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Spawn = Attack Move - Page 2

Forum Index > SC2 General
Post a Reply
Prev 1 2 3 4 5 8 9 10 Next All
Bosu
Profile Blog Joined June 2008
United States3247 Posts
July 08 2010 01:26 GMT
#21
On July 08 2010 10:23 MorroW wrote:

i dont see why blizz just dont divide the rally into a move-rally and a attack-rally like worker-rally and general-rally, whats so bad about this lol

just give the move-rally the normal click as hotkey or R if u may and then click. then if u wanna attack rally u click A then on the ground


This is probably the best option.
#1 Kwanro Fan
MorroW
Profile Joined August 2008
Sweden3522 Posts
July 08 2010 01:26 GMT
#22
On July 08 2010 10:23 InTriX wrote:
While double gating zerg it was irritating when a zealot would attack a scouting drone however I would easily notice the scouting drone and tell my zealot what I wanted him to do.

With just movement It would take longer to notice a zealot running head first into a zergling meaning the ling will either get a free hit/2 or will be able to avoid my zealot.

Granted it wont be hard to select all zealots when they spawn to issue an attack move, however it means I have to go back to my base to macro properly (also it doubles the time required to macro).

P.S. zealot is just an example unit.

so in short words it encourages micromanagement from both sides and nothing else is affected. well i guess it all comes down to if blizzard wants a good esport or a good game for casual gamers, i suppose browder made a wrong turn on this one huh
Progamerpls no copy pasterino
Pigzyf5
Profile Joined November 2009
Australia131 Posts
July 08 2010 01:28 GMT
#23
It will make intercepting renforcements more of a goal again, which i think is good. It gives more of a sence of teritory
Alou
Profile Blog Joined March 2010
United States3748 Posts
July 08 2010 01:32 GMT
#24
It means there is more micro involved. How is that bad? Only going to make players have to work hard to produce results. I find it to be a great change.
Life is Good.
sushiko
Profile Joined June 2010
197 Posts
Last Edited: 2010-07-08 01:37:14
July 08 2010 01:36 GMT
#25
I think this will be a non-issue in most, if not all, cases. Units getting intercepted while rallied is rare, and even if they were attack-moved, they will still die fairly quickly against a huge army. On the other hand, I see/face more situations in which my production buildings are being attacked by a relatively small force in early game pushes and would rather my units not attack and just move back to worker lines and build up from there.

In short, pros of atkmove rally don't outway the cons in my opinion/observations.
Ventez
Profile Joined April 2010
Norway107 Posts
July 08 2010 01:37 GMT
#26
I found it highly annoying when like 2 zergling popped and they just rushed for the enemy if he was in your base. Now they'll run to where I want them without doing stuff that I don't want them to do so I can make a larger force to attack with.
da_head
Profile Blog Joined November 2008
Canada3350 Posts
July 08 2010 01:38 GMT
#27
lol first everyone was bitchin that rally was attack move, and now that they finally listened and changed it back, people are bitchin again. just stfu and be glad that blizzard even considers our opinions (unlike most companies).
When they see MC Probe, all the ladies disrobe.
MasterAsia
Profile Joined November 2009
United States170 Posts
July 08 2010 01:39 GMT
#28
The bad thing about the attack-move RP is that when you are surrounded by the enemy and you want you new-made units to escape from the fire, they will never listen.
SeeDLiNg
Profile Joined January 2010
United States690 Posts
July 08 2010 01:42 GMT
#29
I think the game should just choose (based on enemy composition) what units I make with my money, too.

Don't flame this please. New game means new mechanics.
InfiniteIce
Profile Blog Joined May 2010
United States794 Posts
Last Edited: 2010-07-08 01:51:16
July 08 2010 01:44 GMT
#30
I LOVE this change.

No longer will my 4 zerglings die to the one hellion shot the instant they spawn. I do have them rallied elsewhere, I don't expect them to go suicide if I don't tell them to.

Yay ;]

Say what you will about skill, hand speed etc. I don't find it hard to micro, but with smartcast, it is now impossible to pop 6 zerglings at the exact same time. You must hit the button repeatedly, or else hold it down. Either way, your units are staggered.

With the right distance from the spawnpoint, it was SO easy for hellions, et al, to get 1-2 free shots before your units could even touch them, and before you could draw a box around them and move them away.

This is a GREAT change, and I don't feel that people have much to complain about.

Sure it adds another element of micro when you want to attack.

....but weren't we all complaining about how "SC2 doesn't have enough micro"...?

On July 08 2010 10:32 Alou wrote:
It means there is more micro involved. How is that bad? Only going to make players have to work hard to produce results. I find it to be a great change.


Me too Mr Alou!
i keep going back to my response to chill's fake PM and laughing, then immediately getting a feeling that i assume i'd get if i had an orgasm and the girl said "hahaha guess what i have a dick" -FakeSteve
MamiyaOtaru
Profile Blog Joined September 2008
United States1687 Posts
July 08 2010 01:47 GMT
#31
On July 08 2010 10:10 freshiie22 wrote:
Starcraft 2 is not BW
Too bad. Broodwar is an awesome game.
freshiie22
Profile Joined May 2010
Canada132 Posts
July 08 2010 01:53 GMT
#32
this seems to be more of a problem to wards zerg players and their delicate zerglings chasing down a marine or w,e. As for me when i do my MMM ball i don't want my reinforcing Marauder to just try to run through 50 Million lings and ujst dieing i rather it attack and at least pay for its self somewhat before it dies
Phase 1: Bronze League Rank 78. Phase 2: Silver Rank 45 .August 23: Platinum Rank 7 and climbing
DeCoup
Profile Joined September 2006
Australia1933 Posts
July 08 2010 02:02 GMT
#33
I agree. It should be a toggle at the production facility. But I think it should default to move not attack.
"Poor guy. I really did not deserve that win. So this is what it's like to play Protoss..." - IdrA
FlamingTurd
Profile Joined April 2010
United States1059 Posts
July 08 2010 02:07 GMT
#34
Bleh, I really liked the attack rally a lot :'(
Nerf MMMT!!! Liquid`Ret Hwaiting!!!
swanized
Profile Blog Joined September 2009
Canada2480 Posts
Last Edited: 2010-07-08 02:17:15
July 08 2010 02:15 GMT
#35
truth is that this augment skill cap which is not a bad thing at all in SC2 case(does not make the game more interesting to watch though T_T)

Edit: oh noes... I need to actually go back to my base for another reason then larva injecting O_O I'll never play this game again. [sarcasm]
Writer
Playguuu
Profile Joined April 2010
United States926 Posts
July 08 2010 02:28 GMT
#36
Move rally is fine IMO, though you could make an argument for rally to unit, which was a nice feature on occasion. I think this will give a little more distinction between top level players and those just starting out, as you get punished easier with bad rally points and you can pick off rally lines if you have some units between his army and production facilities.
I used to be just like you, then I took a sweetroll to the knee.
InTriX
Profile Joined July 2010
United Kingdom149 Posts
July 08 2010 02:30 GMT
#37
On July 08 2010 10:26 MorroW wrote:
Show nested quote +
On July 08 2010 10:23 InTriX wrote:
While double gating zerg it was irritating when a zealot would attack a scouting drone however I would easily notice the scouting drone and tell my zealot what I wanted him to do.

With just movement It would take longer to notice a zealot running head first into a zergling meaning the ling will either get a free hit/2 or will be able to avoid my zealot.

Granted it wont be hard to select all zealots when they spawn to issue an attack move, however it means I have to go back to my base to macro properly (also it doubles the time required to macro).

P.S. zealot is just an example unit.

so in short words it encourages micromanagement from both sides and nothing else is affected. well i guess it all comes down to if blizzard wants a good esport or a good game for casual gamers, i suppose browder made a wrong turn on this one huh


My attempted point was that it dosn't add any micro, it just adds more damaging micro. Normaly u would lose a few seconds, now you can lose a few zealots. Same amount of micro but with a lot more damaging consequences.
Life is Not worth Dying for.
DooMDash
Profile Joined May 2010
United States1015 Posts
July 08 2010 02:32 GMT
#38
Attack move rallies were amazing.
S1 3500+ Master T. S2 1600+ Master T.
Lazix
Profile Joined March 2010
Australia378 Posts
July 08 2010 03:52 GMT
#39
On July 08 2010 10:23 InTriX wrote:
With just movement It would take longer to notice a zealot running head first into a zergling meaning the ling will either get a free hit/2 or will be able to avoid my zealot.

So what? The Zerg player should get the first attack in because he was paying attention and you weren't.

This just sounds like another I want the game to play for me complaint.
Fizzgig
Profile Joined May 2010
United States26 Posts
July 08 2010 04:19 GMT
#40
I've read no arguments against having a toggle-able rally point which when right clicked, will have units attack move, and will have units move by default, just like auto-repair. This is the best of both worlds with an easy and intuitive interface.

And for those of you wondering, Warcraft III uses attack move rally points.
psst...check out some cheesy replays (starcraftcheese.0sites.org)
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