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[Q] Why not default to turning SCV autorepair?

Forum Index > StarCraft 2 Strategy
Post a Reply
1 2 Next All
gavinashun
Profile Joined October 2010
101 Posts
March 03 2011 07:09 GMT
#1
Was just kind of wondering why not set all harvesters to autorepair? I'm specifically thinking about TvZ and muta harass. Sometimes I don't react fast enough when they are attacking the turrets that I put in my mineral line, so I was wondering why not just set all SCVs to autorepair so they'd automatically repair those turrets?

Have people experimented with this? Do people already do this?

Thanks!
awu25
Profile Joined April 2010
United States2003 Posts
March 03 2011 07:12 GMT
#2
they'd go and autorepair every little thing that was damaged and then you have to manually set them to mine again i think
Techno
Profile Joined June 2010
1900 Posts
March 03 2011 07:12 GMT
#3
Ya know I really can't think of a reason not to. The only thing I can think of is so all your units don't just stop mining if something takes damage nearby, but I don't think that's a valid point.
Hell, its awesome to LOSE to nukes!
Colak
Profile Joined December 2010
United States87 Posts
March 03 2011 07:13 GMT
#4
With the muta example the issue is that when they are harvesting they don't go and repair. The just die
jcroisdale
Profile Blog Joined October 2010
United States1543 Posts
March 03 2011 07:16 GMT
#5
Ya mining takes priority over repairing so yes if they were idle they would go off and repair but not now.
"I think bringing a toddler to a movie theater is a terrible idea. They are too young to understand what is happening it would be like giving your toddler acid. Bad idea." - Sinensis
Kwanzilla
Profile Joined January 2011
United States7 Posts
March 03 2011 07:16 GMT
#6
The issue is that the SCV's would go on a repairing rampage. Say for instance, a flock of mutalisks fly into your base and start attack random buildings. These buildings could easily make a chain in which your SCV's will go off repairing. This reduces mining time, which is an obviously negative thing. You don't want to waste resources and mining time to move and repair a barracks on the other side of your base which is missing 10 hit points.
michaelhasanalias
Profile Joined May 2010
Korea (South)1231 Posts
March 03 2011 07:27 GMT
#7
the issue isn't what anyone's saying.

In single player you can set auto-repair. In multiplayer, it turns off whenever you issue a new command.
KR NsPMichael.805 | AM Michael.2640 | SEA Michael.523 | 엔에스피 New Star Players
Negative Zero
Profile Joined January 2011
United States63 Posts
March 03 2011 07:32 GMT
#8
On March 03 2011 16:27 michaelhasanalias wrote:
the issue isn't what anyone's saying.

In single player you can set auto-repair. In multiplayer, it turns off whenever you issue a new command.


Er, no.

In single-player, auto-repair is already on. In multiplayer, it defaults to off, but if turned on stays on.

The reason is because auto-repair does not activate if the SCV is mining, so your mutalisk + turret example would not work unless you had idle SCVs near the mineral line.
michaelhasanalias
Profile Joined May 2010
Korea (South)1231 Posts
Last Edited: 2011-03-03 08:40:27
March 03 2011 08:37 GMT
#9
On March 03 2011 16:32 Negative Zero wrote:
Show nested quote +
On March 03 2011 16:27 michaelhasanalias wrote:
the issue isn't what anyone's saying.

In single player you can set auto-repair. In multiplayer, it turns off whenever you issue a new command.


Er, no.

In single-player, auto-repair is already on. In multiplayer, it defaults to off, but if turned on stays on.

The reason is because auto-repair does not activate if the SCV is mining, so your mutalisk + turret example would not work unless you had idle SCVs near the mineral line.



edit: oh neat they changed it again, or I'm just wrong. I swear it used to turn off when you had it on.
KR NsPMichael.805 | AM Michael.2640 | SEA Michael.523 | 엔에스피 New Star Players
FoFo
Profile Joined April 2010
Netherlands207 Posts
March 03 2011 08:58 GMT
#10
doesn't it cost minerals nowadays to keep them on autorepair???
"we must avoid balancing SC2 by making everything suck equally hard."
Animostas
Profile Blog Joined August 2009
United States568 Posts
March 03 2011 09:01 GMT
#11
Because if a bunch of Zerglings ran into your base and you sent them to attack, they'd just repair each other and die.
LAN-f34r
Profile Joined December 2010
New Zealand2099 Posts
March 03 2011 09:07 GMT
#12
On March 03 2011 17:58 FoFo wrote:
doesn't it cost minerals nowadays to keep them on autorepair???


Only if they go to repair something. Its like queueing a repair command, not like queueing building a barracks.
The only barrier to truth is the presumption that you already have it. It's through our pane (pain) we window (win though).
zergrushkekeke
Profile Joined November 2010
Australia241 Posts
March 03 2011 09:54 GMT
#13
The SCVs in the mineral line will continuously mine and get killed by the mutas until you give them an order anyway (unless they changed it recently). You could have them on auto repair and then just hit stop instead of clicking on the specific thing you want to save.

Animostas, you want scvs repairing when fighting early bunches of lings, and probably after late game harasses too (after they have fled).
KEKEKE
BuZZ123
Profile Joined July 2010
United States262 Posts
March 03 2011 10:18 GMT
#14
You would die against ling rushes because scvs would just chill and repair eachother and not attack. You could not defend or attack with scvs. and of course the repair chains.
Here comes the swarm...
bobucles
Profile Joined November 2010
410 Posts
March 03 2011 11:56 GMT
#15
You would die against ling rushes because scvs would just chill and repair eachother and not attack.
Actually, they work smarter than you think. Usually the SCVs in front deal the damage while the ones stuck behind do the repairing. It denies the enemy a good surface area and makes them even more effective.

When it comes to SCV/marine all-in (which is really a timing push thanks to mules), team repairing SCVs are exactly what you need. The SCVs act as an obstacle healing each other while the marines deal the damage. If the SCVs don't get attacked, they run in with the welders instead. It's very difficult to break.

How does the repair command work in multiplayer? That seems to change every patch.
Saechiis
Profile Blog Joined May 2010
Netherlands4989 Posts
Last Edited: 2011-03-03 12:32:18
March 03 2011 12:30 GMT
#16
Last time I checked auto-repair only works when your SCV's aren't doing anything. They won't run from mining to repair your CC unless you tell them to stop mining. Once you toggle auto-repair it'll remain active until you shut it off, but SCV's still won't repair automatically unless they're idling near damaged buildings.

TL;DR

You could do this for every SCV you make, but repair micro isn't that hard anyways. You'll still have to send them to damaged buildings so right clicking the buildings yourself is just as easy.
I think esports is pretty nice.
iHirO
Profile Blog Joined January 2011
United Kingdom1381 Posts
March 03 2011 13:45 GMT
#17
What about a manor turret in your mineral line, setting the middle 4 SCVs to auto repair and having them hotkeyed (e.g. '0').

This way if Mutas attack your base while your busy elsewhere, just hit '0' and press 's'. The turret instantly gets repaired, thus giving you enough time to react to the situation.

Ok enough with the theory crafting... time to test it!
GraphicsThis is for all you new people: I only have one rule. Everyone fights. No one quits. You don't do your job, I'll shoot you myself. You get me?
underdawg
Profile Joined January 2011
United States399 Posts
March 03 2011 13:52 GMT
#18
On March 03 2011 22:45 iHirO wrote:
What about a manor turret in your mineral line, setting the middle 4 SCVs to auto repair and having them hotkeyed (e.g. '0').

This way if Mutas attack your base while your busy elsewhere, just hit '0' and press 's'. The turret instantly gets repaired, thus giving you enough time to react to the situation.

Ok enough with the theory crafting... time to test it!

sounds good

also hotkey the scvs by your planetary fortress!
FoFo
Profile Joined April 2010
Netherlands207 Posts
March 03 2011 15:26 GMT
#19
On March 03 2011 22:45 iHirO wrote:
What about a manor turret in your mineral line, setting the middle 4 SCVs to auto repair and having them hotkeyed (e.g. '0').

This way if Mutas attack your base while your busy elsewhere, just hit '0' and press 's'. The turret instantly gets repaired, thus giving you enough time to react to the situation.

Ok enough with the theory crafting... time to test it!


that's a pretty sexy idea i think, although the scv's do travel a bit so they might be a bit further away from the turret when the muta's attack.
"we must avoid balancing SC2 by making everything suck equally hard."
Phantom_Sky
Profile Joined August 2010
Hong Kong512 Posts
March 03 2011 15:35 GMT
#20
becoz it may accidently use up your precious minerals at early game?
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