[H] Scoot-n'-Shoot Micro - Page 2
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Mowr
Sweden791 Posts
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TygerTyger
1 Post
On January 18 2011 06:58 Turo wrote: 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
United States153 Posts
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. | ||
TibblesEvilCat
United Kingdom766 Posts
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 | ||
sleepingdog
Austria6145 Posts
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FinestHour
United States18466 Posts
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Scorch
Austria3371 Posts
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
Sweden28 Posts
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
Sweden25 Posts
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. | ||
Noob3rt
Canada114 Posts
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BurningSera
Ireland19621 Posts
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plagiarisedwords
United Kingdom138 Posts
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
United Kingdom50 Posts
dont look for the easyiest way but rather the most effective as everything with practice ends up easy ![]() | ||
Doz
United States145 Posts
On January 18 2011 19:02 kor0na wrote: 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. | ||
Lumpybd
United Kingdom118 Posts
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 | ||
THE_oldy
Australia97 Posts
S, right click... S, right click... S, right click... ect when running away. | ||
Ponyo
United States1231 Posts
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VelRa_G
Canada304 Posts
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Kakisho
United States240 Posts
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. | ||
Eupho1
10 Posts
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