Zealot speed...
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  • Well I was running with 3 warp gates single photon cannon and wall.
    What I did wrong,I had good economy (I thought) I had good wall. I lost so easy with computer al.
    I think protoss zealots are too slow, I mean on Desert Oasis I had good timings with zerglings btw give you 2x replays and you will see.
    I think that zealots should have decresed attack by 1 and increased speed.
    BTW always scan files I dont want be blamed for anything.
    http://uploading.com/files/ee4e97d8/ZergToss%2Bvs%2BTerran%2Bhard.rar/
    Who agree with zealots starting speed I mean they should be as fast as stalkers.

    Corporal
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  • I don't play toss as much as I did when the Beta first came out, but I will agree that I usually decimate the AI all the way up to hard when I'm Terran vs Protoss, as it usually starts out just my marines vs zealots. The zealots are the same speed as the marines, but I can shoot and then run away with my marines without taking a single hit.

    I don't know if upping the speed by even 1 would make things all that balanced, at least Protoss vs Terran, because as soon as you add just a couple range units it there it completely changes things, if the Zealots can touch the Marines they are nothing but dog meat.

    I don't know about early zerg vs protoss games, but at least vs terran I think it is pretty balanced as is, it's just a matter of knowing how to counter what.

    Registered User
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  • I have not played in a few patches but I was toss as my main race sence patch 1.

    Zealots are very slow compaired to other tier 1 units. I have found you have to go 1 gateway very fast and get a cybercore as fast as you can start 1 gas early also. make 1-2 zealots while the cyber is making then change to stalkers and chrono boost them.

    after you get a few stalkers to fight off reapers or maraders etc. then you can go more gateways or robo or air depending on who your playing vs. but fast stalkers is key to survival. also get a few more zealots dont go all stalkers right away and upgrade to charge then get 5-6 more zealots as meat shields.

    cannoning vs a good player wont do any good. he will find the weak spots and exploit them. 1-2 cannons on the mineral line to by you some time is all you need.

    Moderator
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    Cronos.cronos
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  • It is very anoying when you have 4 zealots,2 sentries and 1 stalker and you cant defend against 20 marines.
    Because until your zealots will be in range of marines you will lose 2 of them.

    Corporal
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  • I dont see how you expect to win against 20 marines with that army composition and just by charging your zealots in. Sentries are support units, they wont even last against 3 marines on their own, instead use them to split the marines up and reduce their damage and you might kill quite afew before you go down. Upgrading the zealot speed will only help them in reaching the marines by a split second or so, it won't turn the tide.

    Lieutenant
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  • full energy sentries and I separate marines with force fields and I used GS...

    Corporal
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  • As i said, sentries dont do too well especially against something like that, upgrading zealot speed isnt an issue here, its more that your army composition simply isnt meant for mass marines. They might get maybe 1-2 extra hits in, but it really won't change the outcome of the battle.

    Lieutenant
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  • In response to Zealot speed, it's sure a touchy subject among many.

    Personally I only have problems with them and Marauders with Concussion; they literally can have 2 Marauders kiting 10 zealots and win, and are also strongly effective against stalkers.. but I digress.
    --

    Anyhow, as Veior said, your unit composition seems to be the main problem in that game.

    True, if you were more zealot heavy you would have many casualties, but the odds of your survival would be higher against mass marines until you start pumping out Colossi.

    or you could go with a mass stalker/sentry push, because using force field with melee units against ranged units is guaranteed to end badly on your part.

    Moderator
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    Yucie
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  • YucieIn response to Zealot speed, it's sure a touchy subject among many.

    Personally I only have problems with them and Marauders with Concussion; they literally can have 2 Marauders kiting 10 zealots and win, and are also strongly effective against stalkers.. but I digress.
    --

    Anyhow, as Veior said, your unit composition seems to be the main problem in that game.

    True, if you were more zealot heavy you would have many casualties, but the odds of your survival would be higher against mass marines until you start pumping out Colossi.

    or you could go with a mass stalker/sentry push, because using force field with melee units against ranged units is guaranteed to end badly on your part.


    Yeah, I started making fast void rays

    Corporal
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  • Try researching zealot legs as early as possible

    Private
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