• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 07:06
CEST 13:06
KST 20:06
  • 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
Serral wins HomeStory Cup 2915Serral wins Maestros of the Game 243ByuL, and the Limitations of Standard Play3Team Liquid Map Contest #22: Results and Winners7Code S Season 2 (2026): RO4 and Finals Preview12
Community News
Weekly Cups (Aug 3-9): Protoss get shut out7RSL goes to London! 2026 Offline Finals Nov 21-2212Weekly Cups (July 27-Aug 2): SHIN's big week0SC4ALL II: Brood War - $2500 - Dec 5-69SC4ALL II announced - $10,000 prize pool, Dec 5-64
StarCraft 2
General
https://www.facebook.com/Eco.Fuel.Reviews/ Balance hotfix patch 5.0.16b (July 16) Protoss AoE skill expression Weekly Cups (Aug 3-9): Protoss get shut out SC4ALL: II Talent Announcement!
Tourneys
PIG STY FESTIVAL 8.0! (13 - 23 August) 2026 KungFu Cup Announcement Sparkling Tuna Cup - Weekly Open Tournament RSL goes to London! 2026 Offline Finals Nov 21-22 RSL Revival: Season 6 - Qualifiers and Main Event
Strategy
[G] Having the right mentality to improve
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
u4gm Diablo 4: QoL Secrets for Faster Gameplay u4gm POE2 Frostbolt Build: A Powerful Boss Killer U4GM CFB 27 Guide: Why UTSA’s Offense Is So Danger Mutation # 538 Media Blackout
Brood War
General
ASL22 General Discussion BW General Discussion [Personal Project Share] Terran Defense v0.60 BGH Auto Balance -> http://bghmmr.eu/ StarCraft 64 is coming to Philly at SC4ALL II
Tourneys
KCM Race Survival 2026 Season 3 [Megathread] Daily Proleagues 2v2v2v2 Tournament Escore Tournament - Season 3
Strategy
Odyssey Mineral Stack Saturation Fighting Spirit mining rates Any training maps people recommend? Simple Questions, Simple Answers
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread EVE Corporation General RTS Discussion Thread Diablo 2 thread
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish TSM pausing esports and CLG Dead
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Power Rank TL Mafia Community Thread NeO.D_StephenKing vs This Guy From 1 Million Dance
Community
General
US Politics Mega-thread European Politico-economics QA Mega-thread The Letting Off Steam Thread Iain M Banks Says He Has Cancer And Months To Live Russo-Ukrainian War Thread
Fan Clubs
MarineLorD Fan Club The ShoWTimE Fan Club The herO Fan Club!
Media & Entertainment
Movie Discussion! Anime Discussion Thread Series you have seen recently... [Req][Books] Good Fantasy/SciFi books
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 NBA General Discussion Formula 1 Discussion MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Simple Questions Simple Answers FPS when play League Of Legend on laptop
TL Community
The Automated Ban List Northern Ireland Global Starcraft
Blogs
Are High-Level Gamers more A…
TrAiDoS
Cathedral Of CS And NY pizza a…
FuDDx
Please support my new stand…
Peanutsc
Hello guys!
LIN1s
ASL S22 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 3358 users

Hold Position, Attack-Move, Patrol - Page 2

Forum Index > StarCraft 2 Strategy
Post a Reply
Prev 1 2 3 Next All
KoiKe-
Profile Joined May 2011
Canada24 Posts
May 16 2011 23:11 GMT
#21
Allright so for my first post after following for 2 years

The answer to the question has been tested out for microing unit! (has protoss)

So moving out of your base - Patrol works better - your unit will get in a concave instead of setting their self into a blob - for kiting with range unit (stalker) move/hold works better then attack move - unit attack a bit faster and one good thing about it if there is unit without nothing to attack they will stay with the army instead of running away and they will also keep their concave if you do it correctly has for attack move still if there is unit without something to attack they will move away and get yourself into a blob once again.

Now with melee unit (DT,Zealot and i put sentry in it) attack move works better if you have chargelots - for attacking or even mineral harass.

This is pretty much my conclusion after 2 hours of testing in custom game and versus AI.

Hope it helps
pikagrue
Profile Joined February 2011
79 Posts
May 16 2011 23:51 GMT
#22
To be honest, a bar graph with 3 bars per category would probably be a lot more effective at conveying the data than the current line graph you have.
michaelhasanalias
Profile Joined May 2010
Korea (South)1231 Posts
May 17 2011 00:17 GMT
#23
The graph is a bit confusing at first glance, and I question the methodology of "10 seconds attack workers."

This is a great question, but I'm just curious if there might be a better way, perhaps high FPS time-lapse recording or something to detect frame delay in each attack...

And it would have to be done offline.
KR NsPMichael.805 | AM Michael.2640 | SEA Michael.523 | 엔에스피 New Star Players
Schmieds
Profile Blog Joined August 2010
United States312 Posts
May 17 2011 00:22 GMT
#24
I had always used stop (S). Why is that not included, is it already widely known that stop is inferior?
8
wei2coolman
Profile Joined November 2010
United States60033 Posts
May 17 2011 00:28 GMT
#25
Good info, but crappy graph. Should've just showed the numbers, it would've been easier to digest the data that way.
liftlift > tsm
notwelldone
Profile Joined June 2010
92 Posts
May 17 2011 01:01 GMT
#26
Worst. Graph. Ever.
Losing is Fun
Giwoon
Profile Joined December 2010
Korea (South)431 Posts
May 17 2011 01:06 GMT
#27
whats the worker kill for slings with one zealot in the mineral line?
looool....
unless patrol ignores unit priority (:
BUTTHURT?
Twiggs
Profile Joined January 2011
United States600 Posts
May 17 2011 01:12 GMT
#28
I appreciate this post, its informative and looks to prove something and expand upon what we know about SC 2

Thanks
My life for Auir | FLASH . JD . BISU . HERO . Nony . Incontrol . FIGHTING
Twiggs
Profile Joined January 2011
United States600 Posts
May 17 2011 01:14 GMT
#29
Also my tactic with Dts really (because I have low Apm) is rally him into a mineral while warping in and just let him go. It gets plenty of kills at my level but I will look into baby siting him more with Patrol/Attack move shift queuing as I'm sure I could get more kills.
My life for Auir | FLASH . JD . BISU . HERO . Nony . Incontrol . FIGHTING
MusiK
Profile Joined August 2010
United States302 Posts
May 17 2011 01:18 GMT
#30
Interesting that zealots do more dps as they hold position.... would have thought the opposite
BOOM!!! ~ Tasteless
michaelhasanalias
Profile Joined May 2010
Korea (South)1231 Posts
Last Edited: 2011-05-17 02:04:15
May 17 2011 02:02 GMT
#31
On May 17 2011 10:18 MusiK wrote:
Interesting that zealots do more dps as they hold position.... would have thought the opposite


you need to understand the context of the experiment.

He's trying to measure which method is better for maximizing dps in general, not the mineral line (at least as I understand).

In other words, which attack is faster, hold position, stop, attack move, and is it the same across all units (ranged and melee?)

What he found was that a zealot on hold position had better dps than if he was running around over 10 seconds on a more or less fully saturated mineral line.

I don't think anyone should make the logical leap that you should hold position on your zealot if you attack a mineral line.

edit: talking to hawkke on bnet as I wrote this, that is in fact what he's recommending based on this data.

At the very least I'm super duper skeptical of the viability of this unless it's late game.

In general it sounds like an atrocious idea.
KR NsPMichael.805 | AM Michael.2640 | SEA Michael.523 | 엔에스피 New Star Players
FinestHour
Profile Joined August 2010
United States18466 Posts
May 17 2011 02:17 GMT
#32
So by this graph, patrol attacking is the best? Not sure if I'm reading it right
thug life.                                                       MVP/ex-
HairyProboscis
Profile Joined January 2011
Canada63 Posts
May 17 2011 02:46 GMT
#33
A line graph is possibly the worst choice for this type of analysis. A bar graph would be much better, especially since the x-axis is not even numerical.
Putting the sensual into non-consensual.
Meatt
Profile Joined September 2010
United States98 Posts
May 17 2011 02:52 GMT
#34
wouldn't the differences be considered a bug? i never played broodwar, but this sounds like it's an unintended advantage for those that have the knowledge+skill.

a unit should patrol until a unit is in range, then attack.
a unit should move until a unit is in range, then attack.
a unit should hold position until a unit is in range, then attack.

there should be no animation lag or anything. maybe there is, but there shouldn't be, imo. it's kinda cool that it can add another element to the gameplay i guess, but it just seems kinda... bad to me.
There's no fighting in here! This is the War Room!
yomi
Profile Blog Joined June 2004
United States773 Posts
May 17 2011 05:08 GMT
#35
On May 17 2011 02:21 ZeromuS wrote:
Show nested quote +
On May 17 2011 02:08 ComaDose wrote:
I also believe he was referencing the time it takes to attack the first time. (split second)
Such as vultures fire more rapidly and slow down less when using patrol micro.


Ah yes this too but I believe this doesnt change due to the need to see the whole attack animation and also the speed decrease before speed increase being coded into the game better than it was in BW

well that is what he wanted to be sure of I think
closey
Profile Joined October 2010
Hong Kong272 Posts
May 17 2011 05:10 GMT
#36
@OP: How many repeats have you done for this test, for fairness?
Rock, Paper, Scissors
Dhalphir
Profile Blog Joined November 2010
Australia1305 Posts
Last Edited: 2011-05-17 05:20:57
May 17 2011 05:19 GMT
#37
edited out
Supporting TypeII Gaming - www.typeii.net - TypeReaL, TypePhoeNix, TypeSuN, TypeDBS!!
Dhalphir
Profile Blog Joined November 2010
Australia1305 Posts
May 17 2011 05:22 GMT
#38
On May 17 2011 02:27 Hawkke wrote:
Show nested quote +
On May 17 2011 02:02 ZeromuS wrote:
i dont believe artosis was necessarily referencing units in a mineral line but micro during a battle. Often move patrol move would have benefits with some units in micro situations where the same unit in move attackmove move would do worse than if patrol was used


Hrmm, if this is the case, then damn it.. I need to accept challenge again. I thought he meant in regards to mineral line harrass. Guess I deserve that, for having that in my mind.

Anyone else realize they have way too many starcraft related thoughts in their minds..


While I love the effort you put into this, I think the above poster was correct and you completely misinterpreted what Artosis was actually asking.

In BW, if you took a vulture and were trying to micro with it on the move, it would attack faster by using patrol commands than if you tried to use attack-move, stop, or hold position when you were ready to fire. There were other similar examples.

And the question Artosis was asking is whether equal differences between different commands exist in Starcraft 2.

Personally, I don't think they do, but it may prove that one offers a slight difference.

But a good analysis of mineral line harass regardless!
Supporting TypeII Gaming - www.typeii.net - TypeReaL, TypePhoeNix, TypeSuN, TypeDBS!!
ZeromuS
Profile Blog Joined October 2010
Canada13410 Posts
May 17 2011 05:23 GMT
#39
On May 17 2011 14:08 yomi wrote:
Show nested quote +
On May 17 2011 02:21 ZeromuS wrote:
On May 17 2011 02:08 ComaDose wrote:
I also believe he was referencing the time it takes to attack the first time. (split second)
Such as vultures fire more rapidly and slow down less when using patrol micro.


Ah yes this too but I believe this doesnt change due to the need to see the whole attack animation and also the speed decrease before speed increase being coded into the game better than it was in BW

well that is what he wanted to be sure of I think


Yeah me too though someone posted here a little while ago about target acquisition speed. Perhaps one of the patrol, hold position and attack move commands minimizes something like overkill when a unit has a ranged projectile based attack? That would be amazing to learn that they do or dont :p I cant test now but someone who is awake and reads this and has time it would be cool to know if this is the case at all
StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
Dubz
Profile Joined October 2010
United States242 Posts
May 17 2011 05:47 GMT
#40
On May 17 2011 11:52 Meatt wrote:
wouldn't the differences be considered a bug? i never played broodwar, but this sounds like it's an unintended advantage for those that have the knowledge+skill.


uhhh.. isnt that like.. what the whole game is about?
" mefjupl: if this game was balanced and we would find two players with almost same skills, in mirror match there would be a draw each game"
Prev 1 2 3 Next All
Please log in or register to reply.
Live Events Refresh
KCM Race Survival
10:00
2026 Season 3 Week 6
Kim Chul Min (afreeca) 983
LiquipediaDiscussion
The PondCast
10:00
Episode 105
CranKy Ducklings33
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
SortOf 189
StarCraft: Brood War
Britney 6412
Shuttle 4632
Soulkey 832
Jaedong 831
Bisu 790
firebathero 568
Hyuk 452
Pusan 359
EffOrt 340
Mini 288
[ Show more ]
Stork 172
Killer 166
Light 152
actioN 149
Snow 148
Last 87
Larva 86
ToSsGirL 60
ZerO 60
Rush 51
Sharp 45
Hm[arnc] 41
Sacsri 35
zelot 25
hero 22
sorry 21
yabsab 19
HiyA 16
scan(afreeca) 12
Shine 9
Sexy 7
Dota 2
The International60741
Gorgc14310
singsing2976
Fuzer 361
BananaSlamJamma106
KheZu64
League of Legends
JimRising 274
Counter-Strike
olofmeister1643
byalli552
fl0m185
Other Games
B2W.Neo184
Hui .148
Livibee75
Lowko29
QueenE26
ZerO(Twitch)9
Liquid`LucifroN6
Organizations
Other Games
gamesdonequick554
StarCraft: Brood War
UltimateBattle 27
lovetv 10
[ Show 13 non-featured ]
StarCraft 2
• StrangeGG 53
• LUISG 22
• CranKy Ducklings SOOP10
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• iopq 19
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Jankos1099
Upcoming Events
PiG Sty Festival
55m
Serral vs Lambo
SHIN vs Rogue
OSC
1h 55m
Replay Cast
12h 55m
Escore
22h 55m
PiG Sty Festival
1d
ByuN vs HeRoMaRinE
ShoWTimE vs Zoun
CranKy Ducklings
1d 22h
PiG Sty Festival
2 days
herO vs Krystianer
Solar vs Cure
Sparkling Tuna Cup
2 days
PiG Sty Festival
3 days
Maru vs Shameless
Reynor vs TriGGeR
OSC
3 days
[ Show More ]
Afreeca Starleague
3 days
Rush vs Hm
Bisu vs Shuttle
WardiTV Weekly
3 days
The Patches Monday
4 days
Afreeca Starleague
4 days
Sharp vs Shinee
Action vs Shine
PiGosaur Cup
5 days
Replay Cast
5 days
Afreeca Starleague
5 days
BeSt vs Paralyze
Jaedong vs Speed
Kung Fu Cup
5 days
The PondCast
6 days
Liquipedia Results

Completed

Proleague 2026-08-11
CranK Gathers Season 4: BW vs SC2 Team League
Eternal Conflict S2 Finale

Ongoing

KCM Race Survival 2026 Season 3
K-JUNGMAN
Acropolis #5
RSL Revival: Season 6
PiG Sty Festival 8.0
Esports World Cup 2026
Esports World Cup 2026: LCQ
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026

Upcoming

Escore Tournament S3: W7
CSLAN 4
ASL Season 22
Escore Tournament S3: W8
Acropolis #5 - TRS
Blizzard Classic Cup 2026
Acropolis #5 - GSA
HSC XXX
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Big Dog Cup 2026 Div 1
META DYMY #4
PGL Masters Bucharest 2026
Thunderpick World Champ.
ESL Pro League Season 24
Stake Ranked Episode 4
Logitech G Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #5
BLAST Open Fall 2026
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 © 2026 TLnet. All Rights Reserved.