Let's say you give a unit an ability with a range of 4. You make it Time Use. Cast the ability on a unit at 10 range, your unit approaches and casts the spell, and THEN the cooldown begins.
If you had made the cooldown with Time Start, the minute you target a unit regardless of range, the cooldown begins. This essentially forces a player to "commit" to the ability or suffer a cooldown period.
I would imagine it might not work with Zealot Charge because it's an autocast ability... ??
Also, are you sure you Cost > Time Start in the Cooldown section and not the Charge section of the Cost?
Usually, Time Start behaves like the op assumed, it sets the spell on cooldown initially. For Augment abilities, this seems to work differently, just tested it.
Usually, Time Start behaves like the op assumed, it sets the spell on cooldown initially. For Augment abilities, this seems to work differently, just tested it.