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The future of Protoss. Is there any hope? - Page 46

Forum Index > SC2 General
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egrimm
Profile Joined September 2011
Poland1201 Posts
March 01 2022 17:32 GMT
#901
On February 28 2022 14:53 angry_maia wrote:
Another question: what about reworking charge?

i personally think the charge upgrade is super stupid. It basically takes zealots, which in brood war had pretty decent amounts of micro potential (especially against zerglings and hydras), and removes ALL MICRO.

it seems like pros have decided that the best thing to do with zealots is just a-move them and maybe shift click on targets, nothing more.


IMHO charge should work like blink, castable on the ground instead of attacking the units.
You could get zealots faster into good positions and micro them from that point.
sOs TY PartinG
WombaT
Profile Blog Joined May 2010
Northern Ireland27464 Posts
March 01 2022 18:52 GMT
#902
On March 02 2022 02:25 egrimm wrote:
Show nested quote +
On March 02 2022 01:07 WombaT wrote:
On March 01 2022 11:41 Jerubaal wrote:
On February 28 2022 21:24 deacon.frost wrote:
On February 28 2022 14:53 angry_maia wrote:
Another question: what about reworking charge?

i personally think the charge upgrade is super stupid. It basically takes zealots, which in brood war had pretty decent amounts of micro potential (especially against zerglings and hydras), and removes ALL MICRO.

it seems like pros have decided that the best thing to do with zealots is just a-move them and maybe shift click on targets, nothing more.

Well, the issue is that Marauders and their shells exist.


Also stim and stutter step.

I don’t think most Terrans will ever concede that having insanely microable, high DPS stock units is a part of SC2’s base design issues.


It may be tricker to balance a game with such units but to be frank marine and ling really feel great and relevant whole game long. It would be awesome to have similarly strong and versatile and easily available unit in protoss Arsenal. The staple zealot nor stalker cut it.

The issue is with stock/basic units past a certain phase of the game there is no counter micro to well-microed bio, these things are interlinked.

I enjoy bio micro immensely, it’s fun to do. I’ll load up baneling splitting maps and grind them and yeah, it feels good.

Historically PvT and TvP are by far my best matchups, on both sides of certain interactions. Kiting pure Zealot indefinitely can definitely feel great, but from the Protoss perspective it’s an interaction I can’t really do anything about.

It’s partly how the game clumps things too, it’s highly concentrated, balled DPS, so as the game scales there’s fewer and fewer opportunities for melee micro. WC3 had smaller armies and tankier units in general, so there’s a bit more room there. BW has its UI considerations that split armies up more so speedy melee units can get into good engagements.

I’d like to see experimentation in removing concussive shells and charge for one thing.

Charge feels a necessary evil currently but it takes a lot of control out of a player’s hands, even faster Zealots might give more options on how to engage.

I think we’ve all seen flanks set up and depending where the Zealots charge in it can be the difference between a Protoss army cleaning house, or getting wiped
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
TL+ Member
yubo56
Profile Joined May 2014
690 Posts
March 01 2022 19:48 GMT
#903
On March 02 2022 03:52 WombaT wrote:
Show nested quote +
On March 02 2022 02:25 egrimm wrote:
On March 02 2022 01:07 WombaT wrote:
On March 01 2022 11:41 Jerubaal wrote:
On February 28 2022 21:24 deacon.frost wrote:
On February 28 2022 14:53 angry_maia wrote:
Another question: what about reworking charge?

i personally think the charge upgrade is super stupid. It basically takes zealots, which in brood war had pretty decent amounts of micro potential (especially against zerglings and hydras), and removes ALL MICRO.

it seems like pros have decided that the best thing to do with zealots is just a-move them and maybe shift click on targets, nothing more.

Well, the issue is that Marauders and their shells exist.


Also stim and stutter step.

I don’t think most Terrans will ever concede that having insanely microable, high DPS stock units is a part of SC2’s base design issues.


It may be tricker to balance a game with such units but to be frank marine and ling really feel great and relevant whole game long. It would be awesome to have similarly strong and versatile and easily available unit in protoss Arsenal. The staple zealot nor stalker cut it.

The issue is with stock/basic units past a certain phase of the game there is no counter micro to well-microed bio, these things are interlinked.

I enjoy bio micro immensely, it’s fun to do. I’ll load up baneling splitting maps and grind them and yeah, it feels good.

Historically PvT and TvP are by far my best matchups, on both sides of certain interactions. Kiting pure Zealot indefinitely can definitely feel great, but from the Protoss perspective it’s an interaction I can’t really do anything about.

It’s partly how the game clumps things too, it’s highly concentrated, balled DPS, so as the game scales there’s fewer and fewer opportunities for melee micro. WC3 had smaller armies and tankier units in general, so there’s a bit more room there. BW has its UI considerations that split armies up more so speedy melee units can get into good engagements.

I’d like to see experimentation in removing concussive shells and charge for one thing.

Charge feels a necessary evil currently but it takes a lot of control out of a player’s hands, even faster Zealots might give more options on how to engage.

I think we’ve all seen flanks set up and depending where the Zealots charge in it can be the difference between a Protoss army cleaning house, or getting wiped

+1 for going back to speedlots instead of chargelots! Zealots would need a bit of a buff, since they'll take longer to close the distance, but it'll reward pre-engagement positioning much more I think.

I also feel like the blink + charge comp is extremely one-dimensional: you need some amazing game sense to figure out when to fight, but the actual fight is quite micro-independent. You just blink your stalkers out of the way of your zealots & into range of the opposing army, then make small incremental adjustments. Flanks are trivialized too: you don't need a zealot concave, since charge will get them on top of the enemy tanks/bio anyway. Very visually exciting, but not actually as micro-dependent as even like, roach v roach, which still rewards good positioning
Jung Yoon Jong fighting, even after retirement! Feel better soon.
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