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hi there,
i was just fiddling around with some of qxc's micro training maps training my reaper, hellion and banshee micro when a question arised that i'm curious about.
is there ANY difference in using "hold position"-command over "stop"-command while microing (kiting) those units?
lately i've been experimenting with the different prebuild hotkey setting "standard" and "grid", prefering the "standard" settings, but in that the "h" key for holding position is very far off compared to the "s" key which is right beside the "a" for attack and the various number-keys makin it much easier for myself using "s" instead of "h" while microing several groups of units e.g. rines & rauders vs. blings.
so, does this make any difference?
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dunno bout sc2. in sc1 goons shot earlier with h but an educated guess would be that it doesn't matter in sc2
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I would really like to know this aswell since i often miss the "H" key
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On June 02 2010 02:48 SanC wrote:I would really like to know this aswell since i often miss the "H" key 
test it and let us know
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well, as i mentioned above, i tested already in those micro-training maps and couldn't see/feel any difference... i was just curious if i missed something. for me it seemed its just the same which would be great for me.
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Calgary25977 Posts
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The units in holding position, don't move by themself when being attacked. If the opponent's units are out of their range, they would be the meat-shield until die ( ie melee units being held at ramp, anyway I'm not sure bout that they would attack or not if the opponent's in range )
For kiting micro, I prefer to use only A command while using right-click for running, pretty work in my league. Units will attack the nearest enemy It works well with Reapers because of reaper's fast attack animation.
For those units have slow animation like hellion, colossus - Stop command is better
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It seems like there should be some difference. Check to see if "Stop" resets the unit's current attack and target. "Hold" seems like it wouldn't interrupt an attack in progress, whereas "Stop" would. This is also testable on units with long attack animations or channeled spells. I'd expect "Stop" would interrupt a Colossi laser, Templar storm, Thor special attack, etc. "Hold" shouldn't do that.
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Hold is better, it is like stop, but stop is only temporary. Therefore if you do hold it would work because it would stay in position but stop... it's like probes in SC1. Crap.
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Are you saying that "Stop" only cancels the current command, and then the unit will still do things like "chase enemy combatants" or "run from air fire if the unit isn't AA"?
If that's the case, you can't ever use "Stop" to hold a choke.
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When harrasing with hellions, you want to have all of them attack at the same time, then move / kite around between cooldowns. If you simply use S, the hellions who are not in firing range may get "aggroed" by a nearby unit, making your attacks off-sync and at different times. It's better to just shoot and run in sync, which is why H is preferred.
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I just a+click the ground...
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So from personal testing and feedback from my friends, any sort of micro related to a range unit, "stop" works better then "hold".
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I find A-click responds faster than other commands. For instance when microing a banshee against another terran, I can do what are basically moving shots against marines with a-click, right click, repeat. I take no damage from the marines doing this. If I use stop or hold, the banshee seems to pause for a second, taking some damage before firing. However, in groups, I do not use a-click because if there are no units in range, it functions as a move command and this could cause your units to separate as the ones in the back do not acquire targets and keep moving away. I prefer stop because S is closer than H. I don't think there's any difference in AI timing between S and H.
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stop would probably not work if you're using void rays, because it'll probably stop it from charging up. So I think Hold is much better when microing voids.
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A-clicking is better since if you use stop or hold position, the units that are out of range by 1 pixel won't attack, but the a-clicking will give just that extra time for those units to move that extra couple pixels, and fire a shot before running again.
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I agree that moving shots with banshees requires a-click (usually on a unit, tbh). Testing on the micro maps you mentioned, it seems that stop works best for almost everything. The only exception I've seen is marines, since they take a second to stop moving and shoot, so move-hold is probably better than move-stop.
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On June 04 2010 03:40 ZlaSHeR wrote: A-clicking is better since if you use stop or hold position, the units that are out of range by 1 pixel won't attack, but the a-clicking will give just that extra time for those units to move that extra couple pixels, and fire a shot before running again.
That's exactly the reason why you don't want to use a-click when kiting. If you move backwards, you're liable to end up within range of whatever it is you're kiting (roaches, zealots, lings, etc.)
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On June 04 2010 06:44 Nivra wrote:Show nested quote +On June 04 2010 03:40 ZlaSHeR wrote: A-clicking is better since if you use stop or hold position, the units that are out of range by 1 pixel won't attack, but the a-clicking will give just that extra time for those units to move that extra couple pixels, and fire a shot before running again. That's exactly the reason why you don't want to use a-click when kiting. If you move backwards, you're liable to end up within range of whatever it is you're kiting (roaches, zealots, lings, etc.)
Well if your guys have shorter range then there's not much point trying to kite. If they have longer range that's not an issue.
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A-clicked units won't move backwards if they are in their fire range of another unit. Or they will but only a smidgen before they stop to fire. Also a-click lets you target fire better.
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