What Protoss needs is a Psi Claymore, something like a Protoss Ultralisk (still zealot sized though just a huge psi blade)
Printable View
What Protoss needs is a Psi Claymore, something like a Protoss Ultralisk (still zealot sized though just a huge psi blade)
What Protoss needs is for Charge to be lower tech or cheaper so Zealots don't blow early game against Terran.
AOE zealot are cool to imagine XD. Could be a kind of evolution like ling→baneling.
i mean imagine a protoss unit wielding a huge blade the size of a thor's arm! now instead of charging (still uses "charge research" but instead it jumps towards the target) and since it jumps it can avoid cliffs etc. provided that it has sight
Zealots are so terrible against Marauders without charge, it's ridiculous.
having Zealots charge in Tier1 would just be overpowered. Balance doesn't mean making another unit OP.
Well, the only time I want charge is when I can't afford the sentries because it takes to much gas. But the charge itself is 200 gas!
Lol, we totally derailed the thread. I thought it was about charge...
nobody said to give it to them tier one just so that they have it around the time terran gets stim so maybe around core time? or just let them have the the shield frenzy like i said in the beginning as long as there are shields they can't be slowed or stunned or NP'ed
How about a dark templar merging with a zealot.....giving the zealot more psionic power to fuel his blades. No cloak and no psionic abilities obviously since the zealot lacks the ability to fully utilise Protoss' psionic abilities. Make it expensive and take ridiculously long to research at the Dark Shrine. Like 200-300 game time. Would finally have something to research at the Dark Shrine.
Won't having charge at core sort of strengthen an early zealot rush with gas and cyber to get early charge?? And Blizzard obviously didn't like zealot rushing with their new patch.
I find that balance problems are best solved by adjusting other units rather than just directly nerfing/buffing the one in question.
Personally I'd take Concussive Shells off the Marauder and add it as an expensive upgrade to the Siege Tank ;). T gets an early game nerf and a mid/late buff ;)
Good points Demo Squid. Apparently there is some1 at blizzard who loves marauders
In all seriousness, they already gave DT's the fucking stupidest double scythe. We don't need more ridiculous weapons. This is StarCraft, not Final Fantasy.
archons are psionic they don't need weapons lol....
or research so that when zealots kill an ultralisk they can wield a kaiser blade for 60 seconds =0
I kind of see the logic of Marauders with the concussive shell. Protoss have the sentry with forcefield. Zerg have the infestor with fungal growth. They all have the ability to make an army slow down or stop for a few seconds. Forcefield to help deal with a larger force attacking. Fungal growth to help deal with mobile armies. Concussive shell to help deal with same sized or smaller sized armies.
Personally I have no problem with concussive shell and marauders where they are at now. Somehow I think sentry harass at a mineral line with forcefields and warp prism has the chance to be very annoying. Never seen it before but I have thought that if you load a prism with sentries and drop them off. Attack the probes and just when the opposing army comes to clear you out....forcefield over all the minerals so he can't mine for 15secs. Run off. Don't know how effective you all think that would be though.
Well the thing that is even stupider than the double scythe is that they don't slash with the dark psi blade. They just stab with it -.-
Could the a giant psionic claymore for the archon.
No. Its fucking stupid. It would never work as a viable weapon.
The problem isn't the shells.
The Marauder should support the Marines. Not replace them. It should tank with high HP. It should do extra damage to armored units to help against units with more HP. It should use stun to keep melee units away and let Marines deal more damage at range. And it does all that. The problem is that it does all that TOO WELL.
Maybe that's the problem. The Marauder is so perfect at what it does that Blizzard doesn't want to change it and would rather adjust everything around it.:P
What about this guy?
http://images1.wikia.nocookie.net/__...per_Zealot.jpg
A zealot with arm cannons------a Marauder's worst nightmare? :D
I've always thought that thing looked silly.
Marauder range should be lowered so that it would empathize the tank portion of the Marauder. It would force Marauders to be in front of the Marines so the Marauders would actually be tanking for Marines. But then again, how did this turn into a Marauder discussion?
Any ways, I can't understand why there is two blades when they don't even use the other blade when they slash. Seriously? Zealots got two psi blades and they hit 2x but Dark Templars have double sided scythe and use only one side. I know that it would be OP if they hit 2x but I'm just saying that this is illogical.
No, THIS looks silly!
http://sc2pod.com/img/gallery/281.jpg
just have blizzard make it so that zealot's damages are
8x2
50x2 vs Marauders
100x2 vs Marauders with stim
problem solved
umm 100x 2 if they use t=stim that mean hit one makes it so they only have 5 hp if thye get hit XD
nah 100x2 means they'd be dead a marauder only has 125 hp
i ment if 1 of the x 2 hit it with stim he has 5 like hit n he run away
lol I can imagine that
I've read several of your posts the last few days and I'm not sure I understood a single one of them. Please work on that.
What the Protoss need is:
http://2.bp.blogspot.com/_Taezh4ULlf...Lightsaber.jpg
ZOMGWTF!!!
The Zealots are slow at first, and Marauders make them so slow, that they aren't cost-effective anymore. IMO, tier 1.5 was badly designed from the go. Supposedly, the Zealot counters the Marine and the Marauder, something that would be stupid if it happened. Now just happends the opposite, they don't counter any of them, because a little micro can keep the Zealots away nearly forever.
All melee units suffered, even the Ultralisk received a sizeable HP upgrade and splash to be effective. The improved pathing and smaller collision boxes made the ranged units much more effective. Melee units also got some improvement because of that, but not so much as the ranged.
About the Marauder, the damage dealed is demential. For a cheap cost, you have a group of Marauders that will demolish whatever building and/or Armored unit in his path, and will slow-down all non-massive units, making Zealots useful only as damage soakers, which is too bad for what they cost. It's just too effective vs Zealots and Roaches. Do they really need to slow-down units?
It's funny, because of all races, the Terran are the ones that would be less affected by a weakness in low tiers, because they can wall-in so easily.
What if they had like a zealot that had like a big psicannon. And you could upgrade it by getting it slow. And it could only be gotten after you get a Cyber Core. Oh wait...
I had a 3v3 with my friends, we destroyed an enemy nexus with our probes.
The player left, then his partners took down both my friends, then I expanded like a madman, and spammed zealots. If I had Charge any earlier in the game, it definitely would've been really cheap. Our probe rush turned into a mass zealot victory =P
Wish I could record the replay, but my fraps doesn't like me..