how about if zealots can by default charge vs armored biological targets (Marauders, Roaches, Ultralisks, Infestors) and can research charge to target all ground targets
09-25-2010, 11:21 PM
#41
how about if zealots can by default charge vs armored biological targets (Marauders, Roaches, Ultralisks, Infestors) and can research charge to target all ground targets
09-26-2010, 01:23 AM
#42
I think the Zealot's passive speed upgrade should be default and charge be an upgrade.
~KyranX
09-26-2010, 11:35 AM
#43
Perhaps simply reducing the Marauder's movement speed may work? Make Zealots easily catch them unless they've upgraded both Stim Pack and Concussive Grenades.
09-26-2010, 11:38 AM
#44
09-26-2010, 01:51 PM
#45
well just saying that Claymores are more manlier than say a psi whip or something
09-26-2010, 02:19 PM
#46
It would require to make them very slow, as slowed-down Zealots are snails.
Another option is to regulate Concussive Shells. They actually cut the target's movement speed in half (you can check this in a replay, the interface shows the movement speed penalty). This cannot be called just "effective" against the Zealot, it's devastating.
Another option is to reduce it's range.
There are many options. They should test them and see what happends. Difficult to tell what's really the best only by theorycrafting, but i think it's pretty clear that they have too much right now, something needs to be toned down.
09-26-2010, 02:26 PM
#47
Not sure if this has been suggested, but what about giving the slowing effect a 1-3 second CD so that any unit afflicted with the slowing effect cannot be slowed again after the effect wears off, for 1-3 seconds.
09-26-2010, 02:30 PM
#48
What if they simply pushed the marauder back a tier? Say make an engineering bay prerequisite for building them?
09-26-2010, 02:38 PM
#49
That might help early game, where the problem generally lies, when they come in smaller numbers. Good thought.
Interesting idea. Bays and Armories are what I would consider "off the path" tech. Since the powerful Thor requires an Armory, I could see the Marauder requiring a Bay in kind. The only problem is if increasing the tech needed to get Marauders at all leaves Terran vulnerable to rushes in a sick twist-of-fate type race flip, giving Protoss and Zerg the edge.
09-26-2010, 03:47 PM
#50
That's kind of what I had in mind. Both the other 'heavies' from the factory and starport (Thor & Bruiser, respectively) both require a separate building (armory,fusion core), so it would make sense thematically that the heavy hitter from barracks would require one too. Besides considering what else the Engineering bay unlocks (infantry upgrades, turrets, towers, PF) it would probably be in a Terran player's best interests to get one asap regardless.
You're probably right about this idea possibly leaving Terran players more vulnerable to early rushes, but a slight buff to the build time of marines would help.