1. This site uses cookies. By continuing to use this site, you are agreeing to our use of cookies. Learn More.

Zealot's charge ability

Discussion in 'StarCraft 2 Strategy Discussion' started by mc2, May 28, 2007.

Zealot's charge ability

Discussion in 'StarCraft 2 Strategy Discussion' started by mc2, May 28, 2007.

  1. mc2

    mc2 New Member

    Joined:
    May 20, 2007
    Messages:
    972
    Likes received:
    1
    Trophy points:
    0
    Zealot's speed upgrade is to allow them to be just as useful in late game. Yeah they can get ahead of the rest of the team and get loses its protection. It does get annoying because dragoons tend to be big and clumpsy and have trouble going through tight spaces. I usually send out the zealots after i send out my archons and dark templars because they'll just eventually overtake.
     
  2. gr3ykn1ght

    gr3ykn1ght New Member

    Joined:
    May 24, 2007
    Messages:
    77
    Likes received:
    0
    Trophy points:
    0
    well, it's not that bad anymore... notice it travels at the same speed as your dark templars and archons when not in battle... during battle, they just have to go in front... it's not that bad...

    i simply LOOOOOOOOVE the effects when they get the speed boost...

    ratatatatatat (marines attacking zealots)
    bssst. (zealots activate speed boost)
    zoooooooooooooom! (zealots suddenly speed up like nobody's business)
    voom! (zealot plunging psyblade into marine's torso)
     
  3. TheDarkTemplar

    TheDarkTemplar New Member

    Joined:
    May 24, 2007
    Messages:
    158
    Likes received:
    0
    Trophy points:
    0
    The charge is only activated when they see an enemy to attack. It's a brilliant addition to one of my favourite units in the game.
     
  4. reject_666_6

    reject_666_6 New Member

    Joined:
    May 24, 2007
    Messages:
    573
    Likes received:
    0
    Trophy points:
    0
    ^It looked like the charge had a shorter range than the Zealot's actual sight range.
     
  5. Trippe

    Trippe New Member

    Joined:
    Jun 1, 2007
    Messages:
    12
    Likes received:
    0
    Trophy points:
    0
    Just a little information for you guys :)
    It's a charge ability yes. But you might not know, they actually learned it by dissembling them selfs. dissembling as in turning into atoms.
    The charge concept is a really cool thing, it makes people wanna use the zealots more than we all usually do, they are a nice counter part of a good combo attack, which i of cause wont tell you about :-X

    - Trippe out

    Blades of Glory is NOT a fighting movie, it's an ice skating contest :mad:
     
  6. coalescence

    coalescence New Member

    Joined:
    May 25, 2007
    Messages:
    1,090
    Likes received:
    0
    Trophy points:
    0
    Even more? Man I might get a zealot overdose ;D
     
  7. reject_666_6

    reject_666_6 New Member

    Joined:
    May 24, 2007
    Messages:
    573
    Likes received:
    0
    Trophy points:
    0
    Why couldn't the Charge ability just be explained by them sprinting a short distance? Did they HAVE to complicate themselves with "disassembly"? I think that Blizzard is pushing the Protoss' physical prowess to ridiculous levels.
     
  8. gr3ykn1ght

    gr3ykn1ght New Member

    Joined:
    May 24, 2007
    Messages:
    77
    Likes received:
    0
    Trophy points:
    0
    why ridiculous? i think it's good! (i'm biased, i'm a protoss player)

    anyway, it's better than zealots having constant speed ain't it? maybe they only can do a speed boost against stationary units, who knows?
     
  9. reject_666_6

    reject_666_6 New Member

    Joined:
    May 24, 2007
    Messages:
    573
    Likes received:
    0
    Trophy points:
    0
    I don't mind the actual ability, but they gave it a too fancy explanation. :-X
     
  10. gr3ykn1ght

    gr3ykn1ght New Member

    Joined:
    May 24, 2007
    Messages:
    77
    Likes received:
    0
    Trophy points:
    0
    hmm. i don't like the explanation too. i'd rather think it's from the zealots own psychic powere itself that they have the speed boost. sounds ten times more cooler, though not genuine.
     
  11. Trippe

    Trippe New Member

    Joined:
    Jun 1, 2007
    Messages:
    12
    Likes received:
    0
    Trophy points:
    0
    I am sorry about this, but i cannot give you any evidence of this story since i really can't remember where i read it, but i´m sure i read it though ^^
    Just keep looking on the net for information about story lines for SC1, you will figure out a lot you actually didn't know, not about tactics or use full information, but just stories :), I like to read them.
    The Protoss IS a future characteristic known is sci-fi, of cause it is a disassembling they use to actually either increase speed of charge, I can't really explain it better than that. No worries, in worst case scenario blizzard simply removes the charge concept and goes back to the speed upgrade ^,,^
     
  12. Shockfrost

    Shockfrost New Member

    Joined:
    May 31, 2007
    Messages:
    33
    Likes received:
    0
    Trophy points:
    0
    I don't know about any story, but I can tell you this much;
    Protoss don't seem to be doing it consistently yet.

    They did not energy rush some of the Nydus Worms and Banelings.
    Maybe they were specifically given orders so they would not... Blizzard showboating..

    and maybe they can only do it every so often.

    In any case.

    This allows the Protoss to completely control field position.
    If you watch the way they move, in the demo, some dart all the way out and around their fighting partners and strike.
    This means the Zealots will have an easier time surrounding, outnumbering, and outmaneuvering their foes.

    To be honest, I can't see anything but benefit from a burst of speed to engage. You can always order your troops to hold position or otherwise micromanage to prevent the burst, and that rush is going to always allow the protoss to take the first shot.

    Combined with Shields and numbers, Zealots in number will be able to quickly close distance gaps between Hydralisks, Marines and Immortals, nullifying the advantages they were hoping to get. And always getting the first hit, will tip the scales in your favor when the forces are equally balanced...

    I would rather be the arrow than the shield... ;) No offense to the Terrans and their spiffy new toys.
     
  13. mc2

    mc2 New Member

    Joined:
    May 20, 2007
    Messages:
    972
    Likes received:
    1
    Trophy points:
    0
    yeah just like the stim packs for terrans.
    it'll definitely increase their power by forming a circle around a unit and charge in towards it, like the donut of death :D
     
  14. Fenix

    Fenix Moderator

    Joined:
    May 21, 2007
    Messages:
    6,769
    Likes received:
    11
    Trophy points:
    0
    I think I've posted the Donut of Death enough times for you know what that is, mc2.....
     
  15. mc2

    mc2 New Member

    Joined:
    May 20, 2007
    Messages:
    972
    Likes received:
    1
    Trophy points:
    0
    yeah the scouts are cool, I'm referring to the zealot this time, by forming a circle and ganging up against a unit it can be very powerful
     
  16. Fenix

    Fenix Moderator

    Joined:
    May 21, 2007
    Messages:
    6,769
    Likes received:
    11
    Trophy points:
    0
    Conceivably though, only 5-10 Zealots will be able to fit, because of their size.....I'd say more of a Ring of Death, because it'll also only be one unit deep. No, Donut of Death will stay for the Scouts.
     
  17. reject_666_6

    reject_666_6 New Member

    Joined:
    May 24, 2007
    Messages:
    573
    Likes received:
    0
    Trophy points:
    0
    Or Warp Rays/Phoenixes as the case may be...
     
  18. mc2

    mc2 New Member

    Joined:
    May 20, 2007
    Messages:
    972
    Likes received:
    1
    Trophy points:
    0
    It appears the phoneix may not even be able to attack ground. So they'll have to do the formation on an air unit.

    Still it's better for zealots to have a consistent speed. moderately high speed throughout the whole time is better than having a charged up super speed and then other times return to normal. Plus you wouldn't send out zealots alone.
     
  19. gr3ykn1ght

    gr3ykn1ght New Member

    Joined:
    May 24, 2007
    Messages:
    77
    Likes received:
    0
    Trophy points:
    0
    i don't think so. zealots having a crazy consistent speed is definitely NOT preferable to having them have this speed boost.

    beside, as a protoss player, travelling across long distances with these consistently speedy zealots gives me a problem when i want to macro manage my troops, they always go ahead and attack first. which of course ends up with them turning to zerg fodder or human bullet ridden troops. so them having a speed boost is a pro to me.
     
  20. Remy

    Remy New Member

    Joined:
    May 31, 2007
    Messages:
    1,700
    Likes received:
    2
    Trophy points:
    0
    From:
    US East Coast
    Phoenix has ground attack, you can see it in the demo.

    Zealot charges are consistent if we assume it has a cooldown, which I personally believe so.

    And another thing is, a lot of ppl dis marines, the poor guys.  Toss players seem to enjoy mocking them.  Although I'm a Zerg player, I'll stand up for them just this once.  12 stimpack marines will kill a cannon before it can even get off a second shot.  A single marine gets shot once, that's it.  Even with range factored in, the cannon will at most get to fire twice.  And guess what, a zealot has the same attack cooldown as the cannon, but less shield and weaker base attack.