• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 05:21
CEST 11:21
KST 18:21
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
BGE Stara Zagora 2025: Info & Preview18Code S RO12 Preview: GuMiho, Bunny, SHIN, ByuN3The Memories We Share - Facing the Final(?) GSL46Code S RO12 Preview: Cure, Zoun, Solar, Creator4[ASL19] Finals Preview: Daunting Task30
Community News
GSL Ro4 and Finals moved to Sunday June 15th11Weekly Cups (May 27-June 1): ByuN goes back-to-back0EWC 2025 Regional Qualifier Results26Code S RO12 Results + RO8 Groups (2025 Season 2)3Weekly Cups (May 19-25): Hindsight is 20/20?0
StarCraft 2
General
Magnus Carlsen and Fabi review Clem's chess game. BGE Stara Zagora 2025: Info & Preview Jim claims he and Firefly were involved in match-fixing GSL Ro4 and Finals moved to Sunday June 15th Serious Question: Mech
Tourneys
Bellum Gens Elite: Stara Zagora 2025 $25,000+ WardiTV 2025 Series Sparkling Tuna Cup - Weekly Open Tournament SOOP Starcraft Global #21 $5,100+ SEL Season 2 Championship (SC: Evo)
Strategy
[G] Darkgrid Layout Simple Questions Simple Answers [G] PvT Cheese: 13 Gate Proxy Robo
Custom Maps
[UMS] Zillion Zerglings
External Content
Mutation # 476 Charnel House Mutation # 475 Hard Target Mutation # 474 Futile Resistance Mutation # 473 Cold is the Void
Brood War
General
BW General Discussion Will foreigners ever be able to challenge Koreans? FlaSh Witnesses SCV Pull Off the Impossible vs Shu BGH auto balance -> http://bghmmr.eu/ Battle.net is not working
Tourneys
[ASL19] Grand Finals [Megathread] Daily Proleagues Small VOD Thread 2.0 [BSL20] GosuLeague RO16 - Tue & Wed 20:00+CET
Strategy
I am doing this better than progamers do. [G] How to get started on ladder as a new Z player
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Monster Hunter Wilds Path of Exile Mechabellum
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
LiquidLegends to reintegrate into TL.net
Heroes of the Storm
Simple Questions, Simple Answers
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia TL Mafia Community Thread TL Mafia Plays: Diplomacy TL Mafia: Generative Agents Showdown Survivor II: The Amazon
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine Vape Nation Thread European Politico-economics QA Mega-thread
Fan Clubs
Maru Fan Club Serral Fan Club
Media & Entertainment
Korean Music Discussion [Manga] One Piece
Sports
2024 - 2025 Football Thread Formula 1 Discussion NHL Playoffs 2024
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Cleaning My Mechanical Keyboard
TL Community
The Automated Ban List
Blogs
Heero Yuy & the Tax…
KrillinFromwales
Research study on team perfo…
TrAiDoS
I was completely wrong ab…
jameswatts
Need Your Help/Advice
Glider
Trip to the Zoo
micronesia
Poker
Nebuchad
Info SLEgma_12
SLEgma_12
Customize Sidebar...

Website Feedback

Closed Threads



Active: 17464 users

[D]Patrol Micro to Avoid Clumping

Forum Index > StarCraft 2 Strategy
Post a Reply
Normal
Wr4ith_Bl4d3
Profile Joined April 2010
Australia27 Posts
June 25 2010 10:18 GMT
#1
Patrol Micro to Avoid Clumping

The aim of this thread is to introduce a form of patrol micro to avoid units clumping. I haven’t read about it in the forums or the TL wiki before, but I thought it would be something that’s worth discussing.

Clumping

Firstly, I believe it would behoove me to define clumping in the context of StarCraft(SC). Essentially a clump is a cluster of tightly packed units which minimizes the surface area of said units. Clumping occurs naturally in SCii due to improved path finding and AI as suggested by sluggaslamoo ( http://www.teamliquid.net/forum/viewmessage.php?topic_id=132171). There are instances in which it would benefit a player to clump their units. For example: a clustered ranged army (e.g. terran bio-ball) is more effective against melee army (e.g. zealots or zerglings) for the following reasons:

- Melee units cannot effectively surround units (i.e. have multiple units attacking a single unit)
- Units at the core of the clump can still shoot, whereas melee units will queue up. In other words the ranged army will be more effective because more of their units can attack at any given moment.

On the other hand clumping could also be detrimental to an army. One such example is a clustered army versus any unit which causes splash damage (e.g. templars, tanks, banelings). The reason is simply because a clustered army is so tightly packed that the splash damage from the aforementioned units will likely hit more targets than ideal. Having said that, I think we're good to discuss the meat of the thread...

Patrol Micro

It is known that if a unit is commanded to patrol a nearby position it would begin to move very rapidly between its current position and the patrol position, i.e. the units will enter an ‘epileptic seizure’ as described by Day[9].

And here’s a few example of such behavior by Husky,
+ Show Spoiler +


Now if a similar command is given to a control group of unit a fascinating unit behavior emerges. Instead of having epileptic seizures the units begin to draw themselves away from each other in what seems to be a random pattern, which effectively scatters or disperses them.

+ Show Spoiler +


Now, is there a practical application of this? Well to be honest I’m not sure… But I can think of a few scenarios on top of my head where it would be handy.

Typical clumped army
+ Show Spoiler +

[image loading]
[image loading]


Scattered army using the patrol micro
+ Show Spoiler +

[image loading]
[image loading]


Another interesting aspect of this technique is that you are able to do it while moving. Again, I’m not sure if there is any practical aspect to it, but it allows an army to scatter and clump on the move.

+ Show Spoiler +


To finish off, I did a few tests using zealots vs tanks in the Unit Tester by XGDragon (http://www.teamliquid.net/forum/viewmessage.php?topic_id=124763).

+ Show Spoiler +

15 Zealots(Clumped) vs 12 Tanks


15 Zealots(Scattered) vs 12 Tanks


Execution wise it's actually not hard at all, though doing the patrol micro on the move is a bit tricky because you have to patrol click a certain distance away from your units otherwise they'll still clump up. So I dunno… do you think we’ll see any of this in high level play or is it one of those funny things people do like making an overlord dance over your opponent’s hatchery.
Endure in enduring grow stronger
danl9rm
Profile Blog Joined July 2009
United States3111 Posts
Last Edited: 2010-06-25 10:25:07
June 25 2010 10:23 GMT
#2
hmmmmmm

not sure what to say about that yet. interesting though. definitely has some promise.

edit: good post
edit2 (after seeing post count): great post - good job
"Science has so well established that the preborn baby in the womb is a living human being that most pro-choice activists have conceded the point. ..since the abortion proponents have lost the science argument, they are now advocating an existential one."
backtoback
Profile Joined March 2010
Canada1276 Posts
June 25 2010 10:30 GMT
#3
wow nice post! thumbs up, i want to test this out!
TheNomad
Profile Joined April 2010
United States134 Posts
June 25 2010 10:31 GMT
#4
Pretty neat, I bet it will be one of those things used in the future as the game gets those little perfections that makes it awesome.
link0
Profile Joined March 2010
United States1071 Posts
June 25 2010 10:37 GMT
#5
It definitely seems useful, very useful. Thanks for the suggestion.
http://www.justin.tv/link0 - Gosu.Linko - http://www.facebook.com/link0
Marou
Profile Blog Joined April 2010
Germany1371 Posts
June 25 2010 10:50 GMT
#6
verry nice post. I think it might become a standart for easy unit spreading i find it verry usefull i'm defenitely gonna abuse it when beta comes back :o)
twitter@RickyMarou
Whole
Profile Blog Joined May 2010
United States6046 Posts
June 25 2010 10:52 GMT
#7
This is just amazing. It seems like as people find out these little tricks, SCII will get closer and closer to the spectating value of Brood War. Maybe even surpass it? Who knows?

And I think this will be very useful once the pro players get good APM to manage their economy and micro units simultaneously. Late game, lots of core units have splash such as Siege Tanks, Infestor's Fungal Growth, Thors, Colossi, High Templars, and maybe a few others. This could help people who can execute this effectively close the gap to long range splash units.

It will just be a matter of time before people find more tricks like these and have enough hand speed to execute it while macroing. I think it would be exciting to see a pro SCII player to patrol micro their units in range of a Siege Tank, harass the economy, and pump units simultaneously.
shawty
Profile Joined June 2010
United Kingdom294 Posts
June 25 2010 10:58 GMT
#8
Units also attack whilst on patrol, so I doubt it will take away from attack moving, and if it has any advantages for bio vs banelings then I will definitely be using it as much as i can
Lighioana
Profile Joined March 2010
Norway466 Posts
June 25 2010 11:14 GMT
#9
I wonder if anyone could test this with a mixed army as you usually end-up having. Let's say zealots, stalkers and a couple of sentries.
And forgive me nothing for I truly meant it all
FarbrorAbavna
Profile Joined July 2009
Sweden4856 Posts
Last Edited: 2010-06-25 11:26:12
June 25 2010 11:25 GMT
#10
this has so much practical use its rediculous. Of course we'll see once the game goes back up how practical but units spread out vs clustered and how to manage those different scenarios is definitely gonna be one of many things that will determine the outcome in battle(as your example with zealots vs tanks clearly showed).

The bad thing about this is that it made me wanna play so much more, as if withdrawls werent bad enough already
Do you really want chat rooms?
Zimmerman
Profile Joined April 2010
Canada35 Posts
June 25 2010 11:33 GMT
#11
Hey thanks for putting this together. I found something out that may help out. I was experimenting with how mutalisks could remain spread out against Thors.

If you have a group of mutalisks already spread out, you can click far away (mini-map or otherwise) and they will remain in that formation and won't clump up at all, or only when they are close to where you clicked on the mini-map.

I haven't tested any ground units however, but it's something to look into as you don't have to worry about patrol commands and they can move into position and you can tell them to attack whenever.

Hopefully it will be something zergs can use to make thors very manageable :D

p.s. if i wasn't clear enough, you would aim to click past the enemy base to keep the units non-clumped for the attack (in the case of mutas)
Rks
Profile Joined April 2010
Japan8 Posts
June 25 2010 11:33 GMT
#12
Thanks for your explanation but I'm sure If there's application for this.
Btw what's name of the map in the video?
whatever
hEndO
Profile Joined June 2010
United States124 Posts
June 25 2010 12:43 GMT
#13
This could def be helpful, assuming it doesnt require too much focus to pull off (taking away from other important things). Could be great against emp, storm, fungal growth, the aoe stuff. And Def banelings as well as people right click through instead of attack move
figq
Profile Blog Joined May 2010
12519 Posts
Last Edited: 2010-06-25 13:06:47
June 25 2010 13:04 GMT
#14
On June 25 2010 19:18 Wr4ith_Bl4d3 wrote:
do you think we’ll see any of this in high level play
Yes, they are using it; that's why sometimes "epileptic seizures" also occur in these vods. Combined with magic boxes (which unfortunately are a bit smaller in SC2), it allows you to move small groups in sparse formation, without having to arrange the units individually.

Good post, well illustrated.
If you stand next to my head, you can hear the ocean. - Day[9]
Chaosvuistje
Profile Joined April 2010
Netherlands2581 Posts
June 25 2010 13:13 GMT
#15
This could be very helpful indeed to make your hydra's spread out a bit to start off with a big concave. Or in baneling-zergling situations. Thanks for finding this! Will definitely fiddle around with it once beta starts back up again =) .
Happy.fairytail
Profile Blog Joined May 2010
United States327 Posts
June 25 2010 13:52 GMT
#16
very interesting, I will definitely use this since my APM is so low
Fyrewolf
Profile Joined January 2010
United States1533 Posts
June 25 2010 14:13 GMT
#17
This is interesting to know, but I don't think it's very useful. It'll take about the same amount of apm to just select a handful of your units and spread them manually, and gives you greater control over where they go rather than just semi-random spread. Grabbing 4-8 units and clicking right, and doing the same to 4-8 more and clicking left spreads them much better than using this patrol method.
"This is not Warcraft in space" "It's much more...... Sophisticated" "I KNOW IT'S NOT 3D!!!"
BluzMan
Profile Blog Joined April 2006
Russian Federation4235 Posts
June 25 2010 14:22 GMT
#18
Poll: Voodoo magic to make the game perform normally?

It rocks, I will pwn noobs that don't know of these tricks. (124)
 
76%

It sucks, units should behave like that on A-move. (29)
 
18%

I don't have an opinion. (10)
 
6%

163 total votes

Your vote: Voodoo magic to make the game perform normally?

(Vote): It sucks, units should behave like that on A-move.
(Vote): It rocks, I will pwn noobs that don't know of these tricks.
(Vote): I don't have an opinion.


You want 20 good men, but you need a bad pussy.
Logo
Profile Blog Joined April 2010
United States7542 Posts
June 25 2010 14:32 GMT
#19
Grabbing 4-8 units and clicking right, and doing the same to 4-8 more and clicking left spreads them much better than using this patrol method.


And when it's 20 units? or 30? or 50? At some point using the patrol micro is going to help spread out units more so than manually doing it. Plus the method you describes gives you 2 clumps of 4-8 units, not spread out units. So splash damage will still hit 4-8 units pretty consistently.
Logo
Madkipz
Profile Blog Joined February 2010
Norway1643 Posts
June 25 2010 14:47 GMT
#20
You can achieve the same thing better by haveing one control group with everyone in and two additional with some in.

simply click group 2 -> left group 3 -> right group 1 -> forward attack!
"Mudkip"
ViRo
Profile Joined May 2010
United States137 Posts
June 25 2010 14:50 GMT
#21
That's very well thought out, generally I used it to auto micro a probe to watch for drops or nydus. I think that while useful it'll prove to be a challenge when controlling a mixed army.
The back door was open.....so.....
OpRaider
Profile Blog Joined April 2010
United States307 Posts
June 25 2010 14:55 GMT
#22
On June 25 2010 22:52 Happy.fairytail wrote:
very interesting, I will definitely use this since my APM is so low


no no no, you should only do this if you can afford the apm to do it, thus you need a very high apm to pull this off , if you have low apm, its better to just a-move and macro.
it is what it is -day9 airplane story
ImperialFenix
Profile Joined June 2010
30 Posts
June 25 2010 14:57 GMT
#23
On June 25 2010 22:52 Happy.fairytail wrote:
very interesting, I will definitely use this since my APM is so low


Ditto for me. It should be useful.
Wolf
Profile Blog Joined April 2010
Korea (South)3290 Posts
June 25 2010 15:04 GMT
#24
On June 25 2010 19:52 Whole wrote:
This is just amazing. It seems like as people find out these little tricks, SCII will get closer and closer to the spectating value of Brood War.


I completely agree; little things like this are really pushing StarCraft II into a better place. I mean, spectating aside, just little tricks like this are going to slowly but surely change the game. Imagine how many things like this were discovered in Brood War, and then remember how long Brood War has been out.. Now imagine how many possibilities we'll have with StarCraft II. It's exciting.

Great post. Always love seeing ideas like this.
Commentatorhttp://twitter.com/proxywolf
TL+ Member
TaaiJoeng
Profile Blog Joined June 2010
Hong Kong164 Posts
June 25 2010 15:04 GMT
#25
Haha, it's quite amusing how the Zealots move. xD
...but the parasites say NO!
Tookie22
Profile Joined May 2010
United States187 Posts
June 25 2010 15:10 GMT
#26
its a interesting idea but doesnt seam usable it only takes affect after your units hit the first control point so its not useful for attacking and it doesnt spread them out enough to avoid all splash damage
"Its a race between software designers to create more idiot proof software and the universe to create bigger idiots. So far the universe is winning"
Fyrewolf
Profile Joined January 2010
United States1533 Posts
Last Edited: 2010-06-25 15:19:25
June 25 2010 15:14 GMT
#27
On June 25 2010 23:32 Logo wrote:
Show nested quote +
Grabbing 4-8 units and clicking right, and doing the same to 4-8 more and clicking left spreads them much better than using this patrol method.


And when it's 20 units? or 30? or 50? At some point using the patrol micro is going to help spread out units more so than manually doing it. Plus the method you describes gives you 2 clumps of 4-8 units, not spread out units. So splash damage will still hit 4-8 units pretty consistently.


First off, it doesn't give you 2 clumps of units, it gives you a line or arc. Some of the units go left, some go right, and some stay in the middle. Patrol micro just gets you a more spread out clump, not a good attack arc.

If you have more units, you simply grab a larger chunk of them to spread out. If you have like 20-30 guys you grab 4-8 (25-33% of them). If you have 80 guys grab 20-30 at a time. A larger group already takes up more area naturally, spreading units doesn't change difficulty with a larger group, it actually gets easier, because chunks of units are easier to select. With the patrol micro, the units bounce off of each other and many in the back won't be able to do anything at all. Grabbing about one fourth to one third of your army and spreading them manually 2-3 times will be more effective than patrol, no matter the numbers, as your units will spread better, and therefore attack faster and better.
"This is not Warcraft in space" "It's much more...... Sophisticated" "I KNOW IT'S NOT 3D!!!"
PokePill
Profile Blog Joined March 2009
United States1048 Posts
Last Edited: 2010-06-25 15:20:46
June 25 2010 15:19 GMT
#28
nevermind, read rest of post
Toads
Profile Blog Joined February 2009
Canada1795 Posts
June 25 2010 15:23 GMT
#29
Pretty nice, It seems pretty micro expensive

Who say there is no micro in starcraft 2 ? Not me
(。◕ ω ◕。) Beer Time !!!! (。◕ ω ◕。)
FC.Strike
Profile Blog Joined April 2010
United States621 Posts
June 25 2010 15:28 GMT
#30
Very cool, those little spaces could potentially make a big difference.

Will try this out when the beta comes back
--------------------------> My Smiley Face Disagrees, Your Argument is Invalid -------------------------->
Logo
Profile Blog Joined April 2010
United States7542 Posts
Last Edited: 2010-06-25 15:35:40
June 25 2010 15:30 GMT
#31
On June 26 2010 00:14 Fyrewolf wrote:
Show nested quote +
On June 25 2010 23:32 Logo wrote:
Grabbing 4-8 units and clicking right, and doing the same to 4-8 more and clicking left spreads them much better than using this patrol method.


And when it's 20 units? or 30? or 50? At some point using the patrol micro is going to help spread out units more so than manually doing it. Plus the method you describes gives you 2 clumps of 4-8 units, not spread out units. So splash damage will still hit 4-8 units pretty consistently.


First off, it doesn't give you 2 clumps of units, it gives you a line or arc. Some of the units go left, some go right, and some stay in the middle. Patrol micro just gets you a more spread out clump, not a good attack arc.

If you have more units, you simply grab a larger chunk of them to spread out. If you have like 20-30 guys you grab 4-8 (25-33% of them). If you have 80 guys grab 20-30 at a time. A larger group already takes up more area naturally, spreading units doesn't change difficulty with a larger group, it actually gets easier, because chunks of units are easier to select. With the patrol micro, the units bounce off of each other and many in the back won't be able to do anything at all. Grabbing about one fourth to one third of your army and spreading them manually 2-3 times will be more effective than patrol, no matter the numbers, as your units will spread better, and therefore attack faster and better.


Yeah, but what you're talking about is a different goal (better arc) than what patrol micro is good for (mitigating splash).

Take Marines vs Banelings for example, especially something like a baneling drop. Your method means each baneling can hit a fair number of marines as they're in an arc/semi-clumped pattern. With patrol micro fewer marines will be hit by each baneling (assuming similar level of movement micro after the unit split). In marine vs baneling the arc or # of units firing doesn't matter nearly as much as the ability to split units.

Another situation is ling vs hellion. Having the lings be spread out can make them a lot more effective when approaching hellions while having separate clumps is good, but not as good.

Plus the two methods aren't mutually exclusive. You can patrol micro a clump to spread them out then use the magic box to move parts of the clump away from other parts (alternatively you can move apart, then patrol micro).

It may not be useful, it may be, calling it either way it hard without really trying stuff out in game. Either way it's clear that moving parts of a clump is NOT the same as using patrol micro. They both accomplish different things.

EDIT: Also here's a simple challenge. Take the same situation as the videos posted by the OP. Use your method of splitting and attack the tanks. Use that to prove that it's equal or more effective than the OP's unclumping method.
Logo
Fyrewolf
Profile Joined January 2010
United States1533 Posts
Last Edited: 2010-06-25 16:10:27
June 25 2010 15:59 GMT
#32
On June 26 2010 00:30 Logo wrote:
Show nested quote +
On June 26 2010 00:14 Fyrewolf wrote:
On June 25 2010 23:32 Logo wrote:
Grabbing 4-8 units and clicking right, and doing the same to 4-8 more and clicking left spreads them much better than using this patrol method.


And when it's 20 units? or 30? or 50? At some point using the patrol micro is going to help spread out units more so than manually doing it. Plus the method you describes gives you 2 clumps of 4-8 units, not spread out units. So splash damage will still hit 4-8 units pretty consistently.


First off, it doesn't give you 2 clumps of units, it gives you a line or arc. Some of the units go left, some go right, and some stay in the middle. Patrol micro just gets you a more spread out clump, not a good attack arc.

If you have more units, you simply grab a larger chunk of them to spread out. If you have like 20-30 guys you grab 4-8 (25-33% of them). If you have 80 guys grab 20-30 at a time. A larger group already takes up more area naturally, spreading units doesn't change difficulty with a larger group, it actually gets easier, because chunks of units are easier to select. With the patrol micro, the units bounce off of each other and many in the back won't be able to do anything at all. Grabbing about one fourth to one third of your army and spreading them manually 2-3 times will be more effective than patrol, no matter the numbers, as your units will spread better, and therefore attack faster and better.


Yeah, but what you're talking about is a different goal (better arc) than what patrol micro is good for (mitigating splash).

Take Marines vs Banelings for example, especially something like a baneling drop. Your method means each baneling can hit a fair number of marines as they're in an arc/semi-clumped pattern. With patrol micro fewer marines will be hit by each baneling (assuming similar level of movement micro after the unit split). In marine vs baneling the arc or # of units firing doesn't matter nearly as much as the ability to split units.

Another situation is ling vs hellion. Having the lings be spread out can make them a lot more effective when approaching hellions while having separate clumps is good, but not as good.

Plus the two methods aren't mutually exclusive. You can patrol micro a clump to spread them out then use the magic box to move parts of the clump away from other parts (alternatively you can move apart, then patrol micro).

It may not be useful, it may be, calling it either way it hard without really trying stuff out in game. Either way it's clear that moving parts of a clump is NOT the same as using patrol micro. They both accomplish different things.

EDIT: Also here's a simple challenge. Take the same situation as the videos posted by the OP. Use your method of splitting and attack the tanks. Use that to prove that it's equal or more effective than the OP's unclumping method.


I understand where you're coming from, but I feel that this method of spreading will be inferior to regular spreading (Magic Box is something else from SC1, related to Formation, not the regular select box). Regular spreading works for more than Arcs too. Vs Banelings, retreating is the only immediate option. If you have time to spread to mitigate damage, more power to you, but I'd rather retreat them behind other meatier units the regular way, since there isn't time for much else. Again with zerglings vs hellions, how much you want in clumps and how much you want spread is your choice. If the zerglings are in a line, it's not the same as a clump, and a line gets a fast wrap around surround.

My point is that you can split the units better the regular way than patrol micro. With Patrol, I see the units bouncing off each other and not advancing well, and poor positioning for attacking. I see this resulting in the force getting slaughtered in a actual game trying to use patrol micro, or at least, doing worse spazzing out in place than an army that is just as spread out from splash and ready to attack with all the units.

I don't have the unit tester downloaded, and I wouldn't attack tanks head on anyway, so I can't be one to do testing right now, but I think that regular spreading spreads them better than patrol spreading. And that's for Vs Splash, Attack Arcs, or Anything that you would want to spread for. I'm not advocating multiple clumps. I'm advocating a better spread than what you can get with patrol.


"This is not Warcraft in space" "It's much more...... Sophisticated" "I KNOW IT'S NOT 3D!!!"
whoopadeedoo
Profile Joined June 2010
United States427 Posts
June 25 2010 16:36 GMT
#33
I don't think the patrol vs. baneling idea works because patrolling units close enough to the banelings will attack them, which is counter to what you want them to do.

This micro might have some use, like quickly minimizing EMP damage for toss.
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
Last Edited: 2010-06-25 16:47:56
June 25 2010 16:45 GMT
#34
Question - will units still do that even when being chased by units like banelings? Because patrol in SC1 would just make the units fire at what was near them, so if they were all clumped up running from banelings and patrol was used, wouldn't this just make them immediately stop where they were and fire on the banelings, similar to an attack command issue? Or will it actually cause them to still scatter?

EDIT: Didn't see poster above me already said the same thing
CryMore
Profile Joined March 2010
United States497 Posts
June 25 2010 17:58 GMT
#35
Great find. This will probably be most effective against seige tanks because of the long range on the tanks, the units will not automatically attack them and clump up again. Have you tried this with zerg units like roaches/lings? I am curious on how an equal supply of speed roaches can take on a seige tank line with this trick, considering many zergs are very frustrated with the current state of ZvT mech.
"What wins? 3-base Protoss or 2-base Zerg?" "1-base Terran"
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
June 25 2010 18:02 GMT
#36
On June 26 2010 02:58 xixecal wrote:
Great find. This will probably be most effective against seige tanks because of the long range on the tanks, the units will not automatically attack them and clump up again. Have you tried this with zerg units like roaches/lings? I am curious on how an equal supply of speed roaches can take on a seige tank line with this trick, considering many zergs are very frustrated with the current state of ZvT mech.


Well if units are hit by the tank they'll auto attack them even on patrol because it's reacting. Range is irrelevant I believe. Which is why for example in SC1 if a tank hits a goliath from far away, the goliath will start walking towards the tank to attack it.
DarkPlasmaBall
Profile Blog Joined March 2010
United States44097 Posts
June 25 2010 18:06 GMT
#37
Awesome post! Very informative and well-explained

This looks like it's very useful against armies where you see spellcasters but know that you won't be able to snipe them in time...
"There is nothing more satisfying than looking at a crowd of people and helping them get what I love." ~Day[9] Daily #100
Acidlineup
Profile Joined April 2010
123 Posts
June 25 2010 18:07 GMT
#38
Nice post. It made me thinking..Why dont they just implement a button for group scattering?
We have a move, attack, hold (which is very similiar to stop), stop and patrol.
Why not this also?
I meant it would still require some micro for u to actually press this button.
It would definetely help protoss against EMP and not make all their units useless against a single ghost (and core terran army backin him up).
system failure...
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
June 25 2010 18:14 GMT
#39
On June 26 2010 03:07 Acidlineup wrote:
Nice post. It made me thinking..Why dont they just implement a button for group scattering?
We have a move, attack, hold (which is very similiar to stop), stop and patrol.
Why not this also?
I meant it would still require some micro for u to actually press this button.
It would definetely help protoss against EMP and not make all their units useless against a single ghost (and core terran army backin him up).


Would take away from micro immensely. Saying it still requires micro to click is kinda pointless. That's like saying, "I'm still microing by pushing one button, instead of trying to rapidly spread out my army with tons of clicks, etc."
Acidlineup
Profile Joined April 2010
123 Posts
Last Edited: 2010-06-25 19:01:59
June 25 2010 18:57 GMT
#40
On June 26 2010 03:14 FabledIntegral wrote:
Show nested quote +
On June 26 2010 03:07 Acidlineup wrote:
Nice post. It made me thinking..Why dont they just implement a button for group scattering?
We have a move, attack, hold (which is very similiar to stop), stop and patrol.
Why not this also?
I meant it would still require some micro for u to actually press this button.
It would definetely help protoss against EMP and not make all their units useless against a single ghost (and core terran army backin him up).


Would take away from micro immensely. Saying it still requires micro to click is kinda pointless. That's like saying, "I'm still microing by pushing one button, instead of trying to rapidly spread out my army with tons of clicks, etc."


Well, i didnt mean for them to make it SO easy, therefore i apologise for not being precise.
What i meant is for Blizz to implement a button that would allow u to scatter a group but to make it more efficiant if u manually scatter. that way we can have some advantage of group scattering button but also not so beneficial at high level play and IF u have awesome APM.
Now we can argue what is micro and how and what would ruin the game, but take a look at the queen mechanic for an example. They gave u the option of building a queen and have 4 larva extra for the cost of having to return screen to ur base and press the button and constantly be on a lookout for queens energy. Another option is for u to simply make and extra hatchery at ur base and not macro at all but at the cost of 150 minerals extra and one larva less per turn.
Same with as attack move command (is not efficient as focust fire manually),
Same as patrol button (is not efficient as unit micro by urself) etc.. etc. see my point?
system failure...
extempest
Profile Joined May 2010
Canada77 Posts
June 25 2010 19:09 GMT
#41
awsome, scattering ground units is great,
is this thing worksfor air units aswell?
always reaching
Cofo
Profile Blog Joined June 2010
United States1388 Posts
June 25 2010 19:38 GMT
#42
Very interesting. This definitely has some potential.
+ Show Spoiler +
GenesisX
Profile Blog Joined February 2010
Canada4267 Posts
June 25 2010 20:37 GMT
#43
This is awesome!
Never though patrol would be so useful...
133 221 333 123 111
Calamity
Profile Joined June 2010
Canada161 Posts
June 26 2010 02:55 GMT
#44
On June 25 2010 23:47 Madkipz wrote:
You can achieve the same thing better by haveing one control group with everyone in and two additional with some in.

simply click group 2 -> left group 3 -> right group 1 -> forward attack!


You would still have 2 clumps of units like the guy above you said and isn't it easier to:

group 1 -> Patrol click -> Forward Attack -> Profit$$$!!!!! :D
Betaaaa!!!!!!!!!!!
Fyrewolf
Profile Joined January 2010
United States1533 Posts
June 26 2010 03:07 GMT
#45
On June 26 2010 11:55 Calamity wrote:
Show nested quote +
On June 25 2010 23:47 Madkipz wrote:
You can achieve the same thing better by haveing one control group with everyone in and two additional with some in.

simply click group 2 -> left group 3 -> right group 1 -> forward attack!


You would still have 2 clumps of units like the guy above you said and isn't it easier to:

group 1 -> Patrol click -> Forward Attack -> Profit$$$!!!!! :D


No, actually. It would go Group 1 > Patrol Click > dance like idiots (if they attack, they'll do it inefficiently) > die to army that split better and faster the regular way.

You don't end up with 2 clumps of units if you spread right. You just get a better spread than you can with patrol.
"This is not Warcraft in space" "It's much more...... Sophisticated" "I KNOW IT'S NOT 3D!!!"
StayFrosty
Profile Joined February 2010
Canada743 Posts
June 26 2010 03:29 GMT
#46
Awesome find! Great practical potential as well.
Calamity
Profile Joined June 2010
Canada161 Posts
June 26 2010 03:40 GMT
#47
On June 26 2010 12:07 Fyrewolf wrote:
Show nested quote +
On June 26 2010 11:55 Calamity wrote:
On June 25 2010 23:47 Madkipz wrote:
You can achieve the same thing better by haveing one control group with everyone in and two additional with some in.

simply click group 2 -> left group 3 -> right group 1 -> forward attack!


You would still have 2 clumps of units like the guy above you said and isn't it easier to:

group 1 -> Patrol click -> Forward Attack -> Profit$$$!!!!! :D


No, actually. It would go Group 1 > Patrol Click > dance like idiots (if they attack, they'll do it inefficiently) > die to army that split better and faster the regular way.

You don't end up with 2 clumps of units if you spread right. You just get a better spread than you can with patrol.


Hmm.... you might be right if your able to spread them into a line before they attack. But if this is what you're trying to say then having several units in tight spaces would clump up into doubles lines as they advance?

Upon watching the videos again, the patrolled zealots had a few zealots that went back. (specifically the one at the bottom)
Betaaaa!!!!!!!!!!!
Fyrewolf
Profile Joined January 2010
United States1533 Posts
Last Edited: 2010-06-26 04:02:18
June 26 2010 03:59 GMT
#48
What I was trying to say is that Patrol spreading is inefficient and regular spreading just works better in every aspect. The original idea was to mitigate splash, but regular spreading is still better for that due to the semi-random nature. If the terrain is so narrow that your units will clump anyway, into double lines as you put it, then there's little you can do about that with any micro, that's a terrain issue. But I can assure you if you spread your units using patrol, and a fast player spreads the traditional way, the patrol units lose, because they spread semi-randomly and won't be in good position.

It's better than just A-moving, but not as good as every other method.
"This is not Warcraft in space" "It's much more...... Sophisticated" "I KNOW IT'S NOT 3D!!!"
Ichabod
Profile Joined May 2010
United States1659 Posts
Last Edited: 2010-06-26 05:18:10
June 26 2010 05:08 GMT
#49
Oooh, interesting concept, the patrol micro should be helpful.

Edit: It works with air, but if the place you click is closer than the turning radius, the units just "dance."
Severedevil
Profile Blog Joined April 2009
United States4835 Posts
June 26 2010 06:14 GMT
#50
Imagine if units spread naturally without bizarre, artificial techniques.

I guess the techology's just not there yet.
My strategy is to fork people.
KawaiiRice
Profile Blog Joined May 2007
United States2914 Posts
June 26 2010 06:44 GMT
#51
The patrol micro looks like it's just some very inefficient way of spreading. I don't see what exactly is the big deal with it.
@KawaiiRiceLighT
spiderface
Profile Joined May 2010
United States74 Posts
Last Edited: 2010-06-26 07:19:24
June 26 2010 06:57 GMT
#52
While we're on the topic, everyone is aware that you can stack a group of Mutalisks in one spot forever (or ANY other air unit - hell it even works with say, Mutas + Corruptors) by right clicking multiple times under the group of Mutalisks and then patroling pixels off center of where you were right clicking, yea?

Here's a video demonstration - you can do it a bit more cleanly than his execution. Though they do like to spread quickly, with practice and spamming right click, you can emulate the sc1 "One Muta" stack group.

I really think a combination of these two techniques would be ideal. There are still situations where you just won't be able to take your Mutas in, like if there are Thors + a bunch of Marines. Nasty.

+ Show Spoiler +

xenchris
Profile Joined April 2010
Germany68 Posts
June 26 2010 07:11 GMT
#53
my thor loves this idea of mutaclumping

Seriously though it could be interessting to see how it would work otherwise
yay
spiderface
Profile Joined May 2010
United States74 Posts
Last Edited: 2010-06-26 07:16:44
June 26 2010 07:16 GMT
#54
It's amazing for Muta timing pushes when you get there before Thors (someone confirm this for me so I know I wasn't just playing vs noobs?). There's no air AOE so you really get a nice first and second wave.
Effect010
Profile Joined May 2010
Germany89 Posts
June 26 2010 07:40 GMT
#55
seems like sc2 has more micropotential than many people thought=)
"Keep stepping over dead bodys." - day9
ashburn
Profile Joined March 2010
Singapore76 Posts
June 26 2010 09:03 GMT
#56
Thanks for this!

I don't play SC1 but I remember I read somewhere abt how units will attack other units differently between attack move, patrol-attack, and hold attack. Is it true or did I remember it wrongly? Is it still applicable in SC2? What about magic-boxes?
Kinmaul
Profile Joined March 2010
United States104 Posts
June 26 2010 09:45 GMT
#57
Great find, I look forward to testing this when phase two starts up!
"Dimaga getting just the right amount of banelings to kill 100% of everything!" - Day[9]
lovewithlea
Profile Joined March 2010
168 Posts
June 26 2010 12:47 GMT
#58
thanks for prove that there is much to discover.

that video comparing zealots T-moving into tanks and with patrol abuse is awesome!
johngalt90
Profile Joined May 2010
United States357 Posts
June 26 2010 14:07 GMT
#59
On June 26 2010 16:40 Effect010 wrote:
seems like sc2 has more micropotential than many people thought=)


yes i agree so now idiots who say the skill ceiling is too low will shut up.

this patrol micro is awesome and definitely something worth exploring once beta is back up. stacking phoenixs would also be nice too especially firing while moving and being stacked :O. definite testing needs to be done to see what units this works best with. but +1 OP
fuck the haters
Madkipz
Profile Blog Joined February 2010
Norway1643 Posts
Last Edited: 2010-06-26 14:56:18
June 26 2010 14:18 GMT
#60
Yea patrol muta stacking is good. just dont overdo it or blizzard might nerf it


On June 26 2010 11:55 Calamity wrote:
Show nested quote +
On June 25 2010 23:47 Madkipz wrote:
You can achieve the same thing better by haveing one control group with everyone in and two additional with some in.

simply click group 2 -> left group 3 -> right group 1 -> forward attack!


You would still have 2 clumps of units like the guy above you said and isn't it easier to:

group 1 -> Patrol click -> Forward Attack -> Profit$$$!!!!! :D



no you would have 3 groups of units. patrol before attack is worthless.
"Mudkip"
Calamity
Profile Joined June 2010
Canada161 Posts
June 26 2010 16:14 GMT
#61
Alright so I just tested the splitting up into groups and the patrol against tanks.

The problem with patrol is that once they attack, they end up clumping back together. Another problem was that when I used patrol, the army formation was always different when they attacked. Sometimes there'd be more lots in front, others there were less. It's very inconsistant. Splitting into groups is much more controlled and outcome is more predictable. In the end, it seems that breaking them into groups and keeping them apart when they attack works much better than patrol.

Betaaaa!!!!!!!!!!!
mint_julep
Profile Joined October 2009
United States254 Posts
June 26 2010 19:42 GMT
#62
On June 27 2010 01:14 Calamity wrote:
Alright so I just tested the splitting up into groups and the patrol against tanks.

The problem with patrol is that once they attack, they end up clumping back together. Another problem was that when I used patrol, the army formation was always different when they attacked. Sometimes there'd be more lots in front, others there were less. It's very inconsistant. Splitting into groups is much more controlled and outcome is more predictable. In the end, it seems that breaking them into groups and keeping them apart when they attack works much better than patrol.



I don't think that this is going to be anywhere near as useful as I hoped. It *may* end up giving an advantage vs splash damaging units, but the problem here is really that they reclump so quickly. I'm really frustrated with pathing in SC2. They 'fixed' it too much =[

Wouldn't it be awesome if only zerg units (or maybe just zerglings) used that pathing algorithm so that they felt more swarm-ey than the other race's units? Wouldn't it be an interesting dynamic to add to units beyond dmg/move rate/range if some actually executed different pathing algorithms? They would FEEL so different...
I hope Plexa's sig is right.
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
Last Edited: 2010-06-26 23:04:10
June 26 2010 23:03 GMT
#63
--- Nuked ---
oppositional
Profile Joined May 2010
Australia31 Posts
June 28 2010 06:16 GMT
#64
I'm pretty sure wc3 had a scatter command. I think it had something to do with patrol, perhaps you just do the patrol command on the same spot as the clump of units you want to scatter. Does anyone remember?
az2
Profile Joined March 2010
United States62 Posts
Last Edited: 2010-06-28 22:13:52
June 28 2010 19:51 GMT
#65
On June 28 2010 15:16 oppositional wrote:
I'm pretty sure wc3 had a scatter command. I think it had something to do with patrol, perhaps you just do the patrol command on the same spot as the clump of units you want to scatter. Does anyone remember?


In warcraft 3 there was a formation type button that let you choose if you wanted your selected units to make a formation or to move like normal.
Xapti
Profile Joined April 2010
Canada2473 Posts
Last Edited: 2010-06-28 23:13:58
June 28 2010 23:12 GMT
#66
Some people might see your post as confusing. What you (OP) are talking about is just a fast way to spread out units a bit (whether or not that was your intention, that's what this is)
It will not help a person IN combat, just before combat or out of combat. (because patrol works like attack move once you are fighting with an enemy)

That said, I think it's pretty interesting, Because even group selecting 1/3 army 2 times and moving them away (army split) takes more time (although it's also maybe more effective).
"Then he told me to tell you that he wouldn't piss on you if you were on fire" — "Well, you tell him that I said that I wouldn't piss on him if he was on Jeopardy!"
Antares777
Profile Joined June 2010
United States1971 Posts
June 29 2010 00:38 GMT
#67
Hehehe....
I can now charge tanks head on!



lol maybe not...
Wr4ith_Bl4d3
Profile Joined April 2010
Australia27 Posts
June 29 2010 05:10 GMT
#68
On June 29 2010 08:12 Xapti wrote:
Some people might see your post as confusing. What you (OP) are talking about is just a fast way to spread out units a bit (whether or not that was your intention, that's what this is)
It will not help a person IN combat, just before combat or out of combat. (because patrol works like attack move once you are fighting with an enemy)

That said, I think it's pretty interesting, Because even group selecting 1/3 army 2 times and moving them away (army split) takes more time (although it's also maybe more effective).


Yeah, the intent for my post is exactly what you said, a nifty technique which I associated with spreading units. I also didn't make any claims to how useful it is, simply because I don't have enough games to tell what is effective and what is not.

I also definitely do not condone charging tanks, it's really a terrible idea no matter how you look at it. The tank charging vids are simply examples of how a scattered army using the technique can survive slightly longer than a clumped one.

That said, I think it's good that we see both positive and negative reactions regarding the technique. And I'm looking forward to testing it in real games :D
Endure in enduring grow stronger
QueueQueue
Profile Joined July 2009
Canada1000 Posts
June 29 2010 05:59 GMT
#69
Interesting analysis. Anxious to put it into practice when the beta comes back to see how it does.
PrinceXizor
Profile Blog Joined April 2010
United States17713 Posts
June 29 2010 06:27 GMT
#70
Random Micro things i found:

They expand if you shift queue patrols towards the enemy, as long as a unit hasn't reached the first patrol point (then they start going backwards) so with fast hands you can force them to spread semi-perfectly all the way to the target.

also been working on hold position micro, it works best with mutalisks but banshees work almost as well. you need a slight delay more than mutas, but it's easy to get used to.

roaches if you set to auto unburrow and hit burrow after every volley fired, they burrow, unburrow (almost immediately and are just barely ready to fire when they surface, this is good because it causes their units to retarget every time (ruining focus fire if it exists, and spreading damage better) as well as allowing roaches to regen around 15 each time while wasting no time. easy way to make your roaches alot more powerful.
oppositional
Profile Joined May 2010
Australia31 Posts
June 29 2010 06:38 GMT
#71
Hey where is the subgroup order modifier key in this game? In wc3 it was the control key, eventually they patched an option where you could turn it on or off in the game settings, does sc2 have anything like this? i found it very useful in wc3 and it would be even better with sc2
inTheMood
Profile Joined April 2010
Norway128 Posts
June 29 2010 09:21 GMT
#72
This isn't warcraft!!!
DIMAGA | Ret | mOOnGLaDe | Hero | White-Ra | DRG | Dragon | Snute
BlackDraft
Profile Joined May 2010
United States64 Posts
June 29 2010 13:24 GMT
#73
That's great PrinceXizor for all roach armies if enemy has no detection, but Z usually has roaches up front to tank, and I wouldn't want to burrow-cycle all my roaches and have the enemy target my hydralisks. Perhaps if you alternated the burrow between two control groups of roaches?
15 hatch 15 pool
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
June 29 2010 13:56 GMT
#74
On June 26 2010 15:44 KawaiiRice wrote:
The patrol micro looks like it's just some very inefficient way of spreading. I don't see what exactly is the big deal with it.

agreed.
..and then I would, ya know, check em'. (Aka SpoR)
Smurfz
Profile Joined May 2008
United States327 Posts
Last Edited: 2010-06-29 15:28:28
June 29 2010 15:26 GMT
#75
I'm a little iffy. It seems super useful if you time the patrol right, but only in a few situations.

I really wish units didn't clump together so quickly.
Looky
Profile Joined April 2010
United States1608 Posts
Last Edited: 2010-06-29 15:54:33
June 29 2010 15:48 GMT
#76
im sure it will be useful for some situations. I dont get why people are counter arguing this.

Against tanks i think you could have a small group of units and patrol it in first then click your main army to attack. Then move foward the small group so it doesnt make and arc and continue soaking up damage. Since it might take two hits before dieing since it was spead out
PrinceXizor
Profile Blog Joined April 2010
United States17713 Posts
June 30 2010 00:02 GMT
#77
On June 29 2010 22:24 BlackDraft wrote:
That's great PrinceXizor for all roach armies if enemy has no detection, but Z usually has roaches up front to tank, and I wouldn't want to burrow-cycle all my roaches and have the enemy target my hydralisks. Perhaps if you alternated the burrow between two control groups of roaches?

Even if they have detection, you still get the regen boost from being burrowed a little, while losing no attack time. that alone is invaluable. and yeah you could alternate if you need to tank for other units.
Hidden_MotiveS
Profile Blog Joined February 2010
Canada2562 Posts
June 30 2010 00:14 GMT
#78
Age of Empires had a scatter formation button T_T
WC3 had defensive and random formations.. so cluttered

But with underpowered units in SC2 tricks may be needed to distinguish skilled players from mass players, especially in team games.

Good post.

ToxNub
Profile Joined June 2010
Canada805 Posts
June 30 2010 03:55 GMT
#79
On June 30 2010 09:14 Hidden_MotiveS wrote:
Age of Empires had a scatter formation button T_T
WC3 had defensive and random formations.. so cluttered

But with underpowered units in SC2 tricks may be needed to distinguish skilled players from mass players, especially in team games.

Good post.




Ugh. This is something that always bothers me about TL. People think "skill" is finding retarded, non-obvious, combinations of nonsensical button presses that somehow translate into awesome micro. I mean, if the button was called something else, like "spread" and not "patrol", it might not be so ridiculous. But how does using a command called "patrol" to spread your units at all make any damn sense? It's the same deal with SC1.

I love seeing amazing micro as much as the next guy. But if exploiting little gimmicky non-intended game mechanics is the name of the game, I'll find a better game. I fully accept that human ingenuity is going to discover and use anything they can to win, of course. To do any thing else in a competition is pointless. I do think, however, that these wonderful little mechanics should be part of the obvious game, and not arcane secrets known only to innermost circle of forum worshippers. Hey, did you know if you select 4 units, rally them to your oppnents base, press f4, pause the game, and then click patrol 4x in the same spot, your units walk 0.2m/s faster?

Maybe I'm the only one (no, for sure, you all love that stuff), but I think if there is capability for any of these gimmicks, it should be well defined. Mentioned in the help menu. It should have a friggin place in the tutorial, and the interface should clearly tell you what you are doing when you do it. It doesn't mean it has to hold your hand. But without any sort of obvious "build in" mechanisms for players to discover this, it's really just an unfair advantage. Like playing poker and not telling somebody that a flush beats a straight. SURPRISE! I mean, granted, after long enough, people will eventually get curious how people pull stuff off and learn it themselves, but that's hardly ideal.

There's no denying it takes a lot of skill to use these little quirks to your advantage, but that's not really the point. It's the fact that they're ridiculously disconnected with the game's theme and rational strategy in general. There's nothing in "The Art of War" about telling your armies to patrol in the middle of combat.
mikkelinen
Profile Joined May 2010
Sweden61 Posts
July 01 2010 20:19 GMT
#80
On June 29 2010 15:27 PrinceXizor wrote:
Random Micro things i found:

They expand if you shift queue patrols towards the enemy, as long as a unit hasn't reached the first patrol point (then they start going backwards) so with fast hands you can force them to spread semi-perfectly all the way to the target.

also been working on hold position micro, it works best with mutalisks but banshees work almost as well. you need a slight delay more than mutas, but it's easy to get used to.

roaches if you set to auto unburrow and hit burrow after every volley fired, they burrow, unburrow (almost immediately and are just barely ready to fire when they surface, this is good because it causes their units to retarget every time (ruining focus fire if it exists, and spreading damage better) as well as allowing roaches to regen around 15 each time while wasting no time. easy way to make your roaches alot more powerful.


That's pretty neat, watching the YouTubes it's interesting then adding on your information.

I believe this could be a quick way to "baneling mine" without having to pay too much attention for a low APM player like me :b

nttea
Profile Blog Joined July 2008
Sweden4353 Posts
July 01 2010 20:26 GMT
#81
Good job on the OP! much appreciated.
Fyrewolf
Profile Joined January 2010
United States1533 Posts
July 01 2010 20:39 GMT
#82
How can anyone think a poorly executed scatter is some earth-shattering great thing? It's useless if there are enemy units around because patrol is basically attack, so you can't use it to micro, which means you'll have plenty of time to actually position them right the regular way, which is both better and faster and more accurate for every single possible situation you would ever use it in. Patrol scattering is Useless.

The roach burrow on the otherhand isn't, but probably is difficult in large numbers. I like that during their cooldown when they can't do more damage, they regen some health underground. Kind of like dragoons or reavers using their cooldowns to advance on tanks or pop into shuttles. That kind of micro is actually good, squeezing some extra use from your units instead of just making them run like Tweedledee and Tweedledumb.
"This is not Warcraft in space" "It's much more...... Sophisticated" "I KNOW IT'S NOT 3D!!!"
Vvarrior_
Profile Joined June 2010
United States18 Posts
July 02 2010 03:58 GMT
#83
1. Running your drones away from hellions while moving/patrolling to keep them from clumps I imagine would be helpful. Has anyone ever watch replays where hellions roasts 6-10 drones in one shot cuz they are clumped ina line running away?

2. Quickly spreading out banelings to burrow them for baneling mines.
P then R is faster than selecting 2-3 groups, then moving them to spread them out, then burrowing.

Tried this with ultraling to see if it improves ultralisk pathing with lings, and it even gets worse. Ultralisk gets trapped inside the lings.
TDC
Profile Joined May 2010
United States197 Posts
July 04 2010 16:49 GMT
#84
i think this is brilliant. i love how you discovered this and hopefully people can practice this and come up with a way to make this useful in the game, this might make SC2 a lot more micro intensive than it is right now if it can be used right
Top 25 master league Toss http://www.sc2ranks.com/us/1253149/TDC
AncienTs
Profile Joined March 2010
Japan227 Posts
July 04 2010 18:49 GMT
#85
the only drawback I would foresee is having a few rogue "patrollers" chase after the enemy if it's within aggression range. But this can be overcome with good control/ high APM i think.

can't wait to test this out in ladder-games... good work OP
Starcraft Disclaimer Language: There is no imbalance, nothing is OP.
Najda
Profile Joined June 2010
United States3765 Posts
July 04 2010 18:57 GMT
#86
Wow that is a very effecient way to spread out units, great post! I will definately be using this in my games :D
Blisse
Profile Blog Joined July 2010
Canada3710 Posts
July 18 2010 17:31 GMT
#87
I think it's just difficult to hit the P button when the A button is so nice and close.

But great idea. I usually just have my Zerglings patrolling randomly anyways.
There is no one like you in the universe.
claricorp
Profile Joined July 2010
Canada142 Posts
August 21 2010 03:27 GMT
#88
thats really awesome, time to try some roach hydra vs mech now and see how it works!
Nightmarjoo
Profile Blog Joined October 2006
United States3360 Posts
August 25 2010 23:36 GMT
#89
wtf this is 2 months old, just now seeing it lol. Looks awesome, will start using asap.
aka Lyra; My favourites: July, Stork, Draco, MistrZZZ, TheStc, LastShadow - www.broodwarmaps.net - for all your mapping needs; check my stream: high masters mech terran: twitch.tv/lyrathegreat
sl0w
Profile Joined July 2010
United States447 Posts
August 26 2010 02:18 GMT
#90
actually tried this in the unit tester, can't wait to try it on the ladder :D
Enfold
Profile Joined March 2010
United States110 Posts
Last Edited: 2010-08-26 02:34:34
August 26 2010 02:34 GMT
#91
Great post! Thanks
Normal
Please log in or register to reply.
Live Events Refresh
Next event in 39m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
EnDerr 24
StarCraft: Brood War
Sea 2329
Pusan 855
Nal_rA 524
Bisu 359
actioN 239
EffOrt 217
Zeus 175
BeSt 149
NaDa 129
Mini 84
[ Show more ]
Light 76
JulyZerg 65
hero 62
ZerO 62
GoRush 52
Leta 47
Rush 44
ToSsGirL 36
sSak 26
Sacsri 20
Movie 16
Sharp 16
yabsab 13
sorry 11
Barracks 9
ajuk12(nOOB) 8
Noble 7
JYJ6
ivOry 4
Bale 3
Dota 2
BananaSlamJamma484
XcaliburYe454
Fuzer 248
League of Legends
JimRising 544
Counter-Strike
shoxiejesuss812
ceh9684
Other Games
Happy360
crisheroes266
singsing225
Mew2King193
XaKoH 112
Has10
NotJumperer2
Organizations
Dota 2
PGL Dota 2 - Main Stream3883
Other Games
gamesdonequick941
StarCraft: Brood War
Kim Chul Min (afreeca) 416
lovetv 6
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 12 non-featured ]
StarCraft 2
• LUISG 41
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• iopq 2
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Upcoming Events
The PondCast
39m
Bellum Gens Elite
39m
WardiTV Invitational
1h 39m
Replay Cast
14h 39m
OSC
14h 39m
Bellum Gens Elite
1d 1h
WardiTV Invitational
1d 4h
BSL 2v2 ProLeague
1d 9h
Replay Cast
1d 14h
CranKy Ducklings
2 days
[ Show More ]
SC Evo League
2 days
Bellum Gens Elite
2 days
Fire Grow Cup
2 days
CSO Contender
2 days
BSL: ProLeague
2 days
StRyKeR vs MadiNho
Cross vs UltrA
TT1 vs JDConan
Bonyth vs Sziky
Replay Cast
2 days
SOOP Global
2 days
Creator vs Rogue
Cure vs Classic
SOOP
2 days
SHIN vs GuMiho
Sparkling Tuna Cup
3 days
AllThingsProtoss
3 days
Fire Grow Cup
3 days
BSL: ProLeague
3 days
HBO vs Doodle
spx vs Tech
DragOn vs Hawk
Dewalt vs TerrOr
Replay Cast
3 days
Replay Cast
4 days
Replay Cast
5 days
WardiTV Invitational
5 days
GSL Code S
6 days
Rogue vs GuMiho
Maru vs Solar
Replay Cast
6 days
Liquipedia Results

Completed

CSL Season 17: Qualifier 1
DreamHack Dallas 2025
Heroes 10 EU

Ongoing

JPL Season 2
BSL 2v2 Season 3
BSL Season 20
KCM Race Survival 2025 Season 2
NPSL S3
Rose Open S1
CSL Season 17: Qualifier 2
2025 GSL S2
Bellum Gens Elite Stara Zagora 2025
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025
PGL Astana 2025
Asian Champions League '25
ECL Season 49: Europe
BLAST Rivals Spring 2025
MESA Nomadic Masters
CCT Season 2 Global Finals
IEM Melbourne 2025
YaLLa Compass Qatar 2025
PGL Bucharest 2025
BLAST Open Spring 2025

Upcoming

CSL 17: 2025 SUMMER
Copa Latinoamericana 4
CSLPRO Last Chance 2025
CSLAN 2025
K-Championship
SEL Season 2 Championship
Esports World Cup 2025
HSC XXVII
Championship of Russia 2025
Murky Cup #2
NC Random Cup
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.