Selecting more units

Hello,

Is there a way to select more units than what the current settings allow for? I would like to be able to select multiple units like in SC2. Having different groups is annoying for me to handle.

Thanks.

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no, currently not possible, regretably.

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It was supposed to be a part of the “Reforged” package but they scrapped it, like, everything else i guess.

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This was never going to be the case, however, they did mention that they would add that feature in the editor, as far as I can tell that was also a lie.

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Unit selection cap is integral to the complexity of the micro management for this game. WC3 and SC2 are entirely different games especially with how one unit could last you 20 minutes here while in SC it gets replaced within minutes, if not seconds. Also there is a significant different in population caps. It’s not here just to inconvenience players, it’s much different than that for many gameplay reasons.

No, it is not. Stop peddling this nonsense. Selecting one more Rifle will not break the game. This is not BW where it would.

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I’m not going to argue with you. This has been the given explanation for when it got asked about several times over the years. You seem like someone knowledgeable about wc3, I’d guess you probably also play as much as you participate on forums. Why is it hard for you to see any merit in this argument?

Why not make a hotkey that selects all units excluding workers like in SC2 while they’re at it? Properly managing control groups and rallied units is reflective of player skill and should be rewarded just as much. There’s no need to change anything to convenience new players when a certain standard has been set in place for the last 20 years.

theres no use in the unit selection cap except for unsucking the pathfinding AI.

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Selection cap, bad pathfinding, huge unit collision and having to wait for units to finish their swing animation in order to deal damage are key gameplay elements that seperate WC from SC.

Otherwise you have a 200 unit selection of marines that don’t have to wait for attack animation to finish in order to deal damage and can kite a group of banelings to death without a single death.

The significance of all this is evident in the amount of unit surrounds that you aim to achieve during a game of WC3. Unit control is everything. It is appropriate for someone that has trouble managing two or three separate groups to lose many more units to this move. In this game micro management is everything and it should be rewarded.

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This was never promised and they talked about it.

Yes it is. Same as unit turn speed and pathing. If you don’t like it you should find another RTS, it’s here to stay.

Might be configurable in custom maps in the future. Currently one just must get used to Warcraft III’s limitations.

For map makers this means avoiding spam units (cough Zerglings cough) and instead focusing on fewer more powerful units.

its not. those things arent even remotely related.

unit turn rate is comparable to unit movementspeed or wind up time - its sort of a unit stat. this is what actually has influence on the balance, ranged vs melee for example.

pathing is the ability of units to find their way to the target, this is game code related. this is NOT part of the balance. it doesnt stand in your way when it works, it gets really wonky when it doesnt. wc3 has very basic pathing or unit AI, which needs alot of player attention and correction, this is the “good” or “challenging” part of it. units getting really bloody confused and choosing horrible paths, getting stuck or not move at all is not a mechanic that makes wc3 a great game, tho. wc3 is not about unstucking three units that block each other in really ridiculous fashion. it would not hurt the game to make units smarter in those edge cases. what would hurt the game is giving units such a smart pathing, that they wrap around units themselves like zerglings in sc2 do, or can get away from a unit block without a player taking action. overall the pathing is like it is and its fine, not great not terrible. it doesnt need a change just yet.

now unit selection, however, is nothing more than handicapping a players ability to micro units. its unbalanced, as it affects some units and unit comps more than others. the unit selection limit should not stand in the way of the player. in choosing units or unit comps or strategies the selection limit should not be a consideration at all. sc2 has no selection cap and players group their units just like in wc3, as its the most efficient way to control units, but additionally having the ability to select more than 12 units gives more control, as you dont have to solely rely on groups to control your army. in a fight you dont want to control whole groups, but manual selections. now if you cant make your really important manual selection, because of the selection limit, its bad design, in my opinion.

the 12 unit selection is a relic of ancient times and at least needs to be considered to be increased, as it has shown it is unfit to even support larger 1on1 armies. pros have issues with units bleeding into the wrong group or being unable to select all the units that they want to select. more player control wont make the game worse. its an insane assumption to make, especially with such a demanding game like wc3. if anything, we will see better micro or more insane strategies being pulled off. and im all in for that.

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Ya you’re right it takes so much skill grouping 12 units into an individual group. /s

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These are quality of life improvements. I am disapointed, I can not select all of my army, it just feels ancient. You can still micro manage your army if you want and create groups of 12 units… but not allowing select all units in this remaster feels just like lazy work and not pro decisions.

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Nobody gives a shit about melee matchmaking, we’re here for the campaign and the custom games.

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Ultimately a fruitless argument, at this point in time the balance would be impacted by a change like that.
They are committed to not changing the way that melee games play, I ultimately don’t care what they do with that part of the game.
But seriously though, put it in the editor, custom games will be here to stay, custom games are what really kept War3’s community thriving, I mean, games that are literally just maps from war3 have outshined war3 in player base 10fold.(I still think Warcraft is the better game, but there’s no denying the impact it’s custom maps have had: LoL, DoTa, etc.)

I seriously hope they follow through and add the limit as a game constant in the editor.
Hopefully they fix the weird unit ai lag that happens when too many are moving at once while they’re at it.
LOTR, Footman Frenzy, etc, those would be so much better with the selection cap increased.

There won’t be any good custom games, because blizzard makes you agree to forfeit all your rights in whatever you make. So modders won’t even waste their time.

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I’m sure you need a 200 unit selection for custom dota ~

Implying dota is the only custom game in existence

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That’s really not necessary. In WarCraft 3, units are way more durable than the ones in StarCraft 1 and 2, so you don’t need to select that many. I don’t want to have a button to select all units like SC 2. It’s laughable.