No idea whether it would actually be of any real assistance though...
Starcraft Training DBZ Style - Page 8
Blogs > qxc |
Brett
Australia3820 Posts
No idea whether it would actually be of any real assistance though... | ||
firehand101
Australia3152 Posts
| ||
Miggypops
England18 Posts
If the speed increase was a negative, maybe you could try some kind of multitasking map where you get scored on your reaction time, micro and macro. The whole time there would be lots of events going off and you had to manage them. There is something in this im sure. | ||
Ettick
United States2434 Posts
| ||
Siretu
151 Posts
This works at least when testing maps in the editor. Basically, you say "speed xxx". I think you start at 1.5. My computer can easily handle going up to speed 20 without that much lag. | ||
ThatGuyDoMo
Australia516 Posts
I will be following this with anticipation :-D | ||
hunts
United States2113 Posts
| ||
Bippzy
United States1466 Posts
| ||
marttorn
Norway5211 Posts
BoxeR would play 1v2's with top level players, and of course, get owned every single game. But when it came to the real 1v1, it was relieving, because he didn't have to worry about one player attacking fast and another one expanding and going economical. He only had to worry about one of them. I'm really itching to try something like this myself (the boxer thing and the Vegeta thing ^^) Maybe we'll just try to practice SC2 in 400x earth's gravity. | ||
Swede
New Zealand853 Posts
On October 08 2011 03:48 Hapahauli wrote: While comparing SC2 to DBZ may be nostalgic and alluring, it is the completely wrong attitude to have towards practice and improvement. For example, a "DBZ Training Method" may make our hands faster through hand-muscle training, but it won't make us into better players. Without a proper mechanical foundation to build upon, we may find ourselves macro'ing quickly, but also very badly. Essentially, Qxc's post confuses training raw strength with training muscle memory. I may not be a professional SC2 player, but I have nearly two decades of experience in piano and music education. I believe that skills from practicing musical instruments (dexterity, muscle memory, etc.) are much more applicable to SC2 training than say power lifting. As such, I believe we can devise a much better training method by learning from music education, which has been tested and proven over hundreds of years. When I train to have better mechanics, I am in essence training to have better muscle memory. I want to be able to execute commands on a keyboard without thinking. When I want to inject larvae on three hatcheries, I don't want to think about every key I press. Instead, I want to think "inject", while my hands automatically execute my macro commands. So how do we train muscle memory? By understanding how a musician approaches a new piece, we can better understand how we can learn to approach learning macro mechanics. For example, when I approach a new piece of music, these are the steps I take: 1) Break up the piece into smaller, simpler sections. 2) Practice each section slowly with an emphasis on proper technique and efficiency. 3) Put all the smaller sections together at a slow tempo. 4) Gradually bring the piece up to proper speed. 5) Polish the finished product. As you see, learning muscle memory is vastly different than your typical strength training. In fact, if you were to tell any respectable pianist that you get better by playing as fast as possible, you would be the laughing stock of the music world. While "DBZ Training" may be applicable to raw strength training, it is completely counter-productive in improving your mechanics. So to approach a new build or to learn a new mechanic, we shouldn't try to play as fast as possible. We should take the same approach that a musician does - break down the mechanics and slowly build upon them. If you approach all your builds like this, you'll find yourself with a mechanical fluidity that far surpasses anything you can learn from grinding the ladder. Perhaps qxc may feel that his mechanics are polished already and that he needs speed training to further improve his game. I do not believe that holds true for the majority of us. Do you think you play as mechanically efficient as Flash or Jaedong? If not, speed training isn't for you. tl;dr Practice slowly damnit. I'm not sure the musical instrument analogy is entirely accurate since it isn't mechanics that limit a players speed (in general) but multitasking. My hands are more than capable of moving at 300apm (typing 90wpm is probably 300 - 500apm), but since my brain can't think that fast I can't make use of that speed. An analogy to a musical instrument would be that, on drums, my hands are easily capable of playing crotchets at 420bpm, but I couldn't play septuplets at 60bpm because my brain doesn't know how to separate a quarter note into 7. I have the mechanical skill, but my brain is preventing me from executing it properly. I think the only way to test whether it works is to try it. Although I would suggest increasing speed by smaller increments, like 5 - 10%. | ||
NationInArms
United States1553 Posts
| ||
Staboteur
Canada1873 Posts
GOGO TOURNAMENT OF SCALING CHAMPIONS. BEST OF THREE OF THREE. FIRST BEST OF THREE OF THE BEST OF THREE : THIS ONE IS TOTALLY NORMAL. SECOND BEST OF THREE OF THE BEST OF THREE : WINNER RECIEVES A HANDICAP OF 75% UNIT HEALTH. THIRD BEST OF THREE OF THE BEST OF THREE : GAME IS PLAYED AT EQUIVALENT TO 2X REPLAY WATCHIN' SPEED WITH ALL UNIT HEALTH AT 75%. LET THE BEST PLAYER TRY HARDER. (I know all caps is a bad idea, but when the thread is making a comparison to a show where from what I understand people will charge lasers while shouting as loud as they can for upwards of nine thousand episodes, it seemed appropriate) (Also I don't think this linear logic necessarily works all the time, as I can see getting used to marines dying in 4 hits instead of 3, or getting used to injects taking 14 seconds instead of 30something could have dire neagive consequences in the long-term... Increasing the game speed doesn't make everything linearily easier or more difficult, it'd make certain things harder and certain things easier. THAT SAID as proof of concept you could just play a game on LUL WTF SLOW and marvel at how you never ever have over 400 minerals or 200 gas and banelings are rendered fully ineffective) | ||
Antisocialmunky
United States5912 Posts
On October 07 2011 23:55 mordek wrote: Well I guess describe to me what you mean by straight micro practice. I feel like how/when to engage is just as important if not more than how quickly you move your marines around to keep them alive. That useful but you can just use the marine split challenge mod and add some other types of engagements too (like Morrow's Micro map). The OP made it sound like qxc wanted to train with more difficulty on all aspects of the game at once. You might as well just have more difficult amounts/types of units to micro against but keep all the stats the same. I feel like the split second decision making you need to have to know when to retreat or chase would be broken by inaccurate unit stats. I'm sure it would help but it may hinder decision making which I think can be just as important as the handspeed to micro. That is true but partially I was thinking about setting a slight handicap (90% hp?) for the trainee so they can work on reaction time and precision control. Just a thought. If you were just a slight bit faster, you can avoid a good amount of damage. etc etc. But that's just my weakness and an idea I was kicking around. | ||
worosei
Australia198 Posts
I think what would be best is: if we saw QXC dress up as Vegeta next tourney. | ||
Shizel
Canada23 Posts
On October 08 2011 03:48 Hapahauli wrote: While comparing SC2 to DBZ may be nostalgic and alluring, it is the completely wrong attitude to have towards practice and improvement. For example, a "DBZ Training Method" may make our hands faster through hand-muscle training, but it won't make us into better players. Without a proper mechanical foundation to build upon, we may find ourselves macro'ing quickly, but also very badly. Essentially, Qxc's post confuses training raw strength with training muscle memory. I may not be a professional SC2 player, but I have nearly two decades of experience in piano and music education. I believe that skills from practicing musical instruments (dexterity, muscle memory, etc.) are much more applicable to SC2 training than say power lifting. As such, I believe we can devise a much better training method by learning from music education, which has been tested and proven over hundreds of years. When I train to have better mechanics, I am in essence training to have better muscle memory. I want to be able to execute commands on a keyboard without thinking. When I want to inject larvae on three hatcheries, I don't want to think about every key I press. Instead, I want to think "inject", while my hands automatically execute my macro commands. So how do we train muscle memory? By understanding how a musician approaches a new piece, we can better understand how we can learn to approach learning macro mechanics. For example, when I approach a new piece of music, these are the steps I take: 1) Break up the piece into smaller, simpler sections. 2) Practice each section slowly with an emphasis on proper technique and efficiency. 3) Put all the smaller sections together at a slow tempo. 4) Gradually bring the piece up to proper speed. 5) Polish the finished product. As you see, learning muscle memory is vastly different than your typical strength training. In fact, if you were to tell any respectable pianist that you get better by playing as fast as possible, you would be the laughing stock of the music world. While "DBZ Training" may be applicable to raw strength training, it is completely counter-productive in improving your mechanics. So to approach a new build or to learn a new mechanic, we shouldn't try to play as fast as possible. We should take the same approach that a musician does - break down the mechanics and slowly build upon them. If you approach all your builds like this, you'll find yourself with a mechanical fluidity that far surpasses anything you can learn from grinding the ladder. Perhaps qxc may feel that his mechanics are polished already and that he needs speed training to further improve his game. I do not believe that holds true for the majority of us. Do you think you play as mechanically efficient as Flash or Jaedong? If not, speed training isn't for you. tl;dr Practice slowly damnit. As a Jazz musician who spends 8-10+ hours a day playing and practising I think your incorrect in a few of your points. Your view of practise seems almost classical in the sense that you are assuming everything is laid out for you on paper. I prefer to view this situation from a more jazz perspective because Starcraft 2 really is improvising over a set of rules, and reacting to the unforeseeable, which is what Jazz is. Now I don't think I've ever been on a gig where someone has called a tune at 400 BPM (beats per minute) but I know for a fact that 90% commonly accepted serious jazz musicians can play everything that fast. The reason we practise that fast is because it builds dexterity, and pushes the limits of what we can play. I practise playing as fast as I can every day for around half an hour, and I've steadily been able to increase how fast I can play. Now most songs I play at a show or gig are half or even less then half of the fastest speed I can play BUT because I'm improvising, the music might call for a fast passage or line and instead of being limited by technique and not playing it I can nail it. I think from a classical perspective scales are a great example of this. I would say the goal of playing scales in music is to play them as fast as possible without sacrificing technique, accuracy, and rhythm. When I am sight reading classical piano and I see long sixteenth or thirty-second note lines I give thanks I can play all my scales at 250+BMP. In Starcraft generally things follow a set tempo, however the game might (and will) call for points where you need APM to be able to do everything you want to. Steadily practising at faster speeds for a little bit every day will increase the APM available when needed. I think what a lot of people are missing is that QXC isn't suggesting that you ramp up the speed quickly and play sloppy, rather you ramp up the speed that you can play at gradually to build technique, dexterity, and not be limited when speed is called for. Id also like to note that those 5 steps you listed are a core part of how I practise, and how I teach others to practise. But I think if you asked any respectable pianist if gradually practising technique faster is a good way to improve ones playing, the last thing they would do is laugh at you. And this is in essence exactly what QXC is suggesting. | ||
earti
Canada36 Posts
On October 07 2011 17:11 GertHeart wrote: This reminds me of when I trained for DDR first then started to play ITG(In The Groove) DDR I was able to be able to pass songs on hard by day 3, though it was a 7 step expert song, I was able to pass it. By the time I was done training and got there I fell sick for 7 days straight and was coughing up blood, after I got better though I was much healthier, if you exercise too much and surpass your limits a lot, your body can't protect itself from infection or germs of any sort very well. Later on I tried to do ITG, which in comparison to DDR is incredibly hard. DDR is for babies when compares to ITG. DDR hardest song: Itg: Piece of Poetry, harder than any and all songs combined in DDR.(This isn't even the hardest thing in ITG, I came close to passing this myself 10 steps away.) This is a marathon song in ITG (Looks easy even =B) I'm on the ropes on the ITG vs DDR thing. DDR is harder to time because the Marvelous window is much more tigher than ITG's Fantastic window. The only reason it feels easier to ITG players is mainly two things: Custom ITG stepcharts are patterned to the point that takes less energy to perform (ie no crazy-ass 16th-crossovers), and combined with a looser timing window, It's more eye candy to the people watching because all they see is a bunch of 16th arrows. DDR is still no means harder than ITG, is that they don't have "Oni" charts for all of their songs, but their "hard" stepcharts are more technical. Instead of having the same old patterns with just faster speed, it incorporates crossovers and other "gimmicks" that makes custom ITG charts different than DDR charts. The hardest song you posted was the hardest song in its series. The hardest song in DDR (as of this writing) is Valkyrie Dimension (first-ever 19-footer in its franchise): Highest recorded so far is around 92%, so consider songs like these compared to songs that just bombard you with easy-hitting 16th notes at a fast bpm, then compared to songs in DDR in which makes you think rather than just stomping on arrows. The video shows how he used modifiers on the go to make the reading easier. So if you still complain that DDR is easier than ITG, they're listening. | ||
flcHoOt
United States15 Posts
Could this work? Perhaps... I am interested to see what transpires. | ||
hypno_toad
United States156 Posts
| ||
nodnod
New Zealand172 Posts
| ||
Azera
3800 Posts
| ||
| ||