

One of the great accidental “features” of Brood War was that the game design actively rewarded and promoted players into continually expanding. We wanted to implement something similar in difficulty level to Brood War patrol-micro. The easiest way to achieve a fluid moving shot is to “double patrol click” towards your enemy, followed by a move in your previous direction. Protip: The vulture patrol is a special case. If a specific feature has the potential to leave esport crowds in awe, it should be included in the game. A great RTS game should however allow room for prodigiously dexterous players to distinguish themselves. I admit moving shot may not be the most important or influential factor in actual gameplay. With skill and experience, you can easily alternate between a BW style moving shot and an SC2 style moving shot – depending on what the situation requires. And if I’m to be completely honest: the SC2 engine moving shot provides more potential for awesome micro than Brood War did.

But rather than assume the difference would make for a poorer implementation, MavercK battled with the WoL editor until a solution was found. This difference makes it hard to replicate moving shot exactly the way it functioned in Brood War.

In Brood War air units have to both face and travel towards their target, whereas in SC2 air units will rotate around their axis - changing orientation - in order to “lock on to the target” while continuing to glide in their previous direction. The only real difference between SC2 and Brood War can pretty much be summed up in the picture below: In my days of posting comments and threads on TL, I may have made one or a couple (too) assertive statements about the nature of moving shot and the SC2 engine. If, however, your control group should exceed 12 units/objects the air units will automatically disperse. SC2BW allows for air units to be stacked as long as they’re hotkeyed together with a building or unit far away.
