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Since Blizz changed rally points from attack-move to normal move in a recent patch, I've been having a lot of units die needlessly. What I'm noticing is that as P or T, you only need to reset your rally point to just outside the building's collision radius, in the direction of the attacking army if you want to immediately attack (or to the other side, if you want to build up a force before attacking and taking less fire).
Zerg has always had this problem where larva spawns on only the front facing side of the hatch, and so as zerg, your units can only come from there. With the rally point change, the situation is even worse -- if I want my units to immediately attack when they spawn, I have to manually set the rally point of each egg to just outside the egg basically.
If there was simply a key that let you cancel a rally point on a building, that would help a lot.
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you put the rally point on the building itself, so when units spawn, they attack instantly.
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Just remember to watch your units. It makes the game harder and will hardly bother casual players, so I think it should stay as it is.
And you can just not rally into enemy armies...or whatever you were doing before, it's kind of hard to understand.
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Can't you cancel by just setting rally back to the hatch just like every other unit producing structure?
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or go back in time, tell the whiners they will whine even more when a-move rallys are gone and done... no srsly you dont need a "cancel rally point blablabla"
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They need to give you the option of A + rallying.
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Ah, thank you KamuL. I didn't realize you could do that.
Piy: wasn't asking for them to change it back, just needed a way to cancel rally point. My personal preference is that they would make it an option though. So if you do Ctrl+Rally it does an attack move or something like that.
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Aside from the simple solution in this thread, does anyone else think it would be a good idea to just have a button/hotkey that deletes all set rally points? Or is this just more automated BS that SC2 doesn't need.
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Yeah I liked it way better how it used to be... I've nearly lost games by forgetting to change rally points as zerg when the enemy is right up by my hatch.
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On July 26 2010 08:31 Kantutan wrote: Yeah I liked it way better how it used to be... I've nearly lost games by forgetting to change rally points as zerg when the enemy is right up by my hatch.
it happens to everyone, the solution isn't a reverse to old rally points or adding a cancel rally point.. you just need to adapt to it and keep in mind you'll have to watch out for those rally points =p in 1 month you won't even remember this change was made, imo there's no need to ask for a change ( not saying you are but you had the whole situation well summed up =p )
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On July 26 2010 08:37 naiad wrote:Show nested quote +On July 26 2010 08:31 Kantutan wrote: Yeah I liked it way better how it used to be... I've nearly lost games by forgetting to change rally points as zerg when the enemy is right up by my hatch. it happens to everyone, the solution isn't a reverse to old rally points or adding a cancel rally point.. you just need to adapt to it and keep in mind you'll have to watch out for those rally points =p in 1 month you won't even remember this change was made, imo there's no need to ask for a change ( not saying you are but you had the whole situation well summed up =p )
But why is it that the new rally points are better? One would think you would want your newly created units to auto-attack the enemy more often than not. How often is it that your new units will pass an enemy and you want it to keep moving rather than walk by and take hits. I know scouting units can throw the unit off track occasionally, but it's a lot easier to notice if your units are chasing after something than to have to change rally points in the midst of every battle that happens near your base. It's in your best interest to kill the scout ASAP anyways. Besides, production facilities should be relatively close to eachother anyways so it's not like it happens very often where they run into something before they reach the rally destination. As mentioned above, the correct solution would be to allow players to choose what kind of rally they want to do.
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The move rally was an excellent change. I don't even think they should bring back the attack rally as a secondary option because that would just reduce the skill required to properly manage units. And as many of you know, mechanics that reward higher levels of skill are something we definitely need more of in Starcraft 2.
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On July 26 2010 08:46 memcpy wrote: The move rally was an excellent change. I don't even think they should bring back the attack rally as a secondary option because that would just reduce the skill required to properly manage units. And as many of you know, mechanics that reward higher levels of skill are something we definitely need more of in Starcraft 2.
Things that make the game unintuitive, hard for newer players, and don't actually raise the skill cap at the high end whatsoever are completely uneccessary. That type of logic is why no one outside of Korea and tiny communities cared about Brood War.
Rally points aren't a better/worse type thing. Neither takes more skill. With attack move rally, your reinforcements could end up hanging out and attacking overlords rather than being at the main battle.
Both situations require micro and skill to correct.
Without attack move rally, your units could end up walking somewhere uselessly when you want them to be attacking. Very bad-AI Brood-War-esque, hence why some people--- notably only TL users and Brood War players-- prefer it that way.
If I'm not mistaken, this change was mostly made because attack rally made things a little too HARD for zerg in a few situations. Wouldn't it have been more skillfull for them to sit there and manually move zerglings when they first pop out rather than letting them attack uselessly until a sizable force was built up?
This is a matter of preference and what you need in a specific situation. There is absolutely no good reason for a + rally to not be an option.
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just rally onto the building?
...
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I much prefer NOT having attack-move rally points. Sometimes they would get engaged in conflicts that I don't want them to or don't know about and they never make it to their destination.
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On July 26 2010 08:46 memcpy wrote: The move rally was an excellent change. I don't even think they should bring back the attack rally as a secondary option because that would just reduce the skill required to properly manage units. And as many of you know, mechanics that reward higher levels of skill are something we definitely need more of in Starcraft 2. Micro > Attack-move. This change only effects the skill gap at low levels of play if you ask me. Edit: The skill ceiling is hardly effected by this change, as high level players are selecting and adding reinforcing units to their control groups as they travel the field anyway, and using micro to maximize their lifespan. It is only the the 'skill floor' which is effected, as there is now an even lower low you can begin learning from.
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on this note, lets say you tell a probe to build 10 pylons, but the last pylon is in the wrong spot. how do you cancel the last command without canceling all the others?
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On July 26 2010 08:57 bulge wrote: on this note, lets say you tell a probe to build 10 pylons, but the last pylon is in the wrong spot. how do you cancel the last command without canceling all the others? The only way to do this without having to waypoint the first 9 again is to just wait until he has put 9 down, then issue a new command before the 10th is created.
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On July 26 2010 08:46 memcpy wrote: The move rally was an excellent change. I don't even think they should bring back the attack rally as a secondary option because that would just reduce the skill required to properly manage units. And as many of you know, mechanics that reward higher levels of skill are something we definitely need more of in Starcraft 2.
That's a terrible excuse. By your logic, they should remove worker rally points, go back to 12-limit on control groups, remove smart casting etc...
Penalizing players for not micromanaging mundane tasks does not improve the game. A game is supposed to be fun, not a chore. There are plenty of ways for rewarding skilled players already.
A person whose base is being attacked is already in panic mode and has to do a ton of work to try to defend it. It makes absolutely no sense to add even more failure points to base defending.
It was a bad decision in the wrong direction.
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On July 26 2010 09:05 Lane wrote:Show nested quote +On July 26 2010 08:46 memcpy wrote: The move rally was an excellent change. I don't even think they should bring back the attack rally as a secondary option because that would just reduce the skill required to properly manage units. And as many of you know, mechanics that reward higher levels of skill are something we definitely need more of in Starcraft 2. That's a terrible excuse. By your logic, they should remove worker rally points, go back to 12-limit on control groups, remove smart casting etc...Penalizing players for not micromanaging mundane tasks does not improve the game. A game is supposed to be fun, not a chore. There are plenty of ways for rewarding skilled players already. A person whose base is being attacked is already in panic mode and has to do a ton of work to try to defend it. It makes absolutely no sense to add even more failure points to base defending. It was a bad decision in the wrong direction.
good logic imo
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