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[Q] difference between stop-hold position move ?

Forum Index > StarCraft 2 Strategy
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nukestrike
Profile Joined August 2010
Czech Republic19 Posts
August 19 2010 15:40 GMT
#1
hey was wondering a bit about that, i know stop move orders the unit to stop doing all actions and stay (but unit will atack everything in its range) while with hold position unit also stays and atacks everything what comes...so what is the difference between these commands ? i guess i had to miss something or dont know but still, seems to me like pretty much the same. Maybe quite pointless query, but thanks for the answer...
dunno
Gont
Profile Joined March 2010
Germany239 Posts
August 19 2010 15:46 GMT
#2
units on hold position dont move...if u just stop them they will still run to ur opponents if they are in range

atleast that is what i am thinking...correct me if i am wrong
rastaban
Profile Blog Joined May 2010
United States2294 Posts
Last Edited: 2010-08-19 15:56:04
August 19 2010 15:52 GMT
#3
On August 20 2010 00:40 nukestrike wrote:
hey was wondering a bit about that, i know stop move orders the unit to stop doing all actions and stay (but unit will atack everything in its range) while with hold position unit also stays and atacks everything what comes...so what is the difference between these commands ? i guess i had to miss something or dont know but still, seems to me like pretty much the same. Maybe quite pointless query, but thanks for the answer...


Stop basicly wipes all the units orders. he will now act as he believes best fit. e.g. a marine will start shooting a overlord that is above him, as it moves out of range he will give chase shooting it untill it is dead and then returning to his original spot. This is what units default to when they finish a designated order. So if a zealot gets shot by a marine he will run to it and kill it.

If instead you have hold position they will not move at all. In the above to examples, the marine would shoot the overlord until it moved out of range. Even if he could see it he wouldn't move to engage. The zealot would stand there until dead while being shot by a marine, never engaging unless the unit walked into melee range.

The usually stop is what you want but at times if you are being kited (marine shoots a single zergling to lure it into tank range, hold is better. The other big use of hold is early game for a protoss. Place a zealot on hold ground in a 1 square entrance to your base and now zerglings can't squeeze through. A lot of people forget the hold ground so I engage, pull back and when the zealots leave the choke, dart past and into the base.

This part is speculation but I believe it is correct, the reason that probes will offten stop engaging opponents in your base when given an attack move order is that unlike most units defaulting to stop when they are done and then engaging around them probes default behavior is to be idle (must be government works j/k) So when they attack move if they reach the spot they were ordered they no longer have the attack command. This is why it can be useful to use the attack command multiple times when throughout the engagement if fighting with SCV/drones/probes
Hope this helps.
Tyler: "...damn it, that's StarCraft. Opening doors is what we do. Being the first to find food is the greatest pleasure a player can have!"
nukestrike
Profile Joined August 2010
Czech Republic19 Posts
August 19 2010 16:07 GMT
#4
yea thanks a lot
dunno
bobcat
Profile Joined May 2010
United States488 Posts
August 19 2010 18:51 GMT
#5
Probes/SCVs/Drones attack move just like other units. But they have a slightly smaller aggro range. Meaning they have to be closer to a target to aquire it. Makes it harder for opponent to kite them out of your base.
"I just want to see bobcat wrist deep in someone's mother's anus" 165 votes
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