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).
Need a way to cancel rally points - Page 2
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Medzo
United States627 Posts
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). | ||
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GoodNewsJim
United States122 Posts
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. | ||
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Ownos
United States2147 Posts
On July 26 2010 09:05 Lane wrote: 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!? | ||
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harky
98 Posts
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sjschmidt93
United States2518 Posts
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. | ||
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Meldrath
United States620 Posts
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Thoreezhea1
United States532 Posts
problem fixed | ||
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junemermaid
United States981 Posts
Damned if you do, damned if you don't. | ||
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Ndugu
United States1078 Posts
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. | ||
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cr4ckshot
United States291 Posts
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memcpy
United States459 Posts
On July 26 2010 09:05 Lane wrote: 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. | ||
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Ndugu
United States1078 Posts
On July 26 2010 11:02 memcpy wrote: 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. | ||
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Lane
United States46 Posts
On July 26 2010 11:12 Ndugu wrote: 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. | ||
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lim1017
Canada1278 Posts
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Gliche
United States811 Posts
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. | ||
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frankcrest
Canada90 Posts
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terranghost
United States980 Posts
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Phayze
Canada2029 Posts
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pzea469
United States1520 Posts
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. | ||
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Zombo Joe
Canada850 Posts
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. | ||
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problem fixed