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Starcraft Training DBZ Style - Page 12

Blogs > qxc
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Prev 1 10 11 12 13 Next All
lSasquatchl
Profile Joined February 2011
United States309 Posts
October 10 2011 19:07 GMT
#221
Someone else was trying to get this idea going on a similar thread. Still think it is a great idea, to bad the first guy to post it didn't gain enough popularity.
RoyalFlush
Profile Joined July 2010
Canada109 Posts
October 10 2011 19:59 GMT
#222
Omg I dont wanna be a sissy traning on earth D:
You called down the thunder?
KarboZ
Profile Joined February 2011
United States37 Posts
Last Edited: 2011-10-10 21:21:31
October 10 2011 21:20 GMT
#223
Doubt this would help anyone. your play would be sloppy and timings would be different. Is there no reason you cant just multitask faster on the normal speed? If you just forced yourself to multitask more even if it made your overall play worse that would help you "train" that area of your game.

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
Profile Joined December 2009
Poland482 Posts
October 10 2011 21:58 GMT
#224
@OP
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
Profile Blog Joined October 2002
United States867 Posts
October 10 2011 23:16 GMT
#225
People are so fast to shoot this idea down. It seems like a pretty good one to me. We should at least give it a try.
"Fundamental preparation is always effective. Work on those parts of your game that are fundamentally weak." -Kareem Abdul-Jabbar
Mabilis
Profile Blog Joined March 2011
United States162 Posts
October 11 2011 01:22 GMT
#226
I think it would be an interesting experiment to implement this and do a study to see if it actually improves gameplay. Have half practice at "normal" speed and the other half at super speed then have them all play each other.

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.
"Nice guys finish last, but we get to sleep in." -- Evan Davis
doner0
Profile Blog Joined July 2010
United States233 Posts
October 11 2011 03:48 GMT
#227
it actually makes sense because it would feel like the game was moving slower so you could make more decisions and more likely correct ones. This would also obviously speed up your apm, and there i cannot see any negative affects that could come from doing this.
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
Profile Joined January 2011
134 Posts
Last Edited: 2011-10-11 04:43:22
October 11 2011 04:36 GMT
#228
I did do something similar to this in another game and it does work, but only to an extent. It will almost certainly help people that think faster than their fingers can currently move.

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.
www.twitch.tv/rnorth2
iDrone
Profile Joined December 2010
United States176 Posts
October 11 2011 05:30 GMT
#229
wowo this!! qxc is a mad scientist! great idea i'd deff play with this
JustYourHero
Profile Joined May 2011
Canada2 Posts
October 11 2011 06:10 GMT
#230
What if you do increase the speed let's say by 150% and then you can have a custom in-game clock multiplied increased by 150% too? That being said I have no idea how to do that in map editor :3
InVerno
Profile Joined May 2011
258 Posts
October 11 2011 07:09 GMT
#231
Sometimes i play 2v1 with lower leagues (at least 2 leagues lower)...
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
Profile Joined April 2011
United States91 Posts
October 12 2011 00:20 GMT
#232
That's a good idea, but you might get too used to the fast speed and slower would be awkward.
"Just go (freaking) kill him!"-Day9
Gyro_SC2
Profile Joined November 2010
Canada540 Posts
October 12 2011 01:26 GMT
#233
PLease someone make this map, maybe a x2 speed xel naga cavern. I tried but i dont know how to double the time of train unit and attack.
cybernoise
Profile Joined October 2011
Austria3 Posts
October 13 2011 00:01 GMT
#234
Hi everyone, i don't know if somebody just wrote this but...
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
I'll give them my best shot.
Low-Enthalpy
Profile Joined March 2011
Canada18 Posts
October 13 2011 02:51 GMT
#235
TIMINGS
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
Profile Blog Joined November 2010
United States3216 Posts
October 13 2011 05:23 GMT
#236
To be really DBZ style, you need to take off your shirt when playing. To be a super saiyan, you need to sock yourself in the nipples a few times to show the bruise marks.
zanderfever.TV
Profile Joined March 2010
United States362 Posts
October 13 2011 15:15 GMT
#237
I have got to keep an eye on this for when this comes out. This will be incredibly helpful
Gyro_SC2
Profile Joined November 2010
Canada540 Posts
Last Edited: 2011-10-13 15:25:17
October 13 2011 15:24 GMT
#238
Hey, i'll try to make this mod! its seen to cool.
eshlow
Profile Joined June 2008
United States5210 Posts
October 15 2011 02:44 GMT
#239
Just like with ankle and wrist weights it doesn't actually work in real life.

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.
Overcoming Gravity: A Systematic Approach to Gymnastics and Bodyweight Strength
[Ryuzaki]
Profile Joined December 2010
22 Posts
October 21 2011 11:32 GMT
#240
Ironic that Vegeta didn't actually gain anything from the high gravity training. He didn't become a super-saiyan until he put his life at risk.
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