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How many commands can be put in a waypoint list?
Is it still 8?
If so, I think it should really be taken up to 12 or even 16 — the higher the better. A straight line may be the shortest path, but it may not be the safest. Unlimited would be nice, but we can't have people putting in huge lists of useless commands that would just slow down the game.
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Re: How many commands can be put in a waypoint list?
I don't know but I have another question regarding this topic. While building, can you click an unresearched building if and only if you have this building's requirments before on the list?
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Re: How many commands can be put in a waypoint list?
WC3 I'm pretty sure, cuts you off at 35, but I'll have to look that up. In any case, I imagine it will be at least that number in SC2
Edit:
Aha....section on waypoints towards the end of the page
http://classic.battle.net/war3/basic...commands.shtml
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Re: How many commands can be put in a waypoint list?
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Re: How many commands can be put in a waypoint list?
Quote:
Originally Posted by
Caliban113
Seems like we'll get a lot, however I can't find how many WC3 has in the page you posted... am I blind or is it only my monitor (I'm using an old one to replace it until it gets repaired, I wonder what happened, it just stopped working)
About queuing commands I had this idea:
Quote:
Originally Posted by
Josue
yeah, hold fire would be awesome, I saw a thread saying lurkers should get it, in fact I think terran ghosts got it.
And how about being able to queue burrow?
In SC1 if you were holding shift and commanded a unit to move or attack and added as the final command "burrow", the unit would cancel the queue and simply burrow wherever it was and not after reaching the point it was commanded to move before!
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Re: How many commands can be put in a waypoint list?
Quote:
Originally Posted by
Josue
Seems like we'll get a lot, however I can't find how many WC3 has in the page you posted...
Hmmm....its about 3-4 from the bottom.
Not sure if they'll increase this number in SC2; in WC3, moving units around via waypoints was absolutely necessary to keep them from accidentally straying too close to creep camps - especially when moving them long distances. Definitely not much use for that in SC2. However, I use all kinds of waypoint trickery while using smartcast in a battle, so who knows? - I suppose as long as it doesn't hurt performance, they can go as high as they want. :)
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Re: How many commands can be put in a waypoint list?
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Originally Posted by
SaharaDrac
A lot more than 8.
yeah haha
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Re: How many commands can be put in a waypoint list?
Quote:
Originally Posted by
Caliban113
Hmmm....its about 3-4 from the bottom.
Not sure if they'll increase this number in SC2; in WC3, moving units around via waypoints was absolutely necessary to keep them from accidentally straying too close to creep camps - especially when moving them long distances. Definitely not much use for that in SC2. However, I use all kinds of waypoint trickery while using smartcast in a battle, so who knows? - I suppose as long as it doesn't hurt performance, they can go as high as they want. :)
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Use in SC2? How about what I posted?
Quote:
Originally Posted by
Josue
[...]
And how about being able to queue burrow?
In SC1 if you were holding shift and commanded a unit to move or attack and added as the final command "burrow", the unit would cancel the queue and simply burrow wherever it was and not after reaching the point it was commanded to move before!
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Re: How many commands can be put in a waypoint list?
Quote:
Originally Posted by
Caliban113
I saw the paragraph in question, but I didn't see a number.
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Re: How many commands can be put in a waypoint list?
Quote:
Originally Posted by
Josue
Use in SC2? How about what I posted?
You are able to do that in WC3, I don't know will they put it in SC2 too or remove it. You are able in WC3 to shift+click "move->cast spell->cast another spell->..." etc. It would be pretty strong for example, High Templars, in the middle of the fight, shift+click "Move->cast Storm->cast another storm->Summon Archon" LOL! :D
And it will definitely be strong for Lurkers too ^^
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Re: How many commands can be put in a waypoint list?
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Originally Posted by
n00bonicPlague
I saw the paragraph in question, but I didn't see a number.
Thought I was seeing things :) it was in one of the bullet points after the paragraph
Setting Waypoints
Warcraft III allows you to guide units along using waypoints. Select the units, then hold down Shift. While holding Shift down, select Attack then while continuing to hold down Shift, repeatedly select attack and click on each point on either the mini-map or main screen you want the units to travel to. When you are done, release Shift. You can also do the same thing by right-clicking on the map, but that will issue a Move order instead. As your forces are traveling to the various waypoints, they will not stop or respond to any attacks on them. Move should only be used if you don't think the units will be attacked.
Setting waypoints is very useful when scouting by air. Select an air unit, then set a waypoint at each resource spot. The flyer will head off to each resource spot. This is very good when used with Goblin Zeppelins and Dwarven Flying Machines.
- Use Waypoints to guide your troops through difficult areas.
- There is a limit of 35 Waypoints that you can use.
- Waypoints will display graphically on the screen
Quote:
Originally Posted by
Josue
Use in SC2? How about what I posted?
Definitely would be handy for Lurkers. Question is, if you queue up an attack>burrow>attack thing, will the Lurker automatically unburrow as soon as enemies are out of range?
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Re: How many commands can be put in a waypoint list?
Oh, I looked at "Queuing Commands" instead of "Setting Waypoints" (the latter above the former).
Perhaps SC2 will get even more than 35 :D
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Re: How many commands can be put in a waypoint list?
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Definitely would be handy for Lurkers. Question is, if you queue up an attack>burrow>attack thing, will the Lurker automatically unburrow as soon as enemies are out of range?
Nope, you can't do that. You can't give command that doesn't exists. Since Unburrow doesn't exists if units aren't burrowed already. So you can only do "move->Burrow" but that is good enough for Lurkers. ;)
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Re: How many commands can be put in a waypoint list?
I think that the Lurker should just Burrow when it needs to attack. It's obvious, as the Lurker can only attack while burrowed. However, killing Lurkers that were told to attack-move would be easy with some minimal micro, as the Lurkers take some time to Burrow.
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Re: How many commands can be put in a waypoint list?
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Originally Posted by
Norfindel
I think that the Lurker should just Burrow when it needs to attack. It's obvious, as the Lurker can only attack while burrowed. However, killing Lurkers that were told to attack-move would be easy with some minimal micro, as the Lurkers take some time to Burrow.
Sure, just like in SC1, lurkers are easy to beat if you are the one who is retreating and defending. But, it is much easier for Zerg player, to use this command instead of Burrowing all Lurkers at the same time, and cause of position, only 3 out of 10 really do attack.
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Re: How many commands can be put in a waypoint list?
Quote:
Originally Posted by
Norfindel
I think that the Lurker should just Burrow when it needs to attack. It's obvious, as the Lurker can only attack while burrowed. However, killing Lurkers that were told to attack-move would be easy with some minimal micro, as the Lurkers take some time to Burrow.
If and ONLY if they automatically unburrowed when you ordered them to move.
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Re: How many commands can be put in a waypoint list?
Quote:
Originally Posted by
Norfindel
I think that the Lurker should just Burrow when it needs to attack. It's obvious, as the Lurker can only attack while burrowed. However, killing Lurkers that were told to attack-move would be easy with some minimal micro, as the Lurkers take some time to Burrow.
This absolutely wouldn't be good for the zerg player... If units come in to range and start attacking me, I dont want my units to decide on their own what to do. I may want to move them out of the area, say if theres a detector nearby? I certainly don't want my lurker to burrow to attack when a large group of units with a detector is coming through, I'd rather it run.
Some things should be done manually, and I believe this is one of those things. Usually you'll need to do a bit of prep work before throwing lurkers out there, since they are vulnerable during the placement and burrowing. I dont think this would be a helpful mechanic if added; as it just seems more like the game playing itself.
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Re: How many commands can be put in a waypoint list?
Are you guys considering this?
Quote:
Originally Posted by
Josue
yeah, hold fire would be awesome, I saw a thread saying lurkers should get it, in fact I think terran ghosts got it.
And how about being able to queue burrow?
In SC1 if you were holding shift and commanded a unit to move or attack and added as the final command "burrow", the unit would cancel the queue and simply burrow wherever it was and not after reaching the point it was commanded to move before!
Hold fire would be awesome for Lurkers. Also The way I thought about queuing burrow would be like this, you command the unit to move to a certain point and burrow after reaching that place. if hold fire was also there, it could be queued last so if it's a lurker it should hold it's fire after burrowing untill all lurkers are in the strategic point (let's say a cliff or bridge) so even if an SCV passes by there the lurkers won't be discovered. Imagine a group of marines arrives, you would cancel the hold fire command by issuing the lurkers to attack when all the marines are in a favorable position.
Good use of the surprise factor I think...
About trying to queue the move command after the burrow one, RamiZ already said it, the command won't be there, so it won't be queued!
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Re: How many commands can be put in a waypoint list?
Lurkers and Tanks already have Hold Fire. Its been in the game for over a year.
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Re: How many commands can be put in a waypoint list?
I didn't even remember we could do this in WC3. But thinking of it, do we really need like 10 waypoint steps? A simple Triangle shape (2 or 3 steps) to avoid a certain line should be enough, waypoint is a macro mechanic, not a micro one, imo hehe. I already see people microing their marines with the waypoints lol
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Re: How many commands can be put in a waypoint list?
Quote:
Originally Posted by
Santrega
This absolutely wouldn't be good for the zerg player... If units come in to range and start attacking me, I dont want my units to decide on their own what to do. I may want to move them out of the area, say if theres a detector nearby? I certainly don't want my lurker to burrow to attack when a large group of units with a detector is coming through, I'd rather it run.
Some things should be done manually, and I believe this is one of those things. Usually you'll need to do a bit of prep work before throwing lurkers out there, since they are vulnerable during the placement and burrowing. I dont think this would be a helpful mechanic if added; as it just seems more like the game playing itself.
That's easy to fix. It could be implemented by making Burrow an autocast ability for the Lurker. If you don't want the Lurker to Burrow and begin attack when an enemy unit is nearby, you just toggle it off.
It's not really the game playing by itself. All units return fire when attacked. The Lurker is just a special case, as it can only attack while burrowed.
I think it makes the unit more noob-friendly, but attack-moving with Lurkers would still be far from optimal, and easy to counter.
Quote:
Originally Posted by
n00bonicPlague
If and ONLY if they automatically unburrowed when you ordered them to move.
That looks like a good idea for all Zerg units. That said, i'm not a Zerg player, so it's difficult to be sure.
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Re: How many commands can be put in a waypoint list?
Quote:
Originally Posted by
Santrega
This absolutely wouldn't be good for the zerg player... If units come in to range and start attacking me, I dont want my units to decide on their own what to do. I may want to move them out of the area, say if theres a detector nearby? I certainly don't want my lurker to burrow to attack when a large group of units with a detector is coming through, I'd rather it run.
Some things should be done manually, and I believe this is one of those things. Usually you'll need to do a bit of prep work before throwing lurkers out there, since they are vulnerable during the placement and burrowing. I dont think this would be a helpful mechanic if added; as it just seems more like the game playing itself.
While I'm interested in knowing if something like this could be implemented, I have to agree with Santrega on this. That said, I would like to be able to at least have a Lurker (or Siege Tank) be able to deploy when it gets to the end of a waypoint list. Have not tried this in WC3. Can something like this already be done with the NE bear and crow form, or the Crypt Fiend's burrow?
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Re: How many commands can be put in a waypoint list?
Quote:
Originally Posted by
Caliban113
While I'm interested in knowing if something like this could be implemented, I have to agree with Santrega on this. That said, I would like to be able to at least have a Lurker (or Siege Tank) be able to deploy when it gets to the end of a waypoint list. Have not tried this in WC3. Can something like this already be done with the NE bear and crow form, or the Crypt Fiend's burrow?
If you are asking about giving command to the Druids to move to some point and then change form, then answer is yes.