• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 02:51
CET 08:51
KST 16:51
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
ByuL: The Forgotten Master of ZvT29Behind the Blue - Team Liquid History Book19Clem wins HomeStory Cup 289HomeStory Cup 28 - Info & Preview13Rongyi Cup S3 - Preview & Info8
Community News
Team Liquid Map Contest - Preparation Notice6Weekly Cups (Feb 23-Mar 1): herO doubles, 2v2 bonanza1Weekly Cups (Feb 16-22): MaxPax doubles0Weekly Cups (Feb 9-15): herO doubles up2ACS replaced by "ASL Season Open" - Starts 21/0258
StarCraft 2
General
How do you think the 5.0.15 balance patch (Oct 2025) for StarCraft II has affected the game? Team Liquid Map Contest - Preparation Notice ByuL: The Forgotten Master of ZvT Nexon's StarCraft game could be FPS, led by UMS maker Weekly Cups (Feb 23-Mar 1): herO doubles, 2v2 bonanza
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament $5,000 WardiTV Winter Championship 2026 RSL Season 4 announced for March-April Sea Duckling Open (Global, Bronze-Diamond) PIG STY FESTIVAL 7.0! (19 Feb - 1 Mar)
Strategy
Custom Maps
Publishing has been re-enabled! [Feb 24th 2026] Map Editor closed ?
External Content
The PondCast: SC2 News & Results Mutation # 515 Together Forever Mutation # 514 Ulnar New Year Mutation # 513 Attrition Warfare
Brood War
General
Effort misses out on ASL S21 BGH Auto Balance -> http://bghmmr.eu/ BW General Discussion Gypsy to Korea BSL 22 Map Contest — Submissions OPEN to March 10
Tourneys
[BSL22] Open Qualifier #1 - Sunday 21:00 CET [Megathread] Daily Proleagues Small VOD Thread 2.0 BWCL Season 64 Announcement
Strategy
Soma's 9 hatch build from ASL Game 2 Fighting Spirit mining rates Simple Questions, Simple Answers Zealot bombing is no longer popular?
Other Games
General Games
Nintendo Switch Thread Stormgate/Frost Giant Megathread Battle Aces/David Kim RTS Megathread Diablo 2 thread Path of Exile
Dota 2
Official 'what is Dota anymore' discussion The Story of Wings Gaming
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Mafia Game Mode Feedback/Ideas Vanilla Mini Mafia TL Mafia Community Thread
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine YouTube Thread UK Politics Mega-thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Req][Books] Good Fantasy/SciFi books [Manga] One Piece Anime Discussion Thread
Sports
2024 - 2026 Football Thread Formula 1 Discussion TL MMA Pick'em Pool 2013
World Cup 2022
Tech Support
Laptop capable of using Photoshop Lightroom?
TL Community
The Automated Ban List
Blogs
Shocked by a laser…
Spydermine0240
Gaming-Related Deaths
TrAiDoS
ONE GREAT AMERICAN MARINE…
XenOsky
Unintentional protectionism…
Uldridge
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1691 users

Spawn = Attack Move - Page 9

Forum Index > SC2 General
Post a Reply
Prev 1 7 8 9 10 Next All
PanzerDragoon
Profile Joined March 2010
United States822 Posts
July 13 2010 16:40 GMT
#161
Here's the standard TL -


Feature that was bascially automated attacking so you didn't have to manage the spawning units in BW - Sweet!

Feature in SC2 that means you actually have to manage your spawning units rally points so they don't suicide: FUCKING CASUAL GAME, GIVE ME BACK MY AUTO ATTACK MOVE RALLYS!
dsafness
Profile Joined April 2010
United States16 Posts
July 13 2010 17:27 GMT
#162
Panzer Dragoon says it all.
>.>
DuneBug
Profile Joined April 2010
United States668 Posts
July 13 2010 17:34 GMT
#163
I play zerg so... On maps where i've got hatcheries all over the place it's inconvenient to have move-only rallies in case some army cuts between them.

But it's really just a learning thing. That happened to me on desert oasis once, and i lost a lot of shit. I won't let that happen again. If I don't have vision of everywhere between my hatches with tumors i'll probably just rally next to the hatch.

Not really a big deal. It was kind of annoying before having a unit spawn and attack immediately when he needed to get the f' out of there.
TIME TO SAY GOODNIGHT BRO!
dhe95
Profile Blog Joined December 2008
United States1213 Posts
July 13 2010 17:52 GMT
#164
So, when you are being rushed earlygame, what are you doing? You're building units, workers, continuing your build, and defending. Are you guys all really saying that you don't have the apm to make a box around those two zealots that popped up and a move?

Later on in the game, shouldn't you know where your opponents army is? If your opponent's army is right outside your base, you should know this, not have your units find out on the way.
ktimekiller
Profile Blog Joined May 2010
United States690 Posts
July 13 2010 18:01 GMT
#165
I did prefer attack move, but forcing a move rally makes sure the players are paying attention rather than senselessly putting rally straight to the enemy's base and forgetting about it
EccoEcco
Profile Joined May 2010
United States61 Posts
Last Edited: 2010-07-13 18:18:55
July 13 2010 18:17 GMT
#166
While newbs vs. geezers is fun to spectate, I'd far prefer having a choice (either a toggle in the options menu or a UI distinction) to having it one way or another.

Both styles create scenarios that reward players for having higher APM and awareness, as well as production cycle mechanics that can be abused by your opponent. I don't see one as obviously superior to the other, but being forced to use one when both have been presented in the engine seems odd.

Edited for grammar.
There is a reward for losing: an opportunity to learn and improve.
Gedrah
Profile Joined February 2010
465 Posts
July 13 2010 18:20 GMT
#167
The unit-producing structure should simply have a command card with attack and move as its options, and use these options to set the rally point as one or the other depending on preference, with default being move (if you right-click as opposed to a-click)
What is a dickfour?
Bosu
Profile Blog Joined June 2008
United States3247 Posts
July 13 2010 18:22 GMT
#168
In most cases attack move would be best. In some cases, like as a zerg player defending a bunker rush, move is necessary. Having options for both would be best, but if there is only one move is the best.
#1 Kwanro Fan
theSAiNT
Profile Joined July 2009
United States726 Posts
July 13 2010 18:26 GMT
#169
This makes a really huge difference as a defending zerg rallying reinforcements. As the battle moves back and forth I've often found waypointed units walking past their comrades and dieing without even attacking. This is especially true for zerglings which are so fast on creep but are immensely fragile. Personally I vastly prefer attack move way points.
Percutio
Profile Blog Joined April 2010
United States1672 Posts
July 13 2010 18:31 GMT
#170
Personally I don't really care for the attack move rally, but I think it helps more players in a greater way than it hurts others.

I tend to either rally to a unit or keep the units in my base, so attack move rally never really did anything for me.
What does it matter how I loose it?
Tropics
Profile Joined August 2007
United Kingdom1132 Posts
July 13 2010 18:32 GMT
#171
im amazed at the amount of people who prefer attack move, i sure love how when im getting pushed i cant reinforce because my units spawn, try to attack, then die!
Dionyseus
Profile Blog Joined December 2004
United States2068 Posts
July 13 2010 18:43 GMT
#172
On July 08 2010 10:22 Crisium wrote:
Blizzard still doesn't get it. Don't worry, I'll let you all in on how Rally Point should be.

Have a toggle option for Rally-Move and Rally-Attack Move. Holy crap, how was the solution so simple? The default should be Rally-Move, but Attack Move undoubtedly has its uses as well.

It could be like toggling Autocast on and off - just right click on the Rally Point symbol to switch between Move and Attack move.

Why the hell not?


That does sound like a good solution.
9/5/10 P acct: NA D 10,683 651pts 69w56L http://sc2ranks.com/char/us/290365/LetoAtreides T acct: NA D 16,137 553pts 70w67L http://sc2ranks.com/char/us/1560008/Khrone Z: NA G 16,058 465pts 28w26L http://www.sc2ranks.com/us/1997354/Omnius
sm0kiE
Profile Joined May 2010
United States3 Posts
July 18 2010 10:05 GMT
#173
Give the player the option of both styles? Like the default right click would be normal move RP, and you gotta press a different button for attack-move RP.
Vei
Profile Joined March 2010
United States2845 Posts
July 18 2010 10:23 GMT
#174
Do you know how ****ing tedious Nydus Worms are without attack-rally?
www.justin.tv/veisc2 ~ 720p + commentary
HubertFelix
Profile Joined April 2010
France631 Posts
July 18 2010 10:33 GMT
#175
When the game will become older with bigger maps etc.. You won't be able to play with auto attack rally points.
With different fronts on the map, some unit would keep suiciding themselves while rallied.
Don't just think about your mech/4gate+robo attack.

Blizzard could just add another unit order for this attack rally point like some people said.
Zombo Joe
Profile Joined May 2010
Canada850 Posts
July 18 2010 10:36 GMT
#176
Things like Nydus Worms should have Attack Move. But everything else should stay as Move. Otherwise it just makes it too easy out-macro an enemy and it reduces micro by a lot.

Intercepting units is one good way to out-micro an enemy but if these units actually attack back it becomes less effective.
I am Terranfying.
Boblion
Profile Blog Joined May 2007
France8043 Posts
July 18 2010 10:37 GMT
#177
Move rally point is way better.
fuck all those elitists brb watching streams of elite players.
BlackMesa
Profile Blog Joined February 2008
Kenya338 Posts
July 18 2010 10:48 GMT
#178
I don't understand this argument. Due to the unlimited unit and building selection, rally should always be on move. That way, they don't get caught up on anything. If you want to rally to your army, thats okay, just remember to reselect your army every once in a while. And if you want to retreat, just change rallys again.
Need a Light
Brazen[six]
Profile Joined June 2010
Canada203 Posts
July 18 2010 12:19 GMT
#179
I understand both side sof the argument... but they are both situational. I think the move command makes sense and it will just force me to modify my pl a little bit. I don't think it's as big of a deal as some people are making it out to be. If anything it forces you to have more control over you units. Which is a good thing, right?
arnold(soTa)
Profile Joined March 2010
Sweden352 Posts
Last Edited: 2010-07-18 12:28:24
July 18 2010 12:27 GMT
#180
On July 08 2010 10:10 freshiie22 wrote:

Edit: (on my itouch 4 give grammer) ummm so we know beta is back, and I actually got to see how horrible this whole Move-RP is. eg.. was in game, and about 3-4 void rays were in my base. My game changing thors poped out, now i was all like YES. Then to my surprise i watched my idiot thors walk of to the rally point taking fully charged rays to their backs. Now if it could of just attacked before the VRays were in range i cuda killed off a few.


Now a reasonable fix for this like some one posted earlier, was make the option were the production building can toogle spawning units between A-Move and Move to RP, just like how you cant set SCV's to auto repair by right clicking repair. This way everyones happy

Thought blehh why not throw in a poll
Poll: Did you prefer Attack Move RP, Or will you like the Move RP better?

Attack Move RP (818)
 
64%

Move RP (454)
 
36%

1272 total votes

Your vote: Did you prefer Attack Move RP, Or will you like the Move RP better?

(Vote): Attack Move RP
(Vote): Move RP





I think its way to easy with attackmove on rallypoint, noobish even.. in a battle? just rally to the location and the computer micros for u..not cool imo. And you cant say it shouldnt be move because it makes no sense etc.. its blizzards game and they want to make competetive games that requires skill..
Also, its not like they changed the rallysystem to work like it does now because its that way in BW, this is a beta and they ofcourse try and figure mechanics out during a beta, it would be a totally different thing if they changed it after the game had been out 2 years... game isnt even out yet.

Also you could keep your head up and issue attackcommands/change the rallypoint of your factories before the thors pop out.




"I like turtles"
Prev 1 7 8 9 10 Next All
Please log in or register to reply.
Live Events Refresh
Replay Cast
00:00
LiuLi Cup Grand Finals Playoff
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
WinterStarcraft452
StarCraft: Brood War
Sea 26817
EffOrt 167
BeSt 147
sSak 124
ToSsGirL 46
Shinee 42
Mind 30
Sharp 20
ZergMaN 14
Bale 13
League of Legends
JimRising 550
Counter-Strike
Stewie2K979
m0e_tv449
Heroes of the Storm
Khaldor123
Other Games
summit1g3244
C9.Mang0282
Tasteless157
NeuroSwarm57
Mew2King26
Moletrap2
Organizations
Other Games
BasetradeTV181
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 14 non-featured ]
StarCraft 2
• StrangeGG 64
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• iopq 5
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Stunt534
• HappyZerGling130
Upcoming Events
Ultimate Battle
4h 9m
Light vs ZerO
WardiTV Winter Champion…
4h 9m
MaxPax vs Spirit
Rogue vs Bunny
Cure vs SHIN
Solar vs Zoun
OSC
10h 9m
Replay Cast
16h 9m
CranKy Ducklings
1d 2h
WardiTV Winter Champion…
1d 4h
AI Arena Tournament
1d 12h
Replay Cast
1d 16h
Sparkling Tuna Cup
2 days
WardiTV Winter Champion…
2 days
[ Show More ]
OSC
2 days
Replay Cast
2 days
Replay Cast
3 days
Monday Night Weeklies
3 days
OSC
3 days
Replay Cast
5 days
The PondCast
6 days
Replay Cast
6 days
Liquipedia Results

Completed

Proleague 2026-03-04
PiG Sty Festival 7.0
Underdog Cup #3

Ongoing

KCM Race Survival 2026 Season 1
Jeongseon Sooper Cup
Spring Cup 2026
WardiTV Winter 2026
Nations Cup 2026
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual

Upcoming

ASL Season 21: Qualifier #1
ASL Season 21: Qualifier #2
ASL Season 21
Acropolis #4 - TS6
Acropolis #4
IPSL Spring 2026
CSLAN 4
HSC XXIX
uThermal 2v2 2026 Main Event
Bellum Gens Elite Stara Zagora 2026
RSL Revival: Season 4
NationLESS Cup
CS Asia Championships 2026
IEM Atlanta 2026
Asian Champions League 2026
PGL Astana 2026
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.