Autosurround
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Plexa
Aotearoa39261 Posts
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-orb-
United States5770 Posts
When you combine it with unlimited unit selection, attacking with zerglings/workers is just 1a click and watch for the next 20 seconds. | ||
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Kinky
United States4126 Posts
It's also extremely weird when you have a control group of zerglings surround a zealot and the ones who can't get in on the circle just run around the other zerglings. | ||
Gedrah
465 Posts
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Wr3k
Canada2533 Posts
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mmp
United States2130 Posts
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pachi
Melbourne5338 Posts
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404.Delirium
United States1190 Posts
Looks like you're just controlling the gist of your units; the blob of them. | ||
meeple
Canada10211 Posts
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zee
201 Posts
On February 23 2010 03:35 Kinky wrote: I don't have the beta yet but judging from the streams, it does take a bit out of micro. It's also extremely weird when you have a control group of zerglings surround a zealot and the ones who can't get in on the circle just run around the other zerglings. Uhm im 99 percent sure that happens in sc1 as well. Or the zerglings that cant get around attack the closest enemy target. | ||
UmmTheHobo
United States650 Posts
On February 23 2010 04:27 404.Delirium wrote: So I take it no more ridiculously exciting Zealot vs Zealot micro/pulling wars? =( Looks like you're just controlling the gist of your units; the blob of them. You can still pull your units out, its not like you can't control your units anymore. | ||
LunarC
United States1186 Posts
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Jyvblamo
Canada13788 Posts
On February 23 2010 04:54 LunarC wrote: Is auto surround still in the game? I guess this is part of Blizzard's attempt to make the game more accessible, but I honestly can't see how a function that interferes with unit control can possibly be good for high level competitive play. I'm not sure that the stem of the problem has to do with AI taking control away from the player, but rather more to do with smarter unit pathing and lower collision sizes. | ||
LunarC
United States1186 Posts
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Gedrah
465 Posts
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semantics
10040 Posts
On February 23 2010 03:24 Plexa wrote: What are peoples thoughts on this? It certainly takes the fun out of melee battles and makes speedlings ridiculously good. I'm not sure if this is a good or bad thing just yet. It also makes charing zealots insanely good as they make a pretty good wall and it's hard to get off a surround. against a large number of zealots because they auto spread out. | ||
Klive5ive
United Kingdom6056 Posts
On February 23 2010 03:24 Plexa wrote: What are peoples thoughts on this? It certainly takes the fun out of melee battles and makes speedlings ridculously good. I'm not sure if this is a good or bad thing just yet. From the streams it looks more like a difference than a bad change. Now it's a bit easier to micro Zealots you can focus on using your sentries correctly and focus firing with your stalkers. In SC1 even top players couldn't handle microing units and spellcasters at the same time so spellcasters such as DAs and Queens became sidelined. This is just a switch in priorities. In small numbers micro still helps a lot. If you watch the Nony vs Dayvie game Nony does a great job of microing Zealots against Dayvie's lings and Roaches. It's just in larger numbers players won't need to babysit their melee units so much. | ||
crate
United States2474 Posts
If I tell my zerglings to attack something, I want as many of them attacking as soon as possible and this is what the new pathing/"autosurround" does, whereas in SC1 they get in each others' way so you have to do something counterintuitive to get them to attack properly (run your lings halfway past the target). It's hardly perfect from what I've seen, but a hell of a lot better than just having all the lings try to beeline to attack position and then half of them not get there. | ||
keepITup
251 Posts
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Xirt
Scotland52 Posts
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