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

Sc2 Zealot Rush

Discussion in 'StarCraft 2 Strategy Discussion' started by Psionicz, Feb 25, 2008.

Sc2 Zealot Rush

  1. 10-Neon

    10-Neon New Member

    Joined:
    May 23, 2007
    Messages:
    1,713
    Likes received:
    4
    Trophy points:
    0
    From:
    Gainesville, FL
    The BlizzCon threads were not deleted at the overhaul... they're on the BlizzCon child board of General Discussion.

    Uhm... if I said it, I don't remember saying it, but I am pretty confident that Zealots had a genreral speed upgrade... it might have been packed with Charge, but I think it was still separate...

    I think the Twilight Council had Charge, Blink, Hardened Shields, and probably... Leg Enhancements.
     
  2. furrer

    furrer New Member

    Joined:
    Jul 27, 2007
    Messages:
    2,531
    Likes received:
    6
    Trophy points:
    0
    From:
    Denmark
    Im not sure, but i also remember something about a speed upgrade, somewhere down there....
     
  3. 10-Neon

    10-Neon New Member

    Joined:
    May 23, 2007
    Messages:
    1,713
    Likes received:
    4
    Trophy points:
    0
    From:
    Gainesville, FL
    Leg Enhancements is the speed upgrade.
     
  4. Gasmaskguy

    Gasmaskguy New Member

    Joined:
    Aug 3, 2007
    Messages:
    4,071
    Likes received:
    4
    Trophy points:
    0
    From:
    Sweden
    But are both upgrades still there? Both the Leg Enhancement and the Charge? And are they separate upgrades, or does the Charge include a general speed bonus too?
     
  5. Psionicz

    Psionicz New Member

    Joined:
    Nov 30, 2007
    Messages:
    2,271
    Likes received:
    2
    Trophy points:
    0
    From:
    Under Your Bed
    We should ask Blizzard whether the Leg enhancment upgrade consists of Charge and the speed boost or are they seperate.
     
  6. furrer

    furrer New Member

    Joined:
    Jul 27, 2007
    Messages:
    2,531
    Likes received:
    6
    Trophy points:
    0
    From:
    Denmark
    Yeah that would be a good question. But dont you think the the Zealots are to strong if they get the charge + the same speed bonus as in SC1. I think if they get a speed upgrade, it should be slower then in SC1.
     
  7. Psionicz

    Psionicz New Member

    Joined:
    Nov 30, 2007
    Messages:
    2,271
    Likes received:
    2
    Trophy points:
    0
    From:
    Under Your Bed
    I'd rather they give us a choice of upgrading Charge or Leg Enhancements at the same time. Customizes Protoss play and stops players from pretty much mirroring each other in PvP
    Allowing us to choose which one you want also rules out any imbalance, and lets us choose which will be more effective for the immediate situation.
     
  8. ElweTheFeared

    ElweTheFeared New Member

    Joined:
    Mar 20, 2008
    Messages:
    6
    Likes received:
    0
    Trophy points:
    0
    as always it will take a skilled player to micro the zealot rush and you have to remember that the opponent will be doing the same
     
  9. Rambling

    Rambling New Member

    Joined:
    Mar 25, 2008
    Messages:
    19
    Likes received:
    0
    Trophy points:
    0
    The zealot charge ability will need to be micro controlable in order to make everyone happy.
     
  10. Aside)-

    Aside)- New Member

    Joined:
    Apr 9, 2008
    Messages:
    24
    Likes received:
    0
    Trophy points:
    0
    the speed upgrade in the original starcraft was just as late as it is probably going to be in starcraft 2. there will still be zealot rushes, because they f***xxoring own. I'm still going to send out one of my first probes and proxy rush hah -- pwnzed.
     
  11. Psionicz

    Psionicz New Member

    Joined:
    Nov 30, 2007
    Messages:
    2,271
    Likes received:
    2
    Trophy points:
    0
    From:
    Under Your Bed
    Omfg. As my micro skills have been developing, Zealot rush with charge will be so fucking potent. It is now better for us Zealot rushers since theres 6 Probes at start meaning the other race will have to brace themselves for anyone who may Zealot rushes since fast Marines won't help as there are no Firebats or Medics to help. Zerg will have to go fast Banelings to stop a continuous Zealot rush.
    Who knows when the charge ability is researchable, and what is its prequesite?(sp?)
     
  12. ItzaHexGor

    ItzaHexGor Active Member

    Joined:
    Sep 9, 2007
    Messages:
    4,187
    Likes received:
    21
    Trophy points:
    38
    From:
    Sydney, Australia
    *Prerequisite.
    Charge upgrade will probably come later. Also, you're forgetting that the other races will be also have the benefit of six starting workers. Terran have Bunkers and Marauders to protect themselves from on-coming Zealots and the Zerg have Roaches, which are extremely effective counters.
     
  13. Psionicz

    Psionicz New Member

    Joined:
    Nov 30, 2007
    Messages:
    2,271
    Likes received:
    2
    Trophy points:
    0
    From:
    Under Your Bed
    I doubt Marauders will be that effective against the earlyest a Zealot rush can be. Zealots would be in your base before the Marauders are out. But if Terran can get the Reactor add-on early game they might be saved cuz if the Terran player survives the few Zealots and gets Marauders out, it isn't that hard to spread out the Zealots and micro them to take out the Marauder. Simply need 2 Zealots on each Marauder and its GG. And once the continuous stream of Zealots is running into the Terran's base I think they would be pretty crippled by then. I think Terran's lifeline against a continuous Zealot rush would have to be bunkers then Jackal.
     
  14. ItzaHexGor

    ItzaHexGor Active Member

    Joined:
    Sep 9, 2007
    Messages:
    4,187
    Likes received:
    21
    Trophy points:
    38
    From:
    Sydney, Australia
    You're forgetting that Terran also get to start with six workers. They only need a Tech Lab to be able to produce Marauders, and even though them on their own aren't effective against Zealots they'll be able to keep them out of melee combat from much longer, benefiting Marines greatly. Also, Bunker.
     
  15. Psionicz

    Psionicz New Member

    Joined:
    Nov 30, 2007
    Messages:
    2,271
    Likes received:
    2
    Trophy points:
    0
    From:
    Under Your Bed
    Marines and Marauders in correct Bunker placement would shit all over Zealots. But obviously in large numbers the Zealots would own a defense like that. Then while the Terran are turtling, Stalkers blink into the mineral line :D
    I will miss Dragoon micro tho, since the didn't have a directional change animation, which allowed nice micro with them. The Stalker doesn't retain that it seems, which is why it has blink. The most micro I could imagine with Stalkers is blinking and placement.
     
  16. Ensomgrav

    Ensomgrav New Member

    Joined:
    Sep 19, 2007
    Messages:
    391
    Likes received:
    0
    Trophy points:
    0
    3 marines and 1 marauder per bunker on a formation of 3 bunkers with one or two of the new crucio tanks sounds like an effective counter.
    The marauders slow down the zealots, and the marines pin them down, finishing them off with tanks. Sounds like victory for Terrans.
     
  17. Psionicz

    Psionicz New Member

    Joined:
    Nov 30, 2007
    Messages:
    2,271
    Likes received:
    2
    Trophy points:
    0
    From:
    Under Your Bed
    Tanks, if they last that long. I like to win my games as quick as possible. I play quite aggressivly.
     
  18. Ensomgrav

    Ensomgrav New Member

    Joined:
    Sep 19, 2007
    Messages:
    391
    Likes received:
    0
    Trophy points:
    0
    You figure it would, come on, it is a tank after all.
     
  19. Psionicz

    Psionicz New Member

    Joined:
    Nov 30, 2007
    Messages:
    2,271
    Likes received:
    2
    Trophy points:
    0
    From:
    Under Your Bed
    Immortal > Tank
     
  20. MyWifeforauir

    MyWifeforauir New Member

    Joined:
    May 28, 2007
    Messages:
    254
    Likes received:
    0
    Trophy points:
    0
    depends if the immortals have the hardened shield upgrade or not :p
    i suspect roaches will play a good counter against zealot rushes or if the queen masses swarm clutches and has a bunch of zerglings i think zerg can repel zealot rushes pretty well