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Rally points: auto attack-move

Forum Index > SC2 General
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Spartan
Profile Blog Joined July 2005
United States2030 Posts
Last Edited: 2010-03-26 03:08:59
March 07 2010 03:05 GMT
#1
Is anyone else annoyed by the fact that units coming out of a building and towards a rally point are issued an attack-move instead of a move to the rally?

I've found it troublesome in games where the enemy is in my base and I'm trying to clump up a small army of new units in the opposite end of my base to mount up a counter-attack. Instead of the units running to the rest of the pack, once they pop out of the building and their is an enemy nearby they instantly start returning fire instead of going to the rally.

If there is an option to turn this off that I'm unaware of, then by all means inform me.

Edit: For any Blizzard employees lurking the forums, here's probably the best solution to this..
On March 07 2010 12:21 FrozenArbiter wrote:
There should simply be an option to rally with either attack move or regular move (or patrol). I.E: select gateway, press move - unit will rally-move. Select gateway, press P - unit will patro-rally. And so on.


Edit 2: Added CharlieMurphy's polls..
[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
# http://nkspartan.com (web engineer)
# TL member since July 2005; CEO of Vile Gaming; President of Team Vile
kineSiS-
Profile Blog Joined September 2009
Korea (South)1068 Posts
March 07 2010 03:10 GMT
#2
There is an option you could explore. Sadly,that option is to increase your micro macro and manually move the units.
StayFrosty
Profile Joined February 2010
Canada743 Posts
March 07 2010 03:13 GMT
#3
The feature definitely causes frustrating instances but I think it's quite convenient, especially when rallying at natural or somewhere a fair distance away from the producing building.
genwar
Profile Blog Joined March 2008
Canada537 Posts
March 07 2010 03:14 GMT
#4
I find this isn't as annoying when I am zerg in my games, but If I watch a terran livestream I can easily see the frustration.
Kennigit *
Profile Blog Joined October 2006
Canada19447 Posts
March 07 2010 03:16 GMT
#5
Am i the only person not bothered by this lol? It's saved my ass (and drones) countless times.
Kiante
Profile Blog Joined December 2009
Australia7069 Posts
March 07 2010 03:18 GMT
#6
its funny when you're being pretty lazy, doing a 2 gate proxy rush or something, and your enemy has one scv just baiting the zealots out as they come out of the gateways. You're microing away, going WHERE ARE MY ZEALOTS OMG OMG and they're running around in circles chasing as scv lollll
Writer
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
March 07 2010 03:21 GMT
#7
There should simply be an option to rally with either attack move or regular move (or patrol). I.E: select gateway, press move - unit will rally-move. Select gateway, press P - unit will patro-rally. And so on.
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
lol.Froste
Profile Joined January 2010
United States112 Posts
March 07 2010 03:21 GMT
#8
On March 07 2010 12:18 Kiante wrote:
its funny when you're being pretty lazy, doing a 2 gate proxy rush or something, and your enemy has one scv just baiting the zealots out as they come out of the gateways. You're microing away, going WHERE ARE MY ZEALOTS OMG OMG and they're running around in circles chasing as scv lollll


thats so awesome xD
lol thats what you get you cheesy bastard
floor exercise
Profile Blog Joined August 2008
Canada5847 Posts
March 07 2010 03:24 GMT
#9
In sc it was annoying to forget a rally and lose units, or allow free hits on them etc because it was a move command.

I think the moral of the story is pay attention to your units and they won't do things you don't like
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
March 07 2010 03:26 GMT
#10
Yes this annoys me... if they insist on having a-move as the default for rally point then please at least give me the option to change it to move as the nondefault option
Administrator~ Spirit will set you free ~
-orb-
Profile Blog Joined September 2007
United States5770 Posts
March 07 2010 03:30 GMT
#11
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!
'life of lively to live to life of full life thx to shield battery'
how sad that sc2 has no shield battery :(
Spartan
Profile Blog Joined July 2005
United States2030 Posts
March 07 2010 03:36 GMT
#12
On March 07 2010 12:10 kineSiS- wrote:
There is an option you could explore. Sadly,that option is to increase your micro macro and manually move the units.

On March 07 2010 12:24 floor exercise wrote:
In sc it was annoying to forget a rally and lose units, or allow free hits on them etc because it was a move command.

I think the moral of the story is pay attention to your units and they won't do things you don't like

That's not the point. I do watch my buildings, but even for that split second they pop out they'll attack back and take back damage right before I tell them to move manually. That's an extra hit or more by the enemy on my new unit that makes a big difference.
# http://nkspartan.com (web engineer)
# TL member since July 2005; CEO of Vile Gaming; President of Team Vile
cgrinker
Profile Blog Joined December 2007
United States3824 Posts
March 07 2010 03:38 GMT
#13
You should be able to do both!
cgrinker
Profile Blog Joined December 2007
United States3824 Posts
March 07 2010 03:38 GMT
#14
Shift Rally! End the debate once and for all!
Spartan
Profile Blog Joined July 2005
United States2030 Posts
March 07 2010 03:39 GMT
#15
On March 07 2010 12:16 Kennigit wrote:
Am i the only person not bothered by this lol? It's saved my ass (and drones) countless times.

Well, yea I don't deny that it has helped me in some cases, but for the most part I think it would be best to leave it like original SC, or as others have stated, have an option to change it. I wouldn't imagine it would be hard to add.
On March 07 2010 12:21 FrozenArbiter wrote:
There should simply be an option to rally with either attack move or regular move (or patrol). I.E: select gateway, press move - unit will rally-move. Select gateway, press P - unit will patro-rally. And so on.

That's probably the best solution I can think of, too. Simple and intuitive.
# http://nkspartan.com (web engineer)
# TL member since July 2005; CEO of Vile Gaming; President of Team Vile
floor exercise
Profile Blog Joined August 2008
Canada5847 Posts
March 07 2010 03:40 GMT
#16
I agree it can be annoying, to me both have their pros and cons so I guess an option would be the best.. option. But personally I am ok with it because either way to me it falls under the domain of unit control
ven
Profile Blog Joined December 2008
Germany332 Posts
March 07 2010 03:41 GMT
#17
Doesnt shift rally add waypoints to your rally? at least in wc3 it did.
You can reach the rainbow. I'll be there to help.
Piousflea
Profile Joined February 2010
United States259 Posts
March 07 2010 03:42 GMT
#18
I agree that there needs to be an option to patrol-rally versus move-rally. Zergs already have two different rallys per hatchery, we should just increase this to three.
Seek, behold, and reveal the truth
Chairman Ray
Profile Blog Joined December 2009
United States11903 Posts
March 07 2010 03:48 GMT
#19
I definitely agree that there should be an option of whether to attack move or just move. I don't want distracting reinforcement lines with a probe to be a viable strategy.
zealing
Profile Blog Joined January 2009
Canada806 Posts
March 07 2010 04:09 GMT
#20
just learned about this thanks but i think its great and having 2 options would be quite weird imo.
Think you got lag? It took Jesus 3 days to respawn.
JollYRoGeR
Profile Blog Joined December 2002
Sweden342 Posts
March 24 2010 11:45 GMT
#21
When I scout, my worker is always autoattacking.. Is there any way to make him not to? Same thing happends with my units. And it's a problem when I'm simply trying to apply pressure, my units start attacking and die. Might be worth telling that I have fairly good mechanics, I'm not losing them cuz I'm sloppy. I need to click A LOT for them to not attack. 1-2 clicks should be sufficent.

Thanks
/jOlly@europe
LaughingTulkas
Profile Joined March 2008
United States1107 Posts
March 24 2010 11:56 GMT
#22
This topic seems really frustrating to me.

Seems like the same people who complain that "there's no micro" are the same people who complain about things like this when they actually have to *gasp* micro more!

It just means you have to pay attention to where you are sending your rallies and make sure you don't do anything stupid with your rally points.

Shouldn't people be glad that this is another place where the skilled players will be able to show that they have better control? You can't want the game to be harder AND easier at the same time...even though it seems like a lot of people do.
"I love noobies, they're so happy." -Chill
JollYRoGeR
Profile Blog Joined December 2002
Sweden342 Posts
March 24 2010 11:59 GMT
#23
Thanks, but the reason I bumped this thread was because I can't micro, my units want to auto-attack. Btw, I'm really new at at SC2, there might be a simple solution. I just haven't found it yet ;p
Blackjackbob
Profile Joined February 2010
Canada164 Posts
March 24 2010 12:04 GMT
#24
People have constantly been complaining there isn't enough micro in sc2...well there you go, for all the pros that want it, you got it. Your 'micro' (or frustrating bad ui mechanics for the majority) from sc1 are here for you so you can feel mighty with that huge apm.
Random()
Profile Blog Joined August 2004
Kyrgyz Republic1462 Posts
March 24 2010 12:06 GMT
#25
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!


How is that different from SC1
SoleSteeler
Profile Joined April 2003
Canada5420 Posts
March 24 2010 12:10 GMT
#26
I don't mind the auto-attacking rally points... but I really saw the shittiness that is that select target to attack = A-move... Guy had set up tanks outside cannons with marines, I was trying to pick off with carriers, but they kept just A-moving into the whole mess. Really hope they fix that!
LaughingTulkas
Profile Joined March 2008
United States1107 Posts
March 24 2010 12:13 GMT
#27
I mean, couldn't you disrupt their entire reinforcements line with just one unit then? If they auto attack, a good player could bait all their reinforcements with a single unit leading them away from the battle. Woot, new micro possibilities.
"I love noobies, they're so happy." -Chill
Mikilatov
Profile Blog Joined May 2008
United States3897 Posts
March 24 2010 12:15 GMT
#28
Yeah I can't stand this to be honest. I've really only lost maybe 1-2 games because of this annoyance out of like 600, but it's still lame.
♥ I used to lasso the shit out of your tournaments =( ♥ | Much is my hero. | zizi yO~ | Be Nice, TL.
Slunk
Profile Blog Joined February 2010
Germany768 Posts
March 24 2010 12:16 GMT
#29
I actually like that my zerglings start following the enemy scout as soon as they hatch. It is a good feature in general.
Like think of ZvZ in BW. Oftentimes if your opponent pooled early and you had to micro your drones against some zerglings while yout lings were hatching, it was pretty damn annoying if you had to stop microing your drones and select those zerglings, so they don't blindly run to the rally point while your drones die because they unstacked.
MadLag
Profile Joined March 2010
Poland82 Posts
March 24 2010 12:21 GMT
#30
they made pool about rally points on blizz forums i think its good idea to cry there
http://forums.battle.net/thread.html?topicId=23766804630&sid=5010 - EU
http://forums.battle.net/thread.html?topicId=23767564275&sid=5000 - US
Kare
Profile Joined March 2009
Norway786 Posts
March 24 2010 12:22 GMT
#31
Havnt had issues with it but what I hate is when your units are being followed and attacked after a lost battle, they constantly turn around...
In life you can obtain all sorts of material wealth, but the real treasure is the epic feelings you get while doing something you love.
MorroW
Profile Joined August 2008
Sweden3522 Posts
March 24 2010 12:30 GMT
#32
this can be quite bothering when u r under attack in ur main base, like if a zealot stands and is attacking ur rax and ur rine pops, u obviously wanna run away to ur mineral line but instead it starts attacking the zealot. even if u click it to move away the zealot still has enough time to get 1 attack off.
i hope they do some kind of stuff as OP said, to give u some options on what u really wanna do with ur units come out.

i think most logical solution would be that a simple right click means move, or R (rally point). and an A (attackmove means) means attack-move.
so if u wanna rally 3 raxes with attack move then u just select the 3 raxes click a then click on the ground and if u just wanna standard rally u click on the ground or R first if u like.

also it would be able to get a little more complex with the que-rally aka custom rally with many destinations it would be possible for example to have a move rally to outside ur natural for example and then set an a-move rally to ur opponent. so u select ur raxes right click on ur natural then hit a and shift and then click on ur opponents base. basically saying the rally points should have same que-up features with rally point as a standard unit like marine or so
Progamerpls no copy pasterino
Thug[ro]
Profile Joined October 2005
Romania340 Posts
March 24 2010 12:31 GMT
#33
i like it
MapleLeafSirup
Profile Joined July 2009
Germany950 Posts
March 24 2010 12:31 GMT
#34
This is the worst feature ever! How can anyone like that?
I was getting zealotrushed as a zerg. He was attacking my expansion while i built zerglings. I set the rallypoints between my 2 hatcheries in order to collect zerglings until I have enough to attack the zealots. Great idea?
The zerlings at my expansion attacked the zealots as soon as they spawned so they died immediately to 2 zealots and a probe and i could not accumulate them. To prevent this I have to be at my expansion in that second they spawn and have to manually move them away which is also very frustrating because while running away they get hit and want to fight again T_T
onmach
Profile Blog Joined March 2009
United States1241 Posts
Last Edited: 2010-03-24 12:35:47
March 24 2010 12:35 GMT
#35
I hate this feature. There have been times where there were maybe a dozen marines or half a dozen zealots right next to my natural hatch. And my zerglings hatch piecemeal and run right into the ball. If I could have just saved up 15 or so, then I would have been able to fight it off with no real losses.

It's fucking irritating because you can't catch these things before they run into marine fire, they are just too fast. You can't even rally the eggs without them attacking. The only thing you can do is select all eggs and spam right click where you want them to go. I would literally say this has cost me 5 or 6 games out of my 70 or so, needlessly.
Perseverance
Profile Joined February 2010
Japan2800 Posts
March 24 2010 12:37 GMT
#36
it's annoying but like others have said all you have to do is micro your units. most of the time what I do is set my rally point a short distance away from the production building so that the units move away from my hatch when they are made and then from there I manually select them and click them to whereever I want my ball of units to be.
<3 Moonbattles
DaZe
Profile Joined November 2003
Sweden2111 Posts
March 24 2010 13:01 GMT
#37
I feel there are two valid sides of this feature. You guys keep complaining about scenarios where units are attacking your base and you cant re-mobilize.
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.

But I must withhold the fact that from previous experience I've been even more annoyed and frustrated in sc1 when I was under attack and had NO rally point what so ever, but my units still froze for 0.5 seconds or so which made it impossible to kill few units (ie lings) who had a pretty fast attack-speed. (Without using scv's that is)

My point being (for clarification..) both ways have its perks which makes FA's suggestion the best so far.

Furthermore this whole thread seems a little bit picky tbh, since games wont be decided by annoying rally points in a larger degree than they will save you and it is probably just about getting used to rather than anything else.
Kare
Profile Joined March 2009
Norway786 Posts
March 24 2010 13:10 GMT
#38
The stuff about units turning to attack when you tell them to just move is so freakingly annoying. I have lost like 5 or more marauders in one match just because of it..
In life you can obtain all sorts of material wealth, but the real treasure is the epic feelings you get while doing something you love.
_EmIL_
Profile Joined March 2010
Sweden138 Posts
March 24 2010 13:26 GMT
#39
Yep. Same here. But I lost meaningfull hits with my zealots in a proxy rush vs Zerg.. eventually two roaches came out and impossible to hunt them down.. You tell your zealots to run on the left side to try to surrounder him but they start attacking buildings.. Very bad move from Blizzard imo.

I'd say remove both things! A rally point is a rally point and that is where you want your unit to go once spawned/built. A right click is a right click where you tell your unit where you want him! Not to attack everything in that direction.

I just don't see the logic of this, surely two bugs.
Losing is winning
JollYRoGeR
Profile Blog Joined December 2002
Sweden342 Posts
March 24 2010 14:01 GMT
#40
DaZe too old~
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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