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Rally points: auto attack-move - Page 3

Forum Index > SC2 General
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Eury
Profile Joined December 2008
Sweden1126 Posts
March 24 2010 14:05 GMT
#41
On March 24 2010 22:01 DaZe wrote:
That's fine, but my frustration towards this feature is that it makes the game yet another "make-this-game-more-simple-than-sc1-in-a-wc3-modified-way"-thing which I can agree is annoying.


Care to explain how so considering that this feature isn't in WC3?
OPSavioR
Profile Joined March 2010
Sweden1465 Posts
March 24 2010 14:10 GMT
#42
its fine...
i dunno lol
LaughingTulkas
Profile Joined March 2008
United States1107 Posts
March 24 2010 20:49 GMT
#43
I agree with Day[9] that this isn't a feature to complain about, just to be aware of and to plan for.

There are scenarios where either scheme is a disadvantage, you just have to be ready in either case.
"I love noobies, they're so happy." -Chill
DigiFish21
Profile Joined March 2010
Philippines6 Posts
March 24 2010 22:54 GMT
#44
..if they change it to just 'move' and not 'a-move' then you might find your SCVs/Probes/drones all clumped into the minerals as well. no?
On_Slaught
Profile Joined August 2008
United States12190 Posts
March 24 2010 22:56 GMT
#45
You guys are always looking to make macro harder, so why not manually grab the units as they leave the buildings and auto-move them yourselves if this is such a big deal?
Tinithor
Profile Joined February 2008
United States1552 Posts
March 24 2010 22:59 GMT
#46
I have an idea guys. Pay attention to your units.
"Oh-My-GOD" ... "Is many mutas, Yes?"
Wretched
Profile Blog Joined October 2009
Australia121 Posts
Last Edited: 2010-03-24 23:07:37
March 24 2010 23:01 GMT
#47
this makes bunker rush in range of your nat hat super hard to deal with. even someone with fast micro will only be able to save one zergling with half health from each egg.

you really need to save larvae, then time the attack with the rest of your forces to coincide when the eggs at your nat all hatch at once. which is dumb.
Jonoman92
Profile Blog Joined September 2006
United States9103 Posts
March 24 2010 23:07 GMT
#48
Overall I prefer it to sc1's system. It's nice that units pop out shooting when there are enemies running around in my base.


I'm annoyed that you can't use "r" to set rally points though. I still keep hitting r....
Excalibur_Z
Profile Joined October 2002
United States12235 Posts
March 24 2010 23:10 GMT
#49
It actually works against you when you have enemy units in your base. The best thing you can do is rally away from the enemy and re-engage when you have enough forces to fight back, but with auto-attack-move rally points, your units will always pop out and attack the enemy immediately. This causes the enemy forces to retaliate and you can never build up enough forces to push them out. I'd like a move-only rally point instead, or even an option to choose =/
Moderator
Wretched
Profile Blog Joined October 2009
Australia121 Posts
Last Edited: 2010-03-24 23:25:17
March 24 2010 23:20 GMT
#50
On March 25 2010 08:10 Excalibur_Z wrote:
It actually works against you when you have enemy units in your base. The best thing you can do is rally away from the enemy and re-engage when you have enough forces to fight back, but with auto-attack-move rally points, your units will always pop out and attack the enemy immediately. This causes the enemy forces to retaliate and you can never build up enough forces to push them out. I'd like a move-only rally point instead, or even an option to choose =/



this.

being able to launch a counter attack in your own base is super important, especially when it comes to dealing with aggression early game.

"Whats that? you were microing your queen when the zerglings hatched? Well that's too bad because they are ALL dead now."

in the end it probably just takes some getting used to, and it might be a good feature to have.
but as a broodwar player and as a zerg player its fucking annoying and gonna take some getting used to.
Apexplayer
Profile Joined September 2009
United States406 Posts
March 24 2010 23:23 GMT
#51
On March 07 2010 12:30 -orb- wrote:
It annoys me partially because it's such a noob-friendly mechanic.

If you want to do a proxy gate rush in sc2 you can just rally your gates in the enemy base, select them all and spam Z for a couple minutes. Insert some micro every once in a while for added effect!


Those players lose.
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
March 24 2010 23:28 GMT
#52
This thread needs a poll soooooooo badly so blizzard can correct the error of their ways.

Plz update op
[image loading]

Poll: Do you like attack rallies?
(Vote): Yes
(Vote): HELL NO WTF WERE YOU THINKING?

[image loading]

Poll: What should be done about them?
(Vote): Make a toggle for Attack/Move commands
(Vote): Make them only Move command (like scbw)
(Vote): Other

..and then I would, ya know, check em'. (Aka SpoR)
frankcrest
Profile Joined March 2010
Canada90 Posts
March 24 2010 23:30 GMT
#53
the game is easy enuf,
yoyoyo
xnub
Profile Joined August 2009
Canada610 Posts
March 24 2010 23:40 GMT
#54
Chance are if you need to do this you are looking in your base and have nothing else to really micro soo ya /shrug
Loving the beta !! Weeeeeeee
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
Last Edited: 2010-03-25 00:07:58
March 24 2010 23:51 GMT
#55
Attack rally may be good for games like WC3, where you have 1 crappy army and you rally all your units to that hero and army which is constantly running around the map creeping and doing stupid shit. Where one more unit being added is hotkeyed to your group and is almost always better to be attack moving across the map. Rallying across the map is not as coming in sc, usually what people do is just rally another force in a pile outside their base or to a safer place. This is not because they think the units might die en route to their first army, but because in sc a few more units added to your army in the middle of a battle isn' as pivitol or valuable as it is in wc3, they might even show up and you have nothing left and they just die.
And also, in wc3 units have more hp and slower DPS in general, so 1 slight delay or shot isn't as vital as the lesser hp higher dps units in SC2.

In a game like sc2 or scbw, you often find yourself in defenders situations and you are on the verge of losing a vital building or dying outright. You need to collect some units before you can make a last attempt to engage and make a comeback. Not only is this very crucial to defending it adds more depth to the game by giving a tool to a defender, but it also creates more tension for a competitive viewer or esports. People are on the edge of their seat watching as the player is about to lose the game, they see him collecting the vital zerglings in the corner of his base waiting for the most minimally effective amount while using the absolute best micro they could possibly use to break their way out of a dire situation. It's SOoooooooooooo Important and fun to play and watch.

This is what I was talking about with the slippery slope in sc2 being far far too steep.
This attack rally basically suicides your units or causes them to take more damage than you want them to do EVEN if you try to micro them immediately when they come out. There is no fighting the AI when they instantly come out attacking, especially for fast units like a zealot with charge or a zergling with speed. And even further more when there are slowing effects like marauder shots..
Two other aspects of the lack of defenders advantage in sc2, are:
Cliffs don't make a % of hits miss anymore.
And the other being how structures are armored type and take bonus from units like marauder, immortal, etc. 5 marauders stimmed do incredibly brutally fast DPS to a structure at 100 damage per volley. And immortals do a whopping 50+ damage per hit as well. Bldgs need a new armor type or bonus to armored should be altered for structures.


Another good example of this is when bunker rushing or defending with a bunker. When a marine comes out instead of instantly running straight to the bunker, he comes out starts shooting (why on earth would a guy do this irl if there is a safety net 1 inch away) Like it doesn't even make sense.Obviously the guy is gonna come out and be ordered to the bunker immediately, so why would he ignore that order start panic shooting just to be ordered to move into it again anyways.
But besides this stupid lore aspect, the marine can come out an literally freaking die because he attacked for that split second instead of running into the bunker. For two reasons:
1) He draws the alert of additional units further away by firing upon them (this is especially bad vs ranged units or chargelots).
2) he stopped just long enough to get a surround or semi surround where the enemy wouldn't normally have been able to micro it (remember when people would place melee units around the spawning point of the rax in scbw to trap a marine? yea now it doesn't even matter because with auto surround and the fact that unit stops in place when he comes out you don't even have to set it up, they do it on their own.)


And people arguing that i should micro is a bad argument, because you can claim the same exact thing for the moving units running into death. Only the difference is that the moving units can be rallied another direction in the first place to escape (where as the attack moved will attack regardless of this), and if I want them to attack when they come out I can easily set the rally to nothing and they come out, stop and auto aquire a target, or I just pick them up with my legitimate apm on the way to battle before they do something stupid and attack move them myself like all good players should and would.

And don't get me wrong, attack rally is great for certain situations and for noobs, but for higher level play and most situations as far as im concernced it's better to not have it on. So it should be toggleable, or the barracks should just have 2 kinds of rallies. One that attacks, and one that moves.
I think a simple solution would be something like making left click do attack rally, and right click do move rally. Make the attack rally line/arrow red and make the move rally arrow/line white.
And additionally have 2 manually clickable icons stolen from units to move/attack.
And the hotkeys for these buttons don't have to be M or A in case they interfere with unit production hotkeys either, because look at planetary fortress. When you press S it builds an SCV it doesn't STOP attacking. P is used for stop on this bldg.

ps- No I(we) are not just being picky. This is vitally important to the success of the game imo. Lots of players love this comeback playstyle or situation, there is a huge sense of satisfaction when you defend an attack against all odds, even if you may still die to the next wave anyways. Ans since Scbw was always a game of just barely making enough units to defend while trying to gain sneak in as much economy as possible this situation comes up A LOT especially for players like me.
..and then I would, ya know, check em'. (Aka SpoR)
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
Last Edited: 2010-03-25 00:10:58
March 25 2010 00:10 GMT
#56
On March 25 2010 05:49 LaughingTulkas wrote:
I agree with Day[9] that this isn't a feature to complain about, just to be aware of and to plan for.

There are scenarios where either scheme is a disadvantage, you just have to be ready in either case.


Where did day say anything??

The problem is that the disadvantage with move rallies is easily overcome by reasons mentioned above, and the disadvantage of attack rally is NOT easily overcome if at all in reverse situation.
..and then I would, ya know, check em'. (Aka SpoR)
Wretched
Profile Blog Joined October 2009
Australia121 Posts
Last Edited: 2010-03-25 01:01:41
March 25 2010 00:55 GMT
#57
[QUOTE]On March 25 2010 08:51 CharlieMurphy wrote:
Attack rally may be good for games like WC3, where you have 1 crappy army and you rally all your units to that hero and army which is constantly running around the map creeping and doing stupid shit. Where one more unit being added is hotkeyed to your group and is almost always better to be attack moving across the map. QUOTE]

in warcraft it would be even worse, because losing 1 unit is a big deal (gives experience to enemy hero). Attacking moving across the map your single unit would be more likely to get caught by the opposing army, or start fighting a creep camp by themselves if it's day time in game.
Spartan
Profile Blog Joined July 2005
United States2030 Posts
March 26 2010 03:08 GMT
#58
On March 25 2010 08:28 CharlieMurphy wrote:
This thread needs a poll soooooooo badly so blizzard can correct the error of their ways.

Plz update op
[image loading]

Poll: Do you like attack rallies?
(Vote): Yes
(Vote): HELL NO WTF WERE YOU THINKING?

[image loading]

Poll: What should be done about them?
(Vote): Make a toggle for Attack/Move commands
(Vote): Make them only Move command (like scbw)
(Vote): Other


Updated, thanks.
# http://nkspartan.com (web engineer)
# TL member since July 2005; CEO of Vile Gaming; President of Team Vile
RexFTW
Profile Joined March 2010
United States172 Posts
March 26 2010 03:09 GMT
#59
Uh you could just have the rest of your army arrive right as the units finish building. Then they all join the fight
Spartan
Profile Blog Joined July 2005
United States2030 Posts
March 26 2010 03:44 GMT
#60
That's not even what the thread is about. o_o
# http://nkspartan.com (web engineer)
# TL member since July 2005; CEO of Vile Gaming; President of Team Vile
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