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Need a way to cancel rally points - Page 2

Forum Index > SC2 General
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Prev 1 2 3 Next All
Medzo
Profile Blog Joined June 2009
United States627 Posts
July 26 2010 00:17 GMT
#21
The way it is now is better because you can remove the rally by clicking on the building if you wanted, set rally to enemy units, set eggs to group (so that any command the group its going in will be issues for egg when its hatched), or run unit away.

Attack rallies were really annoying when you were getting bunker rushed or zealot rushed at your FE as zerg. You lings would pop out and run towards the bunker or zealots and quite often take unnecessary damage with little options for avoiding besides giving them a new command the moment they spawn (and still suffer consequences of any slight delay).
GoodNewsJim
Profile Joined February 2010
United States122 Posts
July 26 2010 00:17 GMT
#22
Actually them changing A+move to plain move has changed my style of game temporarily.

Previously, I'd rally units to my other units which were attacking. Then they'd meet my units and attack if encountered in case I forget to add them to my group.

Now, I just rally units to the top of my ramp, and periodically bring the units up to my current units. It hurts my attack, but it is better than units coming to my hotkeyed units and just standing around doing nothing.

In the future, I may rally units to my attacking units and constantly reform control groups as a habit in case new units come, but I'm not that hard up for an improvement in my game yet.
God is real. Jesus is LORD
Ownos
Profile Joined July 2010
United States2147 Posts
July 26 2010 00:37 GMT
#23
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.


That's too noob. I say NO UNIT GROUPS at all! And drop mice and keyboard support and only allow track ball mice. Hotkeys? IN MY GAME!?
...deeper and deeper into the bowels of El Diablo
harky
Profile Joined July 2010
98 Posts
July 26 2010 01:21 GMT
#24
The new rally change is better than the attack-rally one. Your units go where they're told and that's that. I can see where a cancel-rally would help, though. It's more intuitive than clicking the building.
sjschmidt93
Profile Joined April 2010
United States2518 Posts
Last Edited: 2010-07-26 01:27:56
July 26 2010 01:27 GMT
#25
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.


There's a difference between bad game design and making it hardcore-friendly aka noob-unfriendly.
My grandpa could've proxied better, and not only does he have arthritis, he's also dead. -Sean "Day[9]" Plott
Meldrath
Profile Joined June 2010
United States620 Posts
July 26 2010 01:35 GMT
#26
I think the idea wasnt so much an improvement to the UI as to allow more room for that "skill" cap people keep saying is so low for sc2.
slap me I must be dreaming another "imba" arugment! fffffffffuuuuuuuuuuuuu!!!!!
Thoreezhea1
Profile Blog Joined July 2010
United States532 Posts
July 26 2010 01:40 GMT
#27
have the eggs or hatchery/lair/hive selected, then right click on the hatchery itself

problem fixed
What the Fu- REAPERS?!
junemermaid
Profile Joined September 2006
United States981 Posts
July 26 2010 01:43 GMT
#28
I remember a very very similar thread when the rally was A-move....

Damned if you do, damned if you don't.
the UMP says YER OUT
Ndugu
Profile Blog Joined May 2010
United States1078 Posts
July 26 2010 01:50 GMT
#29
On July 26 2010 10:43 junemermaid wrote:
I remember a very very similar thread when the rally was A-move....

Damned if you do, damned if you don't.


Which is why they need to make it optional.

Regular move with right click or a+move. Its also intuitive, because thats how everything else works.

Its the only way that actually adds a skill cap-- knowing when to use or the other.
cr4ckshot
Profile Blog Joined March 2010
United States291 Posts
July 26 2010 01:52 GMT
#30
Learn2micro
memcpy
Profile Blog Joined April 2010
United States459 Posts
July 26 2010 02:02 GMT
#31
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 points. I agree that there are several ways to improve the skill cap without removing things like an attack rally option. However, when I wrote that I did have in mind a few high level VODs where move rally hurt a player. This is especially important in early game ZvZ with lings and banelings flying all over the map.

Oh and for anyone arguing that it should go back to just attack rally, it definitely shouldn't because with the b.net delay, not even skilled players can prevent their speedlings from popping and instantly running into attacking units.
Ndugu
Profile Blog Joined May 2010
United States1078 Posts
July 26 2010 02:12 GMT
#32
On July 26 2010 11:02 memcpy wrote:
Show nested quote +
On July 26 2010 09:05 Lane wrote:
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 points. I agree that there are several ways to improve the skill cap without removing things like an attack rally option. However, when I wrote that I did have in mind a few high level VODs where move rally hurt a player. This is especially important in early game ZvZ with lings and banelings flying all over the map.

Oh and for anyone arguing that it should go back to just attack rally, it definitely shouldn't because with the b.net delay, not even skilled players can prevent their speedlings from popping and instantly running into attacking units.


No one argued that ever. lol.

The most intuitive system would be right clicking issuing a move rally-- as right clicking issues move commands. A + right clicking would issue an attack rally.
Lane
Profile Joined July 2010
United States46 Posts
July 26 2010 02:23 GMT
#33
On July 26 2010 11:12 Ndugu wrote:
Show nested quote +
On July 26 2010 11:02 memcpy wrote:
On July 26 2010 09:05 Lane wrote:
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 points. I agree that there are several ways to improve the skill cap without removing things like an attack rally option. However, when I wrote that I did have in mind a few high level VODs where move rally hurt a player. This is especially important in early game ZvZ with lings and banelings flying all over the map.

Oh and for anyone arguing that it should go back to just attack rally, it definitely shouldn't because with the b.net delay, not even skilled players can prevent their speedlings from popping and instantly running into attacking units.


No one argued that ever. lol.

The most intuitive system would be right clicking issuing a move rally-- as right clicking issues move commands. A + right clicking would issue an attack rally.


"A" builds marines and maybe other things, so you can't do that without hotkey conflicts.
lim1017
Profile Joined April 2010
Canada1278 Posts
July 26 2010 02:24 GMT
#34
is there a way to reset all your building rallys? kinda hard to individually reset the rally of your 10+ unit producing structures late game in a pinch
Gliche
Profile Blog Joined August 2008
United States811 Posts
July 26 2010 02:26 GMT
#35
To the people complaining about move vs attack-move rally points, it's only an annoyance if you just recently started playing the game. Move rally points actually save you time and apm. The reason most of you are complaining is you don't have enough familiarity with one of the fundamental concepts in Starcraft: understanding how to split your attention on two things happening on the battlefield at the same time.

Most of these complaints are centered around "if I'm focusing on the winning the battle at the front, and my opponent does a flank on my reinforcements or drop in my base (basic tactics to relieve pressure at the front), I'm worse off without attack-move rally points." If something like that happens, you should be going back to micro those units anyway, since even if they are on attack-move, they will still get picked off one by one. Having units on move allows you to choose which units to stay and fight and which units to go off to the front without extra clicks.

An common example from SC1 is if you get recalled as Terran in TvP, you want all your reinforcement tanks to stay to defend, but most of your vultures go to the front to reinforce your push.
KT fighting~!! | Designing things is fun!
frankcrest
Profile Joined March 2010
Canada90 Posts
July 26 2010 02:29 GMT
#36
its all about skill caps, if u suk at something ,try to improve it ,and not nag at the game, the game is the way it is, get better
yoyoyo
terranghost
Profile Joined May 2010
United States980 Posts
July 26 2010 03:25 GMT
#37
the only time this would matter is if the enemy is in your base attacking your stuff. in that case the rally points can be set on the individual eggs which will overshadow even the hatcheries way point.
"It is amazing that people who think we cannot afford to pay for doctors, hospitals, and medication somehow think that we can afford to pay for doctors, hospitals, medication and a government bureaucracy to administer it." - Thomas Sowell
Phayze
Profile Blog Joined June 2009
Canada2029 Posts
July 26 2010 03:29 GMT
#38
Most people dont know you can queue rally.
Proud member of the LGA-1366 Core-i7 4Ghz Club
pzea469
Profile Blog Joined September 2008
United States1520 Posts
July 26 2010 03:36 GMT
#39
rally points should definitely be a move and not an attack. I agree that there should be an attack option and the excuse that "this will make it harder and thats good" is dumb. BUT if there had to only be ONE way, it SHOULD be move like it is now.

I know some of you might have relied on the rallies being attacks but that's not a good habit. You should pay attention to your attacking units. I'm all for units doing what you tell them to do, and too many times i would rally my zealots to the enemy base, so i could then tell them to attack once they would get there, however they would instead follow a worker that they happened to run into while on their way to the enemy base, causing a huge loss in the timing of the attack. Move is the way to go.
Kill the Deathball
Zombo Joe
Profile Joined May 2010
Canada850 Posts
July 26 2010 06:07 GMT
#40
Basically Attack Move Rally Points make it too easy.

You should be punished for having your units intercepted. Otherwise there is less micro and more macro when it should be the other way around.
I am Terranfying.
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