• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 09:33
CEST 15:33
KST 22:33
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL19] Finals Recap: Standing Tall9HomeStory Cup 27 - Info & Preview18Classic wins Code S Season 2 (2025)16Code S RO4 & Finals Preview: herO, Rogue, Classic, GuMiho0TL Team Map Contest #5: Presented by Monster Energy6
Community News
Flash Announces Hiatus From ASL62Weekly Cups (June 23-29): Reynor in world title form?13FEL Cracov 2025 (July 27) - $8000 live event21Esports World Cup 2025 - Final Player Roster16Weekly Cups (June 16-22): Clem strikes back1
StarCraft 2
General
Program: SC2 / XSplit / OBS Scene Switcher The SCII GOAT: A statistical Evaluation Statistics for vetoed/disliked maps Weekly Cups (June 23-29): Reynor in world title form? PiG Sty Festival #5: Playoffs Preview + Groups Recap
Tourneys
RSL: Revival, a new crowdfunded tournament series Sparkling Tuna Cup - Weekly Open Tournament WardiTV Mondays FEL Cracov 2025 (July 27) - $8000 live event Korean Starcraft League Week 77
Strategy
How did i lose this ZvP, whats the proper response Simple Questions Simple Answers
Custom Maps
[UMS] Zillion Zerglings
External Content
Mutation # 480 Moths to the Flame Mutation # 479 Worn Out Welcome Mutation # 478 Instant Karma Mutation # 477 Slow and Steady
Brood War
General
Player “Jedi” cheat on CSL SC uni coach streams logging into betting site Flash Announces Hiatus From ASL Practice Partners (Official) ASL20 Preliminary Maps
Tourneys
CSL Xiamen International Invitational [BSL20] Grand Finals - Sunday 20:00 CET [Megathread] Daily Proleagues Small VOD Thread 2.0
Strategy
Simple Questions, Simple Answers I am doing this better than progamers do.
Other Games
General Games
Path of Exile Stormgate/Frost Giant Megathread Nintendo Switch Thread What do you want from future RTS games? Beyond All Reason
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Summer Games Done Quick 2025! Trading/Investing Thread Things Aren’t Peaceful in Palestine
Fan Clubs
SKT1 Classic Fan Club! Maru Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece [\m/] Heavy Metal Thread
Sports
2024 - 2025 Football Thread Formula 1 Discussion NBA General Discussion TeamLiquid Health and Fitness Initiative For 2023 NHL Playoffs 2024
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
Blogs
Culture Clash in Video Games…
TrAiDoS
from making sc maps to makin…
Husyelt
Blog #2
tankgirl
StarCraft improvement
iopq
Trip to the Zoo
micronesia
Customize Sidebar...

Website Feedback

Closed Threads



Active: 696 users

UC Berkeley Starcraft Class - Page 12

Forum Index > BW General
Post a Reply
Prev 1 10 11 12 13 14 23 Next All
TSL-Lore
Profile Joined January 2009
United States412 Posts
February 03 2009 21:09 GMT
#221
On February 04 2009 05:17 blabber wrote:
Show nested quote +
On February 04 2009 04:40 Nylan wrote:
Yosh, Nimue, Lore...not to sound overly grandiose, but you guys now play a very significant role in the future of American E-Sports. If done properly (which, as far as I can gather, it certainly has been), this course could be a very effective tool in making competitive gaming more acceptable. I realize I could be getting a little ahead of myself here, but stilll...given the coverage this has gotten you can't help but get a little excited.

Were I in California and not Utah, I'd totally be all over this. You guys are awesome. :D

although it did get a lot of press, I'm sure that people who didn't care about SC and saw the news of the class still don't care about SC


Haha. Not only do people still not care, some of them actually got up in arms about it and called it a waste of educational dollars. But honestly, I think the attention this is getting still helps a bit in terms of turning professional gaming into a more accepted thing in USA, which is a good thing.
I want to become stronger. -Shindou Hikaru
Excalibur_Z
Profile Joined October 2002
United States12235 Posts
Last Edited: 2009-02-03 22:47:54
February 03 2009 21:16 GMT
#222
Sirlin is a smart guy, and a lot of what he says does make sense and has merit. I'll post a reply on his blog shortly, as I think he's missing a lot of the nuances of how APM contributes to a higher level of play.

EDIT: Replied. Hasn't been published yet, but here's a copy of what I wrote:

Sirlin,

You make some valid arguments regarding mechanical requirements. However, I believe you're mistaken about some things.

Actions Per Minute

I. Requirements versus Rhythm
It's been said already in the thread that not every click is a useful one. That is half true, depending on the subject player. A 200-APM player is more likely to have less "useless" clicks, while a 400-APM player is more likely to have a greater number of "useless" clicks. Depending on the progression of the game, the number of "useless" clicks decreases, theoretically benefiting the faster player by virtue of greater multitasking capability. However, there is another aspect which hasn't yet been covered, and that is player rhythm. High-level players believe that artificially increasing their APM makes them more likely to respond faster than if they only performed at their required speed. That is, with practice, it is easier for someone to remain at 400 APM through rhythm clicking (or "practice" clicking) over the course of a game with regards to responding to in-game events than to raise and lower it as the game demands.

This phenomenon can be seen even in Warcraft 3, which has much lighter APM requirements due to a more intuitive UI and reduced emphasis on large unit numbers and base management. Players still "spam click" to be at the top of their rhythm for the duration of the game.

II. Demand
You make a fair argument in favor of multiple building selection and automining. It can be argued that the challenge of macromanagement is not necessarily its physical requirement, but its mental one. That is, even if the actual requirements for macromanagement are eased, it doesn't matter how easy it is if a player forgets to produce more units or is otherwise preoccupied. That is a very good point, one that I hadn't considered. The actual APM demand for base management is relatively little compared to unit management.

However, a side effect of this is visual. In Starcraft, if you have 12 Factories, the only way to produce from all twelve is to center your view (by pressing the control group hotkey twice) on one of the Factories, then manually click on each one and issue a production order. This means that the player has to consciously leave his units unattended for a brief period while these production orders are issued. With a multiple building selection system implemented, the player can issue orders to any number of production facilities without diverting attention from his primary focus (usually his units). Therefore, there is less of a risk of producing units.

III. Action Management
Players must make conscious decisions regarding their actions (with "rhythm clicking" mentioned above as an aftereffect). This argument is less about APM per se and more about speed and multitasking (the two are not always interchangeable as mentioned in Section I). The faster a player is than his opponent, the more he can exploit that speed advantage with attacks on multiple fronts, expanding to another resource node while attacking, or increased efficiency with spellcasters.

StarCraft vs. Street Fighter
The Street Fighter comparison falls short because so many factors in SF are static -- particularly framerate and the fact that a player controls a single character. This dictates the absolute maximum frequency of input commands, thereby enforcing a player speed cap. Section III above does not translate well to SF because there are fewer ways to exploit a speed advantage. That is, a faster player is not allowed additional attacks per strike just by virtue of his speed alone. By contrast, attacks on multiple fronts are possible in Starcraft, and a slower opponent may not be able to withstand it if he is incapable of multitasking as quickly as the attacker.

Additionally, in SF, there are arguably greater negative consequences for performing an action because each action requires a commitment. That is, though almost any action can be performed at any time, initiating a 20-frame move means that your character is incapable of initiating any further action for 20 frames. This doesn't translate well to Starcraft because those 20 frames of "downtime" can be compensated for elsewhere.

I hope you continue to check out these classes and provide additional counterpoints. The debate is interesting to me.
Moderator
Zalfor
Profile Blog Joined October 2005
United States1035 Posts
February 03 2009 21:57 GMT
#223
march onward!
555, kthxbai
Nimue
Profile Joined November 2007
United States34 Posts
February 04 2009 04:52 GMT
#224
http://www.gamepro.com/article/features/208762/starcraft-101-the-art-of-war/

Only teaser was posted. They don't have enough bandwidth to post the whole thing.
Invictus
Nitrogen
Profile Blog Joined February 2008
United States5345 Posts
February 04 2009 04:59 GMT
#225
nice!
UNFUCK YOURSELF
blabber
Profile Blog Joined June 2007
United States4448 Posts
February 04 2009 05:00 GMT
#226
you played professionally?
blabberrrrr
KP_CollectoR
Profile Blog Joined November 2008
United States744 Posts
February 04 2009 05:09 GMT
#227
I'm in the video XDXDXD - just a cameo though
English Brood War Commentaries - Please Subscribe! youtube.com/dimecollectorsc... Winner of The "LeBron" Award for Best Rookie (FPL 5)
Superiorwolf
Profile Blog Joined March 2007
United States5509 Posts
Last Edited: 2009-02-04 05:43:02
February 04 2009 05:11 GMT
#228
Haha great teaser! I saw Zalfor and yosh and a couple of other people (think I saw phase, maybe my brother and his friends).

I like the "APM" and you erased it to fix it XD. Can't wait for the whole thing :D
Check out my stream at www.teamliquid.net/forum/viewmessage.php?topic_id=315053 and follow me on Twitter @EGSuppy! :)
Nimue
Profile Joined November 2007
United States34 Posts
February 04 2009 05:19 GMT
#229
I define professionally as: "getting most or all of my sustenance from playing Starcraft," and yes
Invictus
KewlBeanZ
Profile Blog Joined January 2009
18 Posts
February 04 2009 05:29 GMT
#230
Nimoo hwaiting D:
The number of races cannot exceed three.
81447M4N
Scooge
Profile Joined December 2008
Iceland144 Posts
February 04 2009 08:28 GMT
#231
I hope someone attending this class does their project on maynarding.

It's sort of a given that maynarding workers is effective, but in a lot of cases I wonder if it's true. Specifically, I want to know about situations where the main isn't saturated yet and players still transfer workers. Zerg moving 2-3 drones when they're only sitting on 9-10 in their main or terran 16 CC / protoss 12/14 nexus. People are maynarding just because it's always done, but is there any value in it? What's the optimal maynarding amount factoring in travel time for the popular openings. You can go as in-depth as you like with the math.


AttackZerg
Profile Blog Joined January 2003
United States7454 Posts
February 04 2009 08:41 GMT
#232
scooge esp with zerg, the transfer is 100% effective for a couple of reasons.

1) certain mineral patches mine %'s faster
2) zerg larva spawn every 12 seconds, so if you don't balance them out the way one base will become saturated long before another.
3)It looks cool to clone 4 drones to seperate patches.

1 and 2 are just an opinion.
Underwhelmed
Profile Blog Joined January 2008
United States207 Posts
February 04 2009 10:42 GMT
#233
On February 04 2009 17:28 Scooge wrote:
I hope someone attending this class does their project on maynarding.
It's sort of a given that maynarding workers is effective, but in a lot of cases I wonder if it's true. Specifically, I want to know about situations where the main isn't saturated yet and players still transfer workers. Zerg moving 2-3 drones when they're only sitting on 9-10 in their main or terran 16 CC / protoss 12/14 nexus. People are maynarding just because it's always done, but is there any value in it? What's the optimal maynarding amount factoring in travel time for the popular openings. You can go as in-depth as you like with the math.

If you 12 hatch, I think you have something like 11/12 drones mining in your main when your second hatchery pops. Since you get maximum efficiency when each drone gets its own patch, I usually maynard two or three drones to my nat, leaving just enough at my main for one drone per patch. I also usually try to fill up new expos quickly by transferring drones instead of letting them just fill up by one hatch - I think getting that extra income earlier helps immensely.
LosingID8
Profile Blog Joined December 2006
CA10827 Posts
February 04 2009 10:47 GMT
#234
nice post Excalibur_Z
ModeratorResident K-POP Elitist
maybenexttime
Profile Blog Joined November 2006
Poland5538 Posts
February 04 2009 12:54 GMT
#235
From what I've seen, all Sirlin's arguments regarding StarCraft come down to:

1) Execution in SF is just a formality (debatable), ergo execution in SC is just a formality too.
2) Execution in SC is mindless, there's no skill involved.
3) Time is not a resource, being faster should not be an advantage in a Real Time Strategy game.
4) Players with worse mechanics are not able to overcome those with better mechanics in StarCraft; better "strategist" should always win vs. worse "strategist" regardless of mechanics.

Not only is his first point completely flawed, but he also completely fails to realize the variety of mental aspects associated with what we call 'mechanics' or 'execution' - aspects such as attention/time management (which allows the players to choose what playstyle they prefer: micro-focused, macro-focused or an all-around one), rhythm (and skills such as knowing how to throw one's opponent out of rhythm), (mental) multi-tasking, etc.

Time is very much a resource in any competitive RTS game - it adds another dimension to the game - you have to outplay the opponent in one more area, develop your skills (a huge range of skillsets). If two games are equally deep in terms of "strategy" but one of them has the "execution" layer on top of that, then it's the deeper game, that has more competitive play potential. It means that depending on one's (and his opponent's) level of execution different strategies are available while others are not.

Sirlin fails to realize that those who excell at StarCraft at any level are most of the time players who have good execution ALONGSIDE good "strategy."

If an RTS game has an unimportant execution layer, it gets solved quickly - a good example is Sins of a Solar Empire.

Last but not least, the better "strategist" can beat the lesser one despite worse mechanics in SC - but that doesn't mean he should neglect mechanics. Being more efficient SHOULD be an advantage.

/rant
NatsuTerran
Profile Blog Joined June 2007
United States364 Posts
February 04 2009 17:57 GMT
#236
I think the problem for Sirlin is he is too used to fighting games, which generally have a huge emphasis on rock paper scissors gameplay. The decision making in these games is about recognizing the opponent's patterns and adapting to them. You have to treat each opponent differently. Some might play like a robot, making you think " ok he has done move 3 every time thus far, surely he won't do it again," and yet that is exactly what he does. Or the other example would be someone performing tactically stupid plays which succeed anyways due to expectations.

The problem lies in the fact that Starcraft is NOTHING like this. The so called yomi examples I gave are not a part of Starcraft at all in individual games. It is apparent that Sirlin enjoys the yomi portion of gameplay almost exclusively; he even asked to add yomi to the list of required skills in SC during the Berkeley class he attended. The only examples of yomi in SC are things like boxer's 3X bunker rush. But you must keep in mind that this was done in a best of series. Starcraft is a game based on individual matches. In this regard, there are no mindgames other than studying your opponent's record and making assumptions. Anything else like screwing with an opponent's head with a shuttle is not a major part of the game, and is instead a small advantage you can pick up on. On the contrary, fighter games MUST be played in a best of series due to the sheer probability of luck granting an easy win.

This is where you see the main difference between Sirlin's train of thought and that of the Starcraft veteran. Fighting games are an art. Nothing is set in stone; your opponent has patterns but is still changing. On the other hand, Starcraft is a science. Everything is known and mapped out about the game. When you see people on teamliquid.net posting comments about the last pro game they saw, you NEVER see people saying "well they are progamers; they must know much better than me." On the contrary, you will always see people making comments such as "Player A should have harassed more, player A needed a better unit composition, or player A should have attacked when _______." Everyone who is fairly decent at the game knows what should be done. Player A knew exactly why he was losing, without the need of a replay. His opponent did not surprise him as he might in a fighting game. The game is a science and is thus based on mechanics at the highest level of play. Artosis' thread on how Koreans differ from foreigners explains this. How Koreans have turned what used to be strategy into common scientific knowledge.

TSL-Lore
Profile Joined January 2009
United States412 Posts
February 04 2009 22:59 GMT
#237
I'm starting to post a lot on his comments and am now getting his attention. I just don't think he's played enough competitive starcraft (if any at all) to boast about wanting to redesign the game to make it better.
I want to become stronger. -Shindou Hikaru
Seku
Profile Joined December 2006
United States313 Posts
Last Edited: 2009-02-05 00:29:46
February 05 2009 00:21 GMT
#238
On February 04 2009 21:54 maybenexttime wrote:
From what I've seen, all Sirlin's arguments regarding StarCraft come down to:

1) Execution in SF is just a formality (debatable), ergo execution in SC is just a formality too.
2) Execution in SC is mindless, there's no skill involved.
3) Time is not a resource, being faster should not be an advantage in a Real Time Strategy game.
4) Players with worse mechanics are not able to overcome those with better mechanics in StarCraft; better "strategist" should always win vs. worse "strategist" regardless of mechanics.

Not only is his first point completely flawed, but he also completely fails to realize the variety of mental aspects associated with what we call 'mechanics' or 'execution' - aspects such as attention/time management (which allows the players to choose what playstyle they prefer: micro-focused, macro-focused or an all-around one), rhythm (and skills such as knowing how to throw one's opponent out of rhythm), (mental) multi-tasking, etc.

Time is very much a resource in any competitive RTS game - it adds another dimension to the game - you have to outplay the opponent in one more area, develop your skills (a huge range of skillsets). If two games are equally deep in terms of "strategy" but one of them has the "execution" layer on top of that, then it's the deeper game, that has more competitive play potential. It means that depending on one's (and his opponent's) level of execution different strategies are available while others are not.

Sirlin fails to realize that those who excell at StarCraft at any level are most of the time players who have good execution ALONGSIDE good "strategy."

If an RTS game has an unimportant execution layer, it gets solved quickly - a good example is Sins of a Solar Empire.

Last but not least, the better "strategist" can beat the lesser one despite worse mechanics in SC - but that doesn't mean he should neglect mechanics. Being more efficient SHOULD be an advantage.

/rant

His views on SC as well as fighting games are flawed for that same reason regarding execution. The amount of people who can't understand or appreciate the execution requirements of these games never cease to amaze me. Execution is a fundamental part of what these games are, without it they essentially just become a board game. The point you made about requiring both the execution and strategy is exactly what distinguishes competitive games from non-competitive ones, what allows for the evolution of the Starcraft scene into basically a sport as it has in Korea, and what keeps the game fun to play and watch by providing much greater depth to all who enjoy it. It's saddens me that almost all games created these days cater to the majority who can't appreciate this fundamental aspect of competitive gaming. The only real hope I see for competitive gaming currently is from Korea with Starcraft and from the Japanese fighting game community currently. I can only hope that both continue to be successful to promote the production of more competitive games which have become somewhat of a dying breed. Even in Japan the newer fighting games have some dumbed-down mechanics, and Starcraft II appears to be doing similar things clearly to target the much larger pool of non-competitive players.
Last Romantic
Profile Blog Joined June 2006
United States20661 Posts
February 05 2009 00:25 GMT
#239
I believe a Princeton student did an extensive study on resource gathering rates. It was quite interesting; I don't know if it's still available though.
ㅋㄲㅈㅁ
Superiorwolf
Profile Blog Joined March 2007
United States5509 Posts
February 05 2009 03:25 GMT
#240
On February 05 2009 09:25 Last Romantic wrote:
I believe a Princeton student did an extensive study on resource gathering rates. It was quite interesting; I don't know if it's still available though.

Yeah I remember this, there was a lot of data and analysis on the "Neo Forte" solution to requiring less workers per patch.
Check out my stream at www.teamliquid.net/forum/viewmessage.php?topic_id=315053 and follow me on Twitter @EGSuppy! :)
Prev 1 10 11 12 13 14 23 Next All
Please log in or register to reply.
Live Events Refresh
WardiTV European League
12:00
Swiss Groups Day 2
WardiTV1158
TKL 388
Liquipedia
FEL
12:00
Cracov 2025: Qualifier #2
IndyStarCraft 314
CranKy Ducklings96
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
TKL 388
IndyStarCraft 314
MindelVK 32
StarCraft: Brood War
Calm 9402
Rain 6069
Bisu 2488
Horang2 1865
Jaedong 763
Hyuk 700
Shuttle 653
Rush 388
EffOrt 374
Stork 284
[ Show more ]
Last 264
Mini 229
Leta 201
Movie 139
ToSsGirL 125
PianO 105
Hyun 100
TY 52
hero 51
Sea.KH 47
ajuk12(nOOB) 41
GoRush 36
JYJ29
GuemChi 29
Sacsri 19
Soma 19
Free 19
HiyA 18
Barracks 15
Terrorterran 15
Icarus 4
ivOry 3
Dota 2
qojqva4193
canceldota668
XcaliburYe464
League of Legends
singsing3234
Counter-Strike
x6flipin512
zeus423
byalli220
Heroes of the Storm
Khaldor348
Other Games
Gorgc3356
B2W.Neo1447
DeMusliM666
Fuzer 327
Hui .321
XaKoH 303
ArmadaUGS87
KnowMe60
Organizations
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 14 non-featured ]
StarCraft 2
• StrangeGG 59
• iHatsuTV 17
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• WagamamaTV788
• Ler111
Upcoming Events
BSL: ProLeague
4h 27m
Dewalt vs Bonyth
Replay Cast
1d 10h
Sparkling Tuna Cup
1d 20h
WardiTV European League
2 days
The PondCast
2 days
Replay Cast
3 days
RSL Revival
3 days
ByuN vs SHIN
Clem vs Reynor
Replay Cast
4 days
RSL Revival
4 days
Classic vs Cure
FEL
5 days
[ Show More ]
RSL Revival
5 days
FEL
5 days
FEL
6 days
Sparkling Tuna Cup
6 days
RSL Revival
6 days
Liquipedia Results

Completed

BSL 2v2 Season 3
HSC XXVII
Heroes 10 EU

Ongoing

JPL Season 2
BSL Season 20
Acropolis #3
KCM Race Survival 2025 Season 2
CSL 17: 2025 SUMMER
Copa Latinoamericana 4
Jiahua Invitational
Championship of Russia 2025
RSL Revival: Season 1
Murky Cup #2
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025
PGL Astana 2025
Asian Champions League '25
BLAST Rivals Spring 2025
MESA Nomadic Masters
CCT Season 2 Global Finals
IEM Melbourne 2025

Upcoming

2025 ACS Season 2: Qualifier
CSLPRO Last Chance 2025
2025 ACS Season 2
CSLPRO Chat StarLAN 3
K-Championship
uThermal 2v2 Main Event
SEL Season 2 Championship
FEL Cracov 2025
Esports World Cup 2025
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.