• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 07:53
CET 13:53
KST 21:53
  • 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
RSL Season 3 - Playoffs Preview0RSL Season 3 - RO16 Groups C & D Preview0RSL Season 3 - RO16 Groups A & B Preview2TL.net Map Contest #21: Winners12Intel X Team Liquid Seoul event: Showmatches and Meet the Pros10
Community News
RSL Season 3: RO16 results & RO8 bracket12Weekly Cups (Nov 10-16): Reynor, Solar lead Zerg surge1[TLMC] Fall/Winter 2025 Ladder Map Rotation14Weekly Cups (Nov 3-9): Clem Conquers in Canada4SC: Evo Complete - Ranked Ladder OPEN ALPHA12
StarCraft 2
General
RSL Season 3: RO16 results & RO8 bracket SC: Evo Complete - Ranked Ladder OPEN ALPHA RSL Season 3 - Playoffs Preview Mech is the composition that needs teleportation t GM / Master map hacker and general hacking and cheating thread
Tourneys
RSL Revival: Season 3 $5,000+ WardiTV 2025 Championship StarCraft Evolution League (SC Evo Biweekly) Constellation Cup - Main Event - Stellar Fest 2025 RSL Offline Finals Dates + Ticket Sales!
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 500 Fright night Mutation # 499 Chilling Adaptation Mutation # 498 Wheel of Misfortune|Cradle of Death Mutation # 497 Battle Haredened
Brood War
General
Data analysis on 70 million replays [ASL20] Ask the mapmakers — Drop your questions soO on: FanTaSy's Potential Return to StarCraft FlaSh on: Biggest Problem With SnOw's Playstyle BGH Auto Balance -> http://bghmmr.eu/
Tourneys
Small VOD Thread 2.0 [BSL21] GosuLeague T1 Ro16 - Tue & Thu 22:00 CET [BSL21] RO16 Tie Breaker - Group B - Sun 21:00 CET [BSL21] RO16 Tie Breaker - Group A - Sat 21:00 CET
Strategy
Current Meta Game Theory for Starcraft How to stay on top of macro? PvZ map balance
Other Games
General Games
Path of Exile Stormgate/Frost Giant Megathread [Game] Osu! Should offensive tower rushing be viable in RTS games? Clair Obscur - Expedition 33
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
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread SPIRED by.ASL Mafia {211640}
Community
General
Russo-Ukrainian War Thread US Politics Mega-thread The Games Industry And ATVI Things Aren’t Peaceful in Palestine About SC2SEA.COM
Fan Clubs
White-Ra Fan Club The herO Fan Club!
Media & Entertainment
[Manga] One Piece Movie Discussion! Anime Discussion Thread Korean Music Discussion
Sports
2024 - 2026 Football Thread Formula 1 Discussion NBA General Discussion MLB/Baseball 2023 TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
TL Community
The Automated Ban List
Blogs
The Health Impact of Joining…
TrAiDoS
Dyadica Evangelium — Chapt…
Hildegard
Saturation point
Uldridge
DnB/metal remix FFO Mick Go…
ImbaTosS
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1963 users

Why not Treat APM like weight classes? - Page 2

Forum Index > Closed
Post a Reply
Prev 1 2 3 4 5 6 7 8 Next All
ExO_
Profile Blog Joined September 2009
United States2316 Posts
Last Edited: 2013-03-11 18:58:41
March 11 2013 18:55 GMT
#21
Distinguishing by APM is completely unnecessary, as not only do players APM vary by game but it does not have a direct correlation to skill. APM is a byproduct, it's the effect not the cause.


Edit: To elaborate more people are saying APM = Speed and execution, which to some degree is true. However APM isn't a reflection of how well you execute a strategy, in fact you can have very high APM and be doing a build entirely wrong, slow, and inefficient. In a sense, there is no X amount of actions you need to be able to perform while doing any given thin in sc2 (so for instance I can't say in order to do the immortal sentry all-in vs zerg you need to have 150 apm or higher). APM is a reflection of how many things you clicked, it doesn't make those clicks meaningful.
Burgath
Profile Joined June 2011
Hungary26 Posts
March 11 2013 18:57 GMT
#22
apm is not a constant attribute of a player, it depends on a lot of things. The same player can have higher or lower apm depending on the pace of the game, strategy, length of the game. I think you cant compare apm to weight like this.
c0ldfusion
Profile Joined October 2010
United States8293 Posts
March 11 2013 18:57 GMT
#23
On March 12 2013 03:50 Antoine wrote:
This could be fun, but I do see a potential problem:

In boxing, MMA, and the like, fighters are weighed once shortly before the event occurs, and there's no risk of them going way over during the fight (maybe a little over just from eating/drinking after the weighin). In StarCraft a player might normally play at like 35 APM, but have a spike in a game where they go up to, say, 43. Would it have to be average APM over the whole game? Would it be up to the player to try to ride the APM line, or should they have to go a class up if they aren't sure whether or not they'll go over the limit with normal play.


The easy way to enforce that is just to check "continuously". (Blizzard would have to do it but it shouldn't be too bad.) Meaning, instead of trying to cap the APM for the whole game, which as you noted cannot be easily enforced, just make sure that the max APM is within the cap.

For example, let's use a 60 APM cap. The game would just monitor your action second by second. If you try to perform an action within a second of your last action, it'll just be ignored.
Soap
Profile Blog Joined April 2010
Brazil1546 Posts
March 11 2013 18:58 GMT
#24
On March 12 2013 03:50 Antoine wrote:
This could be fun, but I do see a potential problem:

In boxing, MMA, and the like, fighters are weighed once shortly before the event occurs, and there's no risk of them going way over during the fight (maybe a little over just from eating/drinking after the weighin). In StarCraft a player might normally play at like 35 APM, but have a spike in a game where they go up to, say, 43. Would it have to be average APM over the whole game? Would it be up to the player to try to ride the APM line, or should they have to go a class up if they aren't sure whether or not they'll go over the limit with normal play.


I suppose it would have to be coded in. I wonder if it can be in a custom map, then all it takes is a tournament organizer to pick up the idea.
ffadicted
Profile Joined January 2011
United States3545 Posts
Last Edited: 2013-03-11 19:00:23
March 11 2013 18:59 GMT
#25
APM has 0 to do with almost anything related to starcraft skill, especially the new meaningless APM
SooYoung-Noona!
c0ldfusion
Profile Joined October 2010
United States8293 Posts
March 11 2013 18:59 GMT
#26
On March 12 2013 03:55 ExO_ wrote:
Distinguishing by APM is completely unnecessary, as not only do players APM vary by game but it does not have a direct correlation to skill.


On March 12 2013 03:45 Befree wrote:
Nor do weight classes. I don't think he argued anything remotely close to that in his post.

vaL4r
Profile Joined May 2010
Germany240 Posts
March 11 2013 19:01 GMT
#27
Eeu.. no.Just one of the things wrong with this is that apm alone is not an accurate representation of a players abillity to play "fast".A player with slightly less apm could still be playing "faster" and better.
You need to play starcraft with a light heart. If you play with a heavy heart, you can't win. -NaDa
Don.681
Profile Joined September 2010
Philippines189 Posts
March 11 2013 19:01 GMT
#28
On March 12 2013 03:50 Antoine wrote:
This could be fun, but I do see a potential problem:

In boxing, MMA, and the like, fighters are weighed once shortly before the event occurs, and there's no risk of them going way over during the fight (maybe a little over just from eating/drinking after the weighin). In StarCraft a player might normally play at like 35 APM, but have a spike in a game where they go up to, say, 43. Would it have to be average APM over the whole game? Would it be up to the player to try to ride the APM line, or should they have to go a class up if they aren't sure whether or not they'll go over the limit with normal play.


What I am saying is that we would have guys training specifically for a given APM to be the world best at that APM. When these guys fight, APM would be regulated, so it would be the equivalent of "dynamic" weigh in.

And, i am saying these type of fights would be like undercard fights of the big tournaments where no-limit guys fight. Normal day to day ladder and stuff is still no-limit, you would just have tournaments where you have the players focus on efficiency instead of steamrolling the opponent with speed.
Targe
Profile Blog Joined February 2012
United Kingdom14103 Posts
March 11 2013 19:01 GMT
#29
On March 12 2013 03:53 4tre55 wrote:
Show nested quote +
On March 12 2013 03:51 Targe wrote:
Because APM != skill?


Actually your execution speed is a big part of skill in sc2 and being able to make good desicions while playing that speed is antoerh big one. So actually, yes.


I said that APM is not the same thing as skill, where in my post did I say that you don't need APM?
11/5/14 CATACLYSM | The South West's worst Falco main
mrtomjones
Profile Joined April 2011
Canada4020 Posts
March 11 2013 19:03 GMT
#30
On March 12 2013 03:45 Befree wrote:
Show nested quote +
On March 12 2013 03:41 USvBleakill wrote:
APM has nothing to do with skill.

Nor do weight classes. I don't think he argued anything remotely close to that in his post.

I can see low APM limits being interesting for some sort of single novelty match, but I can't imagine a tournament utilizing it. It'd be too awkward and would require too much practice for something non-standard.

But someone at 250 apm can lose to someone at 150 apm. Someone at 250 pounds will not lose to someone at 150 in a professional fight. It would be a mauling unless the 250 guy was incompetent.
Orek
Profile Joined February 2012
1665 Posts
March 11 2013 19:03 GMT
#31
If anything, I just learned what MMA meant. So, Slayers MMA took his name from Slayers BoxeR, and changed the type of fighting sports. That's clever, and this thread taught me this.

On topic, as a spectator, I would probably only watch no limit and the lowest one (40 APM in this case). No limit for an obvious reason, and the lowest one is to see what strategies people go with such low APMs. Fine idea for non-broadcast competition, I'd say, but don't expect many viewers except for no limit division.
Armada Vega
Profile Joined January 2011
Canada120 Posts
March 11 2013 19:05 GMT
#32
While APM alone does not define someones skill, in order to compete in the pro scene successfully, especially in korea, you do need a minimum average of 300 or higher.

If you are both pros, and 1 player has higher apm, then the APM matters a tremendous amount. In the mid game, If for every action you do, if your opponent can do 4 in the same time frame, your in trouble. As theoretically, more macro and micro will be done compared to you.

Outside of the pro scene however, I would agree that apm has little meaning. This is even more true for leagues lower then masters. People spam at the beginning only to stop or slow down when the game actually starts going. People don't understand the game completely, even at masters, in-where a lower apm player can outsmart a higher apm player and win, just with strategy or positioning.
twitter: @ArmadaVega
Targe
Profile Blog Joined February 2012
United Kingdom14103 Posts
March 11 2013 19:12 GMT
#33
On March 12 2013 04:05 Armada Vega wrote:
While APM alone does not define someones skill, in order to compete in the pro scene successfully, especially in korea, you do need a minimum average of 300 or higher.

If you are both pros, and 1 player has higher apm, then the APM matters a tremendous amount. In the mid game, If for every action you do, if your opponent can do 4 in the same time frame, your in trouble. As theoretically, more macro and micro will be done compared to you.

Outside of the pro scene however, I would agree that apm has little meaning. This is even more true for leagues lower then masters. People spam at the beginning only to stop or slow down when the game actually starts going. People don't understand the game completely, even at masters, in-where a lower apm player can outsmart a higher apm player and win, just with strategy or positioning.


whitera would like a word.
11/5/14 CATACLYSM | The South West's worst Falco main
FinalForm
Profile Joined August 2010
United States450 Posts
March 11 2013 19:12 GMT
#34
sounds like something you thought up of cause you're slow
vaL4r
Profile Joined May 2010
Germany240 Posts
Last Edited: 2013-03-11 19:16:11
March 11 2013 19:14 GMT
#35
On March 12 2013 04:05 Armada Vega wrote:
(...) especially in korea, you do need a minimum average of 300 or higher.(...)

Really? What's this magical rule? How come it's 300? Why not 299? or some other number.
You need to play starcraft with a light heart. If you play with a heavy heart, you can't win. -NaDa
MrRicewife
Profile Blog Joined February 2011
Canada515 Posts
Last Edited: 2013-03-11 19:19:00
March 11 2013 19:18 GMT
#36
Wanna know why not? I have 350-380 apm avg, and I'm shit. I can barely make it past top 20 master. So that's why.
So? My dad can beat up your dad. - Jesus
grush57
Profile Joined March 2011
Korea (South)2582 Posts
March 11 2013 19:20 GMT
#37
No because apm fluxuates throughout each game
"Every thing is either simply awful or awfully simple." | "Weaklings can't pick... their way of death."
grush57
Profile Joined March 2011
Korea (South)2582 Posts
March 11 2013 19:20 GMT
#38
On March 12 2013 03:57 c0ldfusion wrote:
Show nested quote +
On March 12 2013 03:50 Antoine wrote:
This could be fun, but I do see a potential problem:

In boxing, MMA, and the like, fighters are weighed once shortly before the event occurs, and there's no risk of them going way over during the fight (maybe a little over just from eating/drinking after the weighin). In StarCraft a player might normally play at like 35 APM, but have a spike in a game where they go up to, say, 43. Would it have to be average APM over the whole game? Would it be up to the player to try to ride the APM line, or should they have to go a class up if they aren't sure whether or not they'll go over the limit with normal play.


The easy way to enforce that is just to check "continuously". (Blizzard would have to do it but it shouldn't be too bad.) Meaning, instead of trying to cap the APM for the whole game, which as you noted cannot be easily enforced, just make sure that the max APM is within the cap.

For example, let's use a 60 APM cap. The game would just monitor your action second by second. If you try to perform an action within a second of your last action, it'll just be ignored.

that's retarded and no one would watch that
"Every thing is either simply awful or awfully simple." | "Weaklings can't pick... their way of death."
14fighter
Profile Blog Joined January 2012
United States226 Posts
March 11 2013 19:22 GMT
#39
elfi would have no competition at his 100 apm per game.
paladin8
Profile Joined May 2012
United States44 Posts
March 11 2013 19:25 GMT
#40
90% of the people responding here are completely missing the point of the thread. The goal is not to separate players into "more skilled" and "less skilled" groups, but to separate them into "faster" and "slower" groups and distinguish by skill within the groups. The OP is arguing that there is some correlation between APM and skill to the extent that it would be interesting to see how players with similar APMs stack up against each other, not that more APM = more skill.

Personally, I think it's a valid question to ask, but there may be various practical reasons it can't happen, e.g. player pool too small, hard to define/enforce in a reasonable way. And certainly 7 groups would be way overdoing it, but I can see an argument for 2 or even 3.
Prev 1 2 3 4 5 6 7 8 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 10h 7m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Lowko226
StarCraft: Brood War
Britney 51328
Rain 3102
BeSt 1031
Mini 643
Stork 600
Light 488
firebathero 472
actioN 434
EffOrt 430
Larva 257
[ Show more ]
ZerO 185
hero 153
Leta 131
Rush 113
Sharp 88
ajuk12(nOOB) 70
Mind 61
Liquid`Ret 44
soO 44
ToSsGirL 43
Sea.KH 40
zelot 38
Backho 27
Hm[arnc] 25
JulyZerg 16
scan(afreeca) 15
Noble 13
HiyA 10
Bale 7
Terrorterran 0
Dota 2
Gorgc2000
singsing1886
Dendi448
XcaliburYe90
League of Legends
KnowMe46
Counter-Strike
olofmeister2200
zeus872
shoxiejesuss654
Other Games
B2W.Neo1323
crisheroes398
Fuzer 272
ArmadaUGS173
QueenE43
Trikslyr34
Dewaltoss18
ZerO(Twitch)12
Organizations
Dota 2
PGL Dota 2 - Main Stream18888
StarCraft 2
ComeBackTV 585
StarCraft: Brood War
UltimateBattle 65
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 12 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Jankos1681
• TFBlade192
Upcoming Events
Replay Cast
10h 7m
RSL Revival
18h 37m
Classic vs MaxPax
SHIN vs Reynor
herO vs Maru
WardiTV Korean Royale
23h 7m
SC Evo League
23h 37m
IPSL
1d 4h
Julia vs Artosis
JDConan vs DragOn
OSC
1d 4h
BSL 21
1d 7h
TerrOr vs Aeternum
HBO vs Kyrie
RSL Revival
1d 18h
Wardi Open
2 days
IPSL
2 days
StRyKeR vs OldBoy
Sziky vs Tarson
[ Show More ]
BSL 21
2 days
StRyKeR vs Artosis
OyAji vs KameZerg
Replay Cast
2 days
Monday Night Weeklies
3 days
Replay Cast
3 days
Wardi Open
3 days
Replay Cast
4 days
Wardi Open
4 days
Tenacious Turtle Tussle
5 days
The PondCast
5 days
Replay Cast
6 days
Liquipedia Results

Completed

Proleague 2025-11-16
Stellar Fest: Constellation Cup
Eternal Conflict S1

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
SOOP Univ League 2025
YSL S2
BSL Season 21
CSCL: Masked Kings S3
SLON Tour Season 2
RSL Revival: Season 3
META Madness #9
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2

Upcoming

BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
HSC XXVIII
RSL Offline Finals
WardiTV 2025
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter 2026: Closed Qualifier
eXTREMESLAND 2025
ESL Impact League Season 8
SL Budapest Major 2025
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.