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[H] Scoot-n'-Shoot Micro - Page 2

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Mowr
Profile Joined November 2010
Sweden791 Posts
January 18 2011 09:36 GMT
#21
I know there was an argument in some other thread that hold was better than stop because it didn't stop some animation but I really don't know myself. Anyways, with a-moving I tend to focus fire things when the battlefield gets messy (thereby overkilling) so i use the stop variant.
Kill one man and they'll call you a murderer. Kill an army of men and they'll call you a general. But kill all men and they'll call you a god.
TygerTyger
Profile Joined January 2011
1 Post
Last Edited: 2011-01-18 09:41:53
January 18 2011 09:39 GMT
#22
On January 18 2011 06:58 Turo wrote:
Show nested quote +
On January 18 2011 05:08 VelRa_G wrote:
I am a drummer, and I like to do the motion in triplets. A, LEFT MOUSE, RIGHT MOUSE. Left pinky, right index, right middle. Trip-a-let, trip-a-let. Over and over. You can practice it wherever you go. Just imagine yourself pressing those buttons while watching tv. It's a habit after awhile, and no one has to know.



What is the left mouse for? Isn't it just rclick -> S, rclick -> S? Or A-move instead of S if the situation calls for it.

Wait. Is attack move right or left click. Wtf i have like a billion games played and cannot recall... wtf.

Attack move is A, left click. Move is right click. You want to attack-move *away* from the enemy (when in range), so that you can immediately right click in the same spot to make your units stop attacking and run away. If there *is* a performance difference between units under a Stop (or Hold) command and those on Attack, there's a fairly simple two- or three-key sequence for whichever option you believe is superior.
Azn_Christian
Profile Joined September 2010
United States153 Posts
January 18 2011 09:44 GMT
#23
I use S and H for different situations.
Hold position will keep ur units in that formation and S will spread them out more of a concave.
so i guess its the same as using a ball or concave. Ex) ill use hold position for stalkers vs lings for harder surround by the lings. roachs vs zealots(charge or not) = stop cause ill usally outup the other person early/mid game and roachs get +2 per attack up so more attacking=better.
Life appears to me too short to be spent in nursing animosity or registering wrongs." - Charlotte Bronte, Jane Eyre
TibblesEvilCat
Profile Joined March 2010
United Kingdom766 Posts
January 18 2011 09:45 GMT
#24
get a mate play on normal speed, then fast, then faster

get your units on a hotkey

run back, click attack move on the oppoments ranged unit (stalker/roach) and move back again, rinse and repeat untill all there ranged units are gone, then vs cc units just move back stop, move back stop rinse and repeat
Live Fast Die Young :D
sleepingdog
Profile Joined August 2008
Austria6145 Posts
January 18 2011 09:50 GMT
#25
In PvP you really need to rightclick on your opponent's stalkers, at least in the 4 gate vs 4 gate micro-battles. Focus firing the weaker stalkers is incredible important, S will make all the units just shoot at random stuff. Of course you damn better not miss, because in this case the stalkers will just straight up move to the location without attacking at all.
"You see....YOU SEE..." © 2010 Sen
FinestHour
Profile Joined August 2010
United States18466 Posts
January 18 2011 09:52 GMT
#26
A while back someone posted a vid of a map that let you practice your shutter step micro. You control one marine that shoots a nexus while another marine shoots a high templar that moves and you can see the differences in dps (equal the better). This would be a good map for you to see whether you get better results with whatever technique you like better. I dont actually remember what the name of that map was, if anyone knows can they please share it?
thug life.                                                       MVP/ex-
Scorch
Profile Blog Joined March 2008
Austria3371 Posts
January 18 2011 10:01 GMT
#27
I prefer A-move over stop or hold, because otherwise units which are out of range don't get to attack. This is especially true with roaches, which have a long animation and a short range. This applies only if you want to stutter step into the enemy offensively.
On the retreat, stop or hold are probably better because the units farther away would otherwise turn around to get in range. I use A-move all the time anyway out of habit.
kor0na
Profile Joined August 2010
Sweden28 Posts
January 18 2011 10:02 GMT
#28
On January 18 2011 10:43 X-Codes wrote:
I don't think it works "just" as well. When I do it with marines, I seem to notice a small lag between the time they stop and the time they shoot when I use the stop command compared that I don't see when I do an A-move.


I call speculation on this. Do you "seem to notice" it, or is it actually happening? I've heard people vaguely suggesting this before, but it doesn't sound like anyone has anything to back this up. IF it is indeed better to use a-move, then we need to know this, but if not, then people need to stop wasting keypresses on it. So which one is it?
Hypz
Profile Joined January 2011
Sweden25 Posts
January 18 2011 10:21 GMT
#29
On January 18 2011 10:58 red_hq wrote:
The best scoot and shoot micro is the right click where you want to run to and then hit stop. However I prefer to use the rightclick to place, a-click to place, rightclick to place. If you are going to pick one I suggest you use the S version as you have a lower chance of accedentally friendly firing.


A - move, A - move, is the most efficient since it will make sure that all your units will attack the units you're kiting. Doing s-move, s-move to kite is less efficient and it's stupid to suggest someone to do that just because if you miss micro you can accidently attack one of your own building/units. Only time i would suggest someone to do S-move is with marines in early game against lings because lings are faster and marines have a very fast attack speed and also because using the s-move method would keep your marines clumped up.
hmm
Noob3rt
Profile Joined January 2011
Canada114 Posts
January 18 2011 10:32 GMT
#30
Right click and stop works perfectly for me. I'd advise trying that out, as well as what the others are recommending with the Attack Move + Right click and Right Click + H.
"What is life without happiness?"
BurningSera
Profile Blog Joined September 2010
Ireland19621 Posts
Last Edited: 2011-01-18 10:37:12
January 18 2011 10:36 GMT
#31
i am confused, this 'scoot and shoot' thing is different from kiting?? move -> A + move or some people prefer S. probably the most basic micro if you ever play war3(we call it orb-walking)
is 2017, stop being lame, fuck's sakes. 'Can't wait for the rise of the cakes and humanity's last stand tbqh.'
plagiarisedwords
Profile Joined November 2010
United Kingdom138 Posts
Last Edited: 2011-01-18 11:19:05
January 18 2011 11:16 GMT
#32
Scoot and shoot micro is important for protoss in the early game. However, good forcefield micro is much more important. If you are having trouble with early pushes, it could be you are not using these well and that scoot and shoot is not really your problem. Without sentries, protoss gateway will get beaten by equal cost marauders and roaches. You might have simply been outmacroing your opponents up to now so you don't realise it.

When I got to platinum (now in diamond) I had to switch my style of play up to go much more sentry heavy early on. Sentries allow you to use good micro to even the odds vs terran and zerg units. They can:
1. Block ramps to delay pushes until you are ready for them
2. Hold the enemy at distance to exploit the stalkers long range
3. "Cage" your opponents in with zealots.

Trying to master those three uses and squeezing enough of them out without delaying tech was what got me from plat to diamond. For good forcefield control watch HuK who is insanely good them. Forcefield + skill = OP :-)
CKone
Profile Joined November 2010
United Kingdom50 Posts
Last Edited: 2011-01-18 11:34:46
January 18 2011 11:32 GMT
#33
right click + s is a good way however sometimes you will want to focus fire certain units so i suggest practice with focus fire scoot and shoot to. it is harder but also better and needed sometimes, eg you have 3 stalkers he has 2 stalkers 2 zealots if you get rid of his stalkers first you can scoot and shoot the zealots all day long, if you focus the zealots with right click s you could lose 1 and a half stalkers from his stalker fire and thus lose the battle

dont look for the easyiest way but rather the most effective as everything with practice ends up easy
there is no such thing as hard or easy there is only practice, difficulty is a perception
Doz
Profile Joined July 2010
United States145 Posts
January 18 2011 12:28 GMT
#34
On January 18 2011 19:02 kor0na wrote:
Show nested quote +
On January 18 2011 10:43 X-Codes wrote:
I don't think it works "just" as well. When I do it with marines, I seem to notice a small lag between the time they stop and the time they shoot when I use the stop command compared that I don't see when I do an A-move.


I call speculation on this. Do you "seem to notice" it, or is it actually happening? I've heard people vaguely suggesting this before, but it doesn't sound like anyone has anything to back this up. IF it is indeed better to use a-move, then we need to know this, but if not, then people need to stop wasting keypresses on it. So which one is it?


I've noticed the same thing when it comes to Marines, meaning there being a short lag period. Don't have any way right now to test this as I'm at work, but I look at it in terms of the code/ai processed in order to do this
1. Using A+Left-click, Right-click: Assuming a right click was used first, Player then performs A+Left-click, and the AI immediately tells the marines to find a target and fire.
2. Using Right-click, Stop: Assuming a right click was used first, Player then performs a "Stop" function, and then the AI kicks in. I'm no programmer, but I would guess the AI script behind a Stop function would first tell the marines to stop moving (which does have it's own animation btw), and then tell the marines to attack any targets that approach.

I know it doesn't seem like much, but the extra steps built into #2 could, and possibly should, create a brief lag in the time it takes to attack. All I can say from experience is, there have been times in which I was chasing a probe out of my base or running down some straggler units of my opponents army, and when using the #2 method above I fell behind with my marines and didn't get the kills. It only took that happening a few times before I began trying the #1 method above, with much better results. I still suck at getting the timing down just right, but I believe that once I become very proficient with the method, it will consistently yield better results.

If I have time this evening I'll test this and post a replay or something.
Check out my map thread: http://www.teamliquid.net/forum/viewmessage.php?topic_id=192306
Lumpybd
Profile Joined June 2010
United Kingdom118 Posts
January 18 2011 15:51 GMT
#35
On January 18 2011 18:52 FinestHour wrote:
A while back someone posted a vid of a map that let you practice your shutter step micro. You control one marine that shoots a nexus while another marine shoots a high templar that moves and you can see the differences in dps (equal the better). This would be a good map for you to see whether you get better results with whatever technique you like better. I dont actually remember what the name of that map was, if anyone knows can they please share it?

Good shout... TL search is my friend!

It was QXC who did it - take a look here:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=125866
What, me worry? - Alfred E. Neuman
THE_oldy
Profile Joined July 2010
Australia97 Posts
January 18 2011 17:11 GMT
#36
A, left click, right click... A, left click, right click... A, left click, right click...... ect when moving towards the enemy / when chasing

S, right click... S, right click... S, right click... ect when running away.
Strategy is the motivation for tactics
Ponyo
Profile Blog Joined January 2011
United States1231 Posts
January 18 2011 18:24 GMT
#37
A-move toward enemy, S-move away. If you like to look at your base while moving your army toward a xel naga tower or something you should always A-move. Same with Scouting patterns. Shift will walk by stuff and you can loose all your units to a couple of idle banlings. A-move ftw
ponyo.848
VelRa_G
Profile Blog Joined March 2010
Canada304 Posts
January 18 2011 18:45 GMT
#38
No need to debate or get too complicated here. Just do what method works for you.
Nuda Veritas
Kakisho
Profile Joined January 2010
United States240 Posts
Last Edited: 2011-01-18 21:33:16
January 18 2011 21:32 GMT
#39
Two things:

First, I want to make it clear, since there are some discrepancies with a-move. After selecting your units and telling them to move away, when you tell them to attack move, the place you attack move isn't in the direction of your enemies, it's away from your enemies. i.e. you tell your army to move backwards to point A (which is in the opposite direction of your enemies), and then you attack move, exactly where point A is. You are telling your units to attack move, backwards. There is no mouse movement involved. What happens is that the enemy units are still within the acquisition range of your units, even if you attack move backwards (e.x. your units will fire at the enemy infront of you even though you told them to attack move backwards, since they will attack anything close enough, while attack moving).

Second, there are some pro and cons of different variations.
If you have a large army and do the "right click(move), a (attack), left click (target point for attack-move)" AKA attack move version of kiting, then what may happen in the units farthest away from your enemy who are attack moving may not engage, since you're telling them to attack move away from the enemy, and they don't happen to be close enough to engage.
This can be used in retreat maneuvers. In many cases of battle, you'll realize you won't win, and you have a few options.
1. Full retreat: tell your units to {move} back to your base.
This is when you retreat, and then have to macro up a second army immediately.
2. Microed retreat: tell your units to {move} back to your base, but add micro to try to get more
units alive. Used when you're trying to save the last two collosi particularly, for instance.
3. Fight to the death: don't micro, let units fight until they die. Used to maximize damage, and/or if retreat is not an option (e.x. running zealots from hellions).
4. Etc.: tell unit to go in as deep as they can, to get scouting info before they die. Tell unit to use up remaining energy on w/e, just trying to make the best of the unit.

Within Microed retreat. Some things you can do are. Split your units into small groups, and tell them to go in different directions, so the farther the enemy chases one group of units, the farther they are from the rest of them. You can also have the most important units, run, while the more replaceable ones fight.

Similarly, when using a-move micro. In that scenario where if you have a big enough army, and a-move away from the enemy, only a certain amount of the units engage. If you're retreating, but being chased by a powerful army, that is capable of destroying everything, and also capable of chasing down a very large portion of your army (infestors?, zerglings?, charge zeals/stalkers?, stim/concussive?), then this a-move movement is pretty much the only thing you can do, to save your units.


TL:DR
When being chased by a big army, instead of a normal retreat, you attack-move retreat to your base, the units in the front of your army (closest to your enemy) will acquire target of your enemy's units, and start attacking. The units in the back of your army, will also attack move, but are far enough away from the enemy units that they attack move to your base, as if retreating.

This effectively splits your army into two groups: the half that's retreating, and the half that is attacking. Rather than cutting your army in half, manually through a selection box (or multiple boxes, if you're engaged at an angle), this quick and easy micro does a lot of magic. The group that's fighting, attacks your enemy and automatically drags their ai while the units not attacking safely retreat, with your opponent's units automatically attacking the units you left behind.
Cold wind, chilling.
Eupho1
Profile Joined December 2010
10 Posts
January 19 2011 00:04 GMT
#40
Ya it seems like there is a small delay when you use 'S' as opposed to using a-move where there doesn't seem to be any delay at all, anyone else feel me on this? or maybe I'm just imagining it dunno
Free your mind and the rest will follow, seize the time no one is promised tomorrow
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