Zealot Charge ability

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How do you think the Zealot will get the Charge ability?

Innate (starts with it)
3
33%
Research
6
67%
 
Total votes: 9

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Zealot Charge ability

Postby Infiltrator » Sun Jun 10, 2007 6:29 pm

The problem with it is, if Zealots get it too early, or even start with it, they become a tad overpowered, especially against marines. But if you have to research it later on, it becomes lame... :/
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Re: Zealot Charge ability

Postby Grandma » Sun Jun 10, 2007 6:34 pm

Infiltrator wrote:The problem with it is, if Zealots get it too early, or even start with it, they become a tad overpowered, especially against marines. But if you have to research it later on, it becomes lame... :/


I honestly don't think it's THAT bad. Atleast, it'd didn't seem that godly in the gameplay video.


then again, I'm not a good judge of balance =/
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Re: Zealot Charge ability

Postby Whiplash! » Sun Jun 10, 2007 6:43 pm

Depends if they have leg enchantments like they did in Starcraft. Did they have them or not, or do they even get it? Those factors will probably determine how useful the ability is.
¯\_(ツ)_/¯

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Re: Zealot Charge ability

Postby Castlebunker » Sun Jun 10, 2007 7:17 pm

I think this replaces leg enhancements... they probably start with it. Marines can still win at choke points :)

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Re: Zealot Charge ability

Postby Mucky » Sun Jun 10, 2007 8:05 pm

Stop theorycrafting SC2 situations based on SC1 gameplay. Nobody gets early marines vs. protoss anyway.

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Re: Zealot Charge ability

Postby Castlebunker » Sun Jun 10, 2007 9:21 pm

Why are you ruining our fun?

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Re: Zealot Charge ability

Postby Infiltrator » Mon Jun 11, 2007 12:10 am

Yeah mucky go away. :P
Let us theorise all we like (and you misspelt theorise by the way you damn yank :P) about SC2. I mean marines will obviously be the first Terran unit, as will Zealots. And undoubtedly they will come up against each other. And so far, from what we've seen, the Zealots have the same stats as in SC1. It's likely that the marines do too.
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Re: Zealot Charge ability

Postby WB » Mon Jun 11, 2007 1:11 am

Zealots have a charge ability. As I see it, that changes them quite significantly. Besides, we do no know what type of attack/armor system SC2 is using, so just because they have the same health and attack amount doesn't mean its all the exact same as SC1.

And you'd do well to listen to Mucky.
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Re: Zealot Charge ability

Postby Infiltrator » Mon Jun 11, 2007 3:47 am

*grumble grumble* ...staff... *grumble grumble*
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Re: Zealot Charge ability

Postby Zilla- » Mon Jun 11, 2007 4:30 am

Warbringer87 wrote:And you'd do well to listen to Mucky.

Mucky is korean at starcraft, he knows what he is talking about.

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Re: Zealot Charge ability

Postby Infiltrator » Mon Jun 11, 2007 6:26 am

*rolls eyes*

I believe I already grumbled, indicating I knew I was wrong...
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Re: Zealot Charge ability

Postby Meta » Mon Jun 11, 2007 7:44 am

Mantidz wrote:Depends if they have leg enchantments like they did in Starcraft. Did they have them or not, or do they even get it? Those factors will probably determine how useful the ability is.


Yeah, that's the real question, if leg enhancements are still in the game. However, judging from the gameplay video, the charge ability is apparently very useful.

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Re: Zealot Charge ability

Postby Whiplash! » Mon Jun 11, 2007 8:32 am

Mucky is good at any type of video game related thing I've seen him in.
¯\_(ツ)_/¯


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Re: Zealot Charge ability

Postby wibod » Mon Jun 11, 2007 1:07 pm

It's a one off move by the looks of it, so it's not overpowered at all. Even in SC a Zealot will rape a Marine, now they do it better, and it's not going to be hard to counter if it has a cooldown. You could just stick one unit out in front of your main force and get the Zealots to all charge him. lol theorycraft.

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Re: Zealot Charge ability

Postby IskatuMesk » Mon Jun 11, 2007 3:53 pm

Mucky wrote:Stop theorycrafting SC2 situations based on SC1 gameplay. Nobody gets early marines vs. protoss anyway.


qft

Also this should go into the SC2 thread.
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