Stalker Stutter Step Micro
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soulist
United States932 Posts
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1nMack1
Canada88 Posts
You don't need to spam to do this - and doing so can actually cause you to miss shots. You can practice on QXC's stutter step micro map - just go to custom games and search for QXC, it's a 1 player map I think. You train a stalker and then go attack the high templar, a stationary stalker will spawn and attack a nexus. The map calculates the difference in HP between the moving templar and the stationary nexus so you can see how many shots you're missing. Cheers, Mack | ||
soulist
United States932 Posts
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1nMack1
Canada88 Posts
There's not much to that part of the stutter step micro, but if you can manage this you're well on your way to being alot stronger of a player. H btw is the hold position hotkey. | ||
uSnAmplified
United States1029 Posts
I dont think this is thread worthy for future reference, try searching. Or simple questions thread: http://www.teamliquid.net/forum/viewmessage.php?topic_id=187808 | ||
soulist
United States932 Posts
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To3-Knee
Canada100 Posts
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GreEny K
Germany7312 Posts
On June 15 2011 01:11 To3-Knee wrote: I often use S for stop. Is there a difference between H and S? Yes, hold will make them stop moving and stay stationary, stop will make them stop whatever action they are doing for that time. | ||
Wolf
Korea (South)3290 Posts
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Kambing
United States1176 Posts
H = halt which causes a unit to stay in place, attacking units that are in range until otherwise commanded S = stop which causes a unit clear its command queue Practically speaking halted units will stay in place and attack while stopped units will move to engage targets if they agro but are out of attack range. Other than halt keeping your units in a tighter ball than stop, there isn't a visible difference when using either to stutter step. | ||
DueleR
United States207 Posts
On June 15 2011 01:05 soulist wrote: is this what you do lets say a group of marines are attacking your stalkers and you want to run away but still attack at the same time? Um, yes, though marines probably aren't the best example. You can't stutter step micro away from stimmed marines because they're faster and even unstimmed marines are a bit tricky because generally when you're fighting unstimmed marines (early or early midgame), you want to take advantage of a stalker's (slight) range advantage, so it's more like you get a volley in, run back a little bit, get a volley in, run back, etc. As a protoss player, I usually only find myself needing to stutter step my stalkers in the early game or when it's PvP stalker/zealot wars. Or when you're trying to snipe a structure while moving away from your opponent's army. Late game, the micro required becomes different, because a lot more factors come into play--zerg will have things like infestors and speedlings, you'll have blink, terran will have stim and concussive shell, etc. In those situations, it becomes more a game of concave positioning, blinking back hurt stalkers, rather than stutter stepping. | ||
Perplex
United States1693 Posts
On June 15 2011 01:16 DueleR wrote: Um, yes, though marines probably aren't the best example. You can't stutter step micro away from stimmed marines because they're faster and even unstimmed marines are a bit tricky because generally when you're fighting unstimmed marines (early or early midgame), you want to take advantage of a stalker's (slight) range advantage, so it's more like you get a volley in, run back a little bit, get a volley in, run back, etc. As a protoss player, I usually only find myself needing to stutter step my stalkers in the early game or when it's PvP stalker/zealot wars. Or when you're trying to snipe a structure while moving away from your opponent's army. Late game, the micro required becomes different, because a lot more factors come into play--zerg will have things like infestors and speedlings, you'll have blink, terran will have stim and concussive shell, etc. In those situations, it becomes more a game of concave positioning, blinking back hurt stalkers, rather than stutter stepping. Don't mislead him though. Not only is kiting marines with stutter step micro useful in the early game, it's often required in order to defend an all-in. The 3 rax marine SCV all-in build requires you start kiting with 2 stalkers from the time he leaves his base to the time he gets to yours or you won't have killed have enough marines to survive the push. | ||
lazydino
Canada331 Posts
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PhiliBiRD
United States2643 Posts
On June 15 2011 01:16 DueleR wrote: Um, yes, though marines probably aren't the best example. You can't stutter step micro away from stimmed marines because they're faster and even unstimmed marines are a bit tricky because generally when you're fighting unstimmed marines (early or early midgame), you want to take advantage of a stalker's (slight) range advantage, so it's more like you get a volley in, run back a little bit, get a volley in, run back, etc. As a protoss player, I usually only find myself needing to stutter step my stalkers in the early game or when it's PvP stalker/zealot wars. Or when you're trying to snipe a structure while moving away from your opponent's army. Late game, the micro required becomes different, because a lot more factors come into play--zerg will have things like infestors and speedlings, you'll have blink, terran will have stim and concussive shell, etc. In those situations, it becomes more a game of concave positioning, blinking back hurt stalkers, rather than stutter stepping. stutter step vs marines is insanely good. it changes the early game from Terran favored to Protoss favored. it shuts down the majority of Terran early aggression. its a HUGE difference | ||
Blasterion
China10272 Posts
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K_osss
United States113 Posts
On June 15 2011 01:28 lazydino wrote: Am I the only one that uses a move? I prefer A move as well. | ||
GreEny K
Germany7312 Posts
I use A move when I'm attacking forward, it creates a nice concave around the enemy units. If I am moving backwards and still trying to deal damage, then i use the H key or I will target fire the leading units. | ||
Reborn8u
United States1761 Posts
I don't think you can truly do this with stalkers, you can walk the moment their shots are released but I don't think it works nearly as efficiently as marines. If you move to soon (during the firing animation) the shot gets canceled unlike with marines. There are obviously plenty of situations where you want to do this, when falling back from marines you probably want to do as much damage as possible so it's a good idea. Try and get that shot off while the stalkers are slightly out of range of the marines. Or when you're pushing up a ramp, you want to shoot step shoot ect. so the units in front don't block everything behind them. The units in front will stop as soon as they are in range stopping the stalkers in back from being able to get in range (or they will try to walk around to the sides) But the pathing usually gets bad in these situations so you really want to shoot step shoot up the ramp. | ||
Tatari
United States1179 Posts
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Legion710
Canada423 Posts
So basically: right click until you are close enough that all (or most, or the number you desire) of your units will send a volley, attack ground (or unit), move as soon as volley is fired, repeat. | ||
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