Blizzard responde algunas preguntas en el foro chino
Si al guíen puede traducirlo por favor
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Apparently the Chinese Blizz SC2 devs responded on their forums about some questions regarding the Zealot charge ability... BlizzForums translated the Q/A and here it is:
1. Zealot's Charge ability has no visible cool time, and it is about 10 seconds.
2. If the target is not right away distance that can be attacked, even though target is pretty near, zealots will use the charge ability to get close to the target.
3. Through Twilight Council's research, Zealot will gain 2 improvements:
Zealot's Movement speed increase (Leg upgrade in Previous StarCraft) and the Charge Ability
Added notes...
And my personal opinion through my experience, by the time researching Zealot's charge ability, there were a lot of combinations of Nullifiers and Stalkers.
It was not very easy to use units using special ability or strategical units. (Well... It also means that I have slow control of units T_T)
If the conditions that user need to control with zealot's charge ability, for me, it would be better to be as passive ability.
The dev goes on to describe how Charge is used to retreat your wounded or otherwise out numbered units away from the enemy.
Testers selected for example hurt Zealots and had them attack their own units that were further back, the Zealots will charge to attack their own allied units and with quick micro the Zealot will end up using charge to retreat and not hurt the targeted allied unit.
http://starfeeder.gameriot.com/blogs/Th ... arCraft-II
[URL=http://imageshack.us]
[/Apparently the Chinese Blizz SC2 devs responded on their forums about some questions regarding the Zealot charge ability... BlizzForums translated the Q/A and here it is:
1. Zealot's Charge ability has no visible cool time, and it is about 10 seconds.
2. If the target is not right away distance that can be attacked, even though target is pretty near, zealots will use the charge ability to get close to the target.
3. Through Twilight Council's research, Zealot will gain 2 improvements:
Zealot's Movement speed increase (Leg upgrade in Previous StarCraft) and the Charge Ability
Added notes...
And my personal opinion through my experience, by the time researching Zealot's charge ability, there were a lot of combinations of Nullifiers and Stalkers.
It was not very easy to use units using special ability or strategical units. (Well... It also means that I have slow control of units T_T)
If the conditions that user need to control with zealot's charge ability, for me, it would be better to be as passive ability.
The dev goes on to describe how Charge is used to retreat your wounded or otherwise out numbered units away from the enemy.
Testers selected for example hurt Zealots and had them attack their own units that were further back, the Zealots will charge to attack their own allied units and with quick micro the Zealot will end up using charge to retreat and not hurt the targeted allied unit.
http://starfeeder.gameriot.com/blogs/Th ... arCraft-II