Starcraft Training DBZ Style - Page 12
Blogs > qxc |
lSasquatchl
United States309 Posts
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RoyalFlush
Canada109 Posts
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KarboZ
United States37 Posts
If you trained that way you would only be getting better at playing at a faster speed. You would have to get everything done that much faster. What you really need to do is instead of trying to do the same stuff you do now in a shorter window of time you should focus on doing more than what you already do inbetween your usual routine. more scouting more everything. I dont care how good you are there is always something extra you could do to improve your game, if the game is too slow for you right now then your are not being creative enough | ||
rafaliusz
Poland482 Posts
Cool story but it doesn't actually apply to SC2. In this game there's a speed cap that there's no point to try to exceed because it wouldn't give any advantages. The only 2 things you can improve in your gameplay is how fast you can think and react to what you see and refinement of your build orders. Practicing with 150% speed or 50% weaker units or whatever is pointless and will only make you a weaker player since you don't need Flash's mechanics in SC2 and such training would make you less used to normal settings. | ||
Loophole
United States867 Posts
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Mabilis
United States162 Posts
On a side note, I always found it funny in DBZ how they would train like this but most of the real fight was 3-4 episodes of just powering up. | ||
doner0
United States233 Posts
And to the nay-sayers saying that this would make you lose timings or something else are wrong, because if the entire game was systematically speeded up than all the builds would still be the same the only difference would be timings for multiplayer games, but the only reason o do this is macro/micro so it makes perfect sense to play this if it exists or is possible to make later on | ||
North2
134 Posts
The only people who I recommend it on are people that really feels that their APM is WAY too low. If you're already above 200apm, it's probably better to do old fashioned training. The worst side effect is not the timing of your builds (which is very easily fixed, and your APM be higher in the end), it's the timing of your opponent's builds. Basically, all the timings of anything you cannot see but intuitively know will all go haywire. This is NOT something that's easily fixed, because it takes many many games to start breathing in game time. Actually, I think it was for an FPS shooter that I did this on so I dunno how much it applies. | ||
iDrone
United States176 Posts
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JustYourHero
Canada2 Posts
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InVerno
258 Posts
its the same concept, you have to think about two enemies, two different strategies, a unique unit composition to face 2 different compositions.. its funny! I never win when i do this, but, sometimes i afford to resist 15-20 min, and i feel strong and proud | ||
TVUmK
United States91 Posts
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Gyro_SC2
Canada540 Posts
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cybernoise
Austria3 Posts
As i know u can just cut the production times in the editor /2 and increase every unit speed *2 Also the harvesting time on a mineral /2 and so on, and the map should run like the speed is *2 but i do not realy think that this will improve yourself ^^ But real beautiful thread qxc !! I loved to read it... can anybody give me the number of this episode in DBZ ?? XDDD | ||
Low-Enthalpy
Canada18 Posts
to those saying this concept would mess up a player's sense of timing: if the player's timings are based on in game events (such as certain units, tech, or upgrade completing/progress), as they probably should be, then the timing sense will remain unchanged. In fact the timing sense would improve at normal speed since the window of time where the player has to become aware and act to the timing will increase as playing speed decreases. CONTROL Being able to individually grab and control units that are moving much faster will obviously have its benefits. The downside however may be that mouse control has a certain "feel" to it. When the game speed is returned to faster, the player may not be used to a perceptual lag induced from the units not carrying out the micro command as fast as the player is used to. MULTITASKING Obviously this would improve. Reaction to multi-pronged attacks and mini map awareness could all benefit. This however relies on the opponent executing competent attacks that will result in skill progression. Herein lies a problem. Little use would result from fighting an AI, which means you would need a human opponent to play in this super fast game mode. Assuming a human practice partner is found, they must be competent to execute attacks and tactics in super fast speed that are equivalent to the same results at normal speed. Reacting to poorly executed strategies in a super fast game would not be very productive. It would take time for at least one of the players to become accustomed to the environment before the other player can learn useful skills. Very interesting idea. Hopefully we will be able to try something like this. | ||
0123456789
United States3216 Posts
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zanderfever.TV
United States362 Posts
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Gyro_SC2
Canada540 Posts
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eshlow
United States5210 Posts
Speed training with ankle/wrist stuff ruins your biomechanics during sprinting which is why it's not used in real life. Things in anime/manga should generally not be tried in real life because they don't work that well. Multitasking trainers, micro, etc. and things like that are better than doing something like this. | ||
[Ryuzaki]
22 Posts
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