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At some point during the beta, Blizzard changed rally points from attack-move to move only. From what I've gathered, there have been some mixed opinions about this. Some feel that it is better, but for me, I feel that I am slightly disadvantaged with this system.
First and foremost, I am a zerg player. As many zerg players can relate, surviving a 4gate, or an early-mid terran push is a crucial point in the game and we generally have to play reactively, producing units or drones accordingly. What normally happens for me is I drone normally, and when I scout a push, and i start spamming appropriate army units and they should spawn just as the enemy is about to attack. If this is a small map, my units may be delayed and if they pop when the enemy is attacking, they will move to the rally point BEFORE attacking. This is extremely frustrating also if your initial defensive army/static defenses are taken out and the remaining forces are well into your natural...and your reinforcements pop out, they move to the rally point first, completely ignoring the enemy in their path and allowing free shots. If the rally point was attack move, I feel that my forces can be utilised more efficiently. This is just one typical example in a 'standard' game
What I suggest is an option when you select a building (such as rightclicking the rally icon, similar to auto-cast) to either attack-move or move to the rally point. this way, both sides of the party will be satisfied.
What are your thoughts?
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could set your rally to the hatch at your expo (where ever they are attacking you) so they pop out and instantly search for a target, this would fix your main issue i believe.
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I don't think its necessary. For example in the case of a four gate you should have some kind of defense already up [statics] and just rally behind them.
Rally point is supposed to be a move command because it's essentially a "You move here after spawning." That's what rally is.
The reason I believe Blizz took out Attack Rallying, is to prevent a macro situation in which someone rallies to their opponents base and then just macros and macros and throws units at his opponent in hopes to just win by massing.
As your units spawn you should either already have them selected if they're all you have to defend, or select them as they come out and just have better rally points that don't RUN into the army.
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I really agree with Jack_M. It isn't so hard to pay attention to when your units will spawn and just issue attack commands as they pop.
But, it might be possible to have an attack move with your rally. It is possible to add way points to a rally by shift+right clicking with a unit-producing structure selected. You may be able to throw in a shift+a-click to give an attack move command as part of the rally "process"
I'll have to test this out, but it might be doable. You could set your initial "move" rally right next to the eggs, then add an attack command. Still I think it would be better to just issue attack commands as they pop, giving the "attack rally" with it might be a little easier as you won't have to be on top of spawning units all the time.
EDIT:
Nope, doesn't work. You just have to pay attention.
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In replays, a lot of people seem to put the rally point of their first units (e.g. lings or marine) onto the enemy's scouting worker. Does this make them attack?
Alternatively, you can select the eggs and include/append them (with shift) in your control group before they hatch. As long as you issue a command to your control group before they run to the rally point (which i'm assuming is beyond the enemy's army by this point), it should be fine, since you'll probably be micro-ing your army anyway.
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On October 09 2010 22:51 carbonaceous wrote: In replays, a lot of people seem to put the rally point of their first units (e.g. lings or marine) onto the enemy's scouting worker. Does this make them attack?
This causes them to focus on the unit they are rallied to, yes.
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I don't think its necessary. SC2 its much easiers than SC1 at micro.. so its fine.
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It has been discussed quite a bit, but I still wish the Attack-Move rally was a checkbox. People who set it as an Attack-Move may have forces wander away chasing some probe. People who use it as a Move command will have to manually attack. Both parties are picking a limitation based on their preference. I really miss Attack-Move rallies.
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Just attack move them once they hatch. An attack move rally is not needed. No reason to reduce the already relatively low apm requirement.
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An easier way to have them attack move quickly after hatching is when you start building them, ctrl+click the egg wireframes and then shift add them to your army hotkey. By doing this you select all the upcoming units and not the larvae. As soon as they pop you can just give an attack move command and don't need to search around and select them as they are running.
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This was one of the stupidest changes in the beta and they've never said why they did it.
100% of people below Diamond league and at least 50% of people in Diamond league (I'd bet a sweeping majority of them, probably every single one who didn't play BW) would want it changed back. More specifically, right clicking issues a move rally, and a + right clicking issues an attack-rally command.
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I liked attack move rallies.
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Rally points are better with simple move because of this scenario, especially common as zerg: the enemy is attacking you, but you don't have enough units to kill his units. You want to GATHER some units and attack with them together, sending them piecemeal will get them killed for free (hello zerglings). If it was attack-move, they would suicide, and it's actually pretty hard to keep looking at your larvae to ensure that you order normal movement instead.
The other situation, when you actually want to attack, is much simpler to micro: box and attack... Just watch Sen games and you'll see what I mean =).
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United States12607 Posts
My thoughts are that this has already been discussed to death in the thread associated with that patch.
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