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[G] Practicing marine stutter step micro

Forum Index > StarCraft 2 Strategy
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1 2 Next All
ZenithM
Profile Joined February 2011
France15952 Posts
Last Edited: 2011-05-07 14:15:32
May 05 2011 18:46 GMT
#1
Hi,

I would like to introduce you to a practice "tip" for stutter step micro (for unstimmed marines specifically, but it works for other units as well) which is inspired by my many years of playing music.

First, here's an interesting thread by qxc : http://www.teamliquid.net/forum/viewmessage.php?topic_id=149218
His map is a good start if you want to practice, but just playing it is a bit too "trial and error" oriented. What I mean by this is that there is no easy way to consistently improve, other than playing a lot to keep up with the reference.

I basically added to this a metronome (you can find one at http://www.metronomeonline.com/ ) and set it to the right tempo, which is :

60 / {Attack cooldown} * {Game speed factor}

= 60 / 0.8608 * 1.4 = 97.5836

Set the metronome to 96 and try to keep up, and you can now immediately hear if you stutter step too slow or too fast (in that case you'll also skip volleys so that's all the more obvious).
EDIT: The difference between 96 and 97 shouldn't matter much, as there is a random delay included in the attacks (see below in this thread for the exact post).

Remember, this Andante by MarineKing is not an easy piece of music. If you skip a lot at first, you may want to try a lower tempo like 92. It's not optimal, but way easier to follow without skipping.

EDIT: Below are some theoretical tempos for other units that benefit from good micro. I say "theoretical" because someone pointed out that there was an inherent random delay in the attacks, so take that into account and maybe set the metronome down a notch.

Tempos for other units
+ Show Spoiler +

The numbers are rounded, in bold are those I consider most important.

Marine (stimmed): 146
Marauder: 56
Marauder (stimmed): 84
Reaper (ground): 76
Reaper (buildings): 47
Hellion: 34
Thor: haha j/k, ever tried to stutter step with a thor? A sight to behold...
Viking (ground): 84
Viking (air): 42
Banshee: 67

Stalker: 58
Immortal: 58
Colossus: 51

Roach: 42
Hydralisk: 101
Mutalisk: 55
Corruptor: 44

This is a lot of numbers, but you can see that a protoss ball can be stutter stepped together quite nicely


Hopefully this will be helpful for someone, and hasn't been discussed yet.

ZenithM

N.B.: For stimmed marines, the tempo is 146, which roughly means that you must perform the clicks and key strokes at a pace of the order of your connection latency. It becomes a bit too tricky and unreliable to try to stutter step perfectly, depending on your lag.
orange7crush
Profile Joined January 2011
United States33 Posts
Last Edited: 2011-05-05 18:52:27
May 05 2011 18:50 GMT
#2
I really like the metronome to practice micro. Its kind of like marching to a metronome so if some people are audio learners it will help them.
Synystyr
Profile Blog Joined September 2010
United States1446 Posts
May 05 2011 18:52 GMT
#3
Metronome works fine for me. This is a REALLY awesome idea on how to get the timings down! THANK YOU! I will be practicing this This is so cool!
Sky Terran TvP V2.0: http://www.teamliquid.net/forum/viewmessage.php?topic_id=355839
sixdrumquads
Profile Joined January 2011
United States51 Posts
May 05 2011 19:19 GMT
#4
as a marching drummer this helps alot, not to ,ention one of the exercises im learning is right at this tempo :D. very interesting to know that starcraft has a tempo to it
Deleted User 135096
Profile Blog Joined December 2010
3624 Posts
May 05 2011 22:50 GMT
#5
It should probably be noted that the metronome should be used for when you hit [stop] for your marines. If you want to carry this further, you could double the speed and that would account for both the move command and stop command.
Administrator
zergrushkekeke
Profile Joined November 2010
Australia241 Posts
May 06 2011 05:48 GMT
#6
I thought marines fired instantly. Meaning that you press stop then press move as fast as you can, (wait the weapon cooldown) and then stop again.
Unlike with roaches where you stop, wait for shoot animation cooldown, move (wait the weapon cooldown), stop...
KEKEKE
Yoshi Kirishima
Profile Blog Joined July 2009
United States10318 Posts
Last Edited: 2011-05-06 05:53:13
May 06 2011 05:52 GMT
#7
Haha, nice and thanks

@zergrushkekeke

They do, but after you stop firing you still have to wait for cooldown.

Edit:

Idea: Terrans should listen to music all set to 144 bps. LOL.
Seriously though.
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
Saracen
Profile Blog Joined December 2007
United States5139 Posts
May 06 2011 05:54 GMT
#8
Oh wow I've never thought of this before. This is a really cool idea.
SlapMySalami
Profile Joined August 2010
United States1060 Posts
May 06 2011 06:01 GMT
#9
i just started playing terran in master league and cant kill a probe before it gets past my marine so this will hopefully solve that problem thx you very much
marineking will u huk my bigtt1 ilu
Kaonis
Profile Blog Joined November 2010
United States243 Posts
May 06 2011 06:22 GMT
#10
On May 06 2011 14:52 Yoshi Kirishima wrote:
Idea: Terrans should listen to music all set to 144 bps. LOL.


144 beats per second? Sounds... Painful. :|
Nevermind.
zergrushkekeke
Profile Joined November 2010
Australia241 Posts
May 06 2011 06:30 GMT
#11
On May 06 2011 14:52 Yoshi Kirishima wrote:
@zergrushkekeke

They do, but after you stop firing you still have to wait for cooldown.


I think we are saying the same thing, you wait for the cooldown while moving.
Some units have a delay between being stopped and firing (roaches, stalkers).
Some units have no delay ( Marines, voids, sentries).

The no delay units only need 1 beat per step, the delayed firing units need 2, first beat press stop, second beat press move.(and the times would vary on what unit they are, and the stop time and move time don't have to be equal).
KEKEKE
ZenithM
Profile Joined February 2011
France15952 Posts
May 06 2011 09:30 GMT
#12
On May 06 2011 14:48 zergrushkekeke wrote:
I thought marines fired instantly. Meaning that you press stop then press move as fast as you can, (wait the weapon cooldown) and then stop again.
Unlike with roaches where you stop, wait for shoot animation cooldown, move (wait the weapon cooldown), stop...


In fact, even if the marine attack animation is one of the fastest in the game, you can still cancel it by "move command"ing fast enough when the marine is about to shoot. Even more subtle, is the fact that the rotation speed of the marine matters. The timing window during which you can cancel the attack is much larger when the marine shoots on something behind it than when it's in front of it. But this is just nitpicking. The point is, you must wait a bit when the marine starts its shooting animation, and then move.

That's why I find it very difficult to just follow the beat of the metronome to coordinate your commands. With factors like attack animation speed and lag (which can vary between the games), it's a bit too unreliable to do that and you end up skipping a lot, but I mean, it could be possible. I prefer to see the metronome as the audio reference which you must end up synchronizing with the sound of the marine volleys, no matter how you do it.
MrCon
Profile Blog Joined August 2010
France29748 Posts
May 06 2011 11:57 GMT
#13
On May 06 2011 15:01 SlapMySalami wrote:
i just started playing terran in master league and cant kill a probe before it gets past my marine so this will hopefully solve that problem thx you very much

This is actually a very good benchmark, never thought of that, your post has enlightened me :p
pwei
Profile Blog Joined April 2010
United States62 Posts
May 06 2011 14:25 GMT
#14
A couple of minor things to be aware of:

1. I think the fastest game speed multiplier is close to 1.4 than 1.38 (see this post on sc2math; comments too)

2. Almost all attacks have a random delay between 0.125 and -0.0625 (see this thread on tl; or just open up the map editor). If you wanted to guarantee a fire, you would stutter @ 0.8608 + 0.125 = 0.9858. There may be an incentive to trade off some probability of firing so you move faster, but I can't actually think of one.
I'm all in.
SpaceYeti
Profile Joined June 2010
United States723 Posts
May 06 2011 14:57 GMT
#15
This is awesome because it works for other units too, like banshees, hellions, roaches, and stalkers; just insert the proper attack cooldown into the equation.. Very good idea.
Behavior is a function of its consequences.
Condor
Profile Blog Joined June 2010
Netherlands188 Posts
May 06 2011 15:03 GMT
#16
Excellent idea, now all we need is a list of music and the BPM it is played at so we can play the proper music for the proper build. Techno for stimmed marines, Waltzing for tanks, Reggae banshees, it should all work out.

Love the originality, really do.
Kavas
Profile Joined October 2010
Australia3421 Posts
May 06 2011 15:45 GMT
#17
I don't understand how this works. Am I suppose to open this with SC2 or something?
ZenithM
Profile Joined February 2011
France15952 Posts
Last Edited: 2011-05-07 14:13:01
May 06 2011 17:59 GMT
#18
On May 07 2011 00:45 Kavas wrote:
I don't understand how this works. Am I suppose to open this with SC2 or something?


Let's say you intend to execute a strat that is very marine heavy or you just want to practice on a custom map. Just run a metronome at the same time, and when you stutter step with your marines, the sound of the firing should coincide with the beat of the metronome, so that you know you have indeed the maximum damage output. If the beat sounds faster, just stop and shoot faster too, and if you start skipping volleys, slow down a bit, until you have naturally the right pace.

Ultimately, you won't need the metronome anymore, because you will be used to the stutter step groove

I suppose this method won't work as well for everybody. It depends on how important the sound is to you. Maybe you'll prefer visual clues.


+ Show Spoiler +
On May 06 2011 23:25 pwei wrote:
A couple of minor things to be aware of:

1. I think the fastest game speed multiplier is close to 1.4 than 1.38 (see this post on sc2math; comments too)

2. Almost all attacks have a random delay between 0.125 and -0.0625 (see this thread on tl; or just open up the map editor). If you wanted to guarantee a fire, you would stutter @ 0.8608 + 0.125 = 0.9858. There may be an incentive to trade off some probability of firing so you move faster, but I can't actually think of one.


Thank you for these important elements, it's very interesting. So I suppose that's why I was skipping a bit when I tried to follow the theoretical tempo. Maybe you could rather set the metronome a bit slower.
Danglars
Profile Blog Joined August 2010
United States12133 Posts
May 06 2011 19:30 GMT
#19
Way to go, bro. Interesting application, I will test my micro using this for the rest of the week!
Great armies come from happy zealots, and happy zealots come from California!
TL+ Member
SlapMySalami
Profile Joined August 2010
United States1060 Posts
Last Edited: 2011-05-07 04:35:50
May 07 2011 04:32 GMT
#20
this would need a 2nd beat to tell me when to start moving again to be optimal

focusing on the metronome im just hitting s and i have to guess when to start moving again

edit: ok when using a+click rather than the stop command it you can basically click right away.. didnt know that
marineking will u huk my bigtt1 ilu
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