungal would cancel charge...



So what is different about a charging zealot not being in range of because of fungal, and a charging zealot not being in a range because of concussive?
What I am saying is if you want to arbitrarily give zealots hits even when never being in range (i.e., as in the case of stimmed marauders) thats going to produce some really stupid situations where zealots can hit units they never reach in other situations (i.e., when fungaled, when the target is surrounded by other units).
The KY
Profile Blog Joined October 2010
United Kingdom6252 Posts
March 23 2011 12:31 GMT
#117
On March 23 2011 21:27 ParasitJonte wrote:
Just give us zealot speed and remove concussive shell. Jesus, it's so simple :/


Zealot speed; yes please.

Remove conc shell; oh dear god no thank you.
Piski
Profile Blog Joined April 2010
Finland3461 Posts
March 23 2011 12:40 GMT
#118
Won't complain about the chargelots but I would throw them out in a heartbeat to get bw speed zealots back. In my opinion they were a lot more scary than these current zealots.
Double Letters
Profile Joined March 2011
United States58 Posts
March 23 2011 12:52 GMT
#119
On March 23 2011 21:23 Bactrian wrote:
So let's look at this the other way.

Currently: If a zealot reaches the unit after charging it will hit.

What (some of) you want: If a zealot starts charge, it will always get a hit.

What this would actually mean: If I fungal charging zealots, they would still hit. Magically. Just like people want zealots that don't get in range of marauders also magically hit. If you target a specific unit, but other units are in the way, the targeted unit still gets hit. Again, magically. Because in the case of the marauder it is never in attacking range of the zealot, just like all the other examples I gave. That's how dumb the idea of "guaranteed hits" is.

Now say giving charging units some kind of snare immunity, that's a better idea. Of course the patch has only been out for 1-2 days, so maybe people should wait and see what the current change is like before jumping around crying "zealot dead in pvt"?

This is definitely a strawman argument, absolutely nobody here thinks charge should nullify fungal. Nor mothership recalls, or whatever other ridiculous scenario you can think of. This is specifically about marauders with concussive shell, stop trying to add other things in.
abc
sleepingdog
Profile Joined August 2008
Austria6145 Posts
Last Edited: 2011-03-23 12:54:39
March 23 2011 12:52 GMT
#120
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?


Well...yes...kinda. It indeed does mean that mech-play is nowhere near as efficient as bio play and usually not hard to deal with, if you and your opponent are of the same skill.
"You see....YOU SEE..." © 2010 Sen
Prev 1 4 5 6 7 8 13 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 9h 37m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
PiGStarcraft321
ProTech78
StarCraft: Brood War
Rain 2160
GuemChi 1763
Artosis 504
910 41
Dota 2
monkeys_forever479
League of Legends
Doublelift4385
Counter-Strike
minikerr154
Super Smash Bros
AZ_Axe98
Mew2King80
Other Games
gofns18821
Liquid`RaSZi2052
Grubby1809
Day[9].tv482
shahzam404
hungrybox301
XaKoH 228
Livibee133
C9.Mang0122
NeuroSwarm68
Maynarde61
ViBE39
[ Show 16 non-featured ]
StarCraft 2
• Hupsaiya 85
• musti20045 30
• davetesta19
• intothetv
• AfreecaTV YouTube
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• RayReign 6
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• masondota21735
Other Games
• imaqtpie1050
• Scarra828
• Day9tv482
Upcoming Events
Escore
9h 37m
IntoTheTV X SOOP
10h 37m
RotterdaM Event
16h 7m
Korean StarCraft League
1d 1h
GSL
1d 10h
Replay Cast
1d 23h
WardiTV Weekly
2 days
Sparkling Tuna Cup
3 days
Afreeca Starleague
3 days
GSL
4 days
[ Show More ]
PiGosaur Cup
4 days
Replay Cast
5 days
The PondCast
6 days
Liquipedia Results

Completed

CSL Season 22: Qualifier 1
PiG Sty Festival 8.0
META DYMY #4

Ongoing

KCM Race Survival 2026 Season 3
K-JUNGMAN
ASL Season 22
Super Anchor Qualifying S3
CSL Season 22: Qualifier 2
RSL Revival: Season 6
Light Tournament 2026
BLAST Open Fall 2026
Esports World Cup 2026
Esports World Cup 2026: LCQ
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026

Upcoming

BSL 2026 LAN: Kraków
CSL 2026 AUTUMN (S22)
Acropolis #5
Acropolis #5 - TRS
Blizzard Classic Cup 2026
Acropolis #5 - GSA
Acropolis #5 - GSB
HSC XXX
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Calamity Invitational
Big Dog Cup 2026 Div 1
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.