Attack is a command you trigger by hitting the A button. Targetting a place on the ground will do an 'attack move' which orders the units to move to that location and attack anything they encounter on the way.
Sometimes I wonder how hard to must be to learn all this shit if you didn't learn it playing RTS back in the day. All this stuff is like second nature to some of us so it's kind of funny watching someone try to understand it. I also find it hilarious when you find people who don't know about shift queuing, control groups and using them to focus, screen positions, etc.
right click -> a+left click ->right click -> a+left click ->right click -> a+left click
doesnt matter where you a+left click. just click somewhere on the ground.
Pretty sure that's not stutter stepping. You're wasting way too much time and effort that way. The best way to stutter step is right click to move and then s for stop... Basically stutter stepping is doing:
In sync with the timing of the units attack animation. It can be really hard to get perfect timing into it, which makes it pretty hard to do at the pro level. Marines stutter step best because they have the fastest attack animation (instant). Stalkers and Marauders also stutter step well. Roaches do it meh, and lol if you're stutter stepping with Hydras.Right Click
S
Right Click
S
Right Click
S
Right Click
S
???
Profit
ive always done right click h because to me s(stop) stops all commands including attack. guess it changed in sc2 call me old fashion
It's not about attack speed it's about the attack animation, more specifically after the attack is registered. The entire point is that you are cancelling the superfluous animation after the attack, any unit with superfluous animation can be cancelled the optimize it's use. Nothing to do with speed, range, or unit type. There is also the fact that you can utilize the time between attacks to move, allowing you to stay in range or increase your threat radius should they decide to move.
It does not matter whether you use S/H/A, as long as your timing is correct you will cancel the animation in SC2. H is a bit odd though because it won't correct you if your range is off whereas an A will and an S will assuming an enemy is in aggro range.
Uh attack speed matters quite a bit? You need to learn the cycle to optimize when to move/stop such that you're canceling animation and not preventing units from firing at all by stopping before the attack fires. Attack speed is interrelated with the animation, therefore important.
It's easy to see this by looking at DotA/WC3 with attack speed items. It's very easy to pinpoint when to cancel while the base attack speed is slow and you can focus on watching when the animation completes. Alternatively if the attack speed is high and the attack cycle is shorter, and the animation goes faster. Faster timing is generally harder to master, and cancel at the wrong time you end up preventing an attack rather than preventing the follow-through.
The point is there is a difference between cancelling the animation and moving between attacks. One is obvious (moving between attacks) the other is a detail people overlook everytime they explain 'stutterstep'. It isn't about simply hitting S to cause an attack, it's about forcing an animation cancel, in some way, after the attack registers in order to clean up the rest of the attack animation and get in more control time. Don't pick apart semantics.
I'm clarifying because I think for a newer player with no RTS type experience to understand animation canceling, your post could be confusing. When you talk about how it has "Nothing to do with speed, range, or unit type" that can make one think its simply a basic technique to master. But it's not. Every unit needs to be canceled differently, and as previously pointed out, Marines are exceptionally good because of their attack speed and when the attack registers during their animation. Understanding this is key.
And it's honestly a lot easier to do if you have experience in a game like WC3 or DotA where you can see how it works with just one unit and what exactly you are canceling.
i did not know you could use stop... i remember in bw, stop stopped everything
Yes stop will stop everything and then the unit defaults to normal behavior which is to attack anything in it's range. it does not persist.
http://puu.sh/axRl
ahahahahahahhahahahahaha WOW
Spoiler: show
What happened? I get the SBAHJ reference but no idea what happened lol.
He lost a nexus doing a FE again but it wasn't game over and he did quite well afterwards
RIP
Nani threw an honor match vs. Nestea. Sent probes and afkd.
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I wanna try to do the day9 this week. The requirement is having a close match. Anyone down for 2v2s or 4v4s and hope shit gets epic?
I had a super close match once but I lost and didn't save it or I'd send it in.The kind where both players just had one building left etc etc.
hay, who is Slasher and why should I care about him?
When I went to MLG orlando I saw a bunch of idiots yelling into a camera "fuck slasher" etc etc it was like the most retarded thing I've ever witnessed in person.
Slasher is an old Quake caster who whores around scenes trying to stay relevant with handout jobs from his friends despite being an incompetent, dumb, idiotic ass who knows nothing about the scenes he's talking about.
To conclude, fuck slasher.