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This should be such an easy question to answer but I can't find a decent answer!
I normally play Protoss and it's easy to set my units to follow another group. For instance, let's say I have zealots and a colossus. To set the colossus to follow the zealots, I would select the colossus and it's either shift+rightclick or just rightclick on one of the zealots to follow it. Great, that was easy!
The problem is, I cannot set the medivacs to follow the marine/marauders. If you select the medivac and rightclick (or is it shift-rightclick?) a marine/marauder, they pick up the marine/marauder instead!
Some have suggested that I just "group" the medivacs with the marines/marauders. That's not what I want because if I set my whole group of marines/marauders + medivac to move to a location, the medivacs can get there first before the marines/marauders arrive. This is because marines/marauders cannot cross over cliffs and they have to go around cliffs via the ramp - that is bad because the medivacs can get to the target location before the main marine/marauder army and engage the enemy (well, medivacs can't even engage the enemy so they just die, LOL).
Other people have told me to set waypoints to make sure the medivacs don't run ahead of the marines/marauders if there are cliffs involved. I don't like this idea either because it is tedious and eats up valuable "clicking" time that I could be using elsewhere.
So how do you set the medivacs to follow the marine/marauders, such that they will stay behind the marine/marauders, and of course, heal the marine/marauders if they engage in battle?
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hit A and click the marine at the back. The Medivac will follow him around and heal whoever is getting damaged. Make sure to micro them when the marine dies though.
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I believe you can manually hit the key for move and then click the unit you want to follow, overriding the default context sensitive command
In other news, L2 coordinate
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Just work on your mechanics a little bit. Or would you rather have the game do everything for you?
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On March 26 2010 15:44 dogabutila wrote: Or would you rather have the game do everything for you?
Well, if I can figure out how to get the game to do this for me, doesn't that make me a more effective Terran player???
Why would I manually do it when opposing Terran players are automatically doing it ... that would make me GG more often ...
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No, because the AI is never as good as a player.
You can use tricks to cover // mask a lack of mechanics (trust me, mines arnt awesome), but in the end its better to actually control as much manually as you can. The tricks will only take you so far, then you hit a glass wall so to speak that you can't get past until you improve your mechanics.
//I don't see any reason why beta rankings // stats are so important as to not experiment with builds and work on mechanics. Playing just to win in a beta where the stats ultimately don't matter (and get reset..) puts you behind where you could be at if you played to improve when the game actually releases.
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On March 26 2010 15:44 dogabutila wrote: would you rather have the game do everything for you?
Would I rather have it keep units from running ahead or falling behind when I group them and tell them all to advance together? Hell yes.
I've never been a fan of the short bus field trip aspect of Starcraft, where you have to babysit your units constantly to keep them from killing themselves with gross stupidity.
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in wc3 when you wanted a zepplin (basically a dropship) to follow around your units you would use the patrol button and click on a unit.
Try that? just hit the patrol button then click a unit and see what happens
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On March 26 2010 15:43 Thereisnosaurus wrote:I believe you can manually hit the key for move and then click the unit you want to follow, overriding the default context sensitive command In other news, L2 coordinate 
Are you referring to selecting the medivac, pressing "M" and then right-clicking on a marine? Because I tried that and it doesn't work.
Or did you mean select the medivac, press "M" and left-click on a marine?
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ive seen lots of people just stim and run around, i guess the lazy man version which aint that great but one of the reason i dont play terran is cause i dont like using medics both in BW and in SC2 :S
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On March 26 2010 15:54 Funchucks wrote:Show nested quote +On March 26 2010 15:44 dogabutila wrote: would you rather have the game do everything for you?
Would I rather have it keep units from running ahead or falling behind when I group them and tell them all to advance together? Hell yes.
Would you rather have them all move at the speed of the slowest unit for you as well?
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On March 26 2010 15:56 dogabutila wrote:Show nested quote +Would I rather have it keep units from running ahead or falling behind when I group them and tell them all to advance together? Hell yes. Would you rather have them all move at the speed of the slowest unit for you as well?
The point is, if other Terran players are using automatic features, you have to as well or you become a less efficient player. End of story - dunno why it's so hard to understand.
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On March 26 2010 15:44 dogabutila wrote:Or would you rather have the game do everything for you?
If you CAN and it gives you the advantage or makes you better, then you probably should. It's not the players fault if the game makes itself easier.
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So if other people just send all scv's to 1 patch in the beginning you'd do that as well even though f1 with good mechanics is faster?
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I thought you could just right click on your own units and they would follow
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On March 26 2010 16:02 _rdm_ wrote: I thought you could just right click on your own units and they would follow
No, medivacs pick up the marine/marauder if you right click on it.
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On March 26 2010 16:02 _rdm_ wrote: I thought you could just right click on your own units and they would follow
You can, if they arn't dropships.
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This is a bad idea, and not because I think this game needs aribtrary -APM boosters, we need to encourage people to group Medivacs more then anything else in a seperate group, 6+ medivacs in a marine clump make them completely gawdaweful to look at as a spectator. If they were flying behind, it would be much better.
Grouping units in general into different groups is good for this game, but esp for the vac
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On March 26 2010 15:43 Thereisnosaurus wrote:I believe you can manually hit the key for move and then click the unit you want to follow, overriding the default context sensitive command In other news, L2 coordinate 
Got it! It works! Ok, here is the answer:
1) select the group of medivacs 2) press "m" 3) left-click on a marine/marauder in the group
Thanks Thereisnosaurus! Works like a charm! Now my medivac won't be separated from the group and still heals the marines/marauders 
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On March 26 2010 15:56 StarcraftMan wrote:Show nested quote +On March 26 2010 15:43 Thereisnosaurus wrote:I believe you can manually hit the key for move and then click the unit you want to follow, overriding the default context sensitive command In other news, L2 coordinate  Are you referring to selecting the medivac, pressing "M" and then right-clicking on a marine? Because I tried that and it doesn't work. Or did you mean select the medivac, press "M" and left-click on a marine?
It was the latter - select medivac, press "m" and left-click on a marine 
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On March 26 2010 15:56 dogabutila wrote:Show nested quote +On March 26 2010 15:54 Funchucks wrote:On March 26 2010 15:44 dogabutila wrote: would you rather have the game do everything for you?
Would I rather have it keep units from running ahead or falling behind when I group them and tell them all to advance together? Hell yes. Would you rather have them all move at the speed of the slowest unit for you as well? Of course I'd want that to be an option, and of course I wouldn't want that to be the only option.
You should be able to select two groups, and tell them either "group A, stick with group B, and group B, don't worry about group A" or "group A, stick with group B, and group B, don't run far ahead of group A", with various clearly-defined association-breaking mechanics.
This stuff isn't rocket science. Assigning units to follow a single leader unit is not a terrible mechanic, but it's a lot less powerful than something just a little more complex could be.
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Thanks for the solution. I wasn't sure how to do this myself.
OT: Why are so many idiots talking about "the game playing for you" and criticizing the OP for a legitimate question? Rather, why do so many people think that dedicating additional resources to overcoming poor gameplay/UI design is skill?
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On March 26 2010 16:34 Vexx wrote: Thanks for the solution. I wasn't sure how to do this myself.
OT: Why are so many idiots talking about "the game playing for you" and criticizing the OP for a legitimate question? Rather, why do so many people think that dedicating additional resources to overcoming poor gameplay/UI design is skill?
Making your units do what you want is generally considered skill. Making the AI do it for you is the game playing for you. What, you want the AI to micro your units for you too? Pull back units that are damaged for you? We appreciate muta micro because it takes skill to do, but all it boils down to is controlling your units. When people do that well, we consider it skill.
All I see is macrobots complaining because they cant micro the same time they macro. Was BW really so hard to control your units in? Why do people feel the need to not control their units, and then cry when something bad happens to said units? Was BW gameplay poor since some units ran faster then others? Macro is so much easier with MBS, yet we still have people complaining that when they group a whole bunch of buildings together they might have to hit tab.
Like what do you seriously want the game to be? Fastest? where you just build an army and 1A to the other base and your units will fight for you?
Its not poor design or UI. Its people not being willing to learn the interface, how the game prioritizes units or buildings so you know which tab has which unit skills selected. But thats too much work, So is grouping your casters or units with activate-able skills into different groups. Lets just macro up, and 1A.
Anything that doesnt let me play like jaedong or flash is poor game design or flawed UI!
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On March 26 2010 15:37 StarcraftMan wrote: The problem is, I cannot set the medivacs to follow the marine/marauders. If you select the medivac and rightclick (or is it shift-rightclick?) a marine/marauder, they pick up the marine/marauder instead! You can overcome this by telling your medivacs to 'move' to your marines and marauders. This is like a follow command.
Alternatively, you can just hotkey your entire army and have them assemble near your destination instead of a-moving directly.
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click on medivac, click m, click on marine. Done >.<.
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wow. And I thought this was obvious. lol =P
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On March 26 2010 16:11 StarcraftMan wrote:Show nested quote +On March 26 2010 15:56 StarcraftMan wrote:On March 26 2010 15:43 Thereisnosaurus wrote:I believe you can manually hit the key for move and then click the unit you want to follow, overriding the default context sensitive command In other news, L2 coordinate  Are you referring to selecting the medivac, pressing "M" and then right-clicking on a marine? Because I tried that and it doesn't work. Or did you mean select the medivac, press "M" and left-click on a marine? It was the latter - select medivac, press "m" and left-click on a marine 
have you been going "A" then right-click all this time?
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On March 26 2010 15:44 dogabutila wrote: Or would you rather have the game do everything for you?
Once again.. if you have nothing constuctive to say please gtfo. /rant
As noted above scan move will do it for you if you don't want to control them in a separate hotkey.
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What I don't like about a-clicking a marine to make the medivac follow the group is that if that marine dies the medivac just sits idle while the marines walk on. I wish you could waypoint the scan-move function (shift-a-click multiple marines) so that if the one they are following dies it follows another in the group. I don't think thats 'the game playing itself' too much, because it takes the micro effort of shift-clicking thru your forces.
I have not tried the move command to make a medivac follow your forces. Does it still stop and heal while the forces are moving? Or does it only heal while their not moving? Or not heal at all because its on move-command? Can you way point the move-command thru your forces so it follows each one till it is killed also? Or must you still manually set a new target each time the followed target dies? I'll test this myself and post the results when I get home from work if no-one has by then.
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On March 27 2010 08:12 DeCoup wrote: I have not tried the move command to make a medivac follow your forces. Does it still stop and heal while the forces are moving? Or does it only heal while their not moving? Or not heal at all because its on move-command? Can you way point the move-command thru your forces so it follows each one till it is killed also? Or must you still manually set a new target each time the followed target dies? I'll test this myself and post the results when I get home from work if no-one has by then.
It does heal if your forces engage in battle. The drawback is, if the marine you assigned your medivac to follow dies, then your medivac will sit there indefinitely. I'm thinking you should assign your medivac to follow your main army to the rally point, and before engaging the opponent, regroup your medivacs with your main marine/marauder group. That would have the benefit of ensuring medivacs are grouped with the army before getting to rally point and ensuring your medivacs stick with your army while engaging the opponent.
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