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Spawn = Attack Move - Page 3

Forum Index > SC2 General
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collective
Profile Joined February 2010
Canada138 Posts
Last Edited: 2010-07-08 04:23:54
July 08 2010 04:22 GMT
#41
On July 08 2010 10:22 Bosu wrote:
Attack move on rally was terrible. I lost countless games because zerglings ran to their deaths instead of running to the rally. Even if you are boxing over them when they hatch and sending them back its often too late for many of them.

after phase 2 came up and playing 4 games, i lost any time i got rushed, cuz all my lings would just suicide into the attacking force.

i kept trying to make the rally point closer and closer to my base, and i realized that this adds a whole other thing i now have to worry about. i have to actually babysit my rallypoint to make sure there are no attacking forces in-between. this is awful for me.

so far the poll is approx 50/50. if it is split down the middle, would it be too hard to ask for blizzard to just make this a gameplay setting for each person to choose their preference?
Mr Winky
Profile Joined June 2010
United States39 Posts
July 08 2010 04:24 GMT
#42
Can I have both? Why not
The man in black fled across the desert, and the gunslinger followed.
Computard
Profile Joined July 2010
United States30 Posts
July 08 2010 04:26 GMT
#43
Why not make both options available in game? The default rally point would set as Move, but selecting the building, pressing A, then setting rally point would make it Attack move.
Ichabod
Profile Joined May 2010
United States1659 Posts
Last Edited: 2010-07-08 05:14:44
July 08 2010 05:13 GMT
#44
The attack-move waypoint is very convenient, just right click and forget, it has its downsides but after a taste of this it'll be a little difficult breaking the habit (until the first time I right click on a SCV in my base and realize my zealot is just moving around, not actually attacking).

I guess its for the best, it was kinda "cheap" to be able to make it start attacking right out of spawn without any additional input, I guess this'll just be another thing to worry about when microing.

Edit: being able to A-click while selecting the building would be convenient, and would allow people to have the option of attack-moving...I suppose we'll see what blizz's overall intention with this change was as to wether they implement something similar.
damiah
Profile Joined June 2010
United States14 Posts
July 08 2010 05:14 GMT
#45
why is this an issue exactly? if you don't like it, you can still set it by shift+a clicking. and if you do like it, then awesome.
judge if you want. we are all going to die. I intend to deserve it.
Uranium
Profile Blog Joined May 2010
United States1077 Posts
July 08 2010 05:15 GMT
#46
Wow.. poll results are split perfectly even, 44-44... I'm really not sure. Needs a toggle IMO, there are situations where either would be useful.
"Sentry imba! You see? YOU SEE??!!" - Sen | "Marauder die die!" - oGsMC | "Oh my god, she texted me back!" - Day[9]
Aken
Profile Joined February 2010
Canada31 Posts
July 08 2010 05:37 GMT
#47
Why blizzard dont make a menu with these kind of things ?
Then we could customize them... we are in 2010 I really don't understand why all this is still so complicated for them.
Ftrunkz
Profile Blog Joined April 2007
Australia2474 Posts
July 08 2010 05:40 GMT
#48
Either way doesnt make a huge difference, although it causes a few less fuckups having them a-move to the point.

Just out of personal prefrence tho i prefer them to 'move' where i rally point =]
@NvPinder on twitter | Member of Gamecom Nv | http://www.clan-ta.com | http://www.youtube.com/user/ftrunkz | http://www.twitchtv.com/xghpinder
cHaNg-sTa
Profile Blog Joined March 2008
United States1058 Posts
July 08 2010 06:10 GMT
#49
I'm so glad it's a move-RP now. Heaven forbid you do as little micro as possible when you do all-in strategies, especially how macro is a lot easier now do. It's not even as hard compared to BW. You could only select 12 units in BW which made it much more difficult to gather all your rallied units and move them away. Not to mention re-rallying your unit producing structures. Now we can re-rally everything with a click or two and select an infinite amount of units, we are still complaining that we can't just sit there and watch our armies 1a into each other? Please.
Jaedong <3 HOOK'EM HORNS!
DarkwindHK
Profile Blog Joined April 2010
Hong Kong343 Posts
July 08 2010 06:13 GMT
#50
Just make it an option that you can choose in the menu. Players are not babies, we can choose what is good for us.
Dont be too humble, you are not that great.
Whole
Profile Blog Joined May 2010
United States6046 Posts
July 08 2010 06:29 GMT
#51
I rather the move rally point. If I am facing a rush, I rally all of my zerglings to somewhere safe to group up and then defend. With the attack move rally point, the zerglings run to the marines or zealots and they usually take unnecessary hits. The attack rally gives less control.
Silent331
Profile Joined June 2010
United States356 Posts
July 08 2010 06:32 GMT
#52
this hurts my ability to defend hellion harass because me lings pop and run past the hellions before i can tell them to attack, so the hellions get a free roast on my lings. it makes it real hard to get units into the fight asap, especially that there is no way to remove a rally point
They cant beat you, They only hope you beat yourself.
BluzMan
Profile Blog Joined April 2006
Russian Federation4235 Posts
July 08 2010 07:07 GMT
#53
It is now as it should have been. In no twisted world units should be attacking anything when set to rally at a point. This kinda screws you up over and over if you produce units under pressure because instead of massing behind your gates they will go attacking the enemy.

Thank you Blizzard.
You want 20 good men, but you need a bad pussy.
figq
Profile Blog Joined May 2010
12519 Posts
July 08 2010 07:30 GMT
#54
Blizzard have clearly shown so far - they are not interested in making/keeping the game unnecessarily APM-intensive. Their decision means they think RP-move makes it more comfortable and logical to play. I disagree, I think the drawbacks outweigh the advantages, by far. Once this gets confirmed by the players stats, I hope they will revert back to a-move.
If you stand next to my head, you can hear the ocean. - Day[9]
InTriX
Profile Joined July 2010
United Kingdom149 Posts
July 08 2010 07:37 GMT
#55
On July 08 2010 12:52 Lazix wrote:
Show nested quote +
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.


You don't understand the point of the post, read my second one where i clarified the point.
Life is Not worth Dying for.
HaruHaru
Profile Blog Joined November 2009
United States988 Posts
Last Edited: 2010-07-08 08:00:52
July 08 2010 07:38 GMT
#56
Having it a-move is just silly. I want my units to listen to what i tell them to do. I don't want units that spawned to be chasing a random unit when they're supposed to be reinforcing their allies. Why on earth would you even you even want the rallys to be a-moved other than to make the game easier.
ex. drops in the main esp against zergs arent even as effective anymore as in BW. any units that spawn would automatically attack the dropped units. it doesn't test the reaction time of the players at alll. but with this fix players will be forced to immediately respond against a drop! no more. " o crap a drop!" "oh wait my units that just spawned already killed it"
Seriously it isn't a bad thing that blizz is using the same mechanics in sc2 that were in bw...
Long live BroodWar!
Orzabal
Profile Joined December 2009
France287 Posts
July 08 2010 07:53 GMT
#57
On July 08 2010 10:15 Sixes wrote:
I think the biggest thing (for me at least) will be the ability to rally my zerglings behind the hatchery when marines are attacking the front. As it is I always lose one of them at least before I can get them all to turn around and get out (and I start with egg selected spamming, but they always take 2 steps towards the marines first).

If I want an attack move it is much easier to select them in transition (or if it is to attack something really close just don't give them a rally point).


We should have the choice :

- Click the RP : move
- Shift Click the RP : A move.
Lennon
Profile Joined February 2010
United Kingdom2275 Posts
July 08 2010 08:09 GMT
#58
I actually think a-move was bad because sometimes my rally pointed unit would start attacking an enemy unit on it's way to my opponent's base. So obviously this would delay the time of the unit reinforcing my main army.
For example, a thor would start shooting an overlord when I really needed it to reinforce my army vs mutalisks.

It just means that we'll have to be more defensive and wary with our rally points
freshiie22
Profile Joined May 2010
Canada132 Posts
July 08 2010 08:12 GMT
#59
isnt it more frustrating to watch your units follow each other, because of coarse you RP to a unit, instead that 2secs they could of been attacking. I mean supposed you want them to attack. the options should be avaible to change and it could add a cool new mech in SC2
Phase 1: Bronze League Rank 78. Phase 2: Silver Rank 45 .August 23: Platinum Rank 7 and climbing
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
July 08 2010 09:49 GMT
#60
This is a great choice - it's not the best alternative (best would be if A-click would be attack move rally and left or M+click would be MOVE rally), but it's better than the first one.

It just sucks when you are defending and every unit you make will try to suicide into the enemy as soon as it pops out.
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
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