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APM vs RPM - Page 2

Forum Index > StarCraft 2 Strategy
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whatthefat
Profile Blog Joined August 2010
United States918 Posts
September 16 2011 19:36 GMT
#21
I like the idea, the question is how to implement it in practice. Use of macro mechanics would perhaps give an indirect measures (e.g., regularity of mules/chronoboosts/injects).
SlayerS_BoxeR: "I always feel sorry towards Greg (Grack?) T_T"
dUTtrOACh
Profile Joined December 2010
Canada2339 Posts
September 16 2011 19:49 GMT
#22
I think APM is fine. Much less vague than "RPM". Rotations... lol....

Players who "focus" on raising their APM are simply focusing on a useless number. Once you're familiar with your openings and econ timings (eg:MULE), it frees up more brain time for controlling units, etc. Spamming APM and missing your timings, just to see a higher number, while still losing the game is working on something useless. Getting better at doing more things at once by optimizing your available real APM will gradually increase your overall avg. APM over more and more time.

If you've gone from spamming @300 APM in the first minute of the game to spamming @500 APM in the first minute of the game, you've built up something completely stupid and absolutely useless.
twitch.tv/duttroach
Qntc.YuMe
Profile Joined January 2011
United States792 Posts
September 16 2011 19:53 GMT
#23
The idea is good but i dont really think there is a proper way to measure rpm as of now. Honestly i rather just look where those "apm" is being used and see how effective it is rather than cycling
mothergoose729
Profile Joined December 2010
United States666 Posts
Last Edited: 2011-09-16 20:03:02
September 16 2011 20:00 GMT
#24
A high apm is usually an indication of good mechanics. I think most people know about how seriously to take that measurement. The RPM you described is pretty consistent with the way OGsTOP plays. He never misses a depot or an scv, but that doesn't make him the best player in the world (obviously). APM is spent on unit micro, scouting, and idle cycling too. All of which are important.

Ultimately the only good benchmark for how good a player is, is how well that player plays. A high APM is usually a good indication of good mechanics, but that is it. Your RPM concept could just as easily be described when talking generally about a players "macro".

EDIT: I used to think spamming was a bad thing, and not really productive for developing good play. As I have become a better player, and I have realized that spamming is a productive way to practice. You should always be pushing yourself to play beyond your comfort zone, more so in mechanics then anything. Forcing yourself to play to fast it the only good way to develop better mechanics. Ideally every action should be useful sure, but that takes time and practice. And at a certain level of play, having more then 100 apm really, really helps.
scph
Profile Joined June 2010
Korea (South)262 Posts
September 16 2011 20:38 GMT
#25
This is useless. How is knowing your rpm going to help your game? If you were practicing your mechanics correctly already you wouldnt need to care about how many cycles you perform in a game. Apm helps because it is a judgement of your activity level, which needs to be high in order to have good mechanics because there are so many actions you need to perform simultaneously. Spamming increases your activity level because it keeps you going all game. If you have good mechanics, spamming will only help since you already know wtf you are doing. Players who just spam for the triple digit number without knowing wtf they are doing will get nowhere.

Best example: top koreans all have high apm. It is possible to play with sub 100 apm and be good like whitera and sheth etc. But it doesnt change the fact that apm matters. Pay attention and you will see their apm jump beyond 200s when required, and they arent even microing yet, just controlling units and macroing.
alaug
Profile Joined September 2010
Canada41 Posts
Last Edited: 2011-09-16 20:41:53
September 16 2011 20:40 GMT
#26
IMO it all comes down to what you are doing per screen at any given time in your game. I could say I build 5 racks and do something else and come back then claim this is more efficient than waiting there for the racks to finish building. But if that action of "something else" is just watching the river flow then how is that more efficient than waiting your racks build to completion.
gg
E.H Eager
Profile Joined August 2011
United States227 Posts
September 16 2011 20:44 GMT
#27
Nice idea, I think the new patch will give us a better sense of our own apm.

And to anyone who hasn't already, definitely watch the day9 daily mentioned in the post. It is one of the most helpful mechanics videos out there.
Shrubbles
Profile Joined September 2011
Brazil29 Posts
September 16 2011 20:52 GMT
#28
rpm is too dificult to measure, simply because you don't have the exact correlation between the actions and whats really happening... Only if you could analyse the replay and the actions at the same time you could determine the RPM of a player... There is yet no tool for this, other than watching the replay in slow mo and actually observing the APM, and whats happening.

In other words... it's STILL impossible to measure RPM. Just to clarify that it doesn't make it an unvalid concept. Like others, a definition doesn't need any proof, or measuring technic to exist..
Hypnotic42
Profile Joined August 2011
14 Posts
September 16 2011 21:08 GMT
#29
People are saying RPM is "so" hard to measure, yet do you go through someone's game to find which actions they make are effective and which aren't to determine effective APM? No, you don't. Nowhere did he state that RPM should be quantifiable, he said focusing on the idea of RPM versus APM will lead to quicker improvement.
michaelhasanalias
Profile Joined May 2010
Korea (South)1231 Posts
September 16 2011 21:42 GMT
#30
There was a great thread on a topic with the same point as this one:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=250059

The crux of the thread was something like:

- Since APM is a measure of the number of clicks one performs in a task, it doesn't maximize speed or time, and so it's not necessarily a valid measure.

- APM is probably the necessary condition for rapid task completion, but having high APM doesn't necessarily mean anything.

- If you want to improve your APM, you should instead focus on picking some aspect of your play and drilling it over and over in that specific situation so you can automate and complete that task faster in a real game. (for example, roach stutter step, moving workers to gas when taking a new expansion, taking xel naga towers with lings and unbinding them from your control groups)



I feel like the linked OP accomplishes what you're trying to do only a bit more articulately and completely (no offense to you of course).

Still, just as other posters have pointed out, the high APM itself is not the important part, but being active and able to process tasks more quickly and accurately is (which will naturally raise your APM anyway).
KR NsPMichael.805 | AM Michael.2640 | SEA Michael.523 | 엔에스피 New Star Players
Beaza
Profile Joined March 2011
Germany203 Posts
September 16 2011 21:54 GMT
#31
The OP makes perfect sense but i dont see a new word like RPM being used by many. Everything you described with RPM falls under a word that already exists: "multitasking". And as others have pointed out measuring someones ability to multitask in a number is nearly impossible thats why RPM wont be needed. But you pointed out well that multitask ability doesnt have anything to do with apm. People need to understand that
quillian
Profile Joined April 2010
United States318 Posts
September 16 2011 22:01 GMT
#32
On September 17 2011 06:42 michaelhasanalias wrote:
There was a great thread on a topic with the same point as this one:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=250059

The crux of the thread was something like:

- Since APM is a measure of the number of clicks one performs in a task, it doesn't maximize speed or time, and so it's not necessarily a valid measure.

- APM is probably the necessary condition for rapid task completion, but having high APM doesn't necessarily mean anything.

- If you want to improve your APM, you should instead focus on picking some aspect of your play and drilling it over and over in that specific situation so you can automate and complete that task faster in a real game. (for example, roach stutter step, moving workers to gas when taking a new expansion, taking xel naga towers with lings and unbinding them from your control groups)



I feel like the linked OP accomplishes what you're trying to do only a bit more articulately and completely (no offense to you of course).

Still, just as other posters have pointed out, the high APM itself is not the important part, but being active and able to process tasks more quickly and accurately is (which will naturally raise your APM anyway).


Great link, though I think we are talking about slightly different things.

His article is (I gather) a highly technical way of saying "practice one action at a time to make it faster, rather than trying to do everything faster at once."

RPM doesn't focus on the specific actions one takes in microing a unit, etc, but rather on the rhythm of moving from one action to the next. Put another way, ACT is about actually doing the task faster, RPM is about stringing these tasks together more efficiently.

I will definitely use some of his thoughts in working on my own play, though, thanks for the link.
Dag0N
Profile Joined May 2011
Denmark25 Posts
September 16 2011 22:45 GMT
#33
I feel that APM comparisons are next to worthless.
Xxazn4lyfe51xX
Profile Joined October 2010
United States976 Posts
September 16 2011 23:06 GMT
#34
As a concept, I think this is actually quite clever. Unfortunately, I do think it will remain as such - just an abstract concept. It's a good thing to think about, but I don't think that there is really any practical way to apply it to games. As other people have said, it's just not something that is easily measured.
Reithan
Profile Blog Joined February 2011
United States360 Posts
September 16 2011 23:07 GMT
#35
There would be a LOT of factors you'd need to cover for a calculation like this.

For one, yo'd have to analyze the replay first to find out what the player's cycle "order" is, as well as determining how many steps they have in their cycle, such as a terran with no OC won't have mules yet, a Zerg with no queens yet, etc. So, as the game goes on, your "steps per cycle" will increase as you get upgrade structures, macro mechanics, expansions, units to micro, etc.

Then you'll need to actually gauge how quickly they are cycling through all these steps, including such things as certain steps not being included in EVERY cycle, perhaps there will be activities, such as upgrades that only go every 2-3 cycles, or something.

You could possibly avoid this by simply grouping similar activities into one "grouped" step, but that weakens the rating overall, I think.

Additionally, if a players missteps and accidentally misses a step, like missing an inject, or missing a production cycle - how would you add that to the calculation? Do you just skip that step, or lengthen that cycle until they do it again?

This WOULD be a great rating to be able to use - but it's simply far to complex to be of any real use in practice.
http://www.teamliquid.net/blog/Xanthus730 ***** http://www.twitch.tv/reithan
Ruin
Profile Joined July 2011
United States271 Posts
September 16 2011 23:14 GMT
#36
this is very interesting but as others have said it would be difficult to measure
CaptainPlatypus
Profile Blog Joined March 2009
United States852 Posts
September 16 2011 23:17 GMT
#37
I like this. I think a lot of the people responding have the wrong idea (WE NEED A FORMULA AND IT WOULD BE IMPOSSIBLE TO MAKE ONE) - it struck me as more of a good way to measure your own progress. For example, my cycle would be production-injects-creep-upgrades-army, and my RPM is probably currently at about 2 or 3. If I could boost that up to 7 or 8, it would mean actually spreading creep at a reasonable rate, getting upgrades out more promptly, sacrificing macro while microing less often, and generally playing at a higher level all around. I think this is a really cool idea and I'll be implementing it in my practice!
envisioN .
Profile Joined February 2011
United States552 Posts
September 16 2011 23:23 GMT
#38
I see holes in this idea because everyone's rotation is different depending on build, race, micro ability, etc. Saying that your rpm doesn't go up when your apm goes up is just dumb unless you are spamming to get apm up... If you have more apm, naturally you will get more ACTIONS done in a MINUTE so your rpm will go up.
"Good works do not make a good man, but a good man does good works" -Martin Luther ¯\_(ツ)_/¯
Banchan
Profile Joined May 2011
United States179 Posts
Last Edited: 2011-09-17 00:10:37
September 17 2011 00:08 GMT
#39
On September 17 2011 08:23 envisioN . wrote:
I see holes in this idea because everyone's rotation is different depending on build, race, micro ability, etc. Saying that your rpm doesn't go up when your apm goes up is just dumb unless you are spamming to get apm up... If you have more apm, naturally you will get more ACTIONS done in a MINUTE so your rpm will go up.



Not necessarily, if a terran goes allin with marine/scv his APM could go much higher while his RPM drops to 0 (if a rotation consists of micro and macro and the player only micros 1 control group of units there is no rotation involved). It is entirely possible to increase your APM without spamming or increasing RPM, just focus entirely on micro - there really is no limit to the amount of non-spam APM micro can soak up, it's just a matter of deciding when the relative benefit of sinking more APM into micro is no longer worth it.
Many lower level players completely abandon macro while microing, thus creating a situation where their APM goes up while their RPM goes down
HTODethklok
Profile Joined November 2010
United States221 Posts
September 17 2011 00:33 GMT
#40
One of the patch notes for 1.4 is that spamming will no longer count towards your in game APM. If spamming no longer artificially increases your APM that means that any increase in APM that a player gains through the course of practice will mean that they are able to complete more useful actions per minute than they did before. This means that after 1.4 goes live you can now watch a pro level replay and measure your apm vs a pros and get a good idea of how many more things you should be doing per minute.
Guns for show... Knives for a pro HTODethklok.201 NA
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