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[G] improve your stutterstep... with a metronome

Forum Index > StarCraft 2 Strategy
Post a Reply
dreinsweinull
Profile Joined May 2011
Germany5 Posts
August 09 2011 12:10 GMT
#1
  • choose a ranged unit

  • know the cooldown of its attack (found here)

  • divide 82.8 by cooldown (82.8 / 0.8608 for marine)

  • enter the result into a metronome (e.g. this or this)

    1 beat per cycle on the second one
    i have yet to find one which lets you enter rational numbers (i think thats the term?), so you usually want to round down (96,1896 to 96 for marine)

  • the metronome now clicks everytime the unit is able to attack

  • launch your practice environment

    e.g. unit test map, spawn your unit and some fully upgraded ultras on hold position

    a-move / right click / stop (or whatever stuttermethod you use) on the metronomeclick, movecommand inbetween (as soon as attack happened)

    focus on the metronomeclick, the attacksounds of the unit tend to be off (especially the faster ones), but the incoming damage on the enemy unit should be right on (somewhere equally inbetween) the click if you just let your unit attack (at least very close due to the rounding)

  • stutterstep for an extended period of time to burn the timing into your brain!

  • > be more efficent with your ranged units!



the "mathmatics" behind it
+ Show Spoiler +
we want the metronome to click everytime when the unit can attack.
a metronome which is set to 90 clicks 90 times per minute, so we need to find out how often our unit is able to attack per minute.


1 / cooldown (in s) = attacks per second in normal game speed

1 / cooldown (in s) * 1.38 = attacks per second in faster game speed

1 / cooldown (in s) * 1.38 * 60 = attacks per minute in faster game speed = 82,8 / cooldown
FakeDouble
Profile Blog Joined September 2010
Australia676 Posts
August 09 2011 12:17 GMT
#2
Sweet, nice first post OP.

Time to go dig out my metronome... XD
Formerly known as carbonaceous
Cheebah
Profile Blog Joined April 2010
210 Posts
August 09 2011 12:22 GMT
#3
I think this was already posted a few months back.
Also for the non musician TLers, you can use an Online Metronome.
Out here in the perimeter there are no stars. Out here we are stoned, immaculate.
dreinsweinull
Profile Joined May 2011
Germany5 Posts
August 09 2011 12:26 GMT
#4
yee, i linked 2 online metronomes in the post as well (:
Firesilver
Profile Joined December 2010
United Kingdom1190 Posts
August 09 2011 13:00 GMT
#5
Can't believe I never thought of this, very nice!
Caster at IMBA.tv -- www.twitter.com/IMBAFiresilver -- www.youtube.com/FiresilverTV
StarMoon
Profile Joined April 2011
Canada682 Posts
August 09 2011 13:02 GMT
#6
Excellent contribution!

This is really helpful to me, I'm struggling to really get my stutter-step down.
Iranon
Profile Blog Joined March 2010
United States983 Posts
August 09 2011 13:03 GMT
#7
Use the search function. Conveniently, the other thread also has the attack speeds for each unit, so no need to look them up yourself.
dreinsweinull
Profile Joined May 2011
Germany5 Posts
August 09 2011 13:08 GMT
#8
oh, sorry. tried my best with the search function but it wouldnt show me anything similar /:
Xenocryst
Profile Joined December 2010
United States521 Posts
August 09 2011 15:20 GMT
#9
wait what is this some kind of hack or something
Alejandrisha
Profile Blog Joined July 2010
United States6565 Posts
Last Edited: 2011-08-09 15:26:00
August 09 2011 15:25 GMT
#10
57.5 for stalkers. Sick idea, OP!
edit: had no idea there was already another thread on this. Still very cool
get rich or die mining
TL+ Member
palanq
Profile Blog Joined December 2004
United States761 Posts
August 09 2011 15:26 GMT
#11
note that you should probably round down or put the pace at a few bpm lower because it's better to stutter a bit slower than the max than stutter faster and miss shots entirely
time flies like an arrow; fruit flies like a banana
Alejandrisha
Profile Blog Joined July 2010
United States6565 Posts
Last Edited: 2011-08-09 15:32:40
August 09 2011 15:30 GMT
#12
On August 10 2011 00:26 palanq wrote:
note that you should probably round down or put the pace at a few bpm lower because it's better to stutter a bit slower than the max than stutter faster and miss shots entirely


Actually you'd have to put it higher. If you put it lower you're accepting a longer cool down. If you put it higher you stutter step slightly more frequently, decreasing the chance that you'll still be moving while cool down is down (edit: not up derp xD)
get rich or die mining
TL+ Member
AmericanUmlaut
Profile Blog Joined November 2010
Germany2577 Posts
Last Edited: 2011-08-09 15:31:43
August 09 2011 15:31 GMT
#13
Okay, so there was another thread on this topic. Still, this is pretty epic as first contributions to TL go, and I had never thought of this possibility.

Edit: Hey, it's my birthday in Korea! Happy birthday to meeeeeee!
The frumious Bandersnatch
VassiliZaytsev
Profile Joined July 2010
Canada45 Posts
August 09 2011 15:35 GMT
#14
Silly question maybe but wouldn't latency have a drastic effect on this as well? I have quite bad internet and it seems someone is always downloading in my house haha. I guess it's negligable for most though?
Big Mac
Alejandrisha
Profile Blog Joined July 2010
United States6565 Posts
August 09 2011 15:37 GMT
#15
On August 10 2011 00:35 VassiliZaytsev wrote:
Silly question maybe but wouldn't latency have a drastic effect on this as well? I have quite bad internet and it seems someone is always downloading in my house haha. I guess it's negligable for most though?


It won't affect this unless you are actively trying to pace your shots based on what you see on the screen. If you internalize the metronome and just stutter step and not look at your units all of your actions will have the same amount of delay so there will be no effect.
get rich or die mining
TL+ Member
palanq
Profile Blog Joined December 2004
United States761 Posts
August 09 2011 15:43 GMT
#16
On August 10 2011 00:30 Alejandrisha wrote:
Show nested quote +
On August 10 2011 00:26 palanq wrote:
note that you should probably round down or put the pace at a few bpm lower because it's better to stutter a bit slower than the max than stutter faster and miss shots entirely


Actually you'd have to put it higher. If you put it lower you're accepting a longer cool down. If you put it higher you stutter step slightly more frequently, decreasing the chance that you'll still be moving while cool down is down (edit: not up derp xD)


oh, I was assuming you would click "move" in pace no matter what, instead of waiting for the attack to actually happen, so you'd end up moving, stopping and waiting or starting the attack animation but not actually attacking, and then moving again without having attacked. so I guess it just depends if you care more about movement or attacking as much as possible
time flies like an arrow; fruit flies like a banana
KangaRuthless
Profile Blog Joined August 2010
United States304 Posts
August 09 2011 15:48 GMT
#17
I just calculated Marines:

No Stim = 96

Stim = 144

For the record...that's incredibly faster
www.youtube.com/KangaRuthless
Alejandrisha
Profile Blog Joined July 2010
United States6565 Posts
August 09 2011 15:55 GMT
#18
On August 10 2011 00:48 KangaRuthless wrote:
I just calculated Marines:

No Stim = 96

Stim = 144

For the record...that's incredibly faster


Yep.. that's how you get more dps than a stalker (6.9 vs 7.0 I believe.. and then 10 with stim) .... makes sense if you don't think about it
get rich or die mining
TL+ Member
Najda
Profile Joined June 2010
United States3765 Posts
August 09 2011 16:16 GMT
#19
Is the most effective stutter step actually at the exact speed that it can attack though? Because with nonstim marines vs nospeed zerglings it feels much more effective to do it slower to allow the marines to walk a distance between shots so the zerglings aren't autoattacking you the whole time.
dreinsweinull
Profile Joined May 2011
Germany5 Posts
August 09 2011 17:32 GMT
#20
On August 10 2011 01:16 Najda wrote:
Is the most effective stutter step actually at the exact speed that it can attack though? Because with nonstim marines vs nospeed zerglings it feels much more effective to do it slower to allow the marines to walk a distance between shots so the zerglings aren't autoattacking you the whole time.



mh, interesting! in general, it should be the most effective way. because (when executed perfectly) the ranged unit is attacking with its "maximum" dps, while still denying the meleeattacker some hits or prevent a surround. say, you skip every 2nd possible attack and move instead. the zerglings will still be moving faster, catching up to you, but you would only do half the damage. or am i missing something?
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