but yes, this will deffinately help ALOT of people out, especially when you tweet a few things that you mentioned you will be doing.
[UMS] Macro Or Die - The Competitive Macro Trainer - Page 2
Forum Index > SC2 Maps & Custom Games |
GCVeila
United States39 Posts
but yes, this will deffinately help ALOT of people out, especially when you tweet a few things that you mentioned you will be doing. | ||
ihasaKAROT
Netherlands4730 Posts
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_Major
United States107 Posts
On April 26 2011 22:51 ihasaKAROT wrote: Dont want to be annoying, but doenst the [M] stand for Melee? Should be [UMS] for this map I'll leave it to the mods to categorize this as they see fit. Every Macro Or Die map is a ladder or GSL map, which should be played with melee settings. Also, this was built primarily for human vs human games (including team and FFA). The AI is there for practice; it is normal melee AI and will not be affected by Nukes. | ||
gumbum8
United States721 Posts
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novabossa
United States350 Posts
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_Major
United States107 Posts
On April 26 2011 20:30 Inori wrote: FE gets punished. Also what do you need to do to get masters level? Master level requires at the minimum 10 minutes of good macro without triggering the countdown. If you trigger a countdown then you will stay at your level. If you trigger a nuke launch then you will go down a level. FEs will generally cause you to delay your macro level increase a bit, but as I said at the top, this does not matter. You will easily be able to get to your appropriate level in a macro game because your chance at promotion comes once a minute. On April 27 2011 00:48 novabossa wrote: One minor suggestion: how about incorporating chronoboost energy / queen energy / orbital energy into the macro equation? Similar to how the multitask trainer functions, but the penalty can be something like a nuke incoming for energy above 25/50/75/100 (depending on the league cushion). Were you finding that you could get away with not using chronoboost, Mules or Supply Calldown, or spawn larvae? The penalties are pretty built-in to the gameplay. You most likely will be unable to spend your income fast enough if you are not taking advantage of these boosts. Also keep in mind that this mod is built for all skill levels. If you are bronze/silver just trying to spend and plan your spending may be more than enough for you to tackle, and your bronze or silver opponents won't force you to use extra abilities. As you player higher rated opponents you have to expect that they are using all of the tools available to them to out macro you; so you are in effect being penalized when you don't use them - you will almost always lose. | ||
Dubsys
Australia122 Posts
i rarely melee but heres a game i played quickly to see what the map was like. kept getting nukes but got out of it pretty quickly i was also able to dump minerals into building stuff that wouldn't be in production straight away to keep my mins down which i think sort of took the point out of it also i very rarely used chrono, it's been a few months since i've meleed properly | ||
Deleted User 61629
1664 Posts
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FatalRuin
United States45 Posts
On April 27 2011 00:48 novabossa wrote: One minor suggestion: how about incorporating chronoboost energy / queen energy / orbital energy into the macro equation? Similar to how the multitask trainer functions, but the penalty can be something like a nuke incoming for energy above 25/50/75/100 (depending on the league cushion). Also what if for a queen someone is saving for transfusions? Or if someone is saving chronos so they can non stop chrono warpgates? with the new warp gate time toss needs more chronos to get it done. | ||
_Major
United States107 Posts
On April 27 2011 01:38 Stickmatrix wrote: http://replayfu.com/r/G5SFZn i rarely melee but heres a game i played quickly to see what the map was like. kept getting nukes but got out of it pretty quickly i was also able to dump minerals into building stuff that wouldn't be in production straight away to keep my mins down which i think sort of took the point out of it also i very rarely used chrono, it's been a few months since i've meleed properly Thanks for the replay Dub. I thought it went very smoothly - you needed the reminder every once in awhile but you were able to recover almost immediately; you never actually had a nuke get launched. Everyone please take into account that against the AI you are generally facing a Computer who stays on 1 base throughout the game. They aren't really going to force you to be honest - so yes against a lesser opponent you can spend resources on stuff that isn't exactly making you more efficient. | ||
novabossa
United States350 Posts
On April 27 2011 01:32 _Major wrote: Master level requires at the minimum 10 minutes of good macro without triggering the countdown. If you trigger a countdown then you will stay at your level. If you trigger a nuke launch then you will go down a level. FEs will generally cause you to delay your macro level increase a bit, but as I said at the top, this does not matter. You will easily be able to get to your appropriate level in a macro game because your chance at promotion comes once a minute. Were you finding that you could get away with not using chronoboost, Mules or Supply Calldown, or spawn larvae? The penalties are pretty built-in to the gameplay. You most likely will be unable to spend your income fast enough if you are not taking advantage of these boosts. Also keep in mind that this mod is built for all skill levels. If you are bronze/silver just trying to spend and plan your spending may be more than enough for you to tackle, and your bronze or silver opponents won't force you to use extra abilities. As you player higher rated opponents you have to expect that they are using all of the tools available to them to out macro you; so you are in effect being penalized when you don't use them - you will almost always lose. While that is a good point, I feel it is still beneficial for lower league players simply because it will help them to pinpoint why their macro is falling behind. It is also very good practice to have a constant mental timer on spending that energy. By adding a reminder, I think it'll help progress their macro abilities much faster simply by making them aware of the timings and how energy can help to dramatically help with macro. | ||
_Major
United States107 Posts
[B]On April 27 2011 04:20 novabossa wrote: While that is a good point, I feel it is still beneficial for lower league players simply because it will help them to pinpoint why their macro is falling behind. It is also very good practice to have a constant mental timer on spending that energy. By adding a reminder, I think it'll help progress their macro abilities much faster simply by making them aware of the timings and how energy can help to dramatically help with macro. Duly noted. I've gotten a couple of other people requesting something along these lines too. I think I'm going to include it into the bonus points players get for their efficiency - since it is along those lines. I was just on and got to referee a cool Diamond TvZ match on Macro Or Die [Tal'Darim Altar]. I've posted the replay in the OP for all to see what this mod looks like head to head. The Game: http://drop.sc/7788 | ||
babysimba
10466 Posts
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novabossa
United States350 Posts
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_Major
United States107 Posts
On April 27 2011 05:04 babysimba wrote: I played zerg recently against a player on this map. Zerg can spend all their resources as long as they keep up with their larva injects, have enough larvae to spend. However, there are times when zerg need to delay their spending. Some examples are tech switching (muta balls), incomplete information to decide whether to make drones or what type of units, the need to assess how much damage an aggressive attack has done to the enemy before you choose to drone up or reinforce with units. I feel it's actually not beneficial for zergs learning how to macro to be forced into making units early game without being able to assess the situation properly. Usually, zergs can keep their resources low easier after saturating their third, and all larvae are used on army production. Perhaps you could give more allowance to zerg in the early game or even better use larvae quantity/queen energy as an indicator for macro. I've gotten a lot of feedback about this as well. I personally think some of it is unwarranted, as I play Zerg too; I really can't stress enough that I need replays to help me figure out exactly where the problem is. The TvZ replay I've posted is a good example (sorry Sovereign =p ). If you are stockpiling gas for mutas before your spire is started; you are doing something wrong IMO. I watch a lot of pro games and even when they stockpile they are staying within the limits (when you account for the timer), because they keep their minerals low when they stockpile gas and they plan ahead with supply and building timings. I realize I am not nearly as good as most of you, and that my experience isn't going to be suitable for everyone else. So, I will look into how to incorporate available larvae into the cushion for Zerg players for the benefit of the community. | ||
morx
Sweden12 Posts
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57 Corvette
Canada5941 Posts
Do you think you can make this map on Jungle Basin? I know it was removed for being basically "Imba", but I still like it. | ||
rkffhk
474 Posts
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_Major
United States107 Posts
On April 27 2011 06:19 rkffhk wrote: What are all the commands? How do I restart? Do I have to remake after I gg? "gg" is the only command; make sure you are using melee settings. You do have to remake after each game. | ||
MasterReY
Germany2708 Posts
Would love it | ||
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