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Sc2 Zealot Rush

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

Sc2 Zealot Rush

  1. DarkSonicDX

    DarkSonicDX New Member

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    Im still continuing my favourite units assault. Zealot rush from Starcraft to Starcraft II FTW !!!
     
  2. saikeraku

    saikeraku Guest

    Hopefully Zealot rush will still be somewhat effective in SC2, long live Zealots!
     
  3. JacobBlair1

    JacobBlair1 New Member

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    just another reason why Protoss are rigged
     
  4. Space Pirate Rojo

    Space Pirate Rojo New Member

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    Canada, eh?
    Zerglings have numbers.

    Terran have Firebats with Marine support.

    And all races are rigged/overpowered, but with the others being like that too, it balances out.
     
  5. Jissé

    Jissé New Member

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    Numbers is sh#t in Starcraft.

    You cannot really micro 654654313 units that have very low hp each one, because this is basically "am hit am dead", in addition of the big mess, and the protoss have their shields that endlessly regenerates, which makes the whole damage system abused, because the very first shield point regenerated provides in the same time the full armor bonus to the unit, which finally absorb much more than one damage point, thanks to the double armors, while zealots don't care much about the enemy's defense with their massive damage. Add to that that the zergs have this stupid habit to unburrow if they are hit while burrowing, which makes the burrow ability pretty useless in live battles.

    I love the differences between the units in Starcraft: the terran can repair, the zerg can regenerate for free but it takes a while, and protoss can regenerates their shield for basically free and relatively quick, but only their shield, that is great, the units features etc, but omg I played a lot of RTS and I don't see more abuse in a game that a fight between zerglings and zealots or dragoons and hydralisks: the protoss, thanks to their high damage, don't care much about the armor of their targets, and thanks to their relative number and comfortable health points, can be microed much more easily.

    I agree that a relative amount of a decent unit is still better than an only super unit, and that 100 minerals of zerglings is much better than 100 minerals of zealots when it is about to scout and harass, but when you have to face a given amount of minerals of zealots coming in your base with the same amount of minerals of zerglings and sunken colonies, it is just a pain.

    A good protoss player impresses me much less than a good zerg player.
     
    Last edited: Sep 3, 2008
  6. flanx

    flanx Guest

    the zealots wont be effective in Starcraft 2. Its very easy to counter this kind of rush.. if your opponent has one defense structure on the mid his base.. you''ll be dead. :) Knowing that Zealots are costly compare to other basic units.
     
  7. JacobBlair1

    JacobBlair1 New Member

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    Flanx that is not a playable demo
     
  8. Boneblade

    Boneblade New Member

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    1) People who simply state that Zealot Rushs will not be effective need to grow up. They will be effective in varying degrees, depending on whether your opponent is expecting it or not. Knowing your enemy is more than half the battle. If you prepare for a zealot rush, you won't be prepared for the colossus / stalker rush I'm throwing at you approximately 2 minutes later.

    2) I am not intimately familiar with the Protoss tech-tree for Starcraft II, but I imagine it will be fairly taxing to try and get the zealot's Charge upgrade in time for an early rush. You'll need vespene, to start with, along with spending several hundred minerals (and many precious seconds worth of time) creating the necessary tech to get to that upgrade. Couple that with trying to time the upgrade's completion so that your force of Zealots get it just as they arrive at the enemy base, and I think you'll be far better off just throwing non-upgraded zealots at the enemy 60-120 seconds sooner than if you waited for the upgrade.
     
  9. wodan46

    wodan46 New Member

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    All I can say is that massing Zealots is a recipe for disaster against the Zerg. Banelings will slaughter them, and Roaches will pick off the rest with ease.

    Terrans will have to be more aware of what the Protoss are up to, and move to Factory quickly in order to get Hellions and Siege Tanks out. I suspect that Marines and Marauders are not really up to snuff for dealing with massed Zealots.

    Protoss counter to Zealots is probably just build Zealots themselves, Protoss take too long to get AOE compared to Terrans(Hellion) and Zerg(Baneling).

    Also, Shields do NOT recharge during combat. Shields only recharge if a unit has neither attack or been attacked for a period, whereupon it starts recovering at a fast rate of 1 per second or so. So Protoss do not get any use out of shield recharging in battles, only in the periods between them.
     
  10. ninjafetus

    ninjafetus New Member

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    Someone mentioned earlier that they hoped they could micro the zealot charge... While it's a passive ability (eg, you don't trigger it like a stimpack), I assume it only happens when you're attacking. With the better flanking/surround AI of SC2, I could easily see people click-moving their zealots up close, then a-moving when they're close enough and getting an insta-surround. That sounds like micro to me.
     
  11. overmind

    overmind Active Member

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    True, you could easily catch a force off guard and flank them quickly with charge.
     
  12. Shaeman111

    Shaeman111 New Member

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    I guess to really know, we'll have to wait. But how much longer must we wait?
     
  13. Can_2

    Can_2 New Member

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    Yeah i saw SC2 Battle report Zealots with chrage own marines and Marauders, idk about without the charge :p
     
  14. Flamingdts

    Flamingdts New Member

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    I can see the balance between Terrans and Protoss during Zealot rushes.

    IF, and I mean IF Terrans have a choke point, then they can block it with supply depots. Since they can lower down for terran units to walk pass.

    IF there are no choke points for Terrans to hold, then they're in big trouble. Zealot charges can get straight to the SCVs ignoring all other enemy units. Though Blizzard has stated that minerals have choke points, it's the high yield minerals that are without chokepoints.
     
  15. Vampire

    Vampire New Member

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    That system of minerals rewards a player for containing the other player in their base. I like it unlike the current one with mineral only place with no gas.
     
  16. PROTECT-YOUR-NEX

    PROTECT-YOUR-NEX New Member

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    Been creepin' these forums a few weeks just decided to join.

    From most of the reports by Team Liquid(http://www.teamliquid.net/forum/viewmessage.php?topic_id=81934), as of November 08 the Zealot rush seemed to be pretty ineffective unfortunately. Seems that Stalkers with support Zealots was the norm, and not vice-versa.
     
  17. Hoywolf

    Hoywolf New Member

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    I can back up Lurker on this, i know i have read it somewhere before you get the walk spd bonus then you get the charge ability as well, ill try to find the evidence.
     
  18. lurkers_lurk

    lurkers_lurk New Member

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    oh, sorry about that, but i found it now, here you go.