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Thread: Lets Talk About Micro!

  1. #11

    Default Re: Lets Talk About Micro!

    On the pro scene in SC, Vultures are actually useful as counter units, due to their great micro potential. If someone mentions Terrans having crappy early game matchups against say Zealots, the counter-argument is that Terrans have Vultures; in the hands of pros. If a player is less apt at hit-and-run micro, they wouldn't be able to effectively make use of vultures as a zealot deterrent, correct?

    TLDR; Micro affects balance and applicable use of certain units.

    Should there be ways to ease micro so moderate players can effectively use hit-and-run micro, say through tailored 'attack and retreat' commands?

  2. #12
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    Default Re: Lets Talk About Micro!

    Quote Originally Posted by ArcherofAiur View Post
    Noooo!

    My arch enemy, Micro!
    Every post in this thread kills you inside, doesn't it? MICRO!

  3. #13

    Default Re: Lets Talk About Micro!

    Quote Originally Posted by arkalis View Post
    every post in this thread kills you inside, doesn't it? Micro!
    NOOOOOOO!!!!


    *puts hands over ears*
    MacroMacroMacroMacroMacroMacro

  4. #14

    Default Re: Lets Talk About Micro!

    Quote Originally Posted by ArcherofAiur View Post
    NOOOOOOO!!!!


    *puts hands over ears*
    MacroMacroMacroMacroMacroMacro
    I guess you would have died with a thread I remembered was entitled
    "No macro, more micro"

    While the idea sounds interesting to be used with the galaxy editor, I don't think it would be that much practical for normal games as we know them...

  5. #15

    Default Re: Lets Talk About Micro!

    I think that one of the most needed commands in starcraft 2 is the Hold Attack. It can turn into an interesting game mechanic.
    Waiting...

    The damned will return...

  6. #16

    Default Re: Lets Talk About Micro!

    Quote Originally Posted by KadajSouba View Post
    I think that one of the most needed commands in starcraft 2 is the Hold Attack. It can turn into an interesting game mechanic.
    Specifically Hold-Attack while the unit is not moving. Normal-move is sort of a Hold-Attack, but once the unit completes it, you revert to that default thing that is not hold-position.


    Play Protoss? Look for the map Photon Cannon Tactics in the NA server!

  7. #17

    Default Re: Lets Talk About Micro!

    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!

  8. #18

    Default Re: Lets Talk About Micro!

    Quote Originally Posted by Josue View Post
    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?
    Actually, you can hold lurker attacks in SC 1.

    It's a bit of a glitch in SC1, but here's a clip of >>it<<

    "You can hold lurker by making them bury, then selecting them along with an overlord. Now press "h" or hold, and they won't attack. U can then a-click when u want to atk," according to a random Youtube user named Smyxz...

    However, I agree that they should implement some sort of command that officially allows this.
    Last edited by Jabber Wookie; 01-07-2010 at 11:48 PM.

  9. #19
    The_Blade's Avatar Administrator
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    Default Re: Lets Talk About Micro!

    Quote Originally Posted by Jabber Wookie View Post
    I don't how you do it in SC 1, but I am almost positive I have watched professional matches on Youtube in which pros can, in fact, hold attacks by lurkers in order to draw the enemy in further... I'll try finding a clip, but if anyone else can validate this...

    Nvm... found a clip right here
    Yes you can, and there's three ways to do it (though I only remember one).

    1. select overlord and lurkers at the same time and hit hold position, then you tell them to attack.

    2. had to do with stupid clicking

    3. other mayor glitch

  10. #20

    Default Re: Lets Talk About Micro!

    II. Shift Draw
    The idea is similar to Shift-Click moving, but instead of multiple clicks the player holds the left mouse button, then when moved, cursor will draw a path on the terrain. The ordered unit will then follow whatever the player drew on the ground once released. For example, the outline of a cliff or range of SiegeTanks.

    Can also apply to Shift-Attack move. For for ranged units, the ordered unit will follow the path the player drew and attack anything within its range. For melee, it can stray outside a limited area of the drawn line to attack.

    After following the line, the unit will do the next command.

    Another variation would be if the player draws a loop, the units would follow the loop indefinitely unitil oredered otherwise. Sort of a twist to patrol.

    This can be balanced by limiting the length of the line that may be drawn.

    Specifically I and II mixed together may yield powerful results.
    This one got pretty much more potential. If you want to ninja a probe in the back of a base you don't have to click every 1-2 sec to make a circle and avoid being spoted, you only hold the click and make a sweet circle. And then you can go back to macro (lol archer). The system should probably include an anti-cliff jump for the path, i.e. you dont want your marine to walk the line inside your base a suddenly turn back and go down the ramp because your path was off the cliff.

    The loop things is cool too, you can make interesting patrol path with that, and not only a stupid line, especially for air unit.

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