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TheJaKaTaK

Forum Index > StarCraft 2 Strategy
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JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
Last Edited: 2013-02-25 19:18:47
May 31 2012 18:41 GMT
#1
[image loading]



Hello everybody,

Welcome to TheJaKaTaK.

I create tools for Sc2.

I stream every day at:
http://www.twitch.tv/thejakatak

Recorded episodes and tool tutorials are on
http://www.youtube.com/thejakatakshow

TheStaircase is a training tool to help make the learning and improving at Sc2 more fun and less frustrating.

TheCore is a custom hotkey layout based on research and data that will make every action you perform faster and more ergonomic.

If you are looking for a friendly space to train with noobs like yourself. Just join TheJaKaChaT group on Sc2.

Please give me constructive criticisms so that we can help make Starcraft less frustrating and more fun.


For those of you interested about me:
About a month ago, after saving up enough money to survive with no income for a year, I quit my job, minimized all of my expenses and began a year of complete dedication to the expansion of esports.

It is my belief that Starcraft 2 will become the "Football(Soccer) of eSports" Parents will be watching Sc2 with their kids and teaching them to play around the world. Everyone will at least know what it is and most people will play. I want to help move Starcraft 2 in that direction by teaching people the most efficient way to learn the game.

I especially believe that Sc2 is a game that can not only be enjoyed by people of all genders, sexes, and ages, but that it is a mentally beneficial exercise, just as soccer can be enjoyed by almost anyone and is a physically beneficial exercise. I want to bring in female gamers, I want to bring in older and younger gamers, and anyone else outside the standard 13-30 male demographic that is so often found in gaming. This not only broadens the viability of sponsoring Sc2 but it also makes it so people speaking different languages, and living in different cultures can find something in common with people that they would often otherwise write-off as weird or stupid; Starcraft 2.

Gheed
I was reading through Gheed's Worker Rush Series and there was a point where he said something along the lines of "Who will help these people" or "No one can help these people" when referring to the lowest of the low on the ladder. With years of teaching introductory voice, guitar and piano lessons, I decided that the person who would help "these people" would be me.

After worker rushing countless lower level bronze players for a week, (but not informing them of what to do beforehand) I was very stabilized at a 50% win ratio. After some simple math with the help of Sc2 Ranks I found out that 19% of Sc2 players could not properly execute an Attack Move command! This was a clear indicator for me that a space for people to go to start learning Starcraft 2 was needed.

Macro>Micro>Strategy
Many players were trying to execute MC, Nestea, MVP strategies they saw on the GSL or various other strategies without having the ability to keep the money low, constantly build workers, inject, or keep their idle larva count down. Another thing I noticed is stutter step micro. Many struggling players will micro their heart out in an engagement and end up with 2-5k resources in the bank! Talking about Strategy or micro in Sc2 before you can do the very basic things (or even know what the very basic things in Sc2 are) is like talking about strategy or trick moves in football(soccer) when you can't accurately pass shoot or even have the endurance to run for a 30 minute game.

The LAN experiment
At some point during this process I remember a LAN party I had when Sc2 came out, everyone was really excited about the game and some people there had never even played the game before. To help one of my friends, I told him to only build probes, zealots, gateways, pylons and nexuses. Focus on spending all of his money and build pylons ahead of time. On his first day of playing Sc2 he was beating friends of mine that had been playing since the beta. He won without Build Orders; he won without Strategy; he won without tatics, tech units, or tricks; he won with the most basic elements of any RTS game, macro and mechanics.

To be sure that this wasn't a fluke and he was just a natural at the game I repeated the process with other friends of mine, and they began climbing the ladder and improving faster than they ever had before. I was convinced that this method was one of the fastest, if not the fastest way to improve at sc2. So I designed my improvement program around these principles, got everything set up, and went live with TheJaKaTaK on May 1st, 2012.

I am very receptive to constructive criticism, and would appreciate anyone's ideas regardless of how experienced they are in Sc2, because I believe that a good idea, is a good idea, and judging that idea by the person who said it is a silly thing.

Thanks. See you around,
JaK

What community members think about TheJaKaTaK:

Andre (Gretorp) Hengchua, Professional Sc2 Caster for the North American Starleague:
+ Show Spoiler +
Really love what you're doing. I'm a big fan of the way that you teach; i've been actually trying to enforce that since the beta days. But you're taking it to another level, and i'm glad to hear that

William, co-founder GLHF Magazine:
+ Show Spoiler +
I really dig what you're doing.

Trump, Featured Sc2 Streamer / TL community member:
+ Show Spoiler +
I approve this method.

Infinity Seven's Sanddbox, Professional Gamer
+ Show Spoiler +
I totally agree with what the show is doing; approaching sc2 in terms of gradually ramping up difficulty is the way to go. Ask any expert from any discipline (music, sports, etc) and they'll tell you fundamentals are the most important. You gotta start from the ground up
Commentatorhttps://www.youtube.com/JaKaTaKtv
Demicore
Profile Joined October 2011
France503 Posts
May 31 2012 18:52 GMT
#2
You sir are a true hero.

*tears*
*salute*
"I love male nipples in starcraft; the two go together so well." ~Tasteless
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
May 31 2012 19:19 GMT
#3
On June 01 2012 03:52 Demicore wrote:
You sir are a true hero.

*tears*
*salute*


Thank you :D I really appreciate your support.
Commentatorhttps://www.youtube.com/JaKaTaKtv
Wortie
Profile Joined September 2011
Netherlands212 Posts
May 31 2012 19:28 GMT
#4
JaKaTaK Attack!
Kmatt
Profile Joined July 2011
United States1019 Posts
May 31 2012 19:31 GMT
#5
I gotta say, that's commitment right there. Good luck in your quest!
We CAN have nice things
BreakeR.
Profile Joined October 2010
Austria220 Posts
May 31 2012 19:33 GMT
#6
You are a true inspiration for everyone!
Hope that you are doing well!!!!!!!!!!! :D
The hardest part about being smart is accepting that others are stupid. -Tasteless
Windows 7
Profile Joined December 2010
United States236 Posts
May 31 2012 19:33 GMT
#7
Good luck in your endeavours!
FC
iokke
Profile Blog Joined May 2010
United States1179 Posts
Last Edited: 2012-05-31 20:02:26
May 31 2012 19:35 GMT
#8
On June 01 2012 03:41 JaKaTaK wrote:
After worker rushing countless lower level bronze players for a week, (but not informing them of what to do beforehand) I was very stabilized at a 50% win ratio. After some simple math with the help of Sc2 Ranks I found out that 19% of Sc2 players could not properly execute an Attack Move command! This was a clear indicator for me that a space for people to go to start learning Starcraft 2 was needed.


Nice initiative, though these numbers may be misinterpreted. Sc2ranks shows your position in relation to others in that league, not all sc2. So if it says there are 19% of players with lower rank than you, that means 19% of bronze players, not all sc2 population.
But anyone up to masters can grow immensely with better macro, and that certainly is even more than 19% of population, so gl!
Crop circles are Chuck Norris' way of telling the world that sometimes corn needs to lie the f*** down. rerereredit.. I never get it right the 1st time
tuukster
Profile Joined April 2010
Finland114 Posts
May 31 2012 19:36 GMT
#9
I like your spirit! I fully agree with your teaching methods, but the toughest part will be to motivate newbies to stick with this basic "macro and mechanics" style, instead of copying MVP or Nestea. Efficient is rarely interesting, and after a few games people want to try something "cool" ...and fail miserably at it.

Nevertheless, keep up the good work!
Failing to prepare is preparing to fail.
NKB
Profile Joined February 2012
United Kingdom608 Posts
May 31 2012 19:46 GMT
#10
Good luck with this, hope everything goes well for you
Some times you just gotta wish...
DawN883
Profile Joined November 2011
Sweden558 Posts
May 31 2012 19:48 GMT
#11
The community needs more people like you. What you do is nice
If the dead are not raised, Let us eat and drink, for tomorrow we die
RageCommodore
Profile Joined September 2011
Germany912 Posts
May 31 2012 19:49 GMT
#12
Good luck with your endeavours!
BW: sGs.sTaRfaLL SC2: MarojiN | fan of: Darkforce, DBS, Last, Mvp, BoguS/InnoVatioN | Executer vs Choosy on Gladiator - Never forget T-T
LosZergs
Profile Joined August 2011
United States100 Posts
May 31 2012 20:24 GMT
#13
dude im a silver protoss and I will definitely tune in! I don't participating myself either =]
spam F!
GenesisX
Profile Blog Joined February 2010
Canada4267 Posts
May 31 2012 20:28 GMT
#14
this is really cool, props to you for actually quitting your job :o very impressive

good luck with your endeavors
133 221 333 123 111
ulfryc
Profile Joined November 2011
Germany115 Posts
Last Edited: 2012-05-31 20:39:30
May 31 2012 20:33 GMT
#15
Really like your commitment to esports.

I'll be helping all of the new and struggling lower level players to improve as quickly as possible EVERY DAY at 02:00 CEST (+02:00).

What is your background? Why do you think you can help other people? Do you play in Masters or what legitimates do you have?
Train Hard Go Pro!
KirA_TheGreaT
Profile Joined April 2011
France204 Posts
May 31 2012 20:52 GMT
#16
Good look, hopefully your project will succeed !
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
Last Edited: 2012-05-31 21:13:26
May 31 2012 21:05 GMT
#17
On June 01 2012 05:33 ulfryc wrote:
Really like your commitment to esports.

Show nested quote +
I'll be helping all of the new and struggling lower level players to improve as quickly as possible EVERY DAY at 02:00 CEST (+02:00).

What is your background? Why do you think you can help other people? Do you play in Masters or what legitimates do you have?


I have studied education in college, and have taught music individually for 10 years. When teaching the very basics to new players, it is more beneficial to understand educational psychology and have the ability to get to the core of the matter rather than to understand the most complex aspects of a subject. Probably the most important qualification I have is that I have spent more time thinking about this particular aspect of Sc2 whereas more skilled and experienced players spend more or most of their time thinking about strategy, which is nearly useless to someone just starting out.

Unfortunately I can't yet prove that my method of teaching works because I have just started. But I believe it will work and have seen it work on a small scale. When people have been using my method for a longer amount of time it will be possible to say: "here's a guy who was bronze for 2 years of playing starcraft, once he started focusing on his mechanics and macro he rose to Diamond within 3 months." And other things like that. I believe that this method will show bigger results than it already has (gotten players from bronze to silver in 2 weeks) I am excited to show how well this method works.

Finally, no one has taken it upon themselves to do what I am doing, and that is a big part of why I am doing it. It would be silly to start a show that does high level analysis of pro-games with casting of tournaments and one day a week dedicated for newbies. Day9 already does that. This show chronologically orders lessons so that the things to learn with the biggest payoffs are first, and those with the smaller payoffs are last, or left to others. People give advice like, "work on your macro" or "you need better mechanics" but to the new or struggling player, these words mean nothing. If i can tell someone that if you build only marines, scvs, barracks, supply depots, and command centers, keep your money low, attack move, and build supply depos in advance, you can take games off of platinum players on NA. (which can be done) It is a much more helpful suggestion.

Awesome question. I hope I answered it completely.
Commentatorhttps://www.youtube.com/JaKaTaKtv
-Switch-
Profile Joined August 2010
Canada506 Posts
May 31 2012 21:07 GMT
#18
Nice. Keep it up.
Alabasern
Profile Blog Joined September 2010
United States4005 Posts
May 31 2012 21:11 GMT
#19
Make sure they train their eyes (side to side, up and down, corner to corner, fast and accurate!) and know how to relieve eyestrain.
Support your esport!
ulfryc
Profile Joined November 2011
Germany115 Posts
May 31 2012 21:13 GMT
#20
On June 01 2012 06:05 JaKaTaK wrote:
Show nested quote +
On June 01 2012 05:33 ulfryc wrote:
Really like your commitment to esports.

I'll be helping all of the new and struggling lower level players to improve as quickly as possible EVERY DAY at 02:00 CEST (+02:00).

What is your background? Why do you think you can help other people? Do you play in Masters or what legitimates do you have?


I have studied education in college, and have taught music individually for 10 years. When teaching the very basics to new players, it is more beneficial to understand educational psychology and have the ability to get to the core of the matter rather than to understand the most complex aspects of a subject. Probably the most important qualification I have is that I have spent more time thinking about this particular aspect of Sc2 whereas more skilled and experienced players spend more or most of their time thinking about strategy, which is nearly useless to someone just starting out.

Unfortunately I can't yet prove that my method of teaching works because I have just started. But I believe it will work and have seen it work on a small scale. When people have been using my method for a longer amount of time it will be possible to say: "here's a guy who was bronze for 2 years of playing starcraft, once he started focusing on his mechanics and macro he rose to Diamond within 3 months." And other things like that. I believe that this method will show bigger results than it already has (gotten players from bronze to silver in 2 weeks) I am excited to show how well this method works.

Finally, no one has taken it upon themselves to do what I am doing, and that is a big part of why I am doing it. It would be silly to start a show that does high level analysis of pro-games with casting of tournaments and one day a week dedicated for newbies. Day9 already does that. This show chronologically orders lessons so that the things to learn with the biggest payoffs are first, and those with the smaller payoffs are last, or left to others. People give advice like, "work on your macro" or "you need better mechanics" but to the new or struggling player, these words mean nothing. If i can tell someone that if you build only marines, scvs, barracks, supply depots, and command centers, keep your money low, attack move, and build supply depos in advance, you can take games off of platinum players on NA. (which can be done) It is a much more helpful suggestion.

Awesome question. I hope I answered it completely.

Nice!
Train Hard Go Pro!
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
May 31 2012 21:21 GMT
#21
On June 01 2012 06:11 Alabasern wrote:
Make sure they train their eyes (side to side, up and down, corner to corner, fast and accurate!) and know how to relieve eyestrain.


Talk to me about eyestrain and eye training? Is looking at the minimap and resources often enough to train this, or do you suggest additional exercises?
Commentatorhttps://www.youtube.com/JaKaTaKtv
BearStorm
Profile Joined September 2010
United States795 Posts
Last Edited: 2012-05-31 21:26:24
May 31 2012 21:26 GMT
#22
I like your approach to teaching the game. People shouldn't develop skills until they realize the need for them. Why should people learn FE builds when they can't spend their resources on 1base? When they learn to macro well off 1base they will feel the need for more resources and thus are ready to learn a FE style.
"Anti-intellectualism has been a constant thread winding its way through our political and cultural life, nurtured by the false notion that democracy means that 'my ignorance is just as good as your knowledge."
BadAim
Profile Joined September 2011
Norway879 Posts
May 31 2012 21:26 GMT
#23
"You have my sword!"

My esports soul belongs to: Boxer | White-Ra | Daigo Umehara | Nazgul | IceFrog
Battleaxe
Profile Blog Joined August 2010
United States843 Posts
May 31 2012 21:36 GMT
#24
Best of luck, seems like a great initiative and I'll definitely be checking these out
Without a community, we're all just a bunch of geeks.
HexSCII
Profile Blog Joined October 2011
Canada115 Posts
May 31 2012 21:37 GMT
#25
I dont mind participating in this. I am a gold level player.
Nevertheless, I will tune it. You have my word good sir.
Nexus first or die trying. partinG/MC/oz/Squirtle/Nani/ HerO
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
May 31 2012 21:59 GMT
#26
Thanks everyone, and Hex, we'd love to have you on sometime. Diamond and up will probably not work well on the show, definitely not masters or grandmasters. (although I'm down to get some advice from such people) Gold leaguers are likely to gain a lot from this show.
Commentatorhttps://www.youtube.com/JaKaTaKtv
followZeRoX
Profile Joined March 2011
Serbia1449 Posts
May 31 2012 22:07 GMT
#27
Good luck with this i admire your passion
Wrathsc2
Profile Joined March 2011
United States2025 Posts
May 31 2012 22:12 GMT
#28
Good luck
A marine walks into a bar and asks, "Wheres the counter?"
Kmatt
Profile Joined July 2011
United States1019 Posts
May 31 2012 22:18 GMT
#29
Thinking on it, I did something like this with a friend I convinced to play. I had him do a 3 gate expand until he could keep his buildings moving perfectly. After that we just practiced macro for a while and he was Silver within a week. I have faith this program can work. I do, however, question the scale. There are obviously a metric ton of bottom league players, so reaching out to even just 10% is going to take a long time.
We CAN have nice things
YouthSC
Profile Blog Joined October 2010
United Kingdom355 Posts
May 31 2012 22:46 GMT
#30
Hey m8, awesome initiative, and i'm speechless at that you quit your job for e-sports.

I'm a high-master player and coach, if you ever need someone to play or anything else you need just drop me a PM and I'll be glad!

Good luck with this!
The more I practice, the luckier I get!
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
Last Edited: 2012-05-31 22:58:33
May 31 2012 22:57 GMT
#31
On June 01 2012 07:18 Kmatt wrote:
Thinking on it, I did something like this with a friend I convinced to play. I had him do a 3 gate expand until he could keep his buildings moving perfectly. After that we just practiced macro for a while and he was Silver within a week. I have faith this program can work. I do, however, question the scale. There are obviously a metric ton of bottom league players, so reaching out to even just 10% is going to take a long time.


What do you mean exactly by the scale? As in "there are a lot of them"? It will be difficult to reach them for sure, but I will do my best to get the word out. (reddit tends to hate me though)


On June 01 2012 07:46 YouthSC wrote:
Hey m8, awesome initiative, and i'm speechless at that you quit your job for e-sports.

I'm a high-master player and coach, if you ever need someone to play or anything else you need just drop me a PM and I'll be glad!

Good luck with this!



Thanks so much man! I'll definitely let you know.
Commentatorhttps://www.youtube.com/JaKaTaKtv
Yoshi Kirishima
Profile Blog Joined July 2009
United States10331 Posts
May 31 2012 23:01 GMT
#32
On June 01 2012 04:28 Wortie wrote:
JaKaTaK Attack!


epic name! should use this name for special events! :D
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
Kaitokid
Profile Blog Joined April 2011
Germany1327 Posts
May 31 2012 23:04 GMT
#33
you wont be able to reach the lowest bronze players simply because they don't even know community sites such as TL exist. thats the reason they are stuck in bronze, they are just very casual players who play a few games per week and don't care/know about the huge community and following of SC2
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
Last Edited: 2012-06-01 16:26:57
May 31 2012 23:05 GMT
#34
On June 01 2012 08:01 Yoshi Kirishima wrote:
Show nested quote +
On June 01 2012 04:28 Wortie wrote:
JaKaTaK Attack!


epic name! should use this name for special events! :D


sounds good!

On June 01 2012 08:04 Kaitokid wrote:
you wont be able to reach the lowest bronze players simply because they don't even know community sites such as TL exist. thats the reason they are stuck in bronze, they are just very casual players who play a few games per week and don't care/know about the huge community and following of SC2


Then i will have to delve into the depths of the bronze ladder myself and let them know!

EDIT: My computer may have issues with the fan that is connected to the liquid cooling system for the CPU. I'm calling today to try and get it fixed, but if i am not streaming at 5pmPDT as i have been, it is because of this. Really shitty timing huh?

EDIT: ibuypower is shipping me a new fan, barely spent any time talking to tech support, they were super nice and efficient. Also, in the mean time it seems that there's no danger to my computer and I'll be continuing the show without missing a day! I am feeling so good right now. :D
Commentatorhttps://www.youtube.com/JaKaTaKtv
dissent_sc2
Profile Joined May 2012
13 Posts
June 01 2012 16:17 GMT
#35
Hi Jakatak,

I found your stream last week and even played a 4v4 with you and a couple of other viewers, that was huge fun. Over the last few days I have gone very heavy into level 1, playing about 50 or so matches on the ladder. I'd like to share my observations if you are interested. Before I do that, I must say there is a lot of curiosity/bewilderment/bemusement at what I am doing, are you okay if I direct people to you twitch account for more info?
Thylacine
Profile Joined August 2011
Sweden882 Posts
June 01 2012 16:20 GMT
#36
A true hero, thank you so much. Great read.
What you're looking at could be the end of a particularly terrifying nightmare. It isn't. It's the beginning. Introducing Mr. John Valentine, air traveler. His destination: the Twilight Zone...
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
June 01 2012 16:29 GMT
#37
On June 02 2012 01:17 dissent_sc2 wrote:
Hi Jakatak,

I found your stream last week and even played a 4v4 with you and a couple of other viewers, that was huge fun. Over the last few days I have gone very heavy into level 1, playing about 50 or so matches on the ladder. I'd like to share my observations if you are interested. Before I do that, I must say there is a lot of curiosity/bewilderment/bemusement at what I am doing, are you okay if I direct people to you twitch account for more info?


Absofuckinglutely. Please spread the word, its hard to get the word out especially to the lower level players because often times they are stuck in bronze because they don't know about the sc2 scene or resources to help them improve. Give em all the info, and if you have the time and are inclined to, offer to help them out! Keep on paying that sc2 knowledge forward :D

Please do share your observations! What ideas do you have? What things have you been noticing?
Commentatorhttps://www.youtube.com/JaKaTaKtv
dissent_sc2
Profile Joined May 2012
13 Posts
Last Edited: 2012-06-02 21:47:15
June 02 2012 21:46 GMT
#38


Absofuckinglutely. Please spread the word, its hard to get the word out especially to the lower level players because often times they are stuck in bronze because they don't know about the sc2 scene or resources to help them improve. Give em all the info, and if you have the time and are inclined to, offer to help them out! Keep on paying that sc2 knowledge forward :D

Please do share your observations! What ideas do you have? What things have you been noticing?


I thought it would be ok, just wanted to give a courtesy check first. I have started passing along info, there is definitely some interest after people see what is going on. I have started to say at the start of game what I will be doing, and after, if I don't get bm'd (usually after a win) I msg the link. I have had a few thank yous so you may see some of them show up. Still putting together my observations and will post soon.

Thanks!
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
Last Edited: 2012-06-02 23:05:03
June 02 2012 22:42 GMT
#39
On June 03 2012 06:46 dissent_sc2 wrote:
Show nested quote +


Absofuckinglutely. Please spread the word, its hard to get the word out especially to the lower level players because often times they are stuck in bronze because they don't know about the sc2 scene or resources to help them improve. Give em all the info, and if you have the time and are inclined to, offer to help them out! Keep on paying that sc2 knowledge forward :D

Please do share your observations! What ideas do you have? What things have you been noticing?


I thought it would be ok, just wanted to give a courtesy check first. I have started passing along info, there is definitely some interest after people see what is going on. I have started to say at the start of game what I will be doing, and after, if I don't get bm'd (usually after a win) I msg the link. I have had a few thank yous so you may see some of them show up. Still putting together my observations and will post soon.

Thanks!


Cool cool man :D Looking forward to it.


TheCore, the new layout developed in conjunction with FoxyMayhem (creator of DarkGrid), is now released in beta! This layout goes far beyond anything I've ever seen in layouts, and improves on JaKaTaK Righty in every way.

It may see changes as this is our first pulic beta. If you're okay with that, and want to take your control to the next level and reduce wrist strain, dive in!
Commentatorhttps://www.youtube.com/JaKaTaKtv
reikai
Profile Joined January 2011
United States359 Posts
June 02 2012 22:56 GMT
#40
GL sir! if you need any help (and are on the NA server to boot) please contact me!

reikai.480 :D i really like this effort. I think moving the game into the casuals' hands is the only way to push it into the spotlight.

again, good luck
Et Ducit Mundum Per Luce. :T:
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
June 02 2012 23:00 GMT
#41
On June 03 2012 07:56 reikai wrote:
GL sir! if you need any help (and are on the NA server to boot) please contact me!

reikai.480 :D i really like this effort. I think moving the game into the casuals' hands is the only way to push it into the spotlight.

again, good luck


Absolutely man. Good to have you on board :D
Commentatorhttps://www.youtube.com/JaKaTaKtv
ZeromuS
Profile Blog Joined October 2010
Canada13389 Posts
June 02 2012 23:09 GMT
#42
On June 01 2012 06:13 ulfryc wrote:
Show nested quote +
On June 01 2012 06:05 JaKaTaK wrote:
On June 01 2012 05:33 ulfryc wrote:
Really like your commitment to esports.

I'll be helping all of the new and struggling lower level players to improve as quickly as possible EVERY DAY at 02:00 CEST (+02:00).

What is your background? Why do you think you can help other people? Do you play in Masters or what legitimates do you have?


I have studied education in college, and have taught music individually for 10 years. When teaching the very basics to new players, it is more beneficial to understand educational psychology and have the ability to get to the core of the matter rather than to understand the most complex aspects of a subject. Probably the most important qualification I have is that I have spent more time thinking about this particular aspect of Sc2 whereas more skilled and experienced players spend more or most of their time thinking about strategy, which is nearly useless to someone just starting out.

Unfortunately I can't yet prove that my method of teaching works because I have just started. But I believe it will work and have seen it work on a small scale. When people have been using my method for a longer amount of time it will be possible to say: "here's a guy who was bronze for 2 years of playing starcraft, once he started focusing on his mechanics and macro he rose to Diamond within 3 months." And other things like that. I believe that this method will show bigger results than it already has (gotten players from bronze to silver in 2 weeks) I am excited to show how well this method works.

Finally, no one has taken it upon themselves to do what I am doing, and that is a big part of why I am doing it. It would be silly to start a show that does high level analysis of pro-games with casting of tournaments and one day a week dedicated for newbies. Day9 already does that. This show chronologically orders lessons so that the things to learn with the biggest payoffs are first, and those with the smaller payoffs are last, or left to others. People give advice like, "work on your macro" or "you need better mechanics" but to the new or struggling player, these words mean nothing. If i can tell someone that if you build only marines, scvs, barracks, supply depots, and command centers, keep your money low, attack move, and build supply depos in advance, you can take games off of platinum players on NA. (which can be done) It is a much more helpful suggestion.

Awesome question. I hope I answered it completely.

Nice!


With that kind of commitment, and foresight, I say good luck to you.

Plus, if ever you need a little extra income you can teach some more guitar students on the side and hopefully there will be an opportunity to monetize what you do. Such as a donation box or individual lessons should people want a more specific lesson set.
StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
OOOGORE
Profile Joined April 2012
United States13 Posts
June 02 2012 23:29 GMT
#43
all the best dude
swagswagswagswagswag
atuor
Profile Joined July 2010
United States82 Posts
June 02 2012 23:30 GMT
#44
I'd like to see an episode where you setup a couple computers and pull people out of the crowd of a mall to compete against each other. Showing them the basics just prior to the match.
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
June 03 2012 02:06 GMT
#45
On June 03 2012 08:30 atuor wrote:
I'd like to see an episode where you setup a couple computers and pull people out of the crowd of a mall to compete against each other. Showing them the basics just prior to the match.


holy shit that's an awesome idea! Bookmarked in the brain. If I can get the funding, I will absolutely do that! God, that sounds awesome.
Commentatorhttps://www.youtube.com/JaKaTaKtv
Holytornados
Profile Joined November 2011
United States1022 Posts
June 03 2012 02:33 GMT
#46
I hope this works out for you man. Goodluck. What a lot of us would like to do if it were within our means.
CLG/Liquid ~~ youtube.com/reddedgaming
Zero RDS
Profile Joined September 2010
Canada104 Posts
June 04 2012 15:46 GMT
#47
Jak buddy! It's me Zero from Blitz Gaming! I hope this turns out well for you and I wish you the best of luck! Should stop by our chat channel more ofter.
"Do A Barrel Roll"
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
June 04 2012 16:40 GMT
#48
On June 05 2012 00:46 Zero RDS wrote:
Jak buddy! It's me Zero from Blitz Gaming! I hope this turns out well for you and I wish you the best of luck! Should stop by our chat channel more ofter.


maybe you're thinking of the other JAKATAK, the one who spells in all caps. In any case, I appreciate the wishing of luck! :D
Commentatorhttps://www.youtube.com/JaKaTaKtv
Zren89
Profile Joined February 2011
United States131 Posts
June 04 2012 16:50 GMT
#49
Wow, this is a great initiative! Wish this had been around when I was in the lowest leagues :/

Hey if you need any graphics work, like overlays or between game stuff I do it for free for people in the community like yourself, whom are trying to make things better for everyone! So just PM me if you are interested. :D
you can't get mad at basketball cause you think kobe bryant is a horrible person. you don't see basketball forums with "kobe bryant is killing basketball!". it doesn't work like that, how the SC2 community made that connection is beyond me. ~Yoduh
Yaki
Profile Joined April 2011
France4234 Posts
June 04 2012 16:53 GMT
#50
good luck with this year
MC ■ MarineKing ■ LosirA ■ To someone who has lost after trying his best, no words from the winner can console him.
dissent_sc2
Profile Joined May 2012
13 Posts
Last Edited: 2012-06-04 17:25:43
June 04 2012 17:13 GMT
#51
Thought I'd share this item to spark a little discussion. To paraphrase the article, at least some pros start out with cheesy one-base all-innish play with a relatively small number of units and a strong emphasis on micro. It seems the idea is to learn very deeply the individual unit abilities and how the interact and then later scale up with macro play.

That is just about the polar opposite of the approach you are taking where macro play and basic mechanics are emphasized and micro would come in later. There is probably not a best approach here, my own play to date has been a muddled mess of half formed ideas about macro and micro with no clear ideas on what I should do to get better so I am not sure which direction would be better for me. That said, I think I favor the approach you are taking with a graduated series of well-defined macro oriented steps and working in micro when these fundamentals are well established.
Blackfish
Profile Blog Joined March 2011
Austria309 Posts
June 04 2012 17:34 GMT
#52
On June 05 2012 02:13 dissent_sc2 wrote:
Thought I'd share this item to spark a little discussion. To paraphrase the article, at least some pros start out with cheesy one-base all-innish play with a relatively small number of units and a strong emphasis on micro. It seems the idea is to learn very deeply the individual unit abilities and how the interact and then later scale up with macro play.

That is just about the polar opposite of the approach you are taking where macro play and basic mechanics are emphasized and micro would come in later. There is probably not a best approach here, my own play to date has been a muddled mess of half formed ideas about macro and micro with no clear ideas on what I should do to get better so I am not sure which direction would be better for me. That said, I think I favor the approach you are taking with a graduated series of well-defined macro oriented steps and working in micro when these fundamentals are well established.

As I have learned the game the hard way alone up from bronze I can tell you that maybe macro will help you alot more ( my macro is still shit and ever will be as i don´t have any kind of good mechanics). I did all this little micro stuff, strategic stuff... everything. Because I wanted to have fun. Baneling busting was fun, dropping in 3 locations at once was fun. Building 3 bases 60 probes and 200 supply of stuff just to A move was not fun.
It´s all about what you want. Do you want masters league with good macro and such beeing a "good" player. Or do you want to be a "mediocre" one, but have fun trying everything out... Sure you can achieve both. I just didn´t want to go the hard way with macro and mechanics first/ micro and strategie after...
NaDa - my god | Mvp - my king | Innovation - my favorite | Terran- my race
dissent_sc2
Profile Joined May 2012
13 Posts
June 04 2012 17:59 GMT
#53
On June 05 2012 02:34 Blackfish wrote:
Show nested quote +
On June 05 2012 02:13 dissent_sc2 wrote:
Thought I'd share this item to spark a little discussion. To paraphrase the article, at least some pros start out with cheesy one-base all-innish play with a relatively small number of units and a strong emphasis on micro. It seems the idea is to learn very deeply the individual unit abilities and how the interact and then later scale up with macro play.

That is just about the polar opposite of the approach you are taking where macro play and basic mechanics are emphasized and micro would come in later. There is probably not a best approach here, my own play to date has been a muddled mess of half formed ideas about macro and micro with no clear ideas on what I should do to get better so I am not sure which direction would be better for me. That said, I think I favor the approach you are taking with a graduated series of well-defined macro oriented steps and working in micro when these fundamentals are well established.

As I have learned the game the hard way alone up from bronze I can tell you that maybe macro will help you alot more ( my macro is still shit and ever will be as i don´t have any kind of good mechanics). I did all this little micro stuff, strategic stuff... everything. Because I wanted to have fun. Baneling busting was fun, dropping in 3 locations at once was fun. Building 3 bases 60 probes and 200 supply of stuff just to A move was not fun.
It´s all about what you want. Do you want masters league with good macro and such beeing a "good" player. Or do you want to be a "mediocre" one, but have fun trying everything out... Sure you can achieve both. I just didn´t want to go the hard way with macro and mechanics first/ micro and strategie after...


I get what you are saying here. I have often fallen in to the passive, sit back and get units then a-move approach. You are right, this is a boring way to play. To clarify, though, it would mis-represent Jakatak's approach to say that that is what he is advocating. I have been working his level one and it is best played with an active approach. Since you have only basic units to work with, you have to put the pressure on and keep it on to have a chance. Also, it appears that as we add units with abilities, those abilities will be expected to be used. So I don't think that this macro approach precludes the active, fun approach you want to play. Macro is the backbone that will support all of that activity (or so I surmise).
MicroTastiC
Profile Joined January 2011
375 Posts
Last Edited: 2012-06-04 18:05:31
June 04 2012 18:04 GMT
#54
You had made a terrible mistake in your career by giving up everything. Making this decision is similar to girls who believe they are an exception to join the Hollywood club, but end up in misery and dissapointment.

Also, your channel is empty. Shows how much the community actually cares about you. People just post here with garbage post to increase their count, as well as their ego. IE: comments like "Nice!", "Nice, keep it up!". But hey, if anything I'd blame how the forum is handled by the Powers that Be.
InMotion
Profile Joined May 2012
Canada110 Posts
June 04 2012 18:11 GMT
#55
On June 05 2012 03:04 MicroTastiC wrote:
You had made a terrible mistake in your career by giving up everything. Making this decision is similar to girls who believe they are an exception to join the Hollywood club, but end up in misery and dissapointment.

Also, your channel is empty. Shows how much the community actually cares about you. People just post here with garbage post to increase their count, as well as their ego. IE: comments like "Nice!", "Nice, keep it up!". But hey, if anything I'd blame how the forum is handled by the Powers that Be.


Watch out! We got a badass here.
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
June 04 2012 18:16 GMT
#56
On June 05 2012 02:59 dissent_sc2 wrote:
Show nested quote +
On June 05 2012 02:34 Blackfish wrote:
On June 05 2012 02:13 dissent_sc2 wrote:
Thought I'd share this item to spark a little discussion. To paraphrase the article, at least some pros start out with cheesy one-base all-innish play with a relatively small number of units and a strong emphasis on micro. It seems the idea is to learn very deeply the individual unit abilities and how the interact and then later scale up with macro play.

That is just about the polar opposite of the approach you are taking where macro play and basic mechanics are emphasized and micro would come in later. There is probably not a best approach here, my own play to date has been a muddled mess of half formed ideas about macro and micro with no clear ideas on what I should do to get better so I am not sure which direction would be better for me. That said, I think I favor the approach you are taking with a graduated series of well-defined macro oriented steps and working in micro when these fundamentals are well established.

As I have learned the game the hard way alone up from bronze I can tell you that maybe macro will help you alot more ( my macro is still shit and ever will be as i don´t have any kind of good mechanics). I did all this little micro stuff, strategic stuff... everything. Because I wanted to have fun. Baneling busting was fun, dropping in 3 locations at once was fun. Building 3 bases 60 probes and 200 supply of stuff just to A move was not fun.
It´s all about what you want. Do you want masters league with good macro and such beeing a "good" player. Or do you want to be a "mediocre" one, but have fun trying everything out... Sure you can achieve both. I just didn´t want to go the hard way with macro and mechanics first/ micro and strategie after...


I get what you are saying here. I have often fallen in to the passive, sit back and get units then a-move approach. You are right, this is a boring way to play. To clarify, though, it would mis-represent Jakatak's approach to say that that is what he is advocating. I have been working his level one and it is best played with an active approach. Since you have only basic units to work with, you have to put the pressure on and keep it on to have a chance. Also, it appears that as we add units with abilities, those abilities will be expected to be used. So I don't think that this macro approach precludes the active, fun approach you want to play. Macro is the backbone that will support all of that activity (or so I surmise).


That is very much correct. As my name might indicate, I advocate very aggressive play, especially when learning the game, that way you get to learn how the units "feel" and where the holes and weaknesses of an opponent are. I do not advocate learning the game via turtling. In fact, I ban use of any static defensive structures in my method to further force aggressive play and the "feeling out" of your opponent. Obviously later in development static defensive structures are very important and knowing when to attack and when to retreat is also very important, but when starting off, being aggressive and active is the way to go IMO.

This article by artosis is very interesting. I would say that my method allows for this as well (for instance, on terran level 1 you can do anything from proxy 2 rax bunker rush, to a triple expand before barracks. The only constraints are the buildings and units you are allowed to build, the idea is to explore as many different things you can do within those constraints as possible.
Commentatorhttps://www.youtube.com/JaKaTaKtv
Blackfish
Profile Blog Joined March 2011
Austria309 Posts
June 04 2012 19:01 GMT
#57
On June 05 2012 03:16 JaKaTaK wrote:
Show nested quote +
On June 05 2012 02:59 dissent_sc2 wrote:
On June 05 2012 02:34 Blackfish wrote:
On June 05 2012 02:13 dissent_sc2 wrote:
Thought I'd share this item to spark a little discussion. To paraphrase the article, at least some pros start out with cheesy one-base all-innish play with a relatively small number of units and a strong emphasis on micro. It seems the idea is to learn very deeply the individual unit abilities and how the interact and then later scale up with macro play.

That is just about the polar opposite of the approach you are taking where macro play and basic mechanics are emphasized and micro would come in later. There is probably not a best approach here, my own play to date has been a muddled mess of half formed ideas about macro and micro with no clear ideas on what I should do to get better so I am not sure which direction would be better for me. That said, I think I favor the approach you are taking with a graduated series of well-defined macro oriented steps and working in micro when these fundamentals are well established.

As I have learned the game the hard way alone up from bronze I can tell you that maybe macro will help you alot more ( my macro is still shit and ever will be as i don´t have any kind of good mechanics). I did all this little micro stuff, strategic stuff... everything. Because I wanted to have fun. Baneling busting was fun, dropping in 3 locations at once was fun. Building 3 bases 60 probes and 200 supply of stuff just to A move was not fun.
It´s all about what you want. Do you want masters league with good macro and such beeing a "good" player. Or do you want to be a "mediocre" one, but have fun trying everything out... Sure you can achieve both. I just didn´t want to go the hard way with macro and mechanics first/ micro and strategie after...


I get what you are saying here. I have often fallen in to the passive, sit back and get units then a-move approach. You are right, this is a boring way to play. To clarify, though, it would mis-represent Jakatak's approach to say that that is what he is advocating. I have been working his level one and it is best played with an active approach. Since you have only basic units to work with, you have to put the pressure on and keep it on to have a chance. Also, it appears that as we add units with abilities, those abilities will be expected to be used. So I don't think that this macro approach precludes the active, fun approach you want to play. Macro is the backbone that will support all of that activity (or so I surmise).


That is very much correct. As my name might indicate, I advocate very aggressive play, especially when learning the game, that way you get to learn how the units "feel" and where the holes and weaknesses of an opponent are. I do not advocate learning the game via turtling. In fact, I ban use of any static defensive structures in my method to further force aggressive play and the "feeling out" of your opponent. Obviously later in development static defensive structures are very important and knowing when to attack and when to retreat is also very important, but when starting off, being aggressive and active is the way to go IMO.

This article by artosis is very interesting. I would say that my method allows for this as well (for instance, on terran level 1 you can do anything from proxy 2 rax bunker rush, to a triple expand before barracks. The only constraints are the buildings and units you are allowed to build, the idea is to explore as many different things you can do within those constraints as possible.


Okay get it now. Bad reading is bad^^ Overall I think it´s a great idea was just having problems with telling bad people that they should go no rush 15, but since you don´t do that everything is okay, totally my fault. Whats also great is that someone actually cares about lower league people. I think there is much potential for the game, since I know many friends who got a bad grasp of it and quit after 15-20 matches just cause its "to hard" ( which is totally understandable for everyone with no RTS background/or no gaming background at all). And then there are others. Who really want it, but don´t get it and then are stuck in bronze. If we can´t help those people out, the playing community is getting so much smaller. I mean right now, I think we have more "I only watch the game", then " I´m kinda good at playing it" people. Which is getting more and more of a problem. So many have quit due to varius reasons and it will get harder and harder to start playing SC2 just cause of the increasing skill level. When I started out in beta everyone was really bad and we all learned together. When you start out now gold silver and even bronze league got alot harder and many people are just kinda slow but know what to do to a certain extent.
I personally tried helping out alot of people while smurfing in bronze but it´s often so hard to tell them who thinks work out, so I can say it´s a hell of a ride you accepted to take their. Big props man.
Although in the end I don´t think it will work out. Starcraft 2 will lose it´s player base and will either be a total spectator sport for masses or a little niche with some guys playing some guys watching. It´s just to hard to start right now and losing is to antifun. And if something doesnt grow, it will decrease over time
NaDa - my god | Mvp - my king | Innovation - my favorite | Terran- my race
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
June 04 2012 19:21 GMT
#58
On June 05 2012 04:01 Blackfish wrote:
Show nested quote +
On June 05 2012 03:16 JaKaTaK wrote:
On June 05 2012 02:59 dissent_sc2 wrote:
On June 05 2012 02:34 Blackfish wrote:
On June 05 2012 02:13 dissent_sc2 wrote:
Thought I'd share this item to spark a little discussion. To paraphrase the article, at least some pros start out with cheesy one-base all-innish play with a relatively small number of units and a strong emphasis on micro. It seems the idea is to learn very deeply the individual unit abilities and how the interact and then later scale up with macro play.

That is just about the polar opposite of the approach you are taking where macro play and basic mechanics are emphasized and micro would come in later. There is probably not a best approach here, my own play to date has been a muddled mess of half formed ideas about macro and micro with no clear ideas on what I should do to get better so I am not sure which direction would be better for me. That said, I think I favor the approach you are taking with a graduated series of well-defined macro oriented steps and working in micro when these fundamentals are well established.

As I have learned the game the hard way alone up from bronze I can tell you that maybe macro will help you alot more ( my macro is still shit and ever will be as i don´t have any kind of good mechanics). I did all this little micro stuff, strategic stuff... everything. Because I wanted to have fun. Baneling busting was fun, dropping in 3 locations at once was fun. Building 3 bases 60 probes and 200 supply of stuff just to A move was not fun.
It´s all about what you want. Do you want masters league with good macro and such beeing a "good" player. Or do you want to be a "mediocre" one, but have fun trying everything out... Sure you can achieve both. I just didn´t want to go the hard way with macro and mechanics first/ micro and strategie after...


I get what you are saying here. I have often fallen in to the passive, sit back and get units then a-move approach. You are right, this is a boring way to play. To clarify, though, it would mis-represent Jakatak's approach to say that that is what he is advocating. I have been working his level one and it is best played with an active approach. Since you have only basic units to work with, you have to put the pressure on and keep it on to have a chance. Also, it appears that as we add units with abilities, those abilities will be expected to be used. So I don't think that this macro approach precludes the active, fun approach you want to play. Macro is the backbone that will support all of that activity (or so I surmise).


That is very much correct. As my name might indicate, I advocate very aggressive play, especially when learning the game, that way you get to learn how the units "feel" and where the holes and weaknesses of an opponent are. I do not advocate learning the game via turtling. In fact, I ban use of any static defensive structures in my method to further force aggressive play and the "feeling out" of your opponent. Obviously later in development static defensive structures are very important and knowing when to attack and when to retreat is also very important, but when starting off, being aggressive and active is the way to go IMO.

This article by artosis is very interesting. I would say that my method allows for this as well (for instance, on terran level 1 you can do anything from proxy 2 rax bunker rush, to a triple expand before barracks. The only constraints are the buildings and units you are allowed to build, the idea is to explore as many different things you can do within those constraints as possible.


Okay get it now. Bad reading is bad^^ Overall I think it´s a great idea was just having problems with telling bad people that they should go no rush 15, but since you don´t do that everything is okay, totally my fault. Whats also great is that someone actually cares about lower league people. I think there is much potential for the game, since I know many friends who got a bad grasp of it and quit after 15-20 matches just cause its "to hard" ( which is totally understandable for everyone with no RTS background/or no gaming background at all). And then there are others. Who really want it, but don´t get it and then are stuck in bronze. If we can´t help those people out, the playing community is getting so much smaller. I mean right now, I think we have more "I only watch the game", then " I´m kinda good at playing it" people. Which is getting more and more of a problem. So many have quit due to varius reasons and it will get harder and harder to start playing SC2 just cause of the increasing skill level. When I started out in beta everyone was really bad and we all learned together. When you start out now gold silver and even bronze league got alot harder and many people are just kinda slow but know what to do to a certain extent.
I personally tried helping out alot of people while smurfing in bronze but it´s often so hard to tell them who thinks work out, so I can say it´s a hell of a ride you accepted to take their. Big props man.
Although in the end I don´t think it will work out. Starcraft 2 will lose it´s player base and will either be a total spectator sport for masses or a little niche with some guys playing some guys watching. It´s just to hard to start right now and losing is to antifun. And if something doesnt grow, it will decrease over time


Don't get so down man, Starcraft 2 is an amazing game, and while it may be hard without help, if you get started on the right foot, learn how to have a beneficial mindset, and follow a program that helps you to improve while having fun and being creative, I believe it will grow immensely.

Also, I don't think its a bad thing that people watch Sc2 but do not play it. Obviously I encourage everyone to give it a try, but eSports needs spectators as well as players. I think a big part of the reason why Sc2 will be so big in the world of eSports is because it is so much fun to watch!

I appreciate your support man, Thanks :D
Commentatorhttps://www.youtube.com/JaKaTaKtv
dissent_sc2
Profile Joined May 2012
13 Posts
June 05 2012 18:48 GMT
#59
Here are my notes from playing level 1 pretty heavily over several days (nothing very profound here):

I started as a mid to high gold player:
  • played a lot of games partly to see where level 1 protoss would end up on the ladder
  • dropped to silver after a ton of early losses with a few wins against gold players
  • started out with one base play only, lost a few after mining out the main, I like the expand version of level 1
  • currently in high silver and looks like that is where I would stay so I feel comfortable saying a level 1 toss is at least a high silver player
  • here are my records against each race:
    • vs. protoss: 14-4
    • vs. zerg: 14-10
    • vs. terran: 8-34
I really enjoyed going in depth in level 1:
  • there is a simple pleasure in making lots of units and sending them out in ever growing waves
  • I felt more relaxed playing, trying to get a good SQ number takes the pressure off winning and worrying about my performance
  • I started a hotkey change a few days before, it looks like your levels will be a good way to transition since it starts with a few keys and adds more as you go
  • I like the emphasis on putting units into action, I see it helping me get over the passive play syndrome
I feel like spending a little extra time on this level was a good thing. The relative simplicity of this level removed a lot of the mental clutter, so that while I was not thinking at all about build orders during a game, I feel like I got a better sense of what build orders are all about. By playing a lot of games and changing things up, I could feel the effect of waiting to do something I could have done earlier like starting a pylon to avoid a supply block or waiting to get that next gateway until after the expansion started. Also, it is really cool and a bit mysterious to see my 100th mineral collected at the exact moment my first GW completes so the first zealot can get started immediately.

The reaction from opponents seeing this encountering has been all over the map. Some bewilderment and amusement and pretty good amount of bm. Getting over-run by wave after wave of slow zealots seems to unleash the rage. Several times I have been told to "learn the game" (I like that one) and one time was threatened to be turned into to Blizz cause they hate cheaters like me who are ruining it for others. Lately, I have been trying to deflect some of this by announcing at the start that I will be doing a macro learning build that will look a little weird. I am getting more practice trying to counter the bm with good manner.

I will add that the quality of play in silver seems higher than when I was first there. A lot of the losses were very nice reactions by the opponent, zerg and toss mainly since terran has it easy against this.

I will be moving on to level 2 as soon as I know what that is. There was some discussion of warp gate vs. zealot legs on the twitch channel. I am thinking why not do both. You need the Cyber Core to get the Twilight Council and its only a little extra gas to do both. I will play around with this and also check in with what you are thinking.

Finally, a big thanks for getting this thing started, its looking great and I like where it is headed.
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
June 05 2012 20:56 GMT
#60
On June 06 2012 03:48 dissent_sc2 wrote:
Here are my notes from playing level 1 pretty heavily over several days (nothing very profound here):

I started as a mid to high gold player:
  • played a lot of games partly to see where level 1 protoss would end up on the ladder
  • dropped to silver after a ton of early losses with a few wins against gold players
  • started out with one base play only, lost a few after mining out the main, I like the expand version of level 1
  • currently in high silver and looks like that is where I would stay so I feel comfortable saying a level 1 toss is at least a high silver player
  • here are my records against each race:
    • vs. protoss: 14-4
    • vs. zerg: 14-10
    • vs. terran: 8-34
I really enjoyed going in depth in level 1:
  • there is a simple pleasure in making lots of units and sending them out in ever growing waves
  • I felt more relaxed playing, trying to get a good SQ number takes the pressure off winning and worrying about my performance
  • I started a hotkey change a few days before, it looks like your levels will be a good way to transition since it starts with a few keys and adds more as you go
  • I like the emphasis on putting units into action, I see it helping me get over the passive play syndrome
I feel like spending a little extra time on this level was a good thing. The relative simplicity of this level removed a lot of the mental clutter, so that while I was not thinking at all about build orders during a game, I feel like I got a better sense of what build orders are all about. By playing a lot of games and changing things up, I could feel the effect of waiting to do something I could have done earlier like starting a pylon to avoid a supply block or waiting to get that next gateway until after the expansion started. Also, it is really cool and a bit mysterious to see my 100th mineral collected at the exact moment my first GW completes so the first zealot can get started immediately.

The reaction from opponents seeing this encountering has been all over the map. Some bewilderment and amusement and pretty good amount of bm. Getting over-run by wave after wave of slow zealots seems to unleash the rage. Several times I have been told to "learn the game" (I like that one) and one time was threatened to be turned into to Blizz cause they hate cheaters like me who are ruining it for others. Lately, I have been trying to deflect some of this by announcing at the start that I will be doing a macro learning build that will look a little weird. I am getting more practice trying to counter the bm with good manner.

I will add that the quality of play in silver seems higher than when I was first there. A lot of the losses were very nice reactions by the opponent, zerg and toss mainly since terran has it easy against this.

I will be moving on to level 2 as soon as I know what that is. There was some discussion of warp gate vs. zealot legs on the twitch channel. I am thinking why not do both. You need the Cyber Core to get the Twilight Council and its only a little extra gas to do both. I will play around with this and also check in with what you are thinking.

Finally, a big thanks for getting this thing started, its looking great and I like where it is headed.


This was exactly the point of the program. So glad to see that it is translating well :D Level 2 is +1 forge upgrades! GLHF
Commentatorhttps://www.youtube.com/JaKaTaKtv
wc4482
Profile Joined September 2010
United States45 Posts
June 18 2012 14:20 GMT
#61
I have been thinking of names for your method, or how to approach introducing the system to people who are unfamiliar.

Name: "The Core Four"
This refers to the four fundamental principles of macro:
WORKERS - Constantly building out of nexus/CC/ or for zerg, constant larvae use
SUPPLY - Never getting supply blocked - depots/pylons/OLs
PRODUCTION - Never having idle barracks/gateways/ for zerg, never missing injects
SPENDING QUOTIENT - Keeping the money low

Weakness in one or multiple of these core principles of macro is what new players struggle with. In order to improve, Jak makes things simple by introducing a level system, which I call "Macro Layers".
+ Show Spoiler +
Protoss
Lvl 1 Probe, Zealot, Pylon, Gateway, Nexus (including chrono boost) (can beat GOLD some players)
Lvl 2 +Assimilator, Cybernetics Core (including warpgate research), Stalker
Lvl 3 +Sentry
Lvl 4 +Forge, Forge upgrades, Twilight Council, Charge, Blink
Lvl 5 +Robotics Facility, Immortal, Observer
Lvl 6 +Robotics Bay, Colossus
Lvl 7 +Dark shrine, Dark templar
Lvl 8 +Archon
Lvl 9 +Stargate, Voidray
Lvl 10 +Fleet Beacon, Carrier
Lvl 11 +Graviton Catapult, air upgrades
Lvl 12 +Templar Archives, High Templar
Lvl 13 +Warp Prism
Lvl 14 +Phoenix
Lvl 15 +Mothership

Terran
Lvl 1 Supply Depot, Barracks, Marine, SCV, Command Center (can beat some PLATINUM players)
Lvl 2 +Orbital Command
Lvl 3 +Tech Lab, Reactor, Marauder
Lvl 4 +Reaper (can beat some DIAMOND players)
Lvl 5 +Engineering Bay, Refinery, Combat Shields, Concussive Shells, Stim Packs, +1 infantry upgrades
Lvl 6 +Ghost Academy, Ghost
Lvl 7 +Factory, Hellion
Lvl 8 +Infernal Pre-Igniter, Nitro Packs
Lvl 9 +Tank
Lvl 10 +Armory, Thor
Lvl 11 +vehicle upgrades, +2/+3 infantry upgrades
Lvl 12 +Starport, Medivac
Lvl 13 +Banshee
Lvl 14 +Battle Cruiser, Viking
Lvl 15 +ship upgrades
Lvl 16 +Raven

Zerg
Lvl 1 Hatchery, Drone, Overlord, Spawning Pool, Zergling (can beat some GOLD players)
Lvl 2 +Queen, Extractor, Metabolic Boost
Lvl 3 +Baneling nest, Baneling
Lvl 4 +Roach warren, Roach
Lvl 5 +Evolution Chamber, +1/+2 ground upgrades, Lair, Centrifugal Hooks, Glial Reconstitution, Overseer, Pneumatized Carapace (can beat some PLATINUM players)
Lvl 6 + Hydralisk Den, Hydralisk, Grooved Spines
Lvl 7 +Spire, Mutalisk, Corruptor
Lvl 8 +1/+2 air upgrades
Lvl 9 +Infestation Pit, Hive, Ultralisk Cavern, Ultralisk
Lvl 10 +3 ground upgrades, Chineous Plating, Adrenal Glands
Lvl 11 +Greater Spire, Broodlord
Lvl 12 +3 air upgrades
Lvl 13 +Infestor
Lvl 14 +Ventral Sacs


Think of it like layers of a pyramid. You have to start from the ground up and make sure you can consistently spend larvae, build overlords, inject, and keep the money low (by only producing zerglings). When you have solidified the foundation of your pyramid you can add another layer (gas management). You keep working at it until you have mastered the 2nd layer, before moving onto the third.
SC2 name: ThelVlaster on NA server
wc4482
Profile Joined September 2010
United States45 Posts
Last Edited: 2012-06-18 15:11:56
June 18 2012 14:53 GMT
#62
Also I think you should continue to market your first hour of programming as either 1. Demonstrating the system yourself via ladder or 2. Your return of the newb series; however I think it will help you if you refer to/market the 2nd hour as live coaching for anyone who joins channel TheJakatak on NA server.

I think currently you just call hour two practice - which it is (1v1 freestyle vs macro method). You also tend to say a few things for someone to focus on or for someone to think about - THIS IS COACHING AND IT IS SUPER VALUABLE for new players to have some direction on where they can improve specifically.

Edit: You could change your Stream Title in Twitch or for Reddit posts to play around with the phrase: "Macro Better".

Examples:
What "Macro Better" really means... Improving the Core Four.
How to "Macro Better" with the Core Four - System and Live Coaching by Jakatak.
SC2 name: ThelVlaster on NA server
vesicular
Profile Blog Joined March 2010
United States1310 Posts
Last Edited: 2012-06-18 15:29:52
June 18 2012 15:29 GMT
#63
On June 01 2012 06:05 JaKaTaK wrote:
Show nested quote +
On June 01 2012 05:33 ulfryc wrote:
Really like your commitment to esports.

I'll be helping all of the new and struggling lower level players to improve as quickly as possible EVERY DAY at 02:00 CEST (+02:00).

What is your background? Why do you think you can help other people? Do you play in Masters or what legitimates do you have?


I have studied education in college, and have taught music individually for 10 years.


I think music education is the exact right way to train for SC2. I used to teach drumming and the problems there are similar. Kids just want to bang on drums and play along with their favorite songs. Then they get frustrated when they can't play something harder or "cooler" that they see pro drummers do. The problem is those same kids would yawn at doing their rudiments. They would find it boring or tedious or in some cases had previous instructors who didn't really explain the intricacies of them. But without mastering your rudiments you can never be a pro drummer or anything even close to it.

I myself am a Bronze player and have been since the game came out. I can never seem to break into Silver, and I admit it's because up until now, like my old students, I've been trying to just do the cool fun stuff right away. That works until you end up hitting a glass ceiling where it's not fun anymore. Now I'm sitting down and finally learning my SC2 "rudiments".

Glad there's more people interested in teaching this way.
STX Fighting!
wc4482
Profile Joined September 2010
United States45 Posts
June 20 2012 16:30 GMT
#64
What if you called your improvement method, "The Macro Ladder"? Each level could be a different rung of the ladder. Helps the imagery of starting from the ground up and progressing towards a goal.
SC2 name: ThelVlaster on NA server
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
June 20 2012 20:16 GMT
#65
On June 21 2012 01:30 wc4482 wrote:
What if you called your improvement method, "The Macro Ladder"? Each level could be a different rung of the ladder. Helps the imagery of starting from the ground up and progressing towards a goal.


I definitely like the direction you're going with this one, but I'm not feeling it just yet. The Macro Ladder is too long for me I think. Feels clunky if you know what I mean.
Commentatorhttps://www.youtube.com/JaKaTaKtv
bailando
Profile Joined May 2012
Germany332 Posts
June 20 2012 20:21 GMT
#66
a little bit offtopic: i wonder how you explained this to family/relatives

awesome idea btw! keep it up!
wc4482
Profile Joined September 2010
United States45 Posts
Last Edited: 2012-06-21 14:32:12
June 21 2012 13:15 GMT
#67
On June 21 2012 05:16 JaKaTaK wrote:
Show nested quote +
On June 21 2012 01:30 wc4482 wrote:
What if you called your improvement method, "The Macro Ladder"? Each level could be a different rung of the ladder. Helps the imagery of starting from the ground up and progressing towards a goal.


I definitely like the direction you're going with this one, but I'm not feeling it just yet. The Macro Ladder is too long for me I think. Feels clunky if you know what I mean.


I see what you mean. Just brainstorming here but how do you feel about "MacroTrak".

Scenario #1:
Opponent: "GG. How/Why did you make so many zerglings? "
Me: "I'm deliberately practicing only macro. Keep your Macro on track with the MacroTrak system, by JakaTak. Check it out at <insert twitch.tv>

SC2 name: ThelVlaster on NA server
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
June 21 2012 16:47 GMT
#68
Mmmm, but keep in mind, the system actually is accounting for macro and micro. The big thing is that we focus on the things in starcraft that do not change Hrmmmm
Commentatorhttps://www.youtube.com/JaKaTaKtv
wc4482
Profile Joined September 2010
United States45 Posts
June 22 2012 16:37 GMT
#69
So what you are trying to find a name for is your training program for newbies.

I'm thinking something that alludes to the fact that you are making the game more simpler by restricting the tech tree, so that underlying principles can be noticed and internalized. K.I.S.S. comes to mind, but too generic.

I'll have to get back to you
SC2 name: ThelVlaster on NA server
Flooz
Profile Joined April 2012
United States37 Posts
June 22 2012 17:12 GMT
#70
nice! def gonna check this out when i get home
"There is nothing cooler than being proud of the things you love" - Day[9]
LavendrGooms
Profile Joined May 2011
United States134 Posts
June 22 2012 17:37 GMT
#71
On June 01 2012 03:41 JaKaTaK wrote:Macro>Strategy>Micro
Many players were trying to execute MC, Nestea, MVP strategies they saw on the GSL or various other strategies without having the ability to keep the money low, constantly build workers, inject, or keep their idle larva count down. Another thing I noticed is stutter step micro. Many struggling players will micro their heart out in an engagement and end up with 2-5k resources in the bank! Talking about Strategy or micro in Sc2 before you can do the very basic things (or even know what the very basic things in Sc2 are) is like talking about strategy or trick moves in soccer when you can't accurately pass shoot or even have the endurance to run for a 30 minute game.


First time reading this and I couldn't agree more. I used to play competitive soccer and I can definitely see the correlation between them.

What you're doing is awesome!
www.twitch.tv/lavendrgooms
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
June 23 2012 02:24 GMT
#72
Thanks guys! :D It seriously makes this so much more worth doing when I come on TL and I have posts like this to read. Seriously.
Commentatorhttps://www.youtube.com/JaKaTaKtv
ellaguru
Profile Joined March 2012
United States35 Posts
June 30 2012 02:39 GMT
#73
beating people with nothing but 0/0 shieldless stimless marines is the most satisfying thing ever
HeeroFX
Profile Blog Joined November 2010
United States2704 Posts
June 30 2012 03:04 GMT
#74
I will check it out for sure. Are you doing a day 9 type show? ?
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
June 30 2012 12:13 GMT
#75
@HeeroFX
Think Day9, but every day is newbie tuesday, or one of the dailies on mechanics. I definitely don't go into any metagame anything. The focus is on the things in Sc2 that remain the same: macro, micro & mechanics.

Instead of teaching people to focus on a specific strategy or build order, I focus on MM&M so that the player is free to choose his/her style, and has the freedom to do any number of strategies he/she wants based on his/her level in the system. Check out the info section on the twitch page for more details :D

@ellaguru
absolutely agreed. Beating players with slow lings and no queens is even more satisfying to me
Commentatorhttps://www.youtube.com/JaKaTaKtv
wc4482
Profile Joined September 2010
United States45 Posts
July 01 2012 18:06 GMT
#76
For the zergies out there who are using the ladder for Jak's Incremental Improvement Method, I have created a spreadsheet to track your progress in the Macro department.

Make a copy of this google doc and I think you should be able to edit it as your own.

Columns A through C are self explanatory. Columns E and F are inputs for SQ (no calculator needed, just copy the formula in D down as you add games). Columns G, H, and I are statistics from SC2 gears (google search if you don't have it) and can be found by looking at "Main Building Control" when opening a single replay in the "analyzer". Column J is just a little comment section.

May the Macro be with you.
SC2 name: ThelVlaster on NA server
Ziel
Profile Blog Joined May 2007
Malaysia241 Posts
July 01 2012 18:17 GMT
#77
Why isn't this spotlighted yet?

Awesome idea, OP! :D
TheLittleOne Fan Club! Best game to date -> TLI RO4 TLO v Naz http://www.youtube.com/watch?v=91XjX59O-VQ
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
Last Edited: 2012-07-02 15:51:35
July 02 2012 12:46 GMT
#78
Thanks Ziel! I certainly would love some spotlight action! I'm sure it will come with time. We've still got 10 months left to make this successful.

Nice spreadsheet WC. Cool stuff :D

EDIT: We're all caught up on uploading the episodes of TheJaKaTaK to Blip.tv!

http://blip.tv/thejakatak
Commentatorhttps://www.youtube.com/JaKaTaKtv
Banj0
Profile Joined May 2010
Sweden53 Posts
Last Edited: 2012-07-13 15:55:05
July 13 2012 15:54 GMT
#79
I found this thread through TheCore layout thread.

The most important aspect in your concept here is that in order to advance to the next level, the SQ requirement dictates that you need to macro better than a grandmaster player! This is a brilliant concept. I wish I wasnt going on vacation next week so I could really apply myself to this.
image in spoiler:
+ Show Spoiler +
[image loading]

My name suggestion for your concept would be a simple name. Nothing fancy, because neutral names often work very well in the long run. (examples: ASUS, 3M, AMD..) On that note, you could just abbreviate it to 'JIM' for JaKaTak Improvement Method. But you have to act fast! Spanishiwa's opening very quickly became 'Spanishiwa Style', even though he called it the Icefisher, so think quick! :D

Other abbreviations:
JLM, JaKaTak Learning Method
PLM, progressive Learning method
JTIM, JaKaTak tiered improvement model/method
JTIC, JaKaTak tiered improvement Concept
TPM, tiered progressive method (call it TPM by JakaTak for creds or something)

also:
JaKademy (this would be an excellent name for your show!)

edit: >>> mods: This thread deserves to be to be spotlighted! <<<

JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
July 13 2012 16:57 GMT
#80
Hey hey Banj0!

Glad to see you like the method. And thanks for your ideas.

Right now I think JLS has the nicest ring to it
(JaKaTaK Level System)

As far as the show, its called TheJaKaTaK. I really like that so I'll be keeping it

Thanks again for the advice. I'll definitely try to think of some more ideas, let me know if you come up with some new ones :D
Commentatorhttps://www.youtube.com/JaKaTaKtv
Banj0
Profile Joined May 2010
Sweden53 Posts
July 13 2012 17:48 GMT
#81
No worries!

JLS does have a nice ring to it, it rolls nicely of the tongue!

Keep up the good work!
Banj0
Profile Joined May 2010
Sweden53 Posts
July 16 2012 15:45 GMT
#82
Ok, I might need some help with Zerg level 2.... I simply cannot get my SQ over 100. Once i have two bases rolling with 1 or two macro hatches, 1 ekstra queen for injects and keep my energy low, I simply cannot spend my money fast enough. I find myself producing 8 overlords at a time as a money sink, but I am afraid of getting bad habits. my SQ varies between 65 and 85, approximately.

So I dont win the SQ, and I don't win the game either because I am just pouring lings up against a 3 tank siege line, or 2 cannons and a colossus, or something like that.. Of course, i win from time to time, but it gets a little frustrating.

Does anyone have a replay or something of zerg levl 2 getting over 100 SQ? I'd be very interested in seing it!
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
Last Edited: 2012-07-16 17:37:04
July 16 2012 17:36 GMT
#83
hey hey man, if you email me replays of you going for level 2 i'll analyze them during the day and send you a link to the VOD. Sinking money into overlords is a mistake, you should be spending that money on hatcheries. Break free from the idea that you are supposed to only have a certain number of hatcheries and that number is the same as pro players.

EDIT: thejakatak@gmail.com is the email
Commentatorhttps://www.youtube.com/JaKaTaKtv
Czarnodziej
Profile Joined January 2011
Poland624 Posts
July 30 2012 14:11 GMT
#84
As a practices of TheJaKaTaK method, I highly discourage practising these on ladder BEFORE practising it against AI.
Why is that?
1) Its way easier to focus on the mistakes when the opponent is not messing with you
2) Its way easier when you have the muscle memory to properly execute it, which my previous point allow to do (ladder slows down this process)
3) The fun in killing your opponent with basic units is tremendously surpassed by frustration when you get kited/owned by cloaked (which is prevalent in lower leagues) units and lose again and again on first levels
4) Let's face it, losing is never fun and foremost - losing a (highly competitive) game never will be fun. Simple.


JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
Last Edited: 2012-07-30 15:29:13
July 30 2012 15:24 GMT
#85
On July 30 2012 23:11 Czarnodziej wrote:
As a practices of TheJaKaTaK method, I highly discourage practising these on ladder BEFORE practising it against AI.
Why is that?
1) Its way easier to focus on the mistakes when the opponent is not messing with you
2) Its way easier when you have the muscle memory to properly execute it, which my previous point allow to do (ladder slows down this process)
3) The fun in killing your opponent with basic units is tremendously surpassed by frustration when you get kited/owned by cloaked (which is prevalent in lower leagues) units and lose again and again on first levels
4) Let's face it, losing is never fun and foremost - losing a (highly competitive) game never will be fun. Simple.





Interesting, but I think that playing against the AI is boring after a while. Overall, the decision to play on the ladder or against the AI should be a personal preference kind of a thing. Do what you have more fun doing!

Also, I find losing starcraft games fun sometimes :D Gives me a new puzzle to solve, a new challenge to overcome, or a chance to collect more data on a challenge or puzzle that I'm currently working on.

"Don't fear failure. Don't crave success."
Commentatorhttps://www.youtube.com/JaKaTaKtv
Czarnodziej
Profile Joined January 2011
Poland624 Posts
August 03 2012 16:44 GMT
#86
What is the reason in having Sentries in different level than Stalkers?
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
August 03 2012 18:14 GMT
#87
On August 04 2012 01:44 Czarnodziej wrote:
What is the reason in having Sentries in different level than Stalkers?


Sentries require different micro and economy management than Stalkers do. A big part of the level system is getting the feel for each new unit individually and focusing on its strengths and weaknesses.
Commentatorhttps://www.youtube.com/JaKaTaKtv
kamyker
Profile Joined August 2012
Poland6 Posts
August 05 2012 16:23 GMT
#88
Method is working!!! I have played SC2 for 3 weeks (campaign + vs SI training). I won 4/4 placement matches :D with level 1 Terran. Im using TheCore. Last gold player after failed 4-gate, made 3 colossus and 10 sentry against 100 marines. How player with 8 games total won vs player with 500+ matches? JaKaTaK will tell you ;p.
theseraph
Profile Joined September 2010
United States100 Posts
August 06 2012 04:45 GMT
#89
what league are you in now?
Some motherfuckers always tryina skate uphill.
Natespank
Profile Joined November 2011
Canada449 Posts
August 08 2012 19:46 GMT
#90
An idea for the Jakatak method: due to supply blocks, and the tendency to make like 10 pylons at a time (or overlords, or depots), you could stipulate that a player may only make a number of supply structures at one time equal to your bases +1, or simply 3 (5 for overlords) for simplicity. Mass pylon/overlording is sort of cheating in your mechanics.
Jazzman88
Profile Joined January 2012
Canada2228 Posts
August 18 2012 21:58 GMT
#91
This looks fascinating. As a teacher and a musician, I'm very interested in your proposed method and how it works out with something like Starcraft, as I have also tried applying my music practice methods to learning SC2.

Have you experienced a lot of responders from Platinum/Diamond leagues and higher? It strikes me that players who perceive themselves to be at higher levels might be initially hesitant to diverge from their Nestea-copied strategy in favour of only building lings, for example.
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
August 19 2012 16:26 GMT
#92
There are some higher level players that hang out, but more often than not, they don't want to diverge from strategy in order to perfect mechanics. Time will tell which is the most effective approach.
Commentatorhttps://www.youtube.com/JaKaTaKtv
GreEny K
Profile Joined February 2008
Germany7312 Posts
August 19 2012 16:49 GMT
#93
On August 20 2012 01:26 JaKaTaK wrote:
There are some higher level players that hang out, but more often than not, they don't want to diverge from strategy in order to perfect mechanics. Time will tell which is the most effective approach.


If you look at BW or any other strategy game, cute strategy and tricks will always give way to perfect mechanics and macro.
Why would you ever choose failure, when success is an option.
okcredit
Profile Joined August 2012
United States7 Posts
August 22 2012 21:14 GMT
#94
We need to get this thread moving! But I'm mostly commenting so I can follow the thread. Awesome group of players around the Jakatak.
Banj0
Profile Joined May 2010
Sweden53 Posts
September 01 2012 17:16 GMT
#95
I'm doing TheLevels for zerg right now. I went from bronze to silver very quickly with zerg level 1.2 I'm top silver right now with 0/0 lings ;-)

Here is a scenario that I would like someone to clarify a little bit when playing against protoss or terran.

I get my two bases up. opponent walls in. I drop macro hatch and get a third base. I drop two more macro hatches. I build more queens. Opponent turtles. I run all my lings against his wall. Because of a stalker or a marine, the lings dont attack any buildings, they just flood up against the wall. Collosus/siege tanks melt the lings.

This is where I don't know how to proceed. I have 3 bases and 3 macro hatches, 5 injecting queens. He has a ling-proof wall. I can either:
1) just send lings to die, keep building new ones, and once main and second base is mined out, i can just gg out of the game then and there.
2) try to continue developing my economy, and succumbing to his upgraded 200/200 army once he decides to move out.

what do you guys do?
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
September 01 2012 18:20 GMT
#96
Personally, I would just expand and continue to throw a near max amount of lings at my opponent. My goal is not to win, just to keep my energy and resources down and my income up. But, if you do decide you want to win, hide your lings on the side, wait till he moves across the map (you can see this with your stellar creep spread) and counter-attack base race for the win. Super fun
Commentatorhttps://www.youtube.com/JaKaTaKtv
imEnex
Profile Joined June 2011
Canada500 Posts
September 01 2012 18:26 GMT
#97
What your doing is really good for the community/game, thank you.
Program yourself to Success
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
September 01 2012 18:59 GMT
#98
You're welcome glad to help.
Commentatorhttps://www.youtube.com/JaKaTaKtv
7mk
Profile Blog Joined January 2009
Germany10157 Posts
Last Edited: 2012-09-01 23:47:03
September 01 2012 23:44 GMT
#99
I watched part of your video interview, and you seem like a nice guy and all but sorry man, wth is this
you decicated 2 months into your show now, which gets maybe an average of 20 viewers per episode, youre still in gold league (in BW iccup terms that would be like D-----, D being the starting lvl)
In your OP you quote a guy who did try out your teaching method and its a gold player who after using your method got demoted to silver..
Also what do you do all day that you had to quit your job for this? Admittedly putting up a show every day is a big commitment and props for that but I cant imagine preparing for this show takes up all that much time.
And you clearly dont spend all day practicing cause you dont have many ladder games played and youre still in gold league. (OK I read on reddit that you have 3 accounts so I dont know how much youve played but still theyre all in gold league)

In the beta I met someone, he was completely new to Starcraft and he wanted to get good by learning solid builds and just practicing them a lot, one day he played me 14 times and he lost to me 14 times, but he kept on getting better.
Maybe 10 months later he got to Grandmaster league with 3 different accounts. He didnt need any "lvl"-system to get there and he did it while studying for university and having a job.
Of course not everyone is as talented or puts in as much time, but I dont think a gold lvl player is really in the position to tell others what the most efficient way to get better he is, because clearly it isnt working for you.
Of course if you go to a bronze league player and tell him to do this over and over hes gonna learn from it and improve his mechanics.
But if I went to him and gave him a few lessons about how to get better at the game with a more standard approach he would also improve at least as fast. Just because some people who dont even know a-move will benefit from this doesnt mean in the slightest its a good way to learn. If I had a student maybe I would tell him to do this for a day, just to raise some awareness and then let him learn how to macro with a real build again.



I just feel like youre really wasting your time and your show isnt really going anywhere. I guess if you really wanna be involved professionally with ESPORTS you could try out being a caster or sth, theres plenty who are bad at the game, but teaching others really shouldnt be a replacement for a job for anyone who isnt good at it himself.
again sorry, you seem like a nice guy, id suggest you do something that is more benifical for your personal future.
beep boop
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
September 02 2012 05:07 GMT
#100
Respectfully, I think you are wrong. Made it from bronze to gold with 3 accounts in the course of 1 season, while basically starting from scratch with a completely new hotkey layout and mousing with my non-dominant hand, on purpose, to understand what it feels like to be uncoordinated and using my tools. The highest tech unit I've made so far is a roach/stalker/tank for each race respectively and I've not spent any time looking at or learning builds, or strategies. the show has been steadily growing in popularity and we've got a pretty sweet community going on. I accept the challenge to prove you wrong, but for now, I can only tell you what I think.
Commentatorhttps://www.youtube.com/JaKaTaKtv
JackDT
Profile Joined January 2012
724 Posts
September 02 2012 05:09 GMT
#101
>mousing with my non-dominant hand

Damn. I can't imagine doing that.
uberism
Profile Joined January 2011
Canada271 Posts
Last Edited: 2012-09-02 05:28:19
September 02 2012 05:27 GMT
#102
I know people who never even played an RTS before and it took them one week to get to diamond. I can't imagine how you can't get to at least gold if you understand the game.
KawaiiRice
Profile Blog Joined May 2007
United States2914 Posts
September 02 2012 05:47 GMT
#103
On September 02 2012 14:07 JaKaTaK wrote:
Respectfully, I think you are wrong. Made it from bronze to gold with 3 accounts in the course of 1 season, while basically starting from scratch with a completely new hotkey layout and mousing with my non-dominant hand, on purpose, to understand what it feels like to be uncoordinated and using my tools. The highest tech unit I've made so far is a roach/stalker/tank for each race respectively and I've not spent any time looking at or learning builds, or strategies. the show has been steadily growing in popularity and we've got a pretty sweet community going on. I accept the challenge to prove you wrong, but for now, I can only tell you what I think.

Umm. Sorry, but why did you quit your job to play Starcraft if this is how you would spend your time? You seem to have a lot of dedication to SC2 but I can't tell what direction you're going in. You have tons of free time but instead of actually getting better to help others improve better as well, you seem to be screwing around with some mantra of macro = getting better as a theme, as shown by getting gold on 3 accounts (why would you even get more than one account), playing with different hotkeys and using your other mouse hand. I can't see how those examples would help anyone be a better gamer.

I don't mean to offend but you seem to be wasting a lot of time. Maybe I'm wrong since I haven't seen any of your videos but this is the vibe I get from reading your posts. Regardless, good luck with your work.

@KawaiiRiceLighT
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
September 02 2012 16:45 GMT
#104
I understand that what I am doing is a bit weird, but gimme a sec.

The best violinist in the world is not necessarily the best violin teacher. Conversely, the best violin teacher in the world is not the best violinist. This is the same reason that Sc2 coaches for teams do not have to be at the top of their game mechanically. But they do have to understand how to manage their players, and understand the game in its entirety, mechanics and strategy, as well as a host of other things I probably don't know about.

There are a few reasons why I switched to my non-dominant hand for mousing. Firstly, I injured my hand by having the mouse sensitivity set too high. Secondly, the biggest issue with very skilled people teaching newcomers to that skill, is that they don't understand the difficulties their student is going through. Maybe because they've never had them, maybe its because its been so long that they don't really remember what it feels like, and therefore have a difficult time helping their student through the struggle.

It also does not take the best violinist in the world, or even a professional violinist to teach someone with less understanding of the instrument than them how to play well. I understand that I have to be a master or grandmaster for some people to take me seriously, but 80% of people who play starcraft are in the platinum and below leagues. That's a shit ton of people that for the most part get neglected and told vague and unhelpful things like "just macro more" and "get better mechanics" or "only practice one strat" etc etc Day9 has newbie tuesdays and is a great entertainer/caster/teacher, but a lot of players aren't at the place in their play where they can truely benefit from his show. I believe that this community needs someone dedicated to helping out that 80% of people who play starcraft 2. I believe that the person to that is me.

In addition to helping players improve, I create, and help create tool that all players of starcraft II can use. Again, most of the things I do some people will write off as "dumb" or "a waste of time", and with them I respectfully disagree. If I would suggest one of them for you to look at, it would be TheCore.

TheCore is a custom hotkey layout for Sc2 that uses data from over 2000 professional game replays to match the most frequently executed commands with the fastest keys to press. Most of what I do is unorthodox, so if you don't approach it with an open mind, it will look "dumb" and "a waste of time"

Thanks for taking the time to read this, I know you are very busy, but I had to explain myself fully to respond to your post.
Commentatorhttps://www.youtube.com/JaKaTaKtv
uberism
Profile Joined January 2011
Canada271 Posts
September 02 2012 16:53 GMT
#105
The best violin teacher is not the best violinist, but usually damn good.
Same thing for most coaches, they were at least a professional in their field with a good ability to teach. Look at all the pro sports coaches, those guys knew how to play the game in their prime.

People are platinum and below because they play the game for fun and don't care about getting before. If you were actively trying to get better, there is no way you are not at least diamond.
Glurkenspurk
Profile Joined November 2010
United States1915 Posts
September 02 2012 16:53 GMT
#106
On September 03 2012 01:45 JaKaTaK wrote:
I understand that what I am doing is a bit weird, but gimme a sec.

The best violinist in the world is not necessarily the best violin teacher. Conversely, the best violin teacher in the world is not the best violinist. This is the same reason that Sc2 coaches for teams do not have to be at the top of their game mechanically. But they do have to understand how to manage their players, and understand the game in its entirety, mechanics and strategy, as well as a host of other things I probably don't know about.

There are a few reasons why I switched to my non-dominant hand for mousing. Firstly, I injured my hand by having the mouse sensitivity set too high. Secondly, the biggest issue with very skilled people teaching newcomers to that skill, is that they don't understand the difficulties their student is going through. Maybe because they've never had them, maybe its because its been so long that they don't really remember what it feels like, and therefore have a difficult time helping their student through the struggle.

It also does not take the best violinist in the world, or even a professional violinist to teach someone with less understanding of the instrument than them how to play well. I understand that I have to be a master or grandmaster for some people to take me seriously, but 80% of people who play starcraft are in the platinum and below leagues. That's a shit ton of people that for the most part get neglected and told vague and unhelpful things like "just macro more" and "get better mechanics" or "only practice one strat" etc etc Day9 has newbie tuesdays and is a great entertainer/caster/teacher, but a lot of players aren't at the place in their play where they can truely benefit from his show. I believe that this community needs someone dedicated to helping out that 80% of people who play starcraft 2. I believe that the person to that is me.

In addition to helping players improve, I create, and help create tool that all players of starcraft II can use. Again, most of the things I do some people will write off as "dumb" or "a waste of time", and with them I respectfully disagree. If I would suggest one of them for you to look at, it would be TheCore.

TheCore is a custom hotkey layout for Sc2 that uses data from over 2000 professional game replays to match the most frequently executed commands with the fastest keys to press. Most of what I do is unorthodox, so if you don't approach it with an open mind, it will look "dumb" and "a waste of time"

Thanks for taking the time to read this, I know you are very busy, but I had to explain myself fully to respond to your post.


Since we're gonna use an instrument analogy, I'll go with something I know.

I play guitar. I can read about guitar and music theory all day, I can even watch tons of videos on it. But until I'm actually able to play the instrument, it's useless. You're the equivalent of a guitar teacher that doesn't actually own a guitar trying to teach someone else guitar because he has a bunch of books. It's useless. It's impossible to truly understand the mindset of an improving player when you're a super low level player.

You're also trying to turn practicing into some sort of math formula based on overthinking things. Just play the game normally and improve. You're wasting your time.
Zenbrez
Profile Joined June 2012
Canada5973 Posts
September 02 2012 16:56 GMT
#107
On September 03 2012 01:53 uberism wrote:
The best violin teacher is not the best violinist, but usually damn good.
Same thing for most coaches, they were at least a professional in their field with a good ability to teach. Look at all the pro sports coaches, those guys knew how to play the game in their prime.

People are platinum and below because they play the game for fun and don't care about getting before. If you were actively trying to get better, there is no way you are not at least diamond.

As someone who went from bronze to masters, I would generally agree. But you'd be surprised how many people really really want to rank up, but can't get past silver or gold.
Refer to my post.
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
September 02 2012 18:12 GMT
#108
It's pretty ironic that people spend their time telling me that I'm wasting my time. Which will in no way make me change my course of action. So really, people are wasting their time to tell me I'm wasting my time.
Commentatorhttps://www.youtube.com/JaKaTaKtv
Mesha
Profile Blog Joined January 2010
Bosnia-Herzegovina439 Posts
Last Edited: 2012-09-02 19:53:41
September 02 2012 19:50 GMT
#109
I want to say something because i think i have been lurking the development from the start, so i know a little about the project and what is all about. I gave respect to Jakatak and choose from the start not to put the project down. I didn't understand it at all, but that wasn't the reason to talk trash. I liked the idea about the 2000 pro replays as the development base, but that's about it. Everything else, although understandable and well structured has absolutely nothing with the brutal reality of starcraft. Yea, i watched a few of the videos of leveling. That should be avoided, not practiced. Sorry...

But one issue, a big issue is really hard not to see. Almost all users including the Jak are below average sc2 players. That doesn't help to advertise the core at all. And it never will, that's a fact. Hotkey just doesn't matter that much in sc2, sure it can be convinient but there is a fine point, and this setup has crossed it.

Why i doubted the core from the start is very simple. IMO the mechanics of starcraft is something that you develop by repetitive practice. If you put the time in, you will develop mechanics, no disscusion. That means if your main army is on the left part of keyboard and harass units on right, shift in the other room (lol) that doesn't mean shit - just practice like you don't know that you can put them next to each other and you will get used to it and never look back.
Mechanics are not the bottle neck of starcraft - it's the brain. And brain is something that is harder to train because of million different reasons. Understanding of the game is what makes you go higher - every idiot can develop mechanics and that is something you need 5 minutes from a good player to explain to anyone how to practice mechanics.

The core is cool project, props for helping helpless maggots noobs ^_^, but now, after some time it's starting to look like one of the million fail projects every day. That doesn't mean people should start trying to push their ideas. I hope a lot of people use it in the future, just because you invested so much passion and thought into it but IMHO this has alost zero percent with CORE of the starcraft universe.

edit: just if someone was wondering - i have shit mechanics, casual player, aggresive style-all inish, adore sc2 scene, and i am a fucking 1300 master player. I only have cameras changed from ctrl+shift+f2 changed to shift+f2 etc...
Reality hits you hard bro.
sanddbox_sc2
Profile Joined October 2011
United States173 Posts
September 03 2012 00:08 GMT
#110
On September 03 2012 04:50 Mesha wrote:
I want to say something because i think i have been lurking the development from the start, so i know a little about the project and what is all about. I gave respect to Jakatak and choose from the start not to put the project down. I didn't understand it at all, but that wasn't the reason to talk trash. I liked the idea about the 2000 pro replays as the development base, but that's about it. Everything else, although understandable and well structured has absolutely nothing with the brutal reality of starcraft. Yea, i watched a few of the videos of leveling. That should be avoided, not practiced. Sorry...

But one issue, a big issue is really hard not to see. Almost all users including the Jak are below average sc2 players. That doesn't help to advertise the core at all. And it never will, that's a fact. Hotkey just doesn't matter that much in sc2, sure it can be convinient but there is a fine point, and this setup has crossed it.

Why i doubted the core from the start is very simple. IMO the mechanics of starcraft is something that you develop by repetitive practice. If you put the time in, you will develop mechanics, no disscusion. That means if your main army is on the left part of keyboard and harass units on right, shift in the other room (lol) that doesn't mean shit - just practice like you don't know that you can put them next to each other and you will get used to it and never look back.
Mechanics are not the bottle neck of starcraft - it's the brain. And brain is something that is harder to train because of million different reasons. Understanding of the game is what makes you go higher - every idiot can develop mechanics and that is something you need 5 minutes from a good player to explain to anyone how to practice mechanics.

The core is cool project, props for helping helpless maggots noobs ^_^, but now, after some time it's starting to look like one of the million fail projects every day. That doesn't mean people should start trying to push their ideas. I hope a lot of people use it in the future, just because you invested so much passion and thought into it but IMHO this has alost zero percent with CORE of the starcraft universe.

edit: just if someone was wondering - i have shit mechanics, casual player, aggresive style-all inish, adore sc2 scene, and i am a fucking 1300 master player. I only have cameras changed from ctrl+shift+f2 changed to shift+f2 etc...


A 1300 point master?!?!?! Dude, you've now earned your PHD in Starcraft. Congratulations.


User was warned for this post
Chandra
Profile Joined July 2011
United States123 Posts
September 03 2012 00:33 GMT
#111
On September 03 2012 01:45 JaKaTaK wrote:
I understand that what I am doing is a bit weird, but gimme a sec.

The best violinist in the world is not necessarily the best violin teacher. Conversely, the best violin teacher in the world is not the best violinist. This is the same reason that Sc2 coaches for teams do not have to be at the top of their game mechanically. But they do have to understand how to manage their players, and understand the game in its entirety, mechanics and strategy, as well as a host of other things I probably don't know about.

There are a few reasons why I switched to my non-dominant hand for mousing. Firstly, I injured my hand by having the mouse sensitivity set too high. Secondly, the biggest issue with very skilled people teaching newcomers to that skill, is that they don't understand the difficulties their student is going through. Maybe because they've never had them, maybe its because its been so long that they don't really remember what it feels like, and therefore have a difficult time helping their student through the struggle.

It also does not take the best violinist in the world, or even a professional violinist to teach someone with less understanding of the instrument than them how to play well. I understand that I have to be a master or grandmaster for some people to take me seriously, but 80% of people who play starcraft are in the platinum and below leagues. That's a shit ton of people that for the most part get neglected and told vague and unhelpful things like "just macro more" and "get better mechanics" or "only practice one strat" etc etc Day9 has newbie tuesdays and is a great entertainer/caster/teacher, but a lot of players aren't at the place in their play where they can truely benefit from his show. I believe that this community needs someone dedicated to helping out that 80% of people who play starcraft 2. I believe that the person to that is me.

In addition to helping players improve, I create, and help create tool that all players of starcraft II can use. Again, most of the things I do some people will write off as "dumb" or "a waste of time", and with them I respectfully disagree. If I would suggest one of them for you to look at, it would be TheCore.

TheCore is a custom hotkey layout for Sc2 that uses data from over 2000 professional game replays to match the most frequently executed commands with the fastest keys to press. Most of what I do is unorthodox, so if you don't approach it with an open mind, it will look "dumb" and "a waste of time"

Thanks for taking the time to read this, I know you are very busy, but I had to explain myself fully to respond to your post.

You say "The best violinist in the world is not necessarily the best violin teacher." I would argue that the best violin teacher in the world can probably play a lot better than a middle school student who picked up their instrument for the first time a year ago. And that's pretty much where you are in the full spectrum of Starcraft 2 skill. Being in gold league means that you lack the experience and perspective to authoritatively inform people how to play, even absolute beginners. Anyone who has played the game for more than a couple months and has found some existing resources on learning how to play (i.e. Day9, Liquipedia, TL Strategy) can easily tell someone in the depths of bronze how to develop decent enough fundamentals to get better. But giving people a stringent training methodology when you yourself have never developed your own skills to be able to play at a high level seems really dishonest to me. I think it's a requirement as a good teacher to be able to have the experience necessary to say what's good play and what isn't.
BlackPanther
Profile Blog Joined April 2011
United States872 Posts
September 03 2012 00:34 GMT
#112
I'm curious but why did you want to do this in the first place? Being a silver or gold leaguer doesn't qualify you in the least to teach SC2 to anyone.

It's strange to me. You want to put on a show for people who play SC2 at the lowest levels. Those people who play at the lowest levels probably don't care that much about getting better and most likely wouldn't be visiting fan sites like TL or screddit for information about how to play better because they don't care. If someone was serious about getting better at SC2, they would do what everyone else did and play lots and lots of games. They wouldn't watch your show because the show teaches nothing that a noob wouldn't figure out on his own playing games.

The idea of radically changing a hotkey layout is also incredibly flawed. You state yourself that your hotkey layout would take a COUPLE HUNDRED GAMES to become comfortable with. The flaw is that you lose a couple hundred games worth of real practice. You wouldn't be able to focus on playing the game as you would be struggling with operating a completely new and seemingly unintuitive control scheme that MIGHT boost your apm if not make it worse. Those few hundered games could boost someone from being a silver leaguer to a platinum or diamond leaguer. When I first started playing SC2, it took me approx 250 1v1's to get myself from silver to diamond. If I had to struggle with a new hotkey setup, I'd still be in silver league.

What you do with your time is your business but I feel that you are possibly a detriment to new players trying to get into SC2.
Kronen
Profile Blog Joined March 2011
United States732 Posts
Last Edited: 2012-09-03 01:28:28
September 03 2012 01:24 GMT
#113
Hi guys, had to step in here.

I'm a noob. I've been playing SC2 for a couple of months and it's my first RTS. Over that time I've worked my way up to diamond from tin. I love it, I love the frenetic challenge. It's the most engaging computer gaming experience I've ever had.

SC2 for the newcomer feels very very opaque. I started sc2 with a couple months worth Day9 dailies knowledge at my disposal, I followed all the streams, I had favorite players, I knew build orders... still progress was very slow in coming because no one takes the time to create ways to work on mechanics exclusively.

Enter Filter and Jakatak. Filter is great and I love his stuff, but he's very hands off by comparison and very inconsistent in putting content out. His battle with depression has further complicated his pursuits and I wish him all the best.

I don't use the Core, so I'm not commenting on that. People use whatever hotkeys work for them.

The Jakatak level method works and is fun. It's a no-nonsense construct that forces noobs like me to spend your goddamn money. That's it. What could be wrong with that? It's mine as much as you can and spend as fast as you can. It promotes good mechanics of focusing on nailing production cycles, not queueing and spending macro mechanic energy. I love to use the Jakatak method as a way to cool down after a long day at work, but still work on mechanics. It keeps me active in SC2 when exhaustion and mental fatigue would otherwise restrict me from playing.

Every one of the detractors in this thread have voiced wary suspicions of "OMG YOU ONLY HAVE 3 GOLD ACCOUNTS!! HOW DARE YOU POST IN TL!" Guys guys... please. He was a masters player before an injury that forces him to play with his hands inverted. That's right... he's a gold player playing with the keyboard and mouse in the opposite hand.

I take personal offense to this because it's not only ignorant, it's unfair to someone giving this pursuit his complete dedication. Jakatak approaches his stream and his efforts with incredible energy and optimism. If you've ever popped into his live stream, yea the quality of the games will be "meh.." at best if you're anywhere close to diamond, but it's fun and low stress. He handles trolls with aplomb and creates a fun, engaging community that is dedicated to just practicing and getting better. His Bnet chat channel is the only one I actually enjoy reading.

This guy is a prime example of what SC2 needs: infectious optimism and energy and a tireless dedication to the people who use his product. For fellow noobs, check his stuff out and get involved. It's fun and removes unneeded layers of stress from this complex pursuit.


TLDR; This guy is a good personality and has good content. Actually read/watch before you flame please.


p.s. he's live now... like usual
Glurkenspurk
Profile Joined November 2010
United States1915 Posts
September 03 2012 01:27 GMT
#114
On September 03 2012 10:24 Kronen wrote:
Hi guys, had to step in here.

I'm a noob. I've been playing SC2 for a couple of months and it's my first RTS. Over that time I've worked my way up to diamond from tin. I love it, I love the frenetic challenge. It's the most engaging computer gaming experience I've ever had.

SC2 for the newcomer feels very very opaque. I started sc2 with a couple months worth Day9 dailies knowledge at my disposal, I followed all the streams, I had favorite players, I knew build orders... still progress was very slow in coming because no one takes the time to create ways to work on mechanics exclusively.

Enter Filter and Jakatak. Filter is great and I love his stuff, but he's very hands off by comparison and very inconsistent in putting content out. His battle with depression has further complicated his pursuits and I wish him all the best.

I don't use the Core, so I'm not commenting on that. People use whatever hotkeys work for them.

The Jakatak level method works and is fun. It's a no-nonsense construct that forces noobs like me to spend your goddamn money. That's it. What could be wrong with that? It's mine as much as you can and spend as fast as you can. It promotes good mechanics of focusing on nailing production cycles, not queueing and spending macro mechanic energy. I love to use the Jakatak method as a way to cool down after a long day at work, but still work on mechanics. It keeps me active in SC2 when exhaustion and mental fatigue would otherwise restrict me from playing.

Every one of the detractors in this thread have voiced wary suspicions of "OMG YOU ONLY HAVE 3 GOLD ACCOUNTS!! HOW DARE YOU POST IN TL!" Guys guys... please. He was a masters player before an injury that forces him to play with his hands inverted. That's right... he's a gold player playing with the keyboard and mouse in the opposite hand.

I take personal offense to this because it's not only ignorant, it's unfair to someone giving this pursuit his complete dedication. Jakatak approaches his stream and his efforts with incredible energy and optimism. If you've ever popped into his live stream, yea the quality of the games will be "meh.." at best if you're anywhere close to diamond, but it's fun and low stress. He handles trolls with aplomb and creates a fun, engaging community that is dedicated to just practicing and getting better. His Bnet chat channel is the only one I actually enjoy reading.

This guy is a prime example of what SC2 needs. Infectious optimism and energy and a tireless dedication to the people who use his product. For fellow noobs, check his stuff out and get involved. It's fun and removes unneeded layers of stress from this complex pursuit.


TLDR; This guy is a good personality and has good content. Actually read/watch before you flame please.


p.s. he's live now... like usual


Personality doesn't mean anything. You can be the nicest guy in the world but if you're wrong, you're wrong. No matter how you look at it he's a gold player. His builds are bad and he has no idea what he's talking about. His entire teaching method is based off of silly concepts.


Glurkenspurk.829 Add me. I'll teach you far more efficiently.
Kronen
Profile Blog Joined March 2011
United States732 Posts
Last Edited: 2012-09-03 01:40:14
September 03 2012 01:34 GMT
#115
On September 03 2012 10:27 Glurkenspurk wrote:
Show nested quote +
On September 03 2012 10:24 Kronen wrote:
Hi guys, had to step in here.

I'm a noob. I've been playing SC2 for a couple of months and it's my first RTS. Over that time I've worked my way up to diamond from tin. I love it, I love the frenetic challenge. It's the most engaging computer gaming experience I've ever had.

SC2 for the newcomer feels very very opaque. I started sc2 with a couple months worth Day9 dailies knowledge at my disposal, I followed all the streams, I had favorite players, I knew build orders... still progress was very slow in coming because no one takes the time to create ways to work on mechanics exclusively.

Enter Filter and Jakatak. Filter is great and I love his stuff, but he's very hands off by comparison and very inconsistent in putting content out. His battle with depression has further complicated his pursuits and I wish him all the best.

I don't use the Core, so I'm not commenting on that. People use whatever hotkeys work for them.

The Jakatak level method works and is fun. It's a no-nonsense construct that forces noobs like me to spend your goddamn money. That's it. What could be wrong with that? It's mine as much as you can and spend as fast as you can. It promotes good mechanics of focusing on nailing production cycles, not queueing and spending macro mechanic energy. I love to use the Jakatak method as a way to cool down after a long day at work, but still work on mechanics. It keeps me active in SC2 when exhaustion and mental fatigue would otherwise restrict me from playing.

Every one of the detractors in this thread have voiced wary suspicions of "OMG YOU ONLY HAVE 3 GOLD ACCOUNTS!! HOW DARE YOU POST IN TL!" Guys guys... please. He was a masters player before an injury that forces him to play with his hands inverted. That's right... he's a gold player playing with the keyboard and mouse in the opposite hand.

I take personal offense to this because it's not only ignorant, it's unfair to someone giving this pursuit his complete dedication. Jakatak approaches his stream and his efforts with incredible energy and optimism. If you've ever popped into his live stream, yea the quality of the games will be "meh.." at best if you're anywhere close to diamond, but it's fun and low stress. He handles trolls with aplomb and creates a fun, engaging community that is dedicated to just practicing and getting better. His Bnet chat channel is the only one I actually enjoy reading.

This guy is a prime example of what SC2 needs. Infectious optimism and energy and a tireless dedication to the people who use his product. For fellow noobs, check his stuff out and get involved. It's fun and removes unneeded layers of stress from this complex pursuit.


TLDR; This guy is a good personality and has good content. Actually read/watch before you flame please.


p.s. he's live now... like usual


Personality doesn't mean anything. You can be the nicest guy in the world but if you're wrong, you're wrong. No matter how you look at it he's a gold player. His builds are bad and he has no idea what he's talking about. His entire teaching method is based off of silly concepts.


Glurkenspurk.829 Add me. I'll teach you far more efficiently.


Added but you're not online.

Dude, they're not builds. They're artificial constructs to just spend money and practice constant production and supply. Once you get proficient with them you can transition into real play, into real build orders. As far as being based on "silly concepts" I can't speak to your idea of silly. That SQ research is pretty consistent across levels of SC2 play, and is also very easy to benchmark outside of the game. That's why I like to use it.

I appreciate your concern for my playing though and look forward to learning from you when you're online! -Kronen.965
Hargol
Profile Joined April 2011
United States52 Posts
September 03 2012 02:22 GMT
#116
Just letting you know, after watching the vids on how to setup thecore I won't be watching your show. Way too much profanity for me to be able to enjoy. Sorry.
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
September 03 2012 02:44 GMT
#117
There are players of all leagues using TheCore right now. GM to Bronze.

@Hargol
The profanity is very much decreased. But I do throw around the occasional "Fuck" or "Shit" sorry if this has deterred you.
Commentatorhttps://www.youtube.com/JaKaTaKtv
Conut
Profile Joined April 2012
Canada1026 Posts
September 03 2012 02:53 GMT
#118
Dont shit on some guy, for trying to help out the community, christ you people are all so nit picky, hes trying to help so let him.
Sc2 always got your back
JacobShock
Profile Blog Joined April 2012
Denmark2485 Posts
September 03 2012 03:14 GMT
#119
I switched to the core a couple of months ago. It was hard to get used to at first, but I feel more refined now and I like the possibilities for even faster play in the future. I love people like JaKaTaK that dares to think outside the box when it comes to learning and optimizing your play in different ways.
"Right on" - Morrow
Mesha
Profile Blog Joined January 2010
Bosnia-Herzegovina439 Posts
September 03 2012 06:13 GMT
#120
On September 03 2012 09:08 sanddbox_sc2 wrote:
Show nested quote +
On September 03 2012 04:50 Mesha wrote:
I want to say something because i think i have been lurking the development from the start, so i know a little about the project and what is all about. I gave respect to Jakatak and choose from the start not to put the project down. I didn't understand it at all, but that wasn't the reason to talk trash. I liked the idea about the 2000 pro replays as the development base, but that's about it. Everything else, although understandable and well structured has absolutely nothing with the brutal reality of starcraft. Yea, i watched a few of the videos of leveling. That should be avoided, not practiced. Sorry...

But one issue, a big issue is really hard not to see. Almost all users including the Jak are below average sc2 players. That doesn't help to advertise the core at all. And it never will, that's a fact. Hotkey just doesn't matter that much in sc2, sure it can be convinient but there is a fine point, and this setup has crossed it.

Why i doubted the core from the start is very simple. IMO the mechanics of starcraft is something that you develop by repetitive practice. If you put the time in, you will develop mechanics, no disscusion. That means if your main army is on the left part of keyboard and harass units on right, shift in the other room (lol) that doesn't mean shit - just practice like you don't know that you can put them next to each other and you will get used to it and never look back.
Mechanics are not the bottle neck of starcraft - it's the brain. And brain is something that is harder to train because of million different reasons. Understanding of the game is what makes you go higher - every idiot can develop mechanics and that is something you need 5 minutes from a good player to explain to anyone how to practice mechanics.

The core is cool project, props for helping helpless maggots noobs ^_^, but now, after some time it's starting to look like one of the million fail projects every day. That doesn't mean people should start trying to push their ideas. I hope a lot of people use it in the future, just because you invested so much passion and thought into it but IMHO this has alost zero percent with CORE of the starcraft universe.

edit: just if someone was wondering - i have shit mechanics, casual player, aggresive style-all inish, adore sc2 scene, and i am a fucking 1300 master player. I only have cameras changed from ctrl+shift+f2 changed to shift+f2 etc...


A 1300 point master?!?!?! Dude, you've now earned your PHD in Starcraft. Congratulations.

I don't consider myself a good player. I don't have ambition to become one. I just enjoy playing. The info about myself being a master level was just as a reference where i am as a casual player without using some special hotkey setup. Thanks for completely missunderstaning the point. Also, that info don't have any meaning if you took it out of context from my entire post. But whatever, i am done with this subject. GL.
Reality hits you hard bro.
QuanticHawk
Profile Blog Joined May 2007
United States32051 Posts
September 03 2012 23:40 GMT
#121
On September 02 2012 14:07 JaKaTaK wrote:
Respectfully, I think you are wrong. Made it from bronze to gold with 3 accounts in the course of 1 season, while basically starting from scratch with a completely new hotkey layout and mousing with my non-dominant hand, on purpose, to understand what it feels like to be uncoordinated and using my tools. The highest tech unit I've made so far is a roach/stalker/tank for each race respectively and I've not spent any time looking at or learning builds, or strategies. the show has been steadily growing in popularity and we've got a pretty sweet community going on. I accept the challenge to prove you wrong, but for now, I can only tell you what I think.


Gold and below is a joke. I don't know why you would post that as some kind of accomplishment. Anyone who has ever played before should be rolling people in gold because they are that bad. That's why your levels is working for you there.

Outside of beating into someone's head to constantly inject/creep/etc and to not stockpile money, I don't see what good any of this will do. It also makes way more sense to practice doing that in a real game setting with a build order than artificially limiting yourself to one unit.

I still don't understand why you'd quit your job to provide free coaching and what you plan to get out of this. Or why anyone would want coaching from a gold player when there's more skilled players around who don't charge either.

PROFESSIONAL GAMER - SEND ME OFFERS TO JOIN YOUR TEAM - USA USA USA
Deezl
Profile Blog Joined November 2010
United States355 Posts
September 04 2012 00:15 GMT
#122
On September 04 2012 08:40 QuanticHawk wrote:
Show nested quote +
On September 02 2012 14:07 JaKaTaK wrote:
Respectfully, I think you are wrong. Made it from bronze to gold with 3 accounts in the course of 1 season, while basically starting from scratch with a completely new hotkey layout and mousing with my non-dominant hand, on purpose, to understand what it feels like to be uncoordinated and using my tools. The highest tech unit I've made so far is a roach/stalker/tank for each race respectively and I've not spent any time looking at or learning builds, or strategies. the show has been steadily growing in popularity and we've got a pretty sweet community going on. I accept the challenge to prove you wrong, but for now, I can only tell you what I think.


Outside of beating into someone's head to constantly inject/creep/etc and to not stockpile money, I don't see what good any of this will do.


This is the whole point here. I spent a few days coaching some bronze/silver players as a Diamond Toss, and it's really hard to get them to focus on setting up their macro and production. They are always asking metagame questions like "what do I do when I scout 2 gas Terran?"

In bronze, the answer is make a shitload of dudes and go attack them. In silver, it's to make a shitload of dudes, hotkey your production correctly, and go attack them while producing. In gold, it's to expand, make a shitload of dudes, hotkey your production correctly, get some detection, and go attack them while producing.

Start adding bases and late-game strategy for Platinum.

Worry about composition and timings when you hit Diamond -- you can't practice that in lower leagues.

This method provides a scaffolding on which bronze players can build. I'm not sure why people are criticizing it. Thumbs up to this guy for his positive attitude.
Three hundred lives of men I have walked this world, and now I have no time.
Chandra
Profile Joined July 2011
United States123 Posts
September 04 2012 00:18 GMT
#123
On September 04 2012 09:15 Deezl wrote:
Show nested quote +
On September 04 2012 08:40 QuanticHawk wrote:
On September 02 2012 14:07 JaKaTaK wrote:
Respectfully, I think you are wrong. Made it from bronze to gold with 3 accounts in the course of 1 season, while basically starting from scratch with a completely new hotkey layout and mousing with my non-dominant hand, on purpose, to understand what it feels like to be uncoordinated and using my tools. The highest tech unit I've made so far is a roach/stalker/tank for each race respectively and I've not spent any time looking at or learning builds, or strategies. the show has been steadily growing in popularity and we've got a pretty sweet community going on. I accept the challenge to prove you wrong, but for now, I can only tell you what I think.


Outside of beating into someone's head to constantly inject/creep/etc and to not stockpile money, I don't see what good any of this will do.


This is the whole point here. I spent a few days coaching some bronze/silver players as a Diamond Toss, and it's really hard to get them to focus on setting up their macro and production. They are always asking metagame questions like "what do I do when I scout 2 gas Terran?"

In bronze, the answer is make a shitload of dudes and go attack them. In silver, it's to make a shitload of dudes, hotkey your production correctly, and go attack them while producing. In gold, it's to expand, make a shitload of dudes, hotkey your production correctly, get some detection, and go attack them while producing.

Start adding bases and late-game strategy for Platinum.

Worry about composition and timings when you hit Diamond -- you can't practice that in lower leagues.

This method provides a scaffolding on which bronze players can build. I'm not sure why people are criticizing it. Thumbs up to this guy for his positive attitude.

His point is that people can practice all of those things just fine doing a normal build, which is the way most everyone learns how to play the game. His whole "system" seems unnecessary and pointless.
Deezl
Profile Blog Joined November 2010
United States355 Posts
Last Edited: 2012-09-04 00:37:09
September 04 2012 00:36 GMT
#124
His system is to master making tier 1 units en masse? It's not that serious of a system. The idea is to drive home the idea that if you're making units and probes and spending money, you're doing it right. Bronzies forget to do this correctly 100% of the time because they are busy doing other stuff. The games spent doing this are in no way wasted.
Three hundred lives of men I have walked this world, and now I have no time.
Chandra
Profile Joined July 2011
United States123 Posts
September 04 2012 01:06 GMT
#125
On September 04 2012 09:36 Deezl wrote:
His system is to master making tier 1 units en masse? It's not that serious of a system. The idea is to drive home the idea that if you're making units and probes and spending money, you're doing it right. Bronzies forget to do this correctly 100% of the time because they are busy doing other stuff. The games spent doing this are in no way wasted.

From what I can tell his system involves arbitrarily limiting yourself to certain units and buildings at varying tiers until you reach certain proficiency benchmarks. It's cool that the point is to spend all your money and macro well, but that's the point of any actual build. How is this any better than, say, simply learning a real, effective 1 base build, perfecting it, and moving on to more macro oriented builds later when you have the mechanics to do so? It seems like a low level player could waste hundreds of games trying to get through these levels, and on the other side not have much of an idea of how to actually win games. There's a lot more to learning the game than just "spend all your money" and "don't get supply blocked."
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
September 04 2012 03:08 GMT
#126
Giving a new player a build to do is more constricting than my system. It basically says, "hey, you're only allowed to do this exact single series of things over and over again until you're good at it, and then, you're going to do that again with a new series of things" Most new players will find this incredibly boring. It stifles creativity, understanding, and exploration of the game.

Find yourself 2 people who have never played sc2 before. Better yet, find yourself 2 people who have never played an rts before. Give one of them a build, and give one of them Level 1.1. 99.9999999% of the time, the player on level 1.1 will crush the player you gave a build order to, will have more fun playing the game, and will start buidling confidence and an understanding of why and how things work. The player that you give a build order to will be overloaded with information, lose, become frustrated, and not understand why or how things work in starcraft 2. I know this works, because I've done it, many times. The issue with most higher level players teaching platinum to bronze players, is that they often times fail to recognize the struggles of the lower level player because it has been so long since they have been there. You don't have to be in the master's league to teach a player mechanics, but you do have to have a basic understanding of educational methods and psychology, human motivation, and patience.

But in all seriousness, go test it out for yourself. Grab a couple of friends who haven't played an rts before, and conduct the experiment. Observe the players before, during, and after they play. Talk to them about the experience afterwards. Forcing people to learn builds early on is a mistake. That's why we lose so many newer players, not because the game is too hard, but we're approaching teaching it in the wrong way.
Commentatorhttps://www.youtube.com/JaKaTaKtv
Box Score Brian
Profile Joined August 2011
12 Posts
September 04 2012 06:04 GMT
#127

On September 04 2012 12:08 JaKaTaK wrote:
Secondly, the biggest issue with very skilled people teaching newcomers to that skill, is that they don't understand the difficulties their student is going through. Maybe because they've never had them, maybe its because its been so long that they don't really remember what it feels like, and therefore have a difficult time helping their student through the struggle.


As a (virtually) brand new player, I want to echo Kronen's from the previous page. I say "virtually" brand new because I played 23 ladder games in season 1, didn't play a single game of SCII for two years, then started playing again about 2 weeks ago.

In season 1, I was laddering and copying pro build orders exclusively, failing miserably at excuting them, and floating 1k resources all the time. Sure, I won every once and awhile, I had something like a 11-12 or 10-13 record in gold league for those games, but I wasn't improving at all and wasn't consistant. I would beat a platinum player one day, then get smashed by silvers the next. Executing a real build order and trying to deal with different types of units just wasn't possible for me. It was like picking up a basketball for the first time and trying to dunk it, or start shooting a bunch of three pointers right away, it just wasn't the correct way for me to learn at that time.

I can't emphasize enough how impossible it is to attempt to complete a basic opening as a new player. When I can't even build a building or train a worker without looking at the keyboard, I couldn't hit any of the needed timings and the build completely falls apart. The most basic things in the world for an experienced player like fiddling around terran building addons took 3-5 seconds for me.

So, this time around, I'm trying to be a lot more organized in the way I learn the game. I'm actually using Filter's video series as a base instead of JaK's, mainly because the way he presents the information makes a little more sense to the way my brain works, but both are very similar from what I can tell; they start off with building marines only, and learning macro extensively before strategy or micro. Apollo's new player videos made a lot of sense to me too, and are also very basic at first. To go back to the basketball analogy, these guys are all trying to teach layups under the basket to start out, which is an important fundamental and much easier to practice correctly for a brand new player (how can you start shooting threes right away if you don't have proper shooting form?).

I'm still a horrible noob, but I've improved a ton in the past couple of weeks, which is a lot more than I can say for my brief season 1 practice. I would have eventually improved if I had kept at it in Season 1, but I can tell for sure already that it would have been much slower than the rate I'm improving now. Despite being told over and over again back then that macroing better is the way to improve as a new player, as others have stated in this thread, I just had no idea how to go about doing that. A benchmark that says "always have 50 SCVs by 10 minutes" did make sense to me, though, and was a realistic goal to shoot for as a new player, but executing a pro build really wasn't.

Focusing on extremely specific skills in practice is done in all games and sports that I can think of, and even at the professional level they don't exclusvely play scrimmages outside of real games, they spend tons of time on very basic drills in practice as well, so I think it's unfair to consider any of these learning systems to be a waste of time. They don't cover most aspects of the game, and I don't believe they intend to, but at least for me they've been a very useful foundation for learning one part of the game as a new player (macro).
JackDT
Profile Joined January 2012
724 Posts
Last Edited: 2012-09-04 07:27:48
September 04 2012 07:26 GMT
#128
I just tried playing a game with mouse and keyboard hands swapped. Didn't even finish it. Surprisingly even the keyboard with my right hand is horrible, I'm just so used to have keys on the left. Really hard to do.

Isn't it better to mouse with the dominant hand though, for the extra precision? Are you going to switch back after your hand injury heals?
babyToSS
Profile Joined December 2009
233 Posts
Last Edited: 2012-09-04 08:38:35
September 04 2012 08:37 GMT
#129
I have never been a big fan of the whole "lol macro and get better" mantra. Game understanding and mechanics are both very important parts of SC2. IMO the problem with low level (below Gold) players is not mechanics but simply lack of a game plan and/or basic economy based RTS understanding.
Giving them macro exercises will get them wins in the short run but eventually they will run into people who can match them in mechanics and destroy them with better game understanding.

In my experience the best way to improve at SC2 is to ask yourself "Do I have a gameplan?" if no then get one, copying pro builds is a great start. Once you have a gameplan then keep asking yourself "Are my mechanics good enough to execute my game plan to win games?" If no then work on mehcanics and if yes then congrats! You should be winning more games and getting matched against better opponents who will expose the next set of weaknesses in your play. Rinse and repeat. Go from Bronze to GM --> Profit!! As you grind more games, you face more and more situations and your game understanding as well as mechanics imrpove.
babyToSS here! Can u go easy on me plzzz?
QuanticHawk
Profile Blog Joined May 2007
United States32051 Posts
September 04 2012 13:48 GMT
#130
On September 04 2012 12:08 JaKaTaK wrote:
Giving a new player a build to do is more constricting than my system. It basically says, "hey, you're only allowed to do this exact single series of things over and over again until you're good at it, and then, you're going to do that again with a new series of things" Most new players will find this incredibly boring. It stifles creativity, understanding, and exploration of the game.



This is exactly what your levels is—Repeat with these same units until you hit a certain benchmark, continue? Except that your method uses less units, and isn't an actual build which will be useful in higher levels of play as well.

I just see a very limited use this that stuff after couple days of doing the same, extremely basic thing. What you're coaching can very easily be learned through just playing, reading the many guides available (which stress the importance of injection, not getting supply blocked and other basic mechanics), and watching replays of players who are actually good.

You will learn way more in 50 games of hammering away with one build order than you will with 50 games of this.

And I didn't see you answer it anywhere else: why would you quit your job for this, and what is your end goal here? I just don't see how this translates into any type of income.
PROFESSIONAL GAMER - SEND ME OFFERS TO JOIN YOUR TEAM - USA USA USA
SirPsychoMantis
Profile Joined December 2011
United States180 Posts
September 04 2012 15:15 GMT
#131
On September 04 2012 09:18 Chandra wrote:
Show nested quote +
On September 04 2012 09:15 Deezl wrote:
On September 04 2012 08:40 QuanticHawk wrote:
On September 02 2012 14:07 JaKaTaK wrote:
Respectfully, I think you are wrong. Made it from bronze to gold with 3 accounts in the course of 1 season, while basically starting from scratch with a completely new hotkey layout and mousing with my non-dominant hand, on purpose, to understand what it feels like to be uncoordinated and using my tools. The highest tech unit I've made so far is a roach/stalker/tank for each race respectively and I've not spent any time looking at or learning builds, or strategies. the show has been steadily growing in popularity and we've got a pretty sweet community going on. I accept the challenge to prove you wrong, but for now, I can only tell you what I think.


Outside of beating into someone's head to constantly inject/creep/etc and to not stockpile money, I don't see what good any of this will do.


This is the whole point here. I spent a few days coaching some bronze/silver players as a Diamond Toss, and it's really hard to get them to focus on setting up their macro and production. They are always asking metagame questions like "what do I do when I scout 2 gas Terran?"

In bronze, the answer is make a shitload of dudes and go attack them. In silver, it's to make a shitload of dudes, hotkey your production correctly, and go attack them while producing. In gold, it's to expand, make a shitload of dudes, hotkey your production correctly, get some detection, and go attack them while producing.

Start adding bases and late-game strategy for Platinum.

Worry about composition and timings when you hit Diamond -- you can't practice that in lower leagues.

This method provides a scaffolding on which bronze players can build. I'm not sure why people are criticizing it. Thumbs up to this guy for his positive attitude.

His point is that people can practice all of those things just fine doing a normal build, which is the way most everyone learns how to play the game. His whole "system" seems unnecessary and pointless.


Saying something is good just because most people do it is the worst argument and is the kind of mentality that stifles innovation.

Since people like the music analogies look at it like this: The current way to learn SC2 is the equivalent of being thrown a guitar and being told "Play a bunch of songs and you'll get better." Everyone that says this already knows how to finger notes and use a pick, so yes, learning and perfecting new songs at this stage is beneficial to increase your skill. But, there are people who don't even know what a pick is, yet people still say "Go play a bunch of songs and you will improve."

If you have ever seen a non-gamer try to play SC2, you will have your eyes opened as to how much you take for granted that people know. This method is a much more systematic way to learn the basics.

Another thing I like about the method is that it does NOT use build orders. It encourages you to make your own build out of a set of limitations that increases as you play more. Who is going to win more, the guy that can follow Stephano's roach max build, but falls apart if he sees a 1-gate expand or someone who understands why Stephano's build works and in what situations? I believe it is better to have experinces why you need X gasses at 6:30 rather than "some dude on the TL forums told me to get X gasses at 6:30."
Zerg #1
Oreo7
Profile Blog Joined December 2010
United States1647 Posts
Last Edited: 2012-09-04 15:29:09
September 04 2012 15:27 GMT
#132
Your conclusion about worker rushing meaning 19% of the ladder doesn't know how to attack move is wrong. More than one reason to die to worker rush with attack move, and, people in higher leagues may not know how to attack move.

While I think you're a little low level to be doing this, I wish you luck.

edit: i also don't see the advantage of your 'levels' system versus doing a build order. The fact you don't understand why bo's are important - their optimization and production timing - I think is related to you not being good at the game. If I have 6gates on one base, I won't have much money, but basically 300-450 minerals in gates are not being used.
Stork HerO and Protoss everywhere - redfive on bnet
Oreo7
Profile Blog Joined December 2010
United States1647 Posts
September 04 2012 15:30 GMT
#133
On September 04 2012 12:08 JaKaTaK wrote:
Giving a new player a build to do is more constricting than my system. It basically says, "hey, you're only allowed to do this exact single series of things over and over again until you're good at it, and then, you're going to do that again with a new series of things" Most new players will find this incredibly boring. It stifles creativity, understanding, and exploration of the game.

Find yourself 2 people who have never played sc2 before. Better yet, find yourself 2 people who have never played an rts before. Give one of them a build, and give one of them Level 1.1. 99.9999999% of the time, the player on level 1.1 will crush the player you gave a build order to, will have more fun playing the game, and will start buidling confidence and an understanding of why and how things work. The player that you give a build order to will be overloaded with information, lose, become frustrated, and not understand why or how things work in starcraft 2. I know this works, because I've done it, many times. The issue with most higher level players teaching platinum to bronze players, is that they often times fail to recognize the struggles of the lower level player because it has been so long since they have been there. You don't have to be in the master's league to teach a player mechanics, but you do have to have a basic understanding of educational methods and psychology, human motivation, and patience.

But in all seriousness, go test it out for yourself. Grab a couple of friends who haven't played an rts before, and conduct the experiment. Observe the players before, during, and after they play. Talk to them about the experience afterwards. Forcing people to learn builds early on is a mistake. That's why we lose so many newer players, not because the game is too hard, but we're approaching teaching it in the wrong way.


Learning isn't about winning, it's about learning.
Stork HerO and Protoss everywhere - redfive on bnet
-StrifeX-
Profile Blog Joined April 2007
United States529 Posts
Last Edited: 2012-09-04 15:48:58
September 04 2012 15:37 GMT
#134
I think if bronze - Gold players would actually play the game....instead of watching and listening to everyone or 10 different people try to help them they will be alot better. Sure it's okay to watch replays of people better..But There some stuff that no one can teach a player...a player must have the mentallity and practice themselves...for example trying to teach someone to hotkey, I can tell them you need to hotkey, but until they actually figure out "Hey, i need to sacrifice some of my skills and speed just to get these hotkeys down even if i lose more games..But i know it will help me in long run" then nothing can really help.

Best practice you can get is from yourself. Not from some program or person telling them everything to do. Of course guidance will help..But lets face it, if your stuck and see not improvement. chances are your not really wanting to try and get better. If you was actually trying to get better you would probably be diamond if you've been playing for like 6months or more.

I mean it's simple...watch pros when they stream..they ladder back to back to back...look at replays of other pros if they want to improve on their style or find something they might like..and watch replays of games they've played to see if they could have won earlier or attack at different time..or things they could have done to prevent from lossing..


Lets face it any Masters or higher player knows... Bronze - Plat is like just do build order correctly and 1st timing attack just runs them over it is that big of a gap..they don't even know how to execute a build order and get rape because their build is bad and so is their macro...which macro can suffer also from a terrible Build order execution.
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
Last Edited: 2012-09-04 16:00:45
September 04 2012 15:48 GMT
#135
EDIT:
Best practice you can get is from yourself. Not from some program or person telling them everything to do. Of course guidance will help..But lets face it, if your stuck and see not improvement. chances are your not really wanting to try and get better. If you was actually trying to get better you would probably be diamond if you've been playing for like 6months or more.


Basically what you are saying is, if i'm trying to teach a child how to add and subtract, and they aren't getting it, instead of trying to explain the problem in a different way or ask them what they don't understand about it, I should tell them they aren't trying hard enough and that they don't want it bad enough. Wow...
END EDIT

On September 04 2012 22:48 QuanticHawk wrote:
Show nested quote +
On September 04 2012 12:08 JaKaTaK wrote:
Giving a new player a build to do is more constricting than my system. It basically says, "hey, you're only allowed to do this exact single series of things over and over again until you're good at it, and then, you're going to do that again with a new series of things" Most new players will find this incredibly boring. It stifles creativity, understanding, and exploration of the game.



This is exactly what your levels is—Repeat with these same units until you hit a certain benchmark, continue? Except that your method uses less units, and isn't an actual build which will be useful in higher levels of play as well.

I just see a very limited use this that stuff after couple days of doing the same, extremely basic thing. What you're coaching can very easily be learned through just playing, reading the many guides available (which stress the importance of injection, not getting supply blocked and other basic mechanics), and watching replays of players who are actually good.

You will learn way more in 50 games of hammering away with one build order than you will with 50 games of this.

And I didn't see you answer it anywhere else: why would you quit your job for this, and what is your end goal here? I just don't see how this translates into any type of income.


The difference between TheLevels and copying a pro build is that you can to a shitload of different stuff with each round. Imagine the number of different builds that exist with just gateway units and upgrades. That's round 4. Instead of being told what to do, the player can choose and experiment with different things, find their own style and more importantly have fun while improving.

Lets say instead we show the same player to do the sentry immortal all-in that is popular right now. By the time they learn how to build all of those units and buildings without looking at the keyboard, learn the pylon timings and get everything to line up nicely the build will be obsolete, and they will be stuck with a useless build and some mechanical ability, and have to start again, hoping that they'll be able to learn the next build fast enough so that it doesn't become obsolete. Also during this time, if they try anything else, they will lose because their build has helped them rank up far enough that its the only thing they can execute properly on a mechanical level that is on par with the people they are being placed against.

So, what if we choose a build that will likely never be obsolete, something like the 4 gate. This build is definitely easier to execute so the new player will learn it faster, however, it will also net a lot of wins, and likely get the player to rank up quickly and we run into the same problem as the method above. We're stuck it a league where the only thing we can do that works is a 4 gate. And tanking our rank while learning a build, or only playing against the AI for a month or more while we learn a new one is a really undesirable thing. I did it, I watched my friends do it, get frustrated and stop playing.

My end goal is simple, make starcraft more enjoyable so that people won't get frustrated and quit early on. That way they can get to the best part of starcraft (IMO) the confidence building, mental exercising, rewarding part of the game. I think that that will translate into income, because I think it is a hole in the Sc2 community that is not being filled right now and is needed. If it doesn't, I gave a year to the Sc2 community and I'm perfectly okay with that.
Commentatorhttps://www.youtube.com/JaKaTaKtv
Eifer
Profile Blog Joined January 2011
United States138 Posts
September 04 2012 16:02 GMT
#136
On September 05 2012 00:48 JaKaTaK wrote:
Show nested quote +
On September 04 2012 22:48 QuanticHawk wrote:
On September 04 2012 12:08 JaKaTaK wrote:
Giving a new player a build to do is more constricting than my system. It basically says, "hey, you're only allowed to do this exact single series of things over and over again until you're good at it, and then, you're going to do that again with a new series of things" Most new players will find this incredibly boring. It stifles creativity, understanding, and exploration of the game.



This is exactly what your levels is—Repeat with these same units until you hit a certain benchmark, continue? Except that your method uses less units, and isn't an actual build which will be useful in higher levels of play as well.

I just see a very limited use this that stuff after couple days of doing the same, extremely basic thing. What you're coaching can very easily be learned through just playing, reading the many guides available (which stress the importance of injection, not getting supply blocked and other basic mechanics), and watching replays of players who are actually good.

You will learn way more in 50 games of hammering away with one build order than you will with 50 games of this.

And I didn't see you answer it anywhere else: why would you quit your job for this, and what is your end goal here? I just don't see how this translates into any type of income.


The difference between TheLevels and copying a pro build is that you can to a shitload of different stuff with each round. Imagine the number of different builds that exist with just gateway units and upgrades. That's round 4. Instead of being told what to do, the player can choose and experiment with different things, find their own style and more importantly have fun while improving.

Lets say instead we show the same player to do the sentry immortal all-in that is popular right now. By the time they learn how to build all of those units and buildings without looking at the keyboard, learn the pylon timings and get everything to line up nicely the build will be obsolete, and they will be stuck with a useless build and some mechanical ability, and have to start again, hoping that they'll be able to learn the next build fast enough so that it doesn't become obsolete. Also during this time, if they try anything else, they will lose because their build has helped them rank up far enough that its the only thing they can execute properly on a mechanical level that is on par with the people they are being placed against.

So, what if we choose a build that will likely never be obsolete, something like the 4 gate. This build is definitely easier to execute so the new player will learn it faster, however, it will also net a lot of wins, and likely get the player to rank up quickly and we run into the same problem as the method above. We're stuck it a league where the only thing we can do that works is a 4 gate. And tanking our rank while learning a build, or only playing against the AI for a month or more while we learn a new one is a really undesirable thing. I did it, I watched my friends do it, get frustrated and stop playing.

My end goal is simple, make starcraft more enjoyable so that people won't get frustrated and quit early on. That way they can get to the best part of starcraft (IMO) the confidence building, mental exercising, rewarding part of the game. I think that that will translate into income, because I think it is a hole in the Sc2 community that is not being filled right now and is needed. If it doesn't, I gave a year to the Sc2 community and I'm perfectly okay with that.


I'm so very confused. At what point do builds become obsolete? That implies a build ceases to work/win after a certain period of time.

Also why is tanking your rank to improve undesirable? I regularly do so (going from mid-high gm to high masters mmr) to learn new builds/camera hotkeys/unit hotkeys/focusing on chrono boosting upgrades/splitting templar/perfect allins.

And just curious but in your opinion have you reached the "best part of starcraft" yet?
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
September 04 2012 16:42 GMT
#137
On September 05 2012 01:02 Eifersuchtig wrote:
Show nested quote +
On September 05 2012 00:48 JaKaTaK wrote:
On September 04 2012 22:48 QuanticHawk wrote:
On September 04 2012 12:08 JaKaTaK wrote:
Giving a new player a build to do is more constricting than my system. It basically says, "hey, you're only allowed to do this exact single series of things over and over again until you're good at it, and then, you're going to do that again with a new series of things" Most new players will find this incredibly boring. It stifles creativity, understanding, and exploration of the game.



This is exactly what your levels is—Repeat with these same units until you hit a certain benchmark, continue? Except that your method uses less units, and isn't an actual build which will be useful in higher levels of play as well.

I just see a very limited use this that stuff after couple days of doing the same, extremely basic thing. What you're coaching can very easily be learned through just playing, reading the many guides available (which stress the importance of injection, not getting supply blocked and other basic mechanics), and watching replays of players who are actually good.

You will learn way more in 50 games of hammering away with one build order than you will with 50 games of this.

And I didn't see you answer it anywhere else: why would you quit your job for this, and what is your end goal here? I just don't see how this translates into any type of income.


The difference between TheLevels and copying a pro build is that you can to a shitload of different stuff with each round. Imagine the number of different builds that exist with just gateway units and upgrades. That's round 4. Instead of being told what to do, the player can choose and experiment with different things, find their own style and more importantly have fun while improving.

Lets say instead we show the same player to do the sentry immortal all-in that is popular right now. By the time they learn how to build all of those units and buildings without looking at the keyboard, learn the pylon timings and get everything to line up nicely the build will be obsolete, and they will be stuck with a useless build and some mechanical ability, and have to start again, hoping that they'll be able to learn the next build fast enough so that it doesn't become obsolete. Also during this time, if they try anything else, they will lose because their build has helped them rank up far enough that its the only thing they can execute properly on a mechanical level that is on par with the people they are being placed against.

So, what if we choose a build that will likely never be obsolete, something like the 4 gate. This build is definitely easier to execute so the new player will learn it faster, however, it will also net a lot of wins, and likely get the player to rank up quickly and we run into the same problem as the method above. We're stuck it a league where the only thing we can do that works is a 4 gate. And tanking our rank while learning a build, or only playing against the AI for a month or more while we learn a new one is a really undesirable thing. I did it, I watched my friends do it, get frustrated and stop playing.

My end goal is simple, make starcraft more enjoyable so that people won't get frustrated and quit early on. That way they can get to the best part of starcraft (IMO) the confidence building, mental exercising, rewarding part of the game. I think that that will translate into income, because I think it is a hole in the Sc2 community that is not being filled right now and is needed. If it doesn't, I gave a year to the Sc2 community and I'm perfectly okay with that.


I'm so very confused. At what point do builds become obsolete? That implies a build ceases to work/win after a certain period of time.

Also why is tanking your rank to improve undesirable? I regularly do so (going from mid-high gm to high masters mmr) to learn new builds/camera hotkeys/unit hotkeys/focusing on chrono boosting upgrades/splitting templar/perfect allins.

And just curious but in your opinion have you reached the "best part of starcraft" yet?


Tanking your rank is undesirable for most new players because a lot of the confidence goes into ladder rank. It gives the player a description of where they are and helps them track their progress, by tanking their rank, they lose place of how well they are doing and don't have a tangible way to track progress, which is an important aspect of training a skill.
Commentatorhttps://www.youtube.com/JaKaTaKtv
Banj0
Profile Joined May 2010
Sweden53 Posts
Last Edited: 2012-09-04 17:51:20
September 04 2012 17:41 GMT
#138
To each his own, I say.

I really enjoy the system. I am a very casual player and only really get 4-5 games in on a good night before the wife starts nagging too much. I am high silver at the moment with 0/0 lings, 3 bases, 2 macro hatches and 5 queens. I still get supplyblocked all the time, and still only use one control group. but I am using camera keys, rally cam, I check drone saturations, spread creep.. And most importantly, I am actually having fun doing it!

build order vs 'TheLevels' - I don't really know what is a better way to practice, because it is two different aspects. To continue the music analogy: Learning a build order is like getting an electric guitar and learning 'nothing else matters' by metallica, 'stairway to heaven' by Led Zeppelin or some other well known guitar riff-song. It is cool for what it is, but you still dont know how to play the chords for any single song of someone asks you. TheLevels is more like practicing basic chords and understanding basic music theory. Not as flashy, but probably more beneficial in the long run.

playing with 'TheLevels' has actually cured my ladder anxiety. I don't focus on winning, just on trying to get fluid in my mechanics. Screw ladder rank. I am having fun, and my basics are getting better and better.

The positive attitude and analytical approach to optimization by JaKaTaK is not for everyone, but I am enjoying it! Keep it up Jak!

edit: I had to put this in here too. Kronen says it best:
On September 03 2012 10:24 Kronen wrote:
This guy is a prime example of what SC2 needs: infectious optimism and energy and a tireless dedication to the people who use his product. For fellow noobs, check his stuff out and get involved. It's fun and removes unneeded layers of stress from this complex pursuit.

TLDR; This guy is a good personality and has good content. Actually read/watch before you flame please.

-StrifeX-
Profile Blog Joined April 2007
United States529 Posts
September 04 2012 17:44 GMT
#139
Well, let's try putting your system to the test? I'm curious to if it really is the most efficient way to learn and get better. If does ill send my friends to your system everytime they want to improve.

Let's do a friendly test
I would be willing to take someone (or several) help teach them and and train them, and put them against a player (or several) on your system and that you help train after 2 weeks or whatever amount of time you will need? We can put them against each other several times as time passes. Just so you have some kind of proof that your system works and is the most efficient? of course both would have to be as close as possible to the same level and skill, before they start your system and i start my system on the other. Look at it as you will get more viewers because they will also want to see if this system can test out just as good? You can make it into one of your shows would be interesting.
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
September 04 2012 17:58 GMT
#140
On September 05 2012 02:44 -StrifeX- wrote:
Well, let's try putting your system to the test? I'm curious to if it really is the most efficient way to learn and get better. If does ill send my friends to your system everytime they want to improve.

Let's do a friendly test
I would be willing to take someone (or several) help teach them and and train them, and put them against a player (or several) on your system and that you help train after 2 weeks or whatever amount of time you will need? We can put them against each other several times as time passes. Just so you have some kind of proof that your system works and is the most efficient? of course both would have to be as close as possible to the same level and skill, before they start your system and i start my system on the other. Look at it as you will get more viewers because they will also want to see if this system can test out just as good? You can make it into one of your shows would be interesting.


I like the idea, but it's not a very controlled experiment. Something like going to a public place like a Mall, setting up 2 computers and asking people to try out Sc2, showing each method and then games between the players is something I've wanted to do since the start. You will definitely be seeing something like this in the far future, but for now, you'll just have to listen to the people who have used the system and gotten out of whatever rut they were stuck in with the conventional method.
Commentatorhttps://www.youtube.com/JaKaTaKtv
-StrifeX-
Profile Blog Joined April 2007
United States529 Posts
September 04 2012 18:15 GMT
#141
Since it concerns with using people there is no such thing as a controlled experiment, with every person being different and different backgrounds? everything else might can be controlled in it but not the people, since that is impossible this would be no different than going into a mall and doing it? except for people actually want to play the game? you can find 2 bronze and pick the 1 you want to give me and one you want to use. I just say find them near to same pts//games level ill take the weaker one of the 2.

We can try with over with several people since 1 test can never be solid. nothing can be 100% but can give insight to the curious people and something for people to watch?
Haze.884
Profile Joined July 2011
New Zealand192 Posts
September 04 2012 19:34 GMT
#142
I feel like you are almost obliged to get yourself to at least high master, pref grandmaster before attempting to teach others.
1. It shows that your innovative method works.
2. It becomes way more credible.

Best of luck anyways
a
irons
Profile Joined December 2010
United States4 Posts
September 04 2012 20:01 GMT
#143
On September 04 2012 22:48 QuanticHawk wrote:
This is exactly what your levels is—Repeat with these same units until you hit a certain benchmark, continue? Except that your method uses less units, and isn't an actual build which will be useful in higher levels of play as well.

I just see a very limited use this that stuff after couple days of doing the same, extremely basic thing. What you're coaching can very easily be learned through just playing, reading the many guides available (which stress the importance of injection, not getting supply blocked and other basic mechanics), and watching replays of players who are actually good.

You will learn way more in 50 games of hammering away with one build order than you will with 50 games of this.

And I didn't see you answer it anywhere else: why would you quit your job for this, and what is your end goal here? I just don't see how this translates into any type of income.



So, I'm a BSG player. I've hammered away at build orders, I've watched Filter's stuff (couldn't stay with it), I've just ran around like a mad man. Now I'm trying The Levels. I'm having fun and it's a different way of learning. I am learning things I wasn't learning with just build orders. A lot of it is what can I really do and why. Vs. just doing what I'm told. I'm beating similar skilled players with just lings (still 1.1) and

Honestly, I'm not sure why this is so contentious. They are different tools and different methods. I can build a drawer with glue and nail or with dove tail joints. At the end I have a drawer, but used different methods.

Hammering on a build teaches you that build and you pick up some mechanics. Then you move to the next and repeat. With Levels you get to be proficient in 1 thing at a time and build up. Personally, building up my mechanics then moving to learning build orders will be easier than learning mechanics through build orders. It is personal though.
Oreo7
Profile Blog Joined December 2010
United States1647 Posts
September 04 2012 21:42 GMT
#144
On September 05 2012 00:48 JaKaTaK wrote:
EDIT:
Show nested quote +
Best practice you can get is from yourself. Not from some program or person telling them everything to do. Of course guidance will help..But lets face it, if your stuck and see not improvement. chances are your not really wanting to try and get better. If you was actually trying to get better you would probably be diamond if you've been playing for like 6months or more.


Basically what you are saying is, if i'm trying to teach a child how to add and subtract, and they aren't getting it, instead of trying to explain the problem in a different way or ask them what they don't understand about it, I should tell them they aren't trying hard enough and that they don't want it bad enough. Wow...
END EDIT



That is a terrible analogy.
Stork HerO and Protoss everywhere - redfive on bnet
Eifer
Profile Blog Joined January 2011
United States138 Posts
Last Edited: 2012-09-06 01:50:10
September 04 2012 22:46 GMT
#145
On September 05 2012 06:42 Oreo7 wrote:
Show nested quote +
On September 05 2012 00:48 JaKaTaK wrote:
EDIT:
Best practice you can get is from yourself. Not from some program or person telling them everything to do. Of course guidance will help..But lets face it, if your stuck and see not improvement. chances are your not really wanting to try and get better. If you was actually trying to get better you would probably be diamond if you've been playing for like 6months or more.


Basically what you are saying is, if i'm trying to teach a child how to add and subtract, and they aren't getting it, instead of trying to explain the problem in a different way or ask them what they don't understand about it, I should tell them they aren't trying hard enough and that they don't want it bad enough. Wow...
END EDIT



That is a terrible analogy.


Yeah. Possibly because starcraft is more complicated than addition/subtraction. Although sometimes figuring out if she's (+/-18) gets me if i'm drunk.
Sennin
Profile Joined July 2011
Belgium50 Posts
September 04 2012 22:56 GMT
#146
The thing is, you can improve with this method. But it's gonna be slow since it has no real focus. I prefer Filter's style but I think it's just what you prefer. Maybe it's because you leave a lot of things open to interpretation while filter kind of lays it out for you.

Maybe it's because Filter lays out mechanics with benchmarks you can work towards. Basically you're saying the same but you're not giving a concrete benchmark, like go 1 rax FE and make sure you have 50 scv's by 10 minutes.
shogeki
Profile Joined March 2011
Canada75 Posts
September 04 2012 23:17 GMT
#147
While there may be flaws in the system, to say it has no focus is entirely wrong. In fact, focusing on a limited number of objectives at a time is -key-. When you don't worry about what kind of units to build, you can focus entirely on mechanics, in which case you can only measure success and failure based on the amount of money you spend, instead of strategy or micro mistakes. Once you can consistently perform "perfectly" in the mechanics category without having to spend your time deciding what types of units to make, then you can slowly add decisions while maintaining the previous.
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
Last Edited: 2012-09-05 04:23:34
September 05 2012 04:20 GMT
#148
On September 05 2012 06:42 Oreo7 wrote:
Show nested quote +
On September 05 2012 00:48 JaKaTaK wrote:
EDIT:
Best practice you can get is from yourself. Not from some program or person telling them everything to do. Of course guidance will help..But lets face it, if your stuck and see not improvement. chances are your not really wanting to try and get better. If you was actually trying to get better you would probably be diamond if you've been playing for like 6months or more.


Basically what you are saying is, if i'm trying to teach a child how to add and subtract, and they aren't getting it, instead of trying to explain the problem in a different way or ask them what they don't understand about it, I should tell them they aren't trying hard enough and that they don't want it bad enough. Wow...
END EDIT



That is a terrible analogy.


The analogy has little to with starcraft and more to do with educational psychology. If someone is trying to learn something and having trouble, How is it going to help them to say "you aren't trying hard enough" or "you don't want it bad enough"? If your solution is to ignore them because they "don't have what it takes" in you eyes, that's fine. You can ignore them. But I am going to help.
Commentatorhttps://www.youtube.com/JaKaTaKtv
healtoe
Profile Joined July 2012
United States1 Post
September 05 2012 22:25 GMT
#149
As a Noob and someone who has had an incredibly hard time climbing above even bronze league after several seasons of play. I can " and do" greatly appreciate the time and effort anyone puts in to helping the little guy out!

Just wanted to say thanks for the lessons, and the core!
"glhfomgbbqggwp" ~ Napoleon Bonaparte
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
September 05 2012 23:58 GMT
#150
You're welcome man. Glad to be of assistance :D
Commentatorhttps://www.youtube.com/JaKaTaKtv
akarin
Profile Joined February 2011
Ireland42 Posts
September 06 2012 03:51 GMT
#151
I watched the first 2 and half minutes of "TheJaKaTaK 86 - Macro vs Strategy" then I had to turn it off. Your mannerisms are so similar to Day9 it made me cringe. BE YOURSELF


<3
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
Last Edited: 2012-09-06 04:01:38
September 06 2012 04:01 GMT
#152
On September 06 2012 12:51 akarin wrote:
I watched the first 2 and half minutes of "TheJaKaTaK 86 - Macro vs Strategy" then I had to turn it off. Your mannerisms are so similar to Day9 it made me cringe. BE YOURSELF


<3


I would avoid the older episodes if you don't like the day9 manerisms. I've gotten much better with that. It is not something as easy as "oh okay, i'll stop doing anything that's like day9". Its something similar to saying "ummm" or "like" often while speaking. It takes a lot of time and work to fix those habits, I am constantly improving my speaking abilities. Try episode 124 and see if you like it better. Also, if you have some specific things to help me with like "don't to the 'thug snap' (which I don't/can't do) that would really be helpful.

Thanks :D
Commentatorhttps://www.youtube.com/JaKaTaKtv
akarin
Profile Joined February 2011
Ireland42 Posts
Last Edited: 2012-09-12 16:59:14
September 12 2012 16:58 GMT
#153
You have a great attitude ^^ I must check out some of your more recent content!
7mk
Profile Blog Joined January 2009
Germany10157 Posts
September 12 2012 23:03 GMT
#154
On September 04 2012 12:08 JaKaTaK wrote:
Giving a new player a build to do is more constricting than my system. It basically says, "hey, you're only allowed to do this exact single series of things over and over again until you're good at it, and then, you're going to do that again with a new series of things" Most new players will find this incredibly boring. It stifles creativity, understanding, and exploration of the game.

Find yourself 2 people who have never played sc2 before. Better yet, find yourself 2 people who have never played an rts before. Give one of them a build, and give one of them Level 1.1. 99.9999999% of the time, the player on level 1.1 will crush the player you gave a build order to, will have more fun playing the game, and will start buidling confidence and an understanding of why and how things work. The player that you give a build order to will be overloaded with information, lose, become frustrated, and not understand why or how things work in starcraft 2. I know this works, because I've done it, many times. The issue with most higher level players teaching platinum to bronze players, is that they often times fail to recognize the struggles of the lower level player because it has been so long since they have been there. You don't have to be in the master's league to teach a player mechanics, but you do have to have a basic understanding of educational methods and psychology, human motivation, and patience.

But in all seriousness, go test it out for yourself. Grab a couple of friends who haven't played an rts before, and conduct the experiment. Observe the players before, during, and after they play. Talk to them about the experience afterwards. Forcing people to learn builds early on is a mistake. That's why we lose so many newer players, not because the game is too hard, but we're approaching teaching it in the wrong way.



Addressing Paragraph 1:
No its not more constricting, quite the opposite. Theres nothing creative about building only super basic units, there will be no gain of understanding about the game except "have better mechanics" with this method, so yeah its basically the opposite of what youre trying to say.
You seem to think that if you play a proper build order you will have 1000 games that will just play out the same every time and youll have to work through it like a robot. Thats not how starcraft is, its a fluid game, you have to react to your opponents, you will see new facets of the build youre playing everytime that you face a new opponent.
You will learn its strengths, you will learn its weaknesses, you will learn to adjust the build according to what your opponent does, and you will improve your mechanics during all of this.

What do you learn when you only build marines, supply depots and CCs? None of these things, you will merely improve your macro, you will learn nothing else except that youre playing a build that wins you games if you outmacro your opponent and loses you games if you dont or you do outmacro him but he just counters your units too hard cause your non-existant build is awful.

When you have gotten good by playing only one good solid build, then transitioning to a different build is actually very easy because the adjustments arent that huge. If I try to do a build ive never tried before, even the very first time i try this build, it will not be as good as my most familiar build but it will still be master lvl.
But switching from your lvls to a real game is a way way bigger difference and then the player will realize that his mechanics are actually awful now that he has to do things that are more complex all of a sudden,
Similar to how even a master player can start screwing up his mechanics when his opponent throws something at him that is unconventional and catches him off guard. Being familiar with what you have to do is what makes you good at the game and lets you have good mechanics. Not having to think that much because you know the right responses is what gets you good mechanics. Mechanics is actually a lot more than learning to press D and A really fast but you wont learn that with your method, you need to learn a proper build for that.


Addressing paragraph 2:
Youre just making shit up now, youre talking out of your ass. 99.99999% ... right... I dont even know what to say to that,
And in general you really have nothing at all to show for your method. How many people that you taught are really good at the game now? So far i only read about one guy who actually got demoted after using your method.
People who have gotten really good by learning build orders? well... basically everyone who is good at the game
And this goes with paragraph 3 as well, sure I could go find some people that havent played the game, teach him your method, and they would probably slowly improve. I could also teach him a standard method and they would improve a lot faster. And if someone here will eventually say that your method helped him get from bronze to silver that means absolutely nothing, cause that is by far the easiest step.
And I actually talk to low lvl players a lot, I meet up with my local starcraft community every week, they learn the standard way, and there have been a lot of people that recently improved quite a bit, one promoted from diamond to master, another one promoted from platinum to diamond, another one promoted from gold to platinum, and one of the guys i gave a bit more detailed help improved in like a month from silver to platinum lvl.

Last time I posted you said it was ironic that people were telling you you were wasting your time while they/we were actually wasting time posting here.
The difference is that we waste a few minutes trying to help you but youre spending a whole year on this.
Even though it probably sounds like it, i didnt come here to bash you, you really do sound like a nice guy, with all of this I'm just trying to say that I really think there would be more productive, helpful things you could be doing with your life right now.

beep boop
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
September 13 2012 04:20 GMT
#155
On September 13 2012 08:03 7mk wrote:
Show nested quote +
On September 04 2012 12:08 JaKaTaK wrote:
Giving a new player a build to do is more constricting than my system. It basically says, "hey, you're only allowed to do this exact single series of things over and over again until you're good at it, and then, you're going to do that again with a new series of things" Most new players will find this incredibly boring. It stifles creativity, understanding, and exploration of the game.

Find yourself 2 people who have never played sc2 before. Better yet, find yourself 2 people who have never played an rts before. Give one of them a build, and give one of them Level 1.1. 99.9999999% of the time, the player on level 1.1 will crush the player you gave a build order to, will have more fun playing the game, and will start buidling confidence and an understanding of why and how things work. The player that you give a build order to will be overloaded with information, lose, become frustrated, and not understand why or how things work in starcraft 2. I know this works, because I've done it, many times. The issue with most higher level players teaching platinum to bronze players, is that they often times fail to recognize the struggles of the lower level player because it has been so long since they have been there. You don't have to be in the master's league to teach a player mechanics, but you do have to have a basic understanding of educational methods and psychology, human motivation, and patience.

But in all seriousness, go test it out for yourself. Grab a couple of friends who haven't played an rts before, and conduct the experiment. Observe the players before, during, and after they play. Talk to them about the experience afterwards. Forcing people to learn builds early on is a mistake. That's why we lose so many newer players, not because the game is too hard, but we're approaching teaching it in the wrong way.



Addressing Paragraph 1:
No its not more constricting, quite the opposite. Theres nothing creative about building only super basic units, there will be no gain of understanding about the game except "have better mechanics" with this method, so yeah its basically the opposite of what youre trying to say.
You seem to think that if you play a proper build order you will have 1000 games that will just play out the same every time and youll have to work through it like a robot. Thats not how starcraft is, its a fluid game, you have to react to your opponents, you will see new facets of the build youre playing everytime that you face a new opponent.
You will learn its strengths, you will learn its weaknesses, you will learn to adjust the build according to what your opponent does, and you will improve your mechanics during all of this.

What do you learn when you only build marines, supply depots and CCs? None of these things, you will merely improve your macro, you will learn nothing else except that youre playing a build that wins you games if you outmacro your opponent and loses you games if you dont or you do outmacro him but he just counters your units too hard cause your non-existant build is awful.

When you have gotten good by playing only one good solid build, then transitioning to a different build is actually very easy because the adjustments arent that huge. If I try to do a build ive never tried before, even the very first time i try this build, it will not be as good as my most familiar build but it will still be master lvl.
But switching from your lvls to a real game is a way way bigger difference and then the player will realize that his mechanics are actually awful now that he has to do things that are more complex all of a sudden,
Similar to how even a master player can start screwing up his mechanics when his opponent throws something at him that is unconventional and catches him off guard. Being familiar with what you have to do is what makes you good at the game and lets you have good mechanics. Not having to think that much because you know the right responses is what gets you good mechanics. Mechanics is actually a lot more than learning to press D and A really fast but you wont learn that with your method, you need to learn a proper build for that.


Addressing paragraph 2:
Youre just making shit up now, youre talking out of your ass. 99.99999% ... right... I dont even know what to say to that,
And in general you really have nothing at all to show for your method. How many people that you taught are really good at the game now? So far i only read about one guy who actually got demoted after using your method.
People who have gotten really good by learning build orders? well... basically everyone who is good at the game
And this goes with paragraph 3 as well, sure I could go find some people that havent played the game, teach him your method, and they would probably slowly improve. I could also teach him a standard method and they would improve a lot faster. And if someone here will eventually say that your method helped him get from bronze to silver that means absolutely nothing, cause that is by far the easiest step.
And I actually talk to low lvl players a lot, I meet up with my local starcraft community every week, they learn the standard way, and there have been a lot of people that recently improved quite a bit, one promoted from diamond to master, another one promoted from platinum to diamond, another one promoted from gold to platinum, and one of the guys i gave a bit more detailed help improved in like a month from silver to platinum lvl.

Last time I posted you said it was ironic that people were telling you you were wasting your time while they/we were actually wasting time posting here.
The difference is that we waste a few minutes trying to help you but youre spending a whole year on this.
Even though it probably sounds like it, i didnt come here to bash you, you really do sound like a nice guy, with all of this I'm just trying to say that I really think there would be more productive, helpful things you could be doing with your life right now.



Many people have gone from bronze to platinum this past season by using this method. One player used it to get from diamond to masters (GM on SEA).

And I challenge you. Come back to this thread on May 1st, 2013. Then we will see how productive this year in my life has been.
Commentatorhttps://www.youtube.com/JaKaTaKtv
sanddbox_sc2
Profile Joined October 2011
United States173 Posts
Last Edited: 2012-09-13 05:24:55
September 13 2012 05:22 GMT
#156
On September 13 2012 08:03 7mk wrote:

Addressing Paragraph 1:
No its not more constricting, quite the opposite. Theres nothing creative about building only super basic units, there will be no gain of understanding about the game except "have better mechanics" with this method, so yeah its basically the opposite of what youre trying to say.


Nonsense. Just making marines and depots, there's already a ton of strategies you can do: you can open CC first, you can open 2 rax pressure and expand afterwards, you can open 1 rax gasless FE...

The point is that by constricting the units, you're simplifying the game that allows you to master the fundamentals before progressing. Would you have a bronze/silver/gold player try to execute a 2 base immortal sentry allin? No, he doesn't have the fundamentals in place to execute a strategy like that and so you're going to have to start with the basics. Others have expressed this concept much better than I have, so I'll leave it to them:

It is most effective to launch into the learning process by studying a discipline’s most fundamental principles. A devotion to mastering the nuances of these basics builds the foundation required for more complex understanding; creative bursts of inspiration; and higher levels of achievement, which result from an interplay between knowledge, intuition, and creativity. By studying and deeply internalizing core concepts we develop our brain in ways that allow us to achieve a more penetrating understanding of not just one subject or practice but also all others we choose to undertake. As we immerse ourselves in doing what it takes to absorb and build on fundamentals, we experience first-hand the joy of learning and reinforce for ourselves its value. Allowing ourselves to grasp the intrinsic benefit of personal development through what we do to achieve it enhances our motivation and equips us to take learning further.


If you're looking for something a little more concrete (emphasis is mine):

“Bruce began our study with a barren chessboard. We took on positions of reduced complexity and clear principles. Our first focus was king and pawn against king—just three pieces on the table….Layer by layer we built up my knowledge and my understanding of how to transform axioms into fuel for creative insight….This method of study gave me a feeling for the beautiful subtleties of each chess piece, because in relatively clear-cut positions I could focus on what was essential. I was also gradually internalizing a marvelous methodology of learning—the play between knowledge, intuition, and creativity. From both educational and technical perspectives, I learned from the foundation up.”

“Most of my rivals, on the other hand, began by studying opening variations….Once you start with openings, there is no way out….
It is a little like developing the habit of stealing the test from your teacher’s desk instead of learning how to do the math. You may pass the test, but you learn absolutely nothing—and most critically, you don’t gain an appreciation for the value or beauty of learning itself.”
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
September 13 2012 17:20 GMT
#157
@sanddbox

What are those quotes from. "The Art of Learning" and "The Tao of Jeet Kune Do"? Or another Bruce Lee book? I'd like to read them if I haven't already :D
Commentatorhttps://www.youtube.com/JaKaTaKtv
Uncreative_Troll
Profile Joined October 2011
98 Posts
September 13 2012 19:47 GMT
#158
Can I read 'TheLevels' somewhere?

I am not sure if it's the best idea to be hard limited on your techtree. It will be quite frustrating for new player to lose against stuff which requires a reaction (invisible units, anti air) or to be hard countered by the units of the enemy... (You can't just outmacro a player who builds Colossi while you monobattle with Marines or Zealots.)

Also this game isn't about macro only. You force your students to heavily outmacro the enemy to make up for other shortcommings which don't get trained with this style. I think it's a good excercise but only doing this will slow you down (and will let you lose more games than you should) in the end.

I also feel like something of the beauty of RTS might get missing when you always play that style. To me it feels the best when you think that you understand what's going on and how to react. Winning because you know that you can't attack a Protoss who has Colossi (when you can't snipe them for free) while you don't have Vikings, but that you might be able to drop him when he teched hard for them and got multiple bases, feels better than to just overrun him.
(I haven't read 'TheLevels' but I assume you don't include this kind of easy to learn and rewarding knowledge.)
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
Last Edited: 2012-09-13 21:39:00
September 13 2012 21:37 GMT
#159
I have outmacro'ed multiple players who have gone colossus with unupgraded marines, slow zerglings, and zealots. At the end you have all the units and strategies available. Also, the first level is for macro, the 2nd level is for micro and the 3rd is multitasking.

EDIT: also, there is a link in the info section of the twitch page called "TheLevels" its in spreadsheet form currently, but when I get the time I'll do a full write up on it.
Commentatorhttps://www.youtube.com/JaKaTaKtv
Uncreative_Troll
Profile Joined October 2011
98 Posts
Last Edited: 2012-09-14 00:33:35
September 14 2012 00:29 GMT
#160
+ Show Spoiler +
aKaTaK United States. September 14 2012 06:37. Posts 507 PM Profile Blog Quote #
I have outmacro'ed multiple players who have gone colossus with unupgraded marines, slow zerglings, and zealots. At the end you have all the units and strategies available. Also, the first level is for macro, the 2nd level is for micro and the 3rd is multitasking.

EDIT: also, there is a link in the info section of the twitch page called "TheLevels" its in spreadsheet form currently, but when I get the time I'll do a full write up on it.


Which league? It gets harder in higher leagues when people play solid and didn't you start new accounts/leagues to do "TheLevels" (and started intentionally in Bronce (where the opponents should be worse than you))?

Guess more explanation in "TheLevels" file would be nice. (how to use it)

If I understand it correctly you will have to play atleast 45 games before you can build Observer. You need to meet the requirements every single game however. One bad game and the number rises in average by 2,5. I unfortunatly can't test how hard it is myself, cause I don't have access to a decend PC right now, but I doubt the most player will easily manage to have a SQ above 100 (according to whatthefat http://www.teamliquid.net/forum/viewmessage.php?topic_id=266019 around 17 SQ better than GM in 2011), not get supply blocked and constantly use Nexus energy 5 games in a row. I wonder how many games the player (in average) have to play till they get observer...

I am not sure if I like when you unlock the units and the order of the requirements to reach the next level. You want to keep it simple that player don't overcomplicate stuff? You actually jump which production building is required (New Gateway unit at round 1, 2, 3, 6, 9; Robo 4, 5, 7, 11; Star 8, 10, 12, 13) and don't let them build all units the tech tree provides them already.
Won't it be the easiest system when you go after the tech buildings? For example:
Round 1 without Cyer Core, Round 2 with Cyber (and with Sentries AND Stalker), Round 3 with Robo (and with Observer, Immortal and Warp Prism), Round 4 with Robo Bay (and Colossi), ...
Always adding an additional tech building instead of an arbitrary unit. Is there any reason behind that system except raising the number of games till you unlocked all stuff? (It's atleast 195 games to get all Protoss units right now and people shouldn't be in trouble when they occasionally get access to more than 1 unit every atleast 15+ concentrated games.)
"Experimenting" with the new units can be really interesting but you will lose many games because of that I guess.
Quite often you will have to repeat a level (and a few games) cause the game ends before you can build the new unit once (Mothership, Carrier, Void Rays, ...) and teching to them early might be not usefull and sets you behind.

Why don't you include upgrades? They are really important and win/lose games.

I am not sure what's the difference between Level 2 and Level 3. Can't you attack at more than one place before Level 2? May you defend your base while you attack before Level 3? May you micro before Level 2 to stay alive? Again a big disadvantage in 2 of 3 Levels compared to your opponent.
I doubt that you really still have to skip to use micro and multitasking after you played atleast 180 games (while meeting the requirements)...

Honestly "TheLevels" look quite unpolished (to me) right now. You will have to play worse than you could as you reach higher rounds (and I am not even talking about inefficient Build Orders and bad follow ups right now). Maybe fuse Level 2 and 3, simplify and reduce the number of rounds and remove Level 1 for higher rounds?

What's your round and level with the different races currently? Why don't you link TheLevels in the first post of this thread? (<- wrong word or?)

What's the experience of the guys who do this? How many games did you play and which round and level do you have right now?
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
Last Edited: 2012-09-14 16:10:26
September 14 2012 02:59 GMT
#161
I would appreciate it if you tested this out yourself, or at least read the document on TheLevels or watched some VODs that explain the way they work before criticizing the method. Both are at www.twitch.tv/thejakatak That being said:

All you need to get into gold is your first unit, and macro. That's 40% of all Sc2 players.

The new unit is the focus of each round(edit). The idea is to explore it as much as possible, feel out what it does, understand how it works. And that unit is not arbitrary. Each unit is selected based on a number of factors:

Tech Tree - How much extra buildings will be necessary to make this unit available? Too many things at once will overwhelm the player.

Win Power - What is the potential of this unit to generate wins and build confidence for the player? This is why the colossus is on an earlier round that the immortal.

Combination - How well will this unit work with the units that have already been unlocked?


Upgrades are not constricted. That means you can get any upgrade that your building constraints will allow, for instance, a zerg player with an extractor, evo chamber and a spawning pool can get 2/2 upgrades because the buildings allow it. They can also get the roach upgrades, but cannot get 3/3 because they have yet to unlock the infestation pit.

Also you are using the definitions of level and round backwards. The round is the set of units and buildings you are allowed to build. The level is the difficulty level, or set of benchmarks necessary to move on to the next round. When all rounds of a certain level are reached, you move on to the next level.

The plan is that Level 1 will take you from Bronze to Plat, Level 2 from Plat to Diamond, and Level 3 from diamond to Masters. In my tests I am mid level 1 and at the edge of Platinum already. Again, this project is early in its development, we don't have years of data to back us up. Give it some time, and you will see the power of this method.
Commentatorhttps://www.youtube.com/JaKaTaKtv
Uncreative_Troll
Profile Joined October 2011
98 Posts
September 14 2012 12:16 GMT
#162
I would appreciate it if you tested this out yourself, or at least read the document on TheLevels or watched some VODs that explain the way they work before criticizing the method. Both are at www.twitch.tv/thejakatak That being said:


I obviously read TheLevels, how could I criticize the unlock order of the units without taking a look?
Don't you agree that it's possible to question the design/give helpfull advices without having tested the stuff yourself? After all you give advice how to become a better player without having finished TheLevels yourself. It's basically untested theory after all.

All you need to get into gold is your first unit, and macro. That's 40% of all Sc2 players.

Sounds like a baseless claim.

Ex) After beating Level 1 Round 12 (1.12) (1.14 for Protoss, 1.11 for Zerg), the next challenge is Level 2, Round 1. (2.1)

So after you played atleast 35+ games you start with Zealot-Monobattle again, just to start Microing them? Sounds like a huge waste. (Atleast 50+ games till you may build Observer by the way.)

The new unit is the focus of each level. The idea is to explore it as much as possible, feel out what it does, understand how it works. And that unit is not arbitrary. Each unit is selected based on a number of factors:
...

The new unit is the focus of each round *cough*.
I doubt that player will "feel out what a unit does" or "understand how it works" when they aren't allowed to micro it (Mutas, Hellions, Reaper, Banshee, Siege Tank...). Guess Level1 should be shorter and player who know what the units are doing are only forced to play more games (with a handicap) without learning anything new but to keep Macroing. I know that's the focus of your project but I doubt that handicap is necesary for the most player (after they made some progress) and will only let them lose more games than they should.

Upgrades are not constricted. That means you can get any upgrade that your building constraints will allow, for instance, a zerg player with an extractor, evo chamber and a spawning pool can get 2/2 upgrades because the buildings allow it. They can also get the roach upgrades, but cannot get 3/3 because they have yet to unlock the infestation pit.

There is only a short notice about upgrades in that file. You want to teach the weakest player, but you don't show them how important upgrades are and didn't include them as part of the practice.

... Again, this project is early in its development, we don't have years of data to back us up. Give it some time, and you will see the power of this method.

We won't find out unless we test it statistically with atleast 3 groups (Playing a lot but however they want; Build Order focused; handicapped Macro style). However we might be able to point out flaws.
Deleted User 97295
Profile Blog Joined August 2010
1137 Posts
Last Edited: 2012-09-14 13:12:59
September 14 2012 13:04 GMT
#163
--- Nuked ---
MstrJinbo
Profile Joined March 2011
United States1251 Posts
Last Edited: 2012-09-14 13:06:18
September 14 2012 13:05 GMT
#164
... Again, this project is early in its development, we don't have years of data to back us up. Give it some time, and you will see the power of this method.

We won't find out unless we test it statistically with atleast 3 groups (Playing a lot but however they want; Build Order focused; handicapped Macro style). However we might be able to point out flaws.


I'd say the majority of us aren't all that interested if his method is "better" or "worse" than the way you and I learned Starcraft. In the end improving at Starcraft is all about the player and not the system. Jak has a number of players who see value in the levels or rounds or whatever you call them. Be happy for them and wish them the best. You main criticism hinges on that this method is not "as good" as copying a build and perfecting it. I largely agree with that sentiment, but only a minority of people who play Starcraft will find that appealing. Don't forget the majority of people who play sc2 will probably never queue up a 1v1 ladder game. In 2010 I taught my brother no stranger to gaming the uber simple Terran 3 Rax. I helped him get from bronze to silver. When he got the promotion to silver he quit telling me that this 1v1 stuff is too complicated and to let him know when hots comes out so he can play the campaign.
reapsen
Profile Blog Joined May 2010
Germany559 Posts
September 14 2012 13:34 GMT
#165
Dude, i seriously admire your dedication to continue producing episodes while getting mostly below 50 views on average on your YT Channel.

I won't question your teaching abilities, because i honestly havent seen much of your videos yet, they may be very good for all i know.

But what i think really lacks is your marketing. In fact, its quite terrible.

First of all, in the very beginning of your introduction you state that you quit your job, which translates to: "i want to make this my main source of income." Which means you approach this project as a buisness.

So, your businessmodel is: teaching the absolute newcomers how to improve. That is the service you are offering, right?
For every professional service the customers want credibilty. Be it a hairdresser, car mechanic or a teacher. To get customers to buy your service, you need to have credentials. I think thats the first point you are lacking, because beeing in gold with three accounts is really no good credentials in the starcraft world.

The next point is transparency of your business. People get suspicious if they wonder "where is the catch?". You market yourself as the guy who is super patient and has this awesome vision and developed this special method and is basically the "Mother Theresa" of starcraft (exaggeration!). That is the second point that i think is severely lacking. The first concern every customer will have is, how do you sustain yourself with that? At which point of the business process will i be charged for the service i am getting?

The third point is market analysis. So your market niche is addressing the absolut newcomers. I myself think that is a very suboptimal customer group to approach. This is because of multiple reasons:
1) most of your possible clients are very casual gamers, who do not even strive for improvement that much.
2) There is a ton of free material for everybody to check out.
3) The best thing to do to get out of bronze is just play a bunch of games and follow very simple guidelines (make workers, keep money low, don't get supplyblocked, use hotkeys). No need of external coaching, really.
4) The market is overly saturated with free coaches, help forums and so on (kinda similar to point 2).
5) There is also this omnipresent figure in this area, which is called day9.

Summing this all up is why you get so much headwind for your dedication and so "little" success. Because it just doesn't seem to be a legit businessmodel to an external observer like me. It all grounds on the fact, that you stated you quit your job and go full dedication mode on this. It would be very different if you wouldn't to this full time.

I really hope you can establish yourself, because i really think eSports needs more guys like you who are so passionate. But i also really think that passion alone isn't enough. You need to be aware of the business side of things to make something like this work.

So long
Uncreative_Troll
Profile Joined October 2011
98 Posts
Last Edited: 2012-09-14 14:40:45
September 14 2012 14:40 GMT
#166
MstrJinbo United States. September 14 2012 22:05
You main criticism hinges on that this method is not "as good" as copying a build and perfecting it. I largely agree with that sentiment, but only a minority of people who play Starcraft will find that appealing.


I didn't try to promote Build Order focussed learning. My main criticism is that TheLevels might cause a lot frustration:
- in the early rounds you will lose many games cause you won't have detection, anti air, can be hard countered and outteched
- it forces you to play worse than you could (decision making, micro, multitasking)
- you don't have access to units you like or need
- you lose all your tech once you reach level 2 or level 3...

Others:
- "macro macro macro" is atleast for me not the most fun part of the game (understanding what's happening and reacting to it)
- TheLevels contains stuff which look arbitrary and not intuitive (like getting a Cyber Core but not beeing able to use all new units; separating Micro and Mutlitasking - Unit control)

Guess I might have promoted other styles of training indirectly cause my criticism shows off that there might be a lot of points which make this method time inefficient and less rewarding while training it (less victories)...
Starcraft 2 is a game and games should be fun. When you train it, it should remain to be fun and not cause frustration because of the choosen learning method.

JaKaTaK United States. September 14 2012 11:59
Again, this project is early in its development

Because it is still in development I thought feedback and ideas might be welcome to improve the system. My main focus wasn't to make people stop using it yet. (<- still not/so far; my English is bad obviously)
reapsen
Profile Blog Joined May 2010
Germany559 Posts
September 14 2012 14:54 GMT
#167
Add: It occured to me, that my post lacked constructivity so here is what i would do if i were in your shoes:

First of all i would emphasize much more on the fact, that you saved up money to do this, and you do not rely on payment or ad revenue and that your service is genuienly free (at this point of time).

Then i I would write down the JakaTak-Method(tm) step by step and compose a nice PDF file out of it.

Next i would invest all my time into applying your method on yourself. And stream your own progress while using it. Make yourself the living proof that this method works and how far it can get you (optimally to Master League). Leave all newbie coaching aside during this and focus fully on improving yourself.

As soon as you have succeeded in that, you have a much much better standing. You made a decent player out of yourself, you proved your method works and now you can really start coaching. You could make videos about your method for free and maybe sell the .pdf file for a small prize like 5$ or so. You can also charge a small fee for private coaching lessons or something depeding on the demand. You can also try to advertise your service on different layers, like buying a sponsored thread on TL or sth.

At least that is how i would do it
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
September 14 2012 17:01 GMT
#168
On September 14 2012 23:54 reapsen wrote:
Add: It occured to me, that my post lacked constructivity so here is what i would do if i were in your shoes:

First of all i would emphasize much more on the fact, that you saved up money to do this, and you do not rely on payment or ad revenue and that your service is genuienly free (at this point of time).

Then i I would write down the JakaTak-Method(tm) step by step and compose a nice PDF file out of it.

Next i would invest all my time into applying your method on yourself. And stream your own progress while using it. Make yourself the living proof that this method works and how far it can get you (optimally to Master League). Leave all newbie coaching aside during this and focus fully on improving yourself.

As soon as you have succeeded in that, you have a much much better standing. You made a decent player out of yourself, you proved your method works and now you can really start coaching. You could make videos about your method for free and maybe sell the .pdf file for a small prize like 5$ or so. You can also charge a small fee for private coaching lessons or something depeding on the demand. You can also try to advertise your service on different layers, like buying a sponsored thread on TL or sth.

At least that is how i would do it


Thank you so much for this second post. Thanks for the first one as well, but when I was done reading and thinking about it, I came to the same conclusion. What would he have me do?

I definitely want to emphasize that I saved up money to do this and do not rely on income from outside, but I also want to stress that my methods and help will always be free. If I am going to keep doing this when may comes around, I will do it with the support of people who choose to support me, either by watching ads or by voluntarily donating/subscribing. Ideally, if I am getting enough donations/subscriptions I won't have to run any ads, but I understand that it may be necessary.

I am definitely considering suspending all coaching and completely focusing on making myself the living proof that the method works. I'll definitely have to talk about it with everyone and see what they think. May as well start here

Poll: Which programs do you think I should suspend to play more?

All of them, Focus completely on proving that the tools work. (13)
 
57%

Mechanics vs Strategy (5)
 
22%

Quest of a Noob (3)
 
13%

Viewer Replay Analysis (1)
 
4%

QoaN & MvS (1)
 
4%

QoaN & VRA (0)
 
0%

Mvs & VRA (0)
 
0%

23 total votes

Your vote: Which programs do you think I should suspend to play more?

(Vote): Quest of a Noob
(Vote): Mechanics vs Strategy
(Vote): Viewer Replay Analysis
(Vote): QoaN & MvS
(Vote): QoaN & VRA
(Vote): Mvs & VRA
(Vote): All of them, Focus completely on proving that the tools work.

Commentatorhttps://www.youtube.com/JaKaTaKtv
Uncreative_Troll
Profile Joined October 2011
98 Posts
September 14 2012 17:17 GMT
#169
Please explain what you are doing in the different programs (all of them) cause I don't know these shortcuts and I am hopefully not the only one :p
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
September 14 2012 17:39 GMT
#170
"Quest of a Noob" is a 5 day per week program where we follow the path of 5 players as they work their way through both the ladder and TheLevels. the first half is replay analysis from the week, and the 2nd half is games against volunteer viewers live as they try to apply what they have learned in the replay analysis.

"Mechanics vs Strategy" is a training method in which the Mechanics player must use whatever Level and Round he/she is on to play in a 1v1 game against an opponent who knows exactly what they are doing. This Mechanics focused player's only goal is to pass the Level/Round they are on. The strategy player takes advantage of knowing exactly what his/her opponent is doing and focuses on making good decisions in order to win the game. Each player is focused on a particular part of the game to improve upon and both players can win. This is a 6 day per week program that starts 1 hour into the show.

"Viewer Replay Analysis" is the first hour of streaming and is a 7 day per week program. Anyone may submit replays for analysis and ask my advice on anything in starcraft that does not change. (Basic tactics and strategy as well as all mechanics).

:D

Commentatorhttps://www.youtube.com/JaKaTaKtv
Alejandrisha
Profile Blog Joined July 2010
United States6565 Posts
September 14 2012 17:43 GMT
#171
improving isn't rocket science. rip one build from a kr player and practice it vs cpu until you can do the first ~8 mins it as fast as they can. poof masters
get rich or die mining
TL+ Member
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
September 14 2012 17:56 GMT
#172
On September 15 2012 02:43 Alejandrisha wrote:
improving isn't rocket science. rip one build from a kr player and practice it vs cpu until you can do the first ~8 mins it as fast as they can. poof masters


I think you are missing my point. The "only play one build order" method is very boring and "unfun" for many players. The point of TheLevels is to make improving at Sc2 more fun, measurable, and rewarding. Understanding the "Why?" and "How?" questions instead of the "What?" question.
Commentatorhttps://www.youtube.com/JaKaTaKtv
Gravve
Profile Joined September 2012
United States3 Posts
September 14 2012 18:18 GMT
#173
First time poster, been reading TL for awhile. I'm a bronze noobie who just started playing again. I've never been past bronze, and I've only done my placement matches + a couple games in this season. I've been practicing my basic macro for a couple of weeks, unsuccessfully, because I was just trying to work on a build that I felt comfortable with, but I found that after about six-eight minutes, my macro just went down the toilet. So, unless I had won by then, I was on the way to losing.

I stumbled across this thread and Jak's ideas a couple of days ago, and I've been doing 25+ games since then and I can honestly say, that I understand the basic mechanics (keeping money low, how important it is to avoid supply blocking, not spamming pylons), and after getting to level 3 (I think, added sentries? I'm at work, so I don't have a link to the levels link), I understand what a huge difference implementing those basic macro mechanics makes in just normal gameplay.

I have yet to ladder, because, as people have already stated, I feel that without observer control for vision, I would be at a severe disadvantage to someone who does some banshee/dt shenanigans, or does mass Air or whatever.

Just felt like, with all the higher tiered players bringing the heat to this method, it needs a voice from someone who's tried the "copy a build order and get it down and bam diamond" or whatever. Without getting the basic laws of the game down, you'll be a one-trick-pony and unable to react in the mid to late game phases, and still be unable to keep your money used, supply blocks, etc.

So, Jak, from someone that's used it, it's a lot better than all the "do this build order, grats plat" methods out there.

Good job, and I'll keep you updated on my progress as I go into ladder next week.
For truth to exist, each person must accept it as a universal constant. This is impossible.
7mk
Profile Blog Joined January 2009
Germany10157 Posts
September 14 2012 18:38 GMT
#174
May I ask who the NZ GM player is you were talking about?
beep boop
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
September 14 2012 19:08 GMT
#175
http://sc2ranks.com/sea/164666/Aequitas
http://sc2ranks.com/us/2851608/Aequitas

Those are his 2 accounts. He started the method on what would now be level 3 and went from diamond to GM on sea and diamond to masters on AM.

And thanks Gravve. Glad to help.
Commentatorhttps://www.youtube.com/JaKaTaKtv
dissent_sc2
Profile Joined May 2012
13 Posts
Last Edited: 2012-09-14 21:56:16
September 14 2012 21:27 GMT
#176
On September 13 2012 08:03 7mk wrote:
So far i only read about one guy who actually got demoted after using your method.


I just got back to this thread after not following it for awhile. I am surprised to see the level animosity towards Jakatak and his approach to learning the game. I don't want to add fuel to that, but since I mentioned getting demoted in one of my earlier posts, I thought I should respond to at least this item. It is not correct to say I got demoted "after using" the method. I got very briefly demoted while using the most basic level of the method. Shortly after making that post, while still working that level, I ranked back up to gold where I had started. I don't believe it is fair to extract this out of my experience and use it against Jakatak's approach. I was not at all concerned with the demotion and I gained a lot from the experience. As I mentioned in that earlier post, right away I was starting to see why a build order is what it is from my own experiments rather than just being told. This to me is far more valuable.
enanoretozon
Profile Joined March 2012
Panama57 Posts
September 14 2012 22:14 GMT
#177
On September 15 2012 02:56 JaKaTaK wrote:
Show nested quote +
On September 15 2012 02:43 Alejandrisha wrote:
improving isn't rocket science. rip one build from a kr player and practice it vs cpu until you can do the first ~8 mins it as fast as they can. poof masters


I think you are missing my point. The "only play one build order" method is very boring and "unfun" for many players. The point of TheLevels is to make improving at Sc2 more fun, measurable, and rewarding. Understanding the "Why?" and "How?" questions instead of the "What?" question.


Those are excellent goals. The only problem I see is that you seem to be rushing into teaching before knowing in depth. In a game like SC2 where after the very very basics winning depends greatly on decision making, evaluating threat, positioning, knowing your units strengths and limitations on the field, I'd say it's _very_ improbable to gather such deep understanding from a 3rd person theoretical vantage point. It's a whole different ballgame from designing a killer hotkey setup.

On the bright side, since you made the sacrifice of pre-financing 1 year of your life, I'd say you have a golden opportunity to improve rapidly and probably even time to spare to revise your method.
sanddbox_sc2
Profile Joined October 2011
United States173 Posts
Last Edited: 2012-09-15 00:50:00
September 14 2012 22:49 GMT
#178
On September 14 2012 02:20 JaKaTaK wrote:
@sanddbox

What are those quotes from. "The Art of Learning" and "The Tao of Jeet Kune Do"? Or another Bruce Lee book? I'd like to read them if I haven't already :D


From "The Art of Learning" and additional material from the educational program built around it.

On September 15 2012 02:43 Alejandrisha wrote:
improving isn't rocket science. rip one build from a kr player and practice it vs cpu until you can do the first ~8 mins it as fast as they can. poof masters


Yeah, no. This approach is flawed in many, many ways.

Gravve
I have yet to ladder, because, as people have already stated, I feel that without observer control for vision, I would be at a severe disadvantage to someone who does some banshee/dt shenanigans, or does mass Air or whatever.


Do it. That's actually the point of constricting units - you'll be able to develop a much more nuanced understanding of the role of each unit. If your opponent goes dark templar, banshee, etc, you're just going to have to macro like crazy and kill them before they kill you. That's really the hidden beauty of it: in addition to improving your mechanics, the constraints will force you have to (somewhat) think about strategy. One of the fundamental rules of Starcraft, and especially Zerg, is that if you can't hold an enemy push you have to counterattack. That's one of the concepts that you'll start to develop mentally if you play actual games.


---

Repsen's thoughts pretty much sum the current issue, which is how to actually monetize your skillset/tools. He's definitely got some solid advice. I'd definitely say the simplest first step is to focus hard on both improving as a player and improving as a coach.
Antylamon
Profile Joined March 2011
United States1981 Posts
September 14 2012 22:53 GMT
#179
On September 15 2012 07:49 sanddbox_sc2 wrote:
Show nested quote +
On September 14 2012 02:20 JaKaTaK wrote:
@sanddbox

What are those quotes from. "The Art of Learning" and "The Tao of Jeet Kune Do"? Or another Bruce Lee book? I'd like to read them if I haven't already :D


From "The Art of Learning" and additional material from the educational program built around it.

Advanced Learning
- Master the Fundamentals
- Learning the Macro From the Micro
- Making Smaller Circles
- Numbers to Leave Numbers
- Bringing it All Together

This is so hilariously fitting.
Kronen
Profile Blog Joined March 2011
United States732 Posts
Last Edited: 2012-09-14 23:13:56
September 14 2012 23:11 GMT
#180
On September 15 2012 07:53 Antylamon wrote:
Show nested quote +
On September 15 2012 07:49 sanddbox_sc2 wrote:
On September 14 2012 02:20 JaKaTaK wrote:
@sanddbox

What are those quotes from. "The Art of Learning" and "The Tao of Jeet Kune Do"? Or another Bruce Lee book? I'd like to read them if I haven't already :D


From "The Art of Learning" and additional material from the educational program built around it.

Show nested quote +
Advanced Learning
- Master the Fundamentals
- Learning the Macro From the Micro
- Making Smaller Circles
- Numbers to Leave Numbers
- Bringing it All Together

This is so hilariously fitting.


I lolled too as I actually read the section immediately above the one you posted... excerpted from the "Learning the fundamentals" section: (obviously regarding learning to play chess)

"We took on positions of reduced complexity and clear principles. Our first focus was king and pawn against king—just three pieces on the table. Layer by layer we built up my knowledge and my understanding of how to transform axioms into fuel for creative insight….This method of study gave me a feeling for the beautiful subtleties of each chess piece, because in relatively clear-cut positions I could focus on what was essential."

Checkmate methinks?
Weird
Profile Blog Joined April 2010
United States832 Posts
Last Edited: 2012-09-14 23:29:46
September 14 2012 23:12 GMT
#181
nvm
sanddbox_sc2
Profile Joined October 2011
United States173 Posts
September 14 2012 23:32 GMT
#182
On September 15 2012 07:53 Antylamon wrote:
Show nested quote +
On September 15 2012 07:49 sanddbox_sc2 wrote:
On September 14 2012 02:20 JaKaTaK wrote:
@sanddbox

What are those quotes from. "The Art of Learning" and "The Tao of Jeet Kune Do"? Or another Bruce Lee book? I'd like to read them if I haven't already :D


From "The Art of Learning" and additional material from the educational program built around it.

Show nested quote +
Advanced Learning
- Master the Fundamentals
- Learning the Macro From the Micro
- Making Smaller Circles
- Numbers to Leave Numbers
- Bringing it All Together

This is so hilariously fitting.


Indeed I got a kick from that when I first read the book.
Antylamon
Profile Joined March 2011
United States1981 Posts
Last Edited: 2012-09-15 00:42:19
September 15 2012 00:37 GMT
#183
On September 15 2012 08:11 Kronen wrote:
Show nested quote +
On September 15 2012 07:53 Antylamon wrote:
On September 15 2012 07:49 sanddbox_sc2 wrote:
On September 14 2012 02:20 JaKaTaK wrote:
@sanddbox

What are those quotes from. "The Art of Learning" and "The Tao of Jeet Kune Do"? Or another Bruce Lee book? I'd like to read them if I haven't already :D


From "The Art of Learning" and additional material from the educational program built around it.

Advanced Learning
- Master the Fundamentals
- Learning the Macro From the Micro
- Making Smaller Circles
- Numbers to Leave Numbers
- Bringing it All Together

This is so hilariously fitting.


I lolled too as I actually read the section immediately above the one you posted... excerpted from the "Learning the fundamentals" section: (obviously regarding learning to play chess)

"We took on positions of reduced complexity and clear principles. Our first focus was king and pawn against king—just three pieces on the table. Layer by layer we built up my knowledge and my understanding of how to transform axioms into fuel for creative insight….This method of study gave me a feeling for the beautiful subtleties of each chess piece, because in relatively clear-cut positions I could focus on what was essential."

Checkmate methinks?

The underlying condescending tone of this post pissed me off.

I was trying to lift the mood of the conversation. The mood is equally important when compared to the usefulness of the context.

However, I rashly and embarrassingly misread the conversation.

I read Jak's quote from the post above sandbox's:
On September 15 2012 02:56 JaKaTaK wrote:
Show nested quote +
On September 15 2012 02:43 Alejandrisha wrote:
improving isn't rocket science. rip one build from a kr player and practice it vs cpu until you can do the first ~8 mins it as fast as they can. poof masters


I think you are missing my point. The "only play one build order" method is very boring and "unfun" for many players. The point of TheLevels is to make improving at Sc2 more fun, measurable, and rewarding. Understanding the "Why?" and "How?" questions instead of the "What?" question.


And then read:
On September 15 2012 07:49 sanddbox_sc2 wrote:
Yeah, no. This approach is flawed in many, many ways.


My interpretation was that sandbox had a problem with it, then proceeded to respond to some other guy without explaining in ANY way why he had a problem with it.

Stupid, I know.

Then I saw the link to that webpage, so I clicked it. I didn't bother to read the quote sandbox was REALLY referring to because I thought I had already read it. So I decided to make a joke and lighten up the atmosphere.

It was a huge misread of the situation by me, as you can tell, but your slow stab towards the integrity of my post was unnecessary. Don't say it like that, just word it the way you did in the PM. It's not as likely to make someone mad and overreact. Which I might be doing right now, actually... :/
Either way, I just felt like I should clear this up.

Welp, I guess that's enough off-topic-ness for another week.
Castigo
Profile Joined December 2011
United Kingdom34 Posts
Last Edited: 2012-09-15 01:01:06
September 15 2012 00:42 GMT
#184
Wall of text incoming - perhaps this should be in blog?

I've been lurking the thread so far, however i feel it's time for me to intervene and say my 2c. I'm not a teenager anymore, nor i do aspire at being a pro player, however i'm a very competitive person who has grown up playing videogames, and being the bronze newbie was always hard to swallow, especially after so many games.

I've been bronze/silver since season 1, i've been playing in small burst (periods of 20 games/day for a week or so, then nothing for a month and so on). I never had any real experience on RTS (beside playing sporadically Red Alert as a teenager - where i could just brute force most missions by building lots of stuff - a bit like playing sc2 campaign in casual mode). As soon as sc2 came out - announced as "the most expensive game ever", "the best game ever" from forums etc.., i bought it to try it out.

I played all 3 races on ladder, mostly zerg (at the discovery of the 6pool, i was like "there is no way of defending this, why blizzard doesn't nerf it" - this to give you the right impression of how much i understood about the game back then). I knew nothing about sc2, liquipedia wasn't much help with outdated builds and with the lack of a deep "how starcraft works" explaination (which at date i still can't find in there).
I remember like yesterday, a suggested cloaked banshee rush - announced @4:00 and my best was like 7:30 and i couldn't understand why, 'till i discovered about recent (back then recent i mean) nerfs for terran.

I played mostly zerg, during season 2 a guy called Worm on EU zerg tactics, explained to me the basics of zerg play (i remember telling him "i don't understand how i loose, i make marines and eventually they all die", i managed with his explaination and patience to get out of bronze into silver (mostly 7RR build practicing, rather than macro play like he was trying to teach me).

I started understanding the game and getting to know the pro scene, tl, day9, husky, hd youtube casts etc. My game skills were not in par, even following day9 advices, exercise, watching the dailies i did find most appropriate for me tons of times, my skills would not grow. Any advices on the teamliquid channel in game or lurking the forum or asking pro players resulted in the following "Get a build from a pro for every match up, and play more games, if after 1k games you can't do it still, you are hopeless". I guess i was hopeless, after 1300 ladder games (you can say i play random i guess since i played all 3 races on ladder in them 1300 games), i was still floating top bronze/low silver, not understanding how i was losing 50% of my games knowing so much more than my opponent. So, frustrated, i gave up entirely for about 2 seasons, i think my thoughts were more or less "all pro games are the same, pvz is protoss deathball, broodlords, colossi, fungals etc... all zvt is ling/bling/muta and so on and so forth.

One evening i was busy doing my own stuff and i found out MLG was running, so i tuned in. I was back on the hook, the next day i was playing sc2 like mad and found back the love for it.

This is where i found out about Apollo's tutorials for zerg for working up from bronze. So diligently i wrote down and practiced what Apollo suggested as build orders, mixed with what i knew for the mid/late game and proceeded to ladder and stabilized myself exactly mid silver (which was already an improvement). However once again i did hit a plateau, i couldn't improve again. I watched the videos again, and there i noticed apollo saying something like "we read the game well and win", and i was like "what does that means? How do i do it? Why if i see a protoss not walled in and i go and turn aggressively as fast as i can, i proceed to loose everything i have whilist apollo does that same and wins?"
Watching my own replays, i could understand minor mistakes - supply cap here and there, bad injects, didn't scout properly etc.
Every game i would be trying to fix them, and fail at it, because my APM was so bad and my brain would clog itself with "what i have to do next" so much that something got behind or forgotten, so i'd ge supply blocked again, or forget to scout properly, or scout and then figure out i'm supply blocked now and i have 800minerals.

This is the point of the story where Filter's tutorial came in - after watching them i decided to practice them and play as terran on the ladder a little bit to see if it would improve my game. Mind you all i care about was improving, and getting better, because the frustration of being in a low league, for a competitive person like me was unbearable, i did (nor i still do actually) care too much about my race, i see it more of a tool for improving, rather than a different playstyle.
From filter i learnt that in lower leagues, it doesn't matter so much what you do, as long as your macro its good, i also learnt that being driven by your current resources is much more efficient for learning than sticking to a particular build (the whole idea of resource driven build order).
I did quite ok, i was hitting the benchmarks, and as the tutorials moved on, i was stuck again, floating too many minerals, loosing alot on the ladders, having too much to do and too little apm to execute. I could read the game and understand it but i just couldn't do it fast enough.
The early builds that i could do, were ok, but even if i was hitting the benchmarks i was loosing too much to be gratifying. I guess looking back now, i perhaps rushed thru the videos and builds too fast for what i could handle.

Here i decided to go back to zerg, got dropped to bronze and made my way back to silver as zerg macro player, apollo's builds and filter's mechanics helped me in this, but i still had a big unsolved question. How do i improve? Promise myself "i will focus on queen injects next game" didn't work so well, played vs AI was easy, but on ladder, there was so much to do for me to handle it, so i ended up having more or less stagnant gameplans 1 for each matchup but more or less i'd go the same every game. Always skipping infestors, because the microing of them was too attention requiring.
I felt totally stuck with no chance of progressing, not because i wasn't putting efforts (i was playing like 20 games/day) but because i didn't understand HOW to improve. I was stuck in a skill plateau, with people from above telling me "play more", and the more i played the more frustrated i would get.

Something that always baffled me is when people said "I watch pro players streams, and like that i learn". I watched loads of pro players streams, beside being able to read the game well, i never improved of half apm/decision making because of that, because i did not (and probably still don't) know enough of the mechanics to evaluate correctly what a pro player decision making is like, and because i don't know beforehand what they are going to build when and why, and more often than not, they don't exactly announce it on stream.

I was interested into hotkeys, because by looking at pro players on webcams, on streams, and @mlg i couldn't understand how they could play so fast, where was the secret? I'm a typist for work, so speed of typing wasn't the problem, it was "what to press next" the problem. Here is where i came across TheCore, i liked the idea so i started reading about it, and eventually i came across TheJakatak method (thru yegalisk show) , i did tell myself "what do i have to loose trying this method? I tried it all anyway already".
The part that interested me most and captivated was the fact that it was teaching complete newbies - worse than me the basics and how to play, what was important and what wasn't and that they were succeeding on ladder, much more than i was. After understanding how the method works (and i must admit that to start with, it's not the easiest to understand - but i already told you Jakatak my feelings about this in the twitch chat, so i won't clog this post on the matter), i tried to apply it to my beloved zerg, it felt for the first time that i was actually understanding, what why when, and what to do next. It removed importance from the ladder all together, suddenly it all clicked together, all it mattered was this magic number of the SQ. When watching the videos my thoughts were "this is stupid, i can do it blindfolded" when trying it - i couldn't. While watching the replays of myself doing it i could plug the holes, and say to myself "This should have been done like that, fix it, pay attention to it the next game" and in the next game i would focus solely on getting a good sq + fixing that ONLY thing. All of a sudden i felt that zerg wasn't the most appropriate choice for this kind of learning, due to the injects and drones or units mechanics, i couldn't get into a rythm of "make workers, make units" repeat with zerg, so i switched to protoss, and from the start i started ironing out obvious mistakes.

I started watching Jakatak stream, and interact with Jak and with the others viewers of the stream, all of which are more than happy to help you out, in a polite and clear manner. I know now that if i have a problem in sc2 and i'm stuck on something, there is someone who is better than me that is happy and available to help me, almost instantly, on a daily basis.

I am currently on level 1.5 of protoss - even tho i execute a sort of 1.3 because i don't feel ready for 1.5 quite yet. I am playing against golds most of the time, being high silver. I broke the skill roof of the plateau i was in but most important, i learnt how to improve, my skills keeps growing and growing every single game, because i now understand what practice and play more games. I don't care any longer if i loose 50 games in a row, as long as i spend my minerals efficiently, and i watch my own replays much more than before, to understand what i did wrong, and think even when not in game how could i fix this and that, how could have i played better not to get cheesed like this and so on.
I felt a little frustrated during the "zealot only level" when i lost games due to the terran having ONE banshee and floating away his buildings with me being so powerless. However i forced myself into improving and trying harder the next time, because my SQ was growing, and i was understanding for the first time in almost 2 years of sc2 how to REALLY play to improver, rather than play for the sake of it.

I think that a lot of people on this thread are already high level players, and don't understand-feel the struggle that someone who is not proficient at RTS goes thru to understand how to improve/learn to play. Knowing the units, the counters, at which time the earliest dt rush/banshee rush will hit you, it's not enough knowledge to learn to play.

The reason why i think this method is BETTER than "get a build from a pro and practice it" is that it forces you to understand what you are doing, it forces you into decision making rather than be a robot and just practice A build.

From 'beating my opponent' my game has shifted now thanks to Jak to "improve my game, by beating my own score and adding difficulties as i go along", i'm not trying to hard counter what my opponent is building anymore, i just play super aggressively and build LOTS of it, while focusing on macroing behind it, because if i build lots of it, even if my opponent builds an hard counter to it, i counter the hardcounter by having more of it, or by forcing my opponent to micro to live, whilist i focus on more important things. I worked out for each MU a good and safe opener, which applies pressure, forcing the opponent into microing while it allows me to focus on what is important for my game instead.

For this reasons, i commend you Jakatak, you have my deepest gratitude, and i wish you all the success possible in the sc2 scene.

TLDR;This method works great - i would suggest it to ANYONE who is not GM - helped me loads i'm a silver/gold toss player

p.s. i apologise if i made some typos/some phrases are badly formulated/obscure. English is not my native language, i'm not feeling too well and it's pretty late at night, but i wanted to express my opinion on the subject

edit - typos & holy moly it's a long post!
edit 2 - no i'm not a fanboi nor get any kind of benefits from writing this - before some of you come up with stupid comments - the low post count it's because i don't have much to say/add averagely.
sanddbox_sc2
Profile Joined October 2011
United States173 Posts
September 15 2012 00:51 GMT
#185
On September 15 2012 09:37 Antylamon wrote:
*snip*


I feel like I missed something
Kronen
Profile Blog Joined March 2011
United States732 Posts
September 15 2012 01:46 GMT
#186
On September 15 2012 09:37 Antylamon wrote:

The underlying condescending tone of this post pissed me off.

I was trying to lift the mood of the conversation. The mood is equally important when compared to the usefulness of the context.

However, I rashly and embarrassingly misread the conversation.


I'm sorry for misinterpreting your post. My tone was condescending. I'm just a bit defensive when it comes to this thread, but that's no excuse. I apologize for my behavior.

On a side note: I have a friend that I just introduced to SC2 and started him on the Levels. He absolutely loves it and is having a blast! I was worried because he favors himself an intellectual, but he's enjoying the mechanical challenges that this game presents.
Castigo
Profile Joined December 2011
United Kingdom34 Posts
Last Edited: 2012-09-15 01:55:29
September 15 2012 01:50 GMT
#187
Advanced Learning
- Master the Fundamentals
- Learning the Macro From the Micro
- Making Smaller Circles
- Numbers to Leave Numbers
- Bringing it All Together


I think Artosis (or Jinro?) posted in a blog entry (i can't find it for the life of me), which says that pro koreans, when approaching sc2 they cheese their heart out instead of going for a macro game. This fits the Learning the macro from the micro.
However what that post (and i feel yours too) does not take into consideration, it's that them players can already macro if they want to, but they decide not to, to learn the controls better. Whilist TheJakatak audience it's people who CAN'T macro.
Also it's quite rewarding in the lower leagues to see how you can crush your opponent, by just simply outmacroing them. Or even if you lost the game, to see your SQ being so much better than theirs


JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
September 15 2012 03:19 GMT
#188
Castigo, thank you so much for sharing your story. A big part of the reason I am doing this is because I believe that many many players (including myself) have similar stories to tell.

Feeling stoked on my first day with TheCore 0.5 and the new playing initiative. I'll be going for 5 hour sessions with breaks, the last 2 hours of which will be during the normal show time. On Thursdays we'll FFA all day long, and finish off with the Triathlon at 5 PST.

If you want to track my progress, I've made a public google doc that everyone can follow. If there is a stat missing that you think would be good to track, definitely let me know.

https://docs.google.com/spreadsheet/ccc?key=0AtFSjIb2ibJTdEQyVDhGMXh1RmVwb0lpU2ZLTUJsckE

Thanks to everyone for your support!
Commentatorhttps://www.youtube.com/JaKaTaKtv
sanddbox_sc2
Profile Joined October 2011
United States173 Posts
September 15 2012 06:04 GMT
#189
Really excited to see the new initiative(s). Let's see how the progress goes :D
warblob004
Profile Joined January 2011
United States198 Posts
September 15 2012 06:42 GMT
#190
Damn, this is heroic
"I have not failed; I've simply found 10,000 ways it won't work." ~Thomas Edison
kollin
Profile Blog Joined March 2011
United Kingdom8380 Posts
September 15 2012 19:23 GMT
#191
On September 15 2012 10:50 Castigo wrote:
Show nested quote +
Advanced Learning
- Master the Fundamentals
- Learning the Macro From the Micro
- Making Smaller Circles
- Numbers to Leave Numbers
- Bringing it All Together


I think Artosis (or Jinro?) posted in a blog entry (i can't find it for the life of me), which says that pro koreans, when approaching sc2 they cheese their heart out instead of going for a macro game. This fits the Learning the macro from the micro.
However what that post (and i feel yours too) does not take into consideration, it's that them players can already macro if they want to, but they decide not to, to learn the controls better. Whilist TheJakatak audience it's people who CAN'T macro.
Also it's quite rewarding in the lower leagues to see how you can crush your opponent, by just simply outmacroing them. Or even if you lost the game, to see your SQ being so much better than theirs




Jinro tweeted (which Artosis later expanded upon in his blog) how the PRIME terrans mostly did cheesy builds when they first started playing, for example Marineking 2 raxing a lot, or Polt 111ing in TvP long before anyone else. This helped them learn exactly how far they could push certain units. They learned the game in chunks against the best players in the world. Then it didn't take them long to improve their mechanics, which is why Marineking has such beastly micro and macro.
sanddbox_sc2
Profile Joined October 2011
United States173 Posts
September 15 2012 19:49 GMT
#192
On September 16 2012 04:23 kollin wrote:
Show nested quote +
On September 15 2012 10:50 Castigo wrote:
Advanced Learning
- Master the Fundamentals
- Learning the Macro From the Micro
- Making Smaller Circles
- Numbers to Leave Numbers
- Bringing it All Together


I think Artosis (or Jinro?) posted in a blog entry (i can't find it for the life of me), which says that pro koreans, when approaching sc2 they cheese their heart out instead of going for a macro game. This fits the Learning the macro from the micro.
However what that post (and i feel yours too) does not take into consideration, it's that them players can already macro if they want to, but they decide not to, to learn the controls better. Whilist TheJakatak audience it's people who CAN'T macro.
Also it's quite rewarding in the lower leagues to see how you can crush your opponent, by just simply outmacroing them. Or even if you lost the game, to see your SQ being so much better than theirs




Jinro tweeted (which Artosis later expanded upon in his blog) how the PRIME terrans mostly did cheesy builds when they first started playing, for example Marineking 2 raxing a lot, or Polt 111ing in TvP long before anyone else. This helped them learn exactly how far they could push certain units. They learned the game in chunks against the best players in the world. Then it didn't take them long to improve their mechanics, which is why Marineking has such beastly micro and macro.



Playing aggressively - although not necessarily cheesy - is extremely good for improving mechanics. What it won't improve so much is understanding the early->mid->late flow of the matchup, which was fine when the game was in its early stages anyway. In short, they gradually worked up to playing more of a macro style as their mechanics and grasp of the game improved.
kollin
Profile Blog Joined March 2011
United Kingdom8380 Posts
September 15 2012 21:00 GMT
#193
On September 16 2012 04:49 sanddbox_sc2 wrote:
Show nested quote +
On September 16 2012 04:23 kollin wrote:
On September 15 2012 10:50 Castigo wrote:
Advanced Learning
- Master the Fundamentals
- Learning the Macro From the Micro
- Making Smaller Circles
- Numbers to Leave Numbers
- Bringing it All Together


I think Artosis (or Jinro?) posted in a blog entry (i can't find it for the life of me), which says that pro koreans, when approaching sc2 they cheese their heart out instead of going for a macro game. This fits the Learning the macro from the micro.
However what that post (and i feel yours too) does not take into consideration, it's that them players can already macro if they want to, but they decide not to, to learn the controls better. Whilist TheJakatak audience it's people who CAN'T macro.
Also it's quite rewarding in the lower leagues to see how you can crush your opponent, by just simply outmacroing them. Or even if you lost the game, to see your SQ being so much better than theirs




Jinro tweeted (which Artosis later expanded upon in his blog) how the PRIME terrans mostly did cheesy builds when they first started playing, for example Marineking 2 raxing a lot, or Polt 111ing in TvP long before anyone else. This helped them learn exactly how far they could push certain units. They learned the game in chunks against the best players in the world. Then it didn't take them long to improve their mechanics, which is why Marineking has such beastly micro and macro.



Playing aggressively - although not necessarily cheesy - is extremely good for improving mechanics. What it won't improve so much is understanding the early->mid->late flow of the matchup, which was fine when the game was in its early stages anyway. In short, they gradually worked up to playing more of a macro style as their mechanics and grasp of the game improved.


The different stages of the game are what you make them. If you play very aggressively off one or two bases, such as ForGG, you will end up with very long early and mid games, where each player in all likelihood will not even max out. That's why I think using the PRIME terrans method to get better can be good, provided you already know the basics of the game.
Castigo
Profile Joined December 2011
United Kingdom34 Posts
September 15 2012 22:54 GMT
#194
i recently switched from sitting in my base for ages, to play super aggressively, worked wonders for my ladders and multitasking skills, and i love it as style
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
September 21 2012 19:53 GMT
#195
We finished a big upgrade on TheLevels today and are now on version 3.0. I'll be recording tutorial videos soon, as well as a full write up for TL called TheLevels in the strategy section. Enjoy and leave your feedbacks :D

https://docs.google.com/spreadsheet/ccc?key=0AtFSjIb2ibJTdE5seEZpVTc4aHZkUnNRUlA4azM5Mnc#gid=15
Commentatorhttps://www.youtube.com/JaKaTaKtv
rikter
Profile Joined November 2010
United States352 Posts
September 22 2012 00:29 GMT
#196
That example from the chess book is not the same as what you are advocating. The sc2 version of this would be learning 1 base play, like as described above. I think this is a superior method as you wind up using combinations of units on a small enough scale that this is manageable. Macro is easy bc you stop at 24 workers or less, and once the attack starts you just need to queue units and rally. As was also said, you start to learn just what you can do with certain comps (much like the chess example). From there you move up to 2 base plays etc, gradually adding on more units as you get better at controlling your mixed composition. Aside from gradually adding units in realistic combat scenarios, your early game play and micro helps in holding off other peoples early aggression.

Your method doesnt seem to teach the kind of foundation skills you really need; the overly simplified, rigid progression, is not at all comparable to actual gameplay. Even the earliest, most basic all ins feature split comps, bc they include workers with the attack.

Better to play complete games, on a smaller scale, and work up, I say. Besides, these early plays are the most important foundation. Every game has an early game, afterall, and how are you going to control a big army if you cant even properly control a small one?
No one wants a box of shit, even if it is for Christmas.
damnMangos
Profile Joined September 2012
United States8 Posts
September 22 2012 08:33 GMT
#197
I am a high diamond protoss player and I can admit that my biggest problem is macro. My game sense and unit compositions are great, most of the games I lose are a result of having less resources lost but lower economy. I decided I wanted to switch races and I couldn't get the hang of Terran, it felt like there was too much to keep track of to macro efficiently AND get good timings. I was stuck at low gold with my terran abilities and every win felt shaky and undeserved.

When I found this method I decided to try it out and see if it could help; in theory it seems like it should. After getting frustrated at poor performance with it and not being able to get out of level 2.1 I decided to make myself feel better and do it with protoss. I couldn't even make the macro requirements with my best race! Now, I am on level 2.2 and I am at low plat simply by having better macro mechanics than my opponent. I have beaten broodling/baneling/infestor fairly consistently just by being able to pump out more units than my opponent and after only 2 days of using this method my terran macro actually feels more solid than my protoss macro which I've been playing for a whole year.

Another unexpected benefit of this is that it eliminates ladder anxiety. For the first time in my Starcraft career winning and losing doesn't matter to me as long as I am nailing my personal macro goals. As cheesy as the quote is on TheLevels spreadsheet, it really is true. Thank you JaK
rikter
Profile Joined November 2010
United States352 Posts
September 22 2012 10:48 GMT
#198
Its cool that people like the levels, but seriously, when are you ever going to stay on pure zealot for the whole game? The situations created with the levels arent analogous to any in game situation, so Im not sure how they will translate over to actual games. I mentioned using split comps above as a neccesary skill to improvement, which levels lacks, but also the economic planning involved in making multiple unit types. Again, doing a one base play shows you what you can afford to make. Doing early attacks also teaches you how to exploit your opponants comp, and lets you explore the power of certain timings. Neither of these is taught by the levels. Both of these are super important to winning games.
No one wants a box of shit, even if it is for Christmas.
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
September 22 2012 19:11 GMT
#199
rikter,
I feel like you are only looking at the first round of the system. The system as a whole teaches all the things you are talking about, albeit in a non-conventional way. To address your points specifically:

Im not sure how they will translate over to actual games


Each round adds a new unit, so, over time, the player slowly adds in more decisions (units and buildings) to the game until it is a real game. This ensures that a new or struggling player doesn't get overwhelmed by more information than they can hold.

Doing early attacks also teaches you how to exploit your opponants comp, and lets you explore the power of certain timings.


TheLevels encourages the learning of the game through aggression (including early attacks). The only limits are in the units you are allowed to make. For example, you can proxy 2 gate on level 1.1, you can 4 gate on 1.2, you can do an immortal sentry all-in on 2.3. Any strategy imaginable is contained within TheLevels, the difference is, I'm not telling anyone they have to do a proven standard build to improve.

but also the economic planning involved in making multiple unit types.


Its things like this that really lead me to believe that you aren't thinking of TheLevels in their entirety. Every round past the first round has multiple unit compositions. I apologize if this wasn't clearly explained, I'll be making a video soon to avoid misunderstandings like these.





Commentatorhttps://www.youtube.com/JaKaTaKtv
rikter
Profile Joined November 2010
United States352 Posts
Last Edited: 2012-09-22 20:23:37
September 22 2012 20:22 GMT
#200
I went back over the levels doc after reading your reply. I did miss that they weren't all single compositions, but I still don't like the artificial limits on unit production, or the restrictions on what units to use. How many times do you really think a level 1.5 Terran needs to lose to collosus to realize they need vikings or they basically auto-lose? You cant even properly 1-1-1 as T for some time, and this is a fundamental part of the race, best learned by using all those units at once.

I like the concept of a leveling system, but really feel like it should be based around #of bases not #of units available. Heres my levels:

1.1) Start with one base play, have an actual build order, follow that build order no matter what. Even if other guy shows hard counters, you go forward, try and micro your ass off, and just execute the best you can. Even if you lose you still gain in that you work on micro, work on unit control, in a realistic way, and you work on having a tight opener. All of these are vital skills. The idea is to teach killer instinct, an invaluable tool. And it removes stress, since you know what you are going to do from the start, and there are no strategy concerns at this point. Plus, you will surely win games. Tight one base play can take you up to silver gold, no problem.

1.2) We add in a new one base play. This is an opportunity to reflect on results, and to get out into the community a bit to find a new one base.

1.3) We scout and make a read on which one of our one base plays we should use.


2.1) Fast expand into 2 base timing

2.2) Add in another FE 2BT

2.3) We scout and make a read on which one of our 1 or 2 base plays to use.


3.1) 2 base pressure into taking a 3rd

3.2) Fast third base

3.3) You should be in plat/diamond by now. Add in SC2 gears, join a starcraft2 community, continue to explore new builds!

I really think the way I just described above would be more effective than the current system. There is just too much dead time on the early levels. I believe that some rigid structure is especially helpful in the beginning, I just think you are restricting the wrong thing.
No one wants a box of shit, even if it is for Christmas.
damnMangos
Profile Joined September 2012
United States8 Posts
September 22 2012 21:18 GMT
#201
I really think this all comes down to personal learning preference. Personally, I have the most trouble with being overwhelmed with things to do. When I play a new race I never macro properly because I'm busy trying to learn what tools to scout with at each point in the game and then what units I need to counter what they have and then what buildings I need and I end up with a piss-poor economy and floating 1-2k minerals that I have no way of spending.

TheLevels is perfect for me because it doesn't focus on winning, I think that's a big part that most people don't grasp. Just because you lose most of your games doesn't mean you aren't learning. I took a huge dive in points at the beginning of this system because I was doing things like making only lings and they were doing things like 2 cloaked banshees but all I did was stay alive as long as possible while macroing my heart out. I'd be trying to harass with my lings while still keeping my queen energy low and spreading creep. Using TheLevels I've seen macro beat everything else when I make mass lings at 22:00 and I beat baneling/infestor or marine marauder beat infestor/baneling/broodlord. This is in platinum league that this happens, by the way.

If you think of this in terms of "How could I ever win with mass zealot?" you're missing the point of this program entirely. The point isn't to win, the point is to learn how to keep your money low and your income up while making an army (even if it is a terribly useless army). Later, once you're losing but having some insane macro then you get a stalker and suddenly your army has potential to win games and you learn how to compensate for costs (I can't have 12 gates off 2 bases anymore because now I need gas and stalkers are more expensive) and you QUICKLY learn YOUR limits based on your own understanding versus a seasoned player just telling you that it's impossible to support 5 gates on one base.

I understand the logic behind learning one strategy, that's how I learned protoss and it took me a year to get high diamond. Using that method it's hard to pinpoint the thing you need to work on. One game you think it's your unit composition that lost you the game and the next it's your expansion timing but the problem is that you're constantly gauging yourself against your peers and your equals so the tricks and skills you learn in gold league are suddenly obsolete in plat (I exclusively FFE'd vs every race and turtled on two bases to max until platinum league and found out that wasn't plausible vs all races)
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
Last Edited: 2012-09-22 21:53:41
September 22 2012 21:41 GMT
#202


I hope this helps clear some things up.
Commentatorhttps://www.youtube.com/JaKaTaKtv
rikter
Profile Joined November 2010
United States352 Posts
September 22 2012 22:30 GMT
#203
On September 23 2012 06:18 damnMangos wrote:
the point is to learn how to keep your money low and your income up while making an army (even if it is a terribly useless army).

... One game you think it's your unit composition that lost you the game and the next it's your expansion timing but the problem is that you're constantly gauging yourself against your peers and your equals so the tricks and skills you learn in gold league are suddenly obsolete in plat


These two statements stand out. A typical 1 base will keep your money low, your income where it needs to be to support 3-4 production buildings, and an army that is terribly useful. Not only that, I say its actually easier to do the 1 base than it is to do these other earlier goals (since you cut workers at 24 and only need to build 3 production buildings), and you learn some finer detail things too that you arent going to get on the early levels, like how to actually kill. Besides, with the levels you are already using a build order, just a really bad and poorly defined one. Seriously, how is the levels easier than making 24 workers, a couple production buildings and then just attacking? Besides which, doing it this way gives you practice at making units, managing rallies, keeping up on supply all while attacking and learning how to exploit and kill the other guy. Macro while microing is the heart of the game, the two things cant be separated, although if you start out with just one base it makes it easier to start learning.

Learning how to analyze your own replays is a nice skill to have. Easy way to do it, look at the graphs on the score screen. See how your army value compares to his, see how your resource rate compares to his. Look at the battles in replay. Before the battle, pause, and check out the units tab. If you each took all of your units and tossed them into the middle of the map, how would you do? Do you have enough units ? Do you have a lot of units but the wrong units? How are your upgrades? If you are doing an established build, compare your game timings to a pro replay, where are you deviating?

In short, everything you learn from the levels you could learn by starting off on one base and progressing in the way I described a post or two up. You will also learn additional things, and do so in a way that corresponds to how the game is actually played. You can still set goals regarding keeping energy low, no supply blocks, constant production, and do so within a framework that will start teaching you all the useful skills of the game right away, no waiting, in a manner that is eminently doable. A one base play is the simplest fundamental element of the game. You can go all the way through the levels, youre still going to have to come back and learn all the stuff you would have otherwise learned at the same time had you started with 1 base instead of 1 unit.
No one wants a box of shit, even if it is for Christmas.
Tragedyx1
Profile Joined September 2012
4 Posts
September 23 2012 19:29 GMT
#204
On September 23 2012 07:30 rikter wrote:
Show nested quote +
On September 23 2012 06:18 damnMangos wrote:
the point is to learn how to keep your money low and your income up while making an army (even if it is a terribly useless army).

... One game you think it's your unit composition that lost you the game and the next it's your expansion timing but the problem is that you're constantly gauging yourself against your peers and your equals so the tricks and skills you learn in gold league are suddenly obsolete in plat


These two statements stand out. A typical 1 base will keep your money low, your income where it needs to be to support 3-4 production buildings, and an army that is terribly useful. Not only that, I say its actually easier to do the 1 base than it is to do these other earlier goals (since you cut workers at 24 and only need to build 3 production buildings), and you learn some finer detail things too that you arent going to get on the early levels, like how to actually kill. Besides, with the levels you are already using a build order, just a really bad and poorly defined one. Seriously, how is the levels easier than making 24 workers, a couple production buildings and then just attacking? Besides which, doing it this way gives you practice at making units, managing rallies, keeping up on supply all while attacking and learning how to exploit and kill the other guy. Macro while microing is the heart of the game, the two things cant be separated, although if you start out with just one base it makes it easier to start learning.

Learning how to analyze your own replays is a nice skill to have. Easy way to do it, look at the graphs on the score screen. See how your army value compares to his, see how your resource rate compares to his. Look at the battles in replay. Before the battle, pause, and check out the units tab. If you each took all of your units and tossed them into the middle of the map, how would you do? Do you have enough units ? Do you have a lot of units but the wrong units? How are your upgrades? If you are doing an established build, compare your game timings to a pro replay, where are you deviating?

In short, everything you learn from the levels you could learn by starting off on one base and progressing in the way I described a post or two up. You will also learn additional things, and do so in a way that corresponds to how the game is actually played. You can still set goals regarding keeping energy low, no supply blocks, constant production, and do so within a framework that will start teaching you all the useful skills of the game right away, no waiting, in a manner that is eminently doable. A one base play is the simplest fundamental element of the game. You can go all the way through the levels, youre still going to have to come back and learn all the stuff you would have otherwise learned at the same time had you started with 1 base instead of 1 unit.


I agree with what you are saying. I am a fresh player to Starcraft 2 who found the levels just last week and started implementing it in ladder games a few days ago. Of course being a noob, I am starting off in bronze, but one thing I have noticed, because of the levels I am learning each unit one by one, I am not worrying about winning and I am focusing on keeping my resources, energy (protoss by the way) and supply at a sufficient level. If I had not found the levels, I probably would not be doing these things at this point. Now, if I were to just stick to one base and set the same goals as the levels set for us, I could probably be at the same level. After about 30-40 games trying to keep my resources low I am slowly learning how to manage all of that. When I first started out, I was slightly focusing on my micro along with my macro, but by doing that, my income was well over 1k-2k. I was worrying more about my army than I was focusing on producing structures, units and workers. When I found the levels and realized what it implemented, I started focusing on my production and spending my money instead of what my army is doing. Also, the more I do this, the more comfortable I am getting with the game and the better my economy is doing, which means I can not focus a little on keeping my army alive. Now, I could probably do the same thing with just sticking to one base and throwing in expansions when comfortable as well. Along with the one base, I could also set goals and what not. I could also use the whole unlock system that the levels uses. The only question I have with this is, why would I go through all that trouble when it is already done for me? The levels already simplifies all that and sets the goals for me. Most beginners just do not know where to start and I think that the player just loses hope. Of course there are thousands upon thousands of forum threads which explains all the details, but the levels puts it all in one system.

Now I am only speaking from a beginners stand point. For platinum, diamond and beyond I understand that it is a lot different. That is all you here is how different it is. But the point of the levels is to learn fundamentals. There are many ways on how to learn fundamentals, but the levels just simplifies all this in one system. Now the only problem I am seeing with the levels is mostly how to further implement microing and multitasking, because to me all the levles are really the same, which is macro/macro, macro/micro and macro/micro/multitask. But I feel that it needs to be more defined than just that. The micro and multitasking need specific goals or guidelines to help higher leagues and still keep the fundamentals of the game in mind.
Glurkenspurk
Profile Joined November 2010
United States1915 Posts
September 23 2012 19:53 GMT
#205
On September 24 2012 04:29 Tragedyx1 wrote:
Show nested quote +
On September 23 2012 07:30 rikter wrote:
On September 23 2012 06:18 damnMangos wrote:
the point is to learn how to keep your money low and your income up while making an army (even if it is a terribly useless army).

... One game you think it's your unit composition that lost you the game and the next it's your expansion timing but the problem is that you're constantly gauging yourself against your peers and your equals so the tricks and skills you learn in gold league are suddenly obsolete in plat


These two statements stand out. A typical 1 base will keep your money low, your income where it needs to be to support 3-4 production buildings, and an army that is terribly useful. Not only that, I say its actually easier to do the 1 base than it is to do these other earlier goals (since you cut workers at 24 and only need to build 3 production buildings), and you learn some finer detail things too that you arent going to get on the early levels, like how to actually kill. Besides, with the levels you are already using a build order, just a really bad and poorly defined one. Seriously, how is the levels easier than making 24 workers, a couple production buildings and then just attacking? Besides which, doing it this way gives you practice at making units, managing rallies, keeping up on supply all while attacking and learning how to exploit and kill the other guy. Macro while microing is the heart of the game, the two things cant be separated, although if you start out with just one base it makes it easier to start learning.

Learning how to analyze your own replays is a nice skill to have. Easy way to do it, look at the graphs on the score screen. See how your army value compares to his, see how your resource rate compares to his. Look at the battles in replay. Before the battle, pause, and check out the units tab. If you each took all of your units and tossed them into the middle of the map, how would you do? Do you have enough units ? Do you have a lot of units but the wrong units? How are your upgrades? If you are doing an established build, compare your game timings to a pro replay, where are you deviating?

In short, everything you learn from the levels you could learn by starting off on one base and progressing in the way I described a post or two up. You will also learn additional things, and do so in a way that corresponds to how the game is actually played. You can still set goals regarding keeping energy low, no supply blocks, constant production, and do so within a framework that will start teaching you all the useful skills of the game right away, no waiting, in a manner that is eminently doable. A one base play is the simplest fundamental element of the game. You can go all the way through the levels, youre still going to have to come back and learn all the stuff you would have otherwise learned at the same time had you started with 1 base instead of 1 unit.


I agree with what you are saying. I am a fresh player to Starcraft 2 who found the levels just last week and started implementing it in ladder games a few days ago. Of course being a noob, I am starting off in bronze, but one thing I have noticed, because of the levels I am learning each unit one by one, I am not worrying about winning and I am focusing on keeping my resources, energy (protoss by the way) and supply at a sufficient level. If I had not found the levels, I probably would not be doing these things at this point. Now, if I were to just stick to one base and set the same goals as the levels set for us, I could probably be at the same level. After about 30-40 games trying to keep my resources low I am slowly learning how to manage all of that. When I first started out, I was slightly focusing on my micro along with my macro, but by doing that, my income was well over 1k-2k. I was worrying more about my army than I was focusing on producing structures, units and workers. When I found the levels and realized what it implemented, I started focusing on my production and spending my money instead of what my army is doing. Also, the more I do this, the more comfortable I am getting with the game and the better my economy is doing, which means I can not focus a little on keeping my army alive. Now, I could probably do the same thing with just sticking to one base and throwing in expansions when comfortable as well. Along with the one base, I could also set goals and what not. I could also use the whole unlock system that the levels uses. The only question I have with this is, why would I go through all that trouble when it is already done for me? The levels already simplifies all that and sets the goals for me. Most beginners just do not know where to start and I think that the player just loses hope. Of course there are thousands upon thousands of forum threads which explains all the details, but the levels puts it all in one system.

Now I am only speaking from a beginners stand point. For platinum, diamond and beyond I understand that it is a lot different. That is all you here is how different it is. But the point of the levels is to learn fundamentals. There are many ways on how to learn fundamentals, but the levels just simplifies all this in one system. Now the only problem I am seeing with the levels is mostly how to further implement microing and multitasking, because to me all the levles are really the same, which is macro/macro, macro/micro and macro/micro/multitask. But I feel that it needs to be more defined than just that. The micro and multitasking need specific goals or guidelines to help higher leagues and still keep the fundamentals of the game in mind.


You're completely over-thinking this. Starcraft is not nearly as complicated as you make it sound. Just constantly make workers and amass a fat army of gateway units.

Counters don't matter. Army control doesn't matter.
Tragedyx1
Profile Joined September 2012
4 Posts
September 23 2012 20:03 GMT
#206
I did make it sound complicated and that was not my intention. But why don't counters and army control matter? Emphasis on this would further put it into perspective.
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
September 23 2012 20:25 GMT
#207
On September 24 2012 05:03 Tragedyx1 wrote:
I did make it sound complicated and that was not my intention. But why don't counters and army control matter? Emphasis on this would further put it into perspective.


By learning Macro and Micro at the same time, you slow progress. The mind is best equipped to learn as few things at a time as possible. I've considered framing a learning method with the 1 base first idea, but most new players found that being constricted to a particular build order, or a particular number of bases wasn't as fun as being constricted to a particular set of units and being allowed to be as creative as they wanted with those building blocks. Maybe your idea is more efficient, I don't think it is, but let's say it is. There is another component to improvement that we are not considering here. Time.

Having a method that is efficient is important, but if you aren't putting in the time, you aren't going to improve. We can go about this in 2 basic ways:

Assume that the players who "really want it" will put in the time.

or

Incentivize putting in the time by making the process more enjoyable and rewarding.

I want to make Starcraft 2 more accessible to all people, not just the people who power through that rough and frustrating beginning phase of learning.



Autonomy
Mastery
Purpose

That is what we need to encourage if we want to grow Starcraft 2.
Commentatorhttps://www.youtube.com/JaKaTaKtv
Salient
Profile Joined August 2011
United States876 Posts
September 23 2012 20:42 GMT
#208
Wouldn't you get the same benefit by executing one simple build over and over, and then reviewing the replays. For example, just 4 gate every game, and focus on hitting the timing of zealot, stalker + 4 warp in rounds at 5:40. Focus on chroning probes twice and the core 4 times, and don't get supply capped. Then focus on not missing warp in rounds. Then you can focus on keeping zealots in front of stalkers and reteating when the zealots die (conserve gas units). Wouldn't that be more fun than an artificial training regimine?
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
September 23 2012 20:54 GMT
#209
On September 24 2012 05:42 Salient wrote:
Wouldn't you get the same benefit by executing one simple build over and over, and then reviewing the replays. For example, just 4 gate every game, and focus on hitting the timing of zealot, stalker + 4 warp in rounds at 5:40. Focus on chroning probes twice and the core 4 times, and don't get supply capped. Then focus on not missing warp in rounds. Then you can focus on keeping zealots in front of stalkers and reteating when the zealots die (conserve gas units). Wouldn't that be more fun than an artificial training regimine?


It lacks autonomy. People want to be able to exercise their creativity and try different things. They want to have the freedom to enjoy the game on their own terms, without being overloaded with information. TheLevels achieves this.
Commentatorhttps://www.youtube.com/JaKaTaKtv
Tragedyx1
Profile Joined September 2012
4 Posts
September 23 2012 21:03 GMT
#210
On September 24 2012 05:42 Salient wrote:
Wouldn't you get the same benefit by executing one simple build over and over, and then reviewing the replays. For example, just 4 gate every game, and focus on hitting the timing of zealot, stalker + 4 warp in rounds at 5:40. Focus on chroning probes twice and the core 4 times, and don't get supply capped. Then focus on not missing warp in rounds. Then you can focus on keeping zealots in front of stalkers and reteating when the zealots die (conserve gas units). Wouldn't that be more fun than an artificial training regimine?


This might work for some, but not a wider audience. That is what he is going for I believe. If you were to do the same thing over and over without some kind of reward, then it gets tedious and boring. I hate to use this as an example but it is for lack of a better example. Call of duty uses an unlock system, right? Now it is not used for learning purposes generally, but it is used to get players wanting more. Players want to unlock everything and want to progress. You get better by playing and there needs to be some way of measuring that progression. Now setting goals like not getting supplied blocked and keeping resources low is a good way of doing this. Now the unlocking of something can be more rewarding. Also, when you progress to better units, you can start using various other strategies with the units you unlocked.
rikter
Profile Joined November 2010
United States352 Posts
Last Edited: 2012-09-23 21:17:59
September 23 2012 21:11 GMT
#211
You slow progress by splitting macro and micro. Macroing in a vacuum and macroing while fighting are two different things, and one of those has a lot more utillity than the other. It kills me to see people advocating splitting up macro and micro, or saying stuff like dont worry about comp or strategy. They are all wrapped up together.

Your levels are not a simplified version of what you will actually be doing as you get better, they are instead teaching you a version of the game that is not consistent with reality. I dont care if you can do the levels perfectly, macroing while fighting is mechanically different. Its the most critical skill. Why would you not advocate an instruction method that gives you the most time to work on this?

You could do the levels in custom game vs easy AI and get the same results, so why send people out onto the ladder with a weak build and no other goals but keeping money low? Hell, you could do the levels in microsoft word and just check to make sure your sequence is right.

There is no starcraft pyramid, not in terms of game skills anyways since you need them all to win at any level. The difference in leagues is of degree to which they are used. But they are all needed, always. 1 base, 2 base, 3 base, thats the levels. Not one unit, two unit, no micro, no plan to win.

Edit to add: the CoD unlock system is not like the levels, because you can still play the same way regardless of what weapon you have. The weapons might not all be equal, but whether you have an mp5 (starting smg) or an mp7 (final smg) you still play it largely the same. This is not in any way true about the levels.
No one wants a box of shit, even if it is for Christmas.
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
September 23 2012 21:13 GMT
#212
On September 24 2012 06:03 Tragedyx1 wrote:
Show nested quote +
On September 24 2012 05:42 Salient wrote:
Wouldn't you get the same benefit by executing one simple build over and over, and then reviewing the replays. For example, just 4 gate every game, and focus on hitting the timing of zealot, stalker + 4 warp in rounds at 5:40. Focus on chroning probes twice and the core 4 times, and don't get supply capped. Then focus on not missing warp in rounds. Then you can focus on keeping zealots in front of stalkers and reteating when the zealots die (conserve gas units). Wouldn't that be more fun than an artificial training regimine?


This might work for some, but not a wider audience. That is what he is going for I believe. If you were to do the same thing over and over without some kind of reward, then it gets tedious and boring. I hate to use this as an example but it is for lack of a better example. Call of duty uses an unlock system, right? Now it is not used for learning purposes generally, but it is used to get players wanting more. Players want to unlock everything and want to progress. You get better by playing and there needs to be some way of measuring that progression. Now setting goals like not getting supplied blocked and keeping resources low is a good way of doing this. Now the unlocking of something can be more rewarding. Also, when you progress to better units, you can start using various other strategies with the units you unlocked.


Yes. Thank you. The goal is to grow eSports by making Starcraft more accessible and fun to learn.
Commentatorhttps://www.youtube.com/JaKaTaKtv
Chandra
Profile Joined July 2011
United States123 Posts
Last Edited: 2012-09-23 21:24:31
September 23 2012 21:21 GMT
#213
On September 24 2012 05:54 JaKaTaK wrote:
Show nested quote +
On September 24 2012 05:42 Salient wrote:
Wouldn't you get the same benefit by executing one simple build over and over, and then reviewing the replays. For example, just 4 gate every game, and focus on hitting the timing of zealot, stalker + 4 warp in rounds at 5:40. Focus on chroning probes twice and the core 4 times, and don't get supply capped. Then focus on not missing warp in rounds. Then you can focus on keeping zealots in front of stalkers and reteating when the zealots die (conserve gas units). Wouldn't that be more fun than an artificial training regimine?


It lacks autonomy. People want to be able to exercise their creativity and try different things. They want to have the freedom to enjoy the game on their own terms, without being overloaded with information. TheLevels achieves this.
How is trying to execute a 4 gate or some other super simple build more of an information overload than following some drawn-out, multi-tiered system with different self-imposed restrictions and requirements at each stage? I fail to see how the former is more of an information overload than the latter. Also, how are self-imposed restrictions giving people freedom to enjoy the game on their own terms? Yeah, a 4 gate might be slightly more technical than building zealots out of gateways for someone playing the game for the first time, but the person who practices running a 4 gate for 50 games will be a much more capable player than someone doing your system for the same amount of time.
rikter
Profile Joined November 2010
United States352 Posts
September 23 2012 21:27 GMT
#214
how is getting smashed on the ladder bc you "cant" build all your units fun? Wouldnt it be more fun to win? How long do you seriously think it takes to learn 1-1-1, 3 gate robo, roach bust? You build 3-4 buildings and a handful of workers. You do people a disservice by making this out to be something that is beyond them, or something that takes huge amounts of time.

Some people say they like it and it helps them, but you could give a bunch of cancer patients sugar pills disguised as medicine and some of them will get better. Doesnt mean the sugar did anything, or that you have found some innovative way to treat cancer. No matter how flawed or ineffective your method may or may not be, some people will have results.

A lot of other people have raised the same issues I have, one even asking you to do a controlled experiment to test the levels vs a method similar to what I described. Why not do this? Or at least try and incorporate some of what others have said?

No one wants a box of shit, even if it is for Christmas.
Lancatron
Profile Joined October 2010
Canada8 Posts
September 23 2012 21:39 GMT
#215
rikter, I don't think you are fully aware that other people learn differently. You don't micro while macroing for a long long time. At least platinum. If your microing in gold, your macro is behind. Splitting them up IS good for the majority of people because you have 1 thing to worry about. Splitting them up allows you to learn micro and macro seperatly and it is better that way for a lot of people. If you can't accept that fact, you just want Jakatak's levels to be unsuccessful.

Also, the 1/1/1, 3 gate robo and roach bust are very difficult to learn for beginners. It may seem easy, but someone who has just started playing cannot come close to properly doing those builds.
mCg team stream. different member will be streaming on this to get a variety of gameplay. We are not a high level clan as of now, and will be streaming games from members between bronze and platinum for now.
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
September 23 2012 21:52 GMT
#216
rikter, you don't get smashed on the ladder by using TheLevels. You crush people, easily. I feel like you are refusing to take the perspective of a new player. The only thing you need to reach platinum league is macro. That is all. And that accounts for approximately 60% of all players.
Commentatorhttps://www.youtube.com/JaKaTaKtv
Chandra
Profile Joined July 2011
United States123 Posts
September 23 2012 22:04 GMT
#217
On September 24 2012 06:39 Lancatron wrote:
rikter, I don't think you are fully aware that other people learn differently. You don't micro while macroing for a long long time. At least platinum. If your microing in gold, your macro is behind. Splitting them up IS good for the majority of people because you have 1 thing to worry about. Splitting them up allows you to learn micro and macro seperatly and it is better that way for a lot of people. If you can't accept that fact, you just want Jakatak's levels to be unsuccessful.

Also, the 1/1/1, 3 gate robo and roach bust are very difficult to learn for beginners. It may seem easy, but someone who has just started playing cannot come close to properly doing those builds.

If you want to focus on micro or macro, nothing is stopping you from focusing on either one exclusively when playing a game. In my opinion you don't need some specific, rigid system to facilitate that. Also, there's a big difference between just doing a build and properly executing a build. A player using a build order at low levels, even if it's executed really poorly, will usually have a big leg up on a player just doing their own thing. Personally, I got from silver to near diamond league just starting out with the game only using a god-awful execution of a 3 gate robo build. There seems to be this thought that a newer player will get overwhelmed by a build order if they can't do it perfectly, but that's just silly. They don't have to do it perfectly. It's just a learning tool. And one that you naturally get better at using over time. I just don't see how limiting yourself to fake, useless strategies to become better at macro is more useful than becoming better at macro by slowly learning to become better and better using an actual build. It seems like you assume that people are incapable of teaching themselves through expereince, so they have to have their hands held.
rikter
Profile Joined November 2010
United States352 Posts
Last Edited: 2012-09-23 22:25:48
September 23 2012 22:20 GMT
#218
A lot of people are mentioning personal learning styles. Heres how my level system handles that. True, you may learn differently, but you still need to learn the same things! The subject matter doesnt change, just the method of instruction!

Maybe you learn from a traditional 10x 12y 14z build order, visualizing whats happening as you read the build.

Maybe the traditional build order notation doesnt make sense to you, for whatever reason. Perhaps watching a video would be helpful?

Maybe you like the video but it moves too fast, so how about a slideshow format instead, so you can better follow whats happening?

Maybe you just cant pull it off because while you can mechanically do the build, you lack understanding of the strategic principles at play, so we talk about the theory of what you are doing and why?

When someone is having difficulty learning something, you dont say to them, "dont bother with it", you present it in a new way.

As far as me not having perspective, I played 2 seasons in gold on release and then stopped playing until midway through last season (I watched a lot of games though, and have background in RTT). When I came back I got stuck in bronze. In half a season of doing it as described, I am now top3 plat and still rising. It isnt macro you need to get to plat, its a good 1 base play. Also, I hate to bring league into this, but if you are only in gold then how can you be so sure you know what it takes to get plat?

Yes, I am an experienced gamer, and your system is designed for rank noobs, but this game is different from all the others. The mechanics arent the same, so I had to learn from scratch, just like they did. The advantage of my experience is that I know the right way to do things, so I waste less time on the wrong ones.
No one wants a box of shit, even if it is for Christmas.
Tragedyx1
Profile Joined September 2012
4 Posts
September 23 2012 22:52 GMT
#219
On September 24 2012 06:11 rikter wrote:
Edit to add: the CoD unlock system is not like the levels, because you can still play the same way regardless of what weapon you have. The weapons might not all be equal, but whether you have an mp5 (starting smg) or an mp7 (final smg) you still play it largely the same. This is not in any way true about the levels.


The way the CoD unlock system works and how it does not change your play styles was not what the example was showing. The idea of giving you rewards for playing and doing well was the point of the example. Meaning that if someone (not all) were to play something with a steep learning curve or skill curve plays a large amount of games to improve upon a specific skill without being rewarded in some way is less likely to continue to play. An example of this would be the gold gun skins. Now, people do not want to work towards it to learn or get better, but because it is a form of achievement. In short form, people like to unlock stuff.

On September 24 2012 07:21 rikter wrote:
A lot of people are mentioning personal learning styles. Heres how my level system handles that. True, you may learn differently, but you still need to learn the same things! The subject matter doesnt change, just the method of instruction!

Maybe you learn from a traditional 10x 12y 14z build order, visualizing whats happening as you read the build.

Maybe the traditional build order notation doesnt make sense to you, for whatever reason. Perhaps watching a video would be helpful?

Maybe you like the video but it moves too fast, so how about a slideshow format instead, so you can better follow whats happening?

Maybe you just cant pull it off because while you can mechanically do the build, you lack understanding of the strategic principles at play, so we talk about the theory of what you are doing and why?

When someone is having difficulty learning something, you dont say to them, "dont bother with it", you present it in a new way.

As far as me not having perspective, I played 2 seasons in gold on release and then stopped playing until midway through last season (I watched a lot of games though, and have background in RTT). When I came back I got stuck in bronze. In half a season of doing it as described, I am now top3 plat and still rising. It isnt macro you need to get to plat, its a good 1 base play. Also, I hate to bring league into this, but if you are only in gold then how can you be so sure you know what it takes to get plat?

Yes, I am an experienced gamer, and your system is designed for rank noobs, but this game is different from all the others. The mechanics arent the same, so I had to learn from scratch, just like they did. The advantage of my experience is that I know the right way to do things, so I waste less time on the wrong ones.


Would you say that macro is enough to get up to gold and than micro is enough to get to plat/diamond?
What I am seeing is that newer players like my self lack the ability to macro period. So therefor I would not take on
microing if I cannot make resources, spend those resources in a sufficient amount of time. With doing this system, it helps a new player accomplish that. Now if I were to improve on this and I have all that down naturally, could I not then work on my micro to reach higher leagues?
rikter
Profile Joined November 2010
United States352 Posts
September 23 2012 23:12 GMT
#220
On September 24 2012 07:52 Tragedyx1 wrote:
Show nested quote +
On September 24 2012 06:11 rikter wrote:
Edit to add: the CoD unlock system is not like the levels, because you can still play the same way regardless of what weapon you have. The weapons might not all be equal, but whether you have an mp5 (starting smg) or an mp7 (final smg) you still play it largely the same. This is not in any way true about the levels.


The way the CoD unlock system works and how it does not change your play styles was not what the example was showing. The idea of giving you rewards for playing and doing well was the point of the example. Meaning that if someone (not all) were to play something with a steep learning curve or skill curve plays a large amount of games to improve upon a specific skill without being rewarded in some way is less likely to continue to play. An example of this would be the gold gun skins. Now, people do not want to work towards it to learn or get better, but because it is a form of achievement. In short form, people like to unlock stuff.

Show nested quote +
On September 24 2012 07:21 rikter wrote:
A lot of people are mentioning personal learning styles. Heres how my level system handles that. True, you may learn differently, but you still need to learn the same things! The subject matter doesnt change, just the method of instruction!

Maybe you learn from a traditional 10x 12y 14z build order, visualizing whats happening as you read the build.

Maybe the traditional build order notation doesnt make sense to you, for whatever reason. Perhaps watching a video would be helpful?

Maybe you like the video but it moves too fast, so how about a slideshow format instead, so you can better follow whats happening?

Maybe you just cant pull it off because while you can mechanically do the build, you lack understanding of the strategic principles at play, so we talk about the theory of what you are doing and why?

When someone is having difficulty learning something, you dont say to them, "dont bother with it", you present it in a new way.

As far as me not having perspective, I played 2 seasons in gold on release and then stopped playing until midway through last season (I watched a lot of games though, and have background in RTT). When I came back I got stuck in bronze. In half a season of doing it as described, I am now top3 plat and still rising. It isnt macro you need to get to plat, its a good 1 base play. Also, I hate to bring league into this, but if you are only in gold then how can you be so sure you know what it takes to get plat?

Yes, I am an experienced gamer, and your system is designed for rank noobs, but this game is different from all the others. The mechanics arent the same, so I had to learn from scratch, just like they did. The advantage of my experience is that I know the right way to do things, so I waste less time on the wrong ones.


Would you say that macro is enough to get up to gold and than micro is enough to get to plat/diamond?
What I am seeing is that newer players like my self lack the ability to macro period. So therefor I would not take on
microing if I cannot make resources, spend those resources in a sufficient amount of time. With doing this system, it helps a new player accomplish that. Now if I were to improve on this and I have all that down naturally, could I not then work on my micro to reach higher leagues?



I think the best reward you could give someone is the feeling that comes when you go head to head with someone else and come out on top. Also, it isnt a 'reward' when the reward is a critical unit that has been artificially withheld. You don't need the CoD unlocks, you do need banshees, vikings, collosus etc.

No, you have it all backwards! You need the unit control and some basic builds to get yourself to at least plat. At around that point you start running into people who can hold your timing, or who harass you back, and so NOW it is time to start incorporating three bases and later game stuff. Keep in mind, you can still advance by further refining your attack, even GSL pros lose to 1-1-1. But you get nothing out of fumbling through a long game that was artificially extended because even though you could have killed the guy earlier you didn't. Seriously, playing T you could smash your way out of bronze with a simple 1-1-1. Just getting a single cloaked banshee or siege tank out as fast as you can will win you a lot of games. If someone cant even hold a single cloak banshee, how are they going to give you practice on 3 bases? You cant actually learn anything from them because they are so terrible, so use your 1 and 2 base plays as skill checks to get you to a point where it actually becomes necessary to play on more bases. Then when the time comes to play more bases, its such a small step up from what you have been doing already that it shouldnt be such a huge deal, and the mechanics to playing 3 bases are identical to the mechanics used in playing 1 or 2, only the scale is different. This is not true of "The Levels"
No one wants a box of shit, even if it is for Christmas.
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
September 24 2012 03:41 GMT
#221
Just made it to plat. All Macro, 0 micro. Currently playing on 1.8 Protoss.

It took me 1 season to get from Bronze to Gold. (Promoted while on 1.1)
It took me 10 days more to get from Gold to Platinum (Promoted while on 1.7)

This argument is dead. Let's let time decide what works and what doesn't. If you don't want to use it, no one is making you. If TheLevels are not fun and rewarding, no one will use them.
Commentatorhttps://www.youtube.com/JaKaTaKtv
Islaac
Profile Joined September 2012
Australia3 Posts
Last Edited: 2012-09-24 05:02:30
September 24 2012 05:00 GMT
#222
I'm so impressed by your dedication JaKaTaK, huge wraps from me.

I'm at work right now but I'm very interested to have a look.

At what point are you planning to add micro?

Also as an aside on the 'are you qualified' thing, I actually think you are perfectly qualified. I would rather have an experienced teacher teach my children maths than I would a professor of mathematics who has never taught primary school kids.

edit: It took you 10 days to go from 1.1 to 1.7, but presumably a whole season to go from 1.0 to 1.1 - room for adjustment of your levels perhaps?
Bwaaaa
Profile Joined September 2011
Australia969 Posts
September 24 2012 07:52 GMT
#223
On September 24 2012 12:41 JaKaTaK wrote:
Just made it to plat. All Macro, 0 micro. Currently playing on 1.8 Protoss.

It took me 1 season to get from Bronze to Gold. (Promoted while on 1.1)
It took me 10 days more to get from Gold to Platinum (Promoted while on 1.7)

This argument is dead. Let's let time decide what works and what doesn't. If you don't want to use it, no one is making you. If TheLevels are not fun and rewarding, no one will use them.

How many games did you play/win a day to climb that fast?
stard1n
Profile Joined September 2012
50 Posts
September 24 2012 08:05 GMT
#224
rikter, you don't get smashed on the ladder by using TheLevels. You crush people, easily. I feel like you are refusing to take the perspective of a new player. The only thing you need to reach platinum league is macro. That is all. And that accounts for approximately 60% of all players.


Please note that there is a huge difference between NA platinum and EU platinum, and no i'm not trolling. This thread is a bit misleading to EU players...
Siemon16
Profile Joined September 2012
Netherlands5 Posts
September 24 2012 08:47 GMT
#225
Well atleast jack got what he wanted: Attention

The thing I dont quite understand when you lvl up to 1.2 etc + The SQ calculating tool, is that accurate?
Veni, Vidi, Vici.
Galaxy345
Profile Joined February 2012
Luxembourg28 Posts
September 24 2012 09:37 GMT
#226
Lol Guys..
After you accomplished Level One you come to Level Two which is the Micro Level.
Do you really think you have to go 0 Macro and only Mirco your 6 Workers? xD
Its kinda easy to get Jakataks Method no? You learn to Macro Only in Level 1, Micro and Macro at the same time at Level 2.

And I agree that it is really usefull to practice and you improve in a very efficient way
Islaac
Profile Joined September 2012
Australia3 Posts
September 24 2012 09:42 GMT
#227
Jakatak,

I'm not going to use your method. However, I'm so impressed by your dedication that I thought I should do you the courtesy of explaining that decision.

It's not exactly complicated, I simply don't want to play with any restrictions except those I impose on myself.

I wholeheartedly agreee with your stance on macro and SQ and clearly your method is very useful for many people. Best of luck for the future, and ignore everyone who asks 'why'.
Hylirion
Profile Joined March 2012
Netherlands968 Posts
September 24 2012 11:58 GMT
#228
As you ask for constructive critisism:

I see you are putting a lot of effort in thinking things out and trying to help people, which is great, but I think you are not so good in presenting information. In this OP, for example, I read your story about macro being important and how it can really help people improve. I agree with that since I am following filtersc's guide on macro and it really works very well. You have some great examples of how you helped people, but after you story ends you never start telling what exactly is your training method?

The only thing I can find about it in the OP is a link to a google doc, which is just a table of units to be used at a level (?) without any explanation?

I have the same issue with The Core, while I kind of like the idea of a truly optimised hotkey setup, the OP is such a mess that while it provides a lot of detailed information, imo it fails to provide basic inforamtion as why it is a better layout compared to standard hotkeys and a simple overview of how it looks like and where to put your hand on the keyboard.

Your introduction video of setting up The Core somewhat reminded me of the Jaboodydubs version of a Billy Mays commercial (windows key, forget about it, bam! it's gone). If you want to inform people, I think you should use an informative way of presenting yourself in the video's and just act more serious, so someone can take you more serious aswell.

All in all, my opinion is that if you put so much time in thinking about things and trying to help people, you should also put more effort in the actual presenting of your ideas to other people, since that seems to be your goal in the end. Keep up the good work and the enthusiasm though .
rikter
Profile Joined November 2010
United States352 Posts
September 24 2012 12:28 GMT
#229
On September 24 2012 12:41 JaKaTaK wrote:
Just made it to plat. All Macro, 0 micro. Currently playing on 1.8 Protoss.

It took me 1 season to get from Bronze to Gold. (Promoted while on 1.1)
It took me 10 days more to get from Gold to Platinum (Promoted while on 1.7)

This argument is dead. Let's let time decide what works and what doesn't. If you don't want to use it, no one is making you. If TheLevels are not fun and rewarding, no one will use them.


What account did you make plat on? SC2ranks still has you as gold league as of this posting, while my account info is up to date. Not sayin its not true, just wonderin why I cant see it. In any event, it took you twice as long to do it your way. You could have done it faster probably if you didnt set yourself up for so many build order losses. Seriously, those Terran levels are way out of whack. No viking until level 1.7? That unit is CRITICAL in TvT and TvP, and its pretty damn important in TvZ because if the game goes long you need them for broods. You could easily switch Thor and Viking, Thors arent strictly necessary in any match-up while the vikings are. Protoss isnt QUITE as bad since you can start 4 gating at level 1.3, and at least that is a useful build that can win games. But where is the structure that says, build how many gates and how many probes? There is a definite answer to those questions, and it is NOT "as many as you need to keep your spending low!", it is 4, and 24, because thats what you can support on one base. You shouldn't be stacking resources because you shouldn't be overbuilding probes to the point that you cant spend the money on 4 gates. If you have 4 and 24 and money is still piling up, the answer isnt "build more gateways!", its "do a better job staying on top of your warp-ins, you cant queue units with warpgates so its really important to not let them idle".

I thought you wanted to help people. If people in this thread keep telling you there are more effective ways, that are not nearly as complicated as you allow people to think they are, then why not try incorporating them? As I have said before, you provide no real structure in terms of how to play the game other than "macro blindly and use this new unit in your comp!" There is a bit more to it than that. Where is the emphasis on build order? Build orders answer what and when. Your levels only answer what.

I have been through this document again and again and I can't see where the micro focus is or the multitasking focus is. I mean, I see where you say that that is the focus, but what exactly are you supposed to be doing differently. It really isnt enough to say, "ok, now just micro your units!" This is the kind of stuff you learn by doing actual 1 base builds...which you do not provide, so even if I went through all of your levels I would still eventually have to come back and learn build orders on my own. How can you champion a system that doesn't even teach a basic build order? Its not that hard to make 4 friggin buildings...
No one wants a box of shit, even if it is for Christmas.
MstrJinbo
Profile Joined March 2011
United States1251 Posts
September 24 2012 14:05 GMT
#230
On September 24 2012 21:28 rikter wrote:
Show nested quote +
On September 24 2012 12:41 JaKaTaK wrote:
Just made it to plat. All Macro, 0 micro. Currently playing on 1.8 Protoss.

It took me 1 season to get from Bronze to Gold. (Promoted while on 1.1)
It took me 10 days more to get from Gold to Platinum (Promoted while on 1.7)

This argument is dead. Let's let time decide what works and what doesn't. If you don't want to use it, no one is making you. If TheLevels are not fun and rewarding, no one will use them.


What account did you make plat on? SC2ranks still has you as gold league as of this posting, while my account info is up to date. Not sayin its not true, just wonderin why I cant see it. In any event, it took you twice as long to do it your way. You could have done it faster probably if you didnt set yourself up for so many build order losses. Seriously, those Terran levels are way out of whack. No viking until level 1.7? That unit is CRITICAL in TvT and TvP, and its pretty damn important in TvZ because if the game goes long you need them for broods. You could easily switch Thor and Viking, Thors arent strictly necessary in any match-up while the vikings are. Protoss isnt QUITE as bad since you can start 4 gating at level 1.3, and at least that is a useful build that can win games. But where is the structure that says, build how many gates and how many probes? There is a definite answer to those questions, and it is NOT "as many as you need to keep your spending low!", it is 4, and 24, because thats what you can support on one base. You shouldn't be stacking resources because you shouldn't be overbuilding probes to the point that you cant spend the money on 4 gates. If you have 4 and 24 and money is still piling up, the answer isnt "build more gateways!", its "do a better job staying on top of your warp-ins, you cant queue units with warpgates so its really important to not let them idle".

I thought you wanted to help people. If people in this thread keep telling you there are more effective ways, that are not nearly as complicated as you allow people to think they are, then why not try incorporating them? As I have said before, you provide no real structure in terms of how to play the game other than "macro blindly and use this new unit in your comp!" There is a bit more to it than that. Where is the emphasis on build order? Build orders answer what and when. Your levels only answer what.

I have been through this document again and again and I can't see where the micro focus is or the multitasking focus is. I mean, I see where you say that that is the focus, but what exactly are you supposed to be doing differently. It really isnt enough to say, "ok, now just micro your units!" This is the kind of stuff you learn by doing actual 1 base builds...which you do not provide, so even if I went through all of your levels I would still eventually have to come back and learn build orders on my own. How can you champion a system that doesn't even teach a basic build order? Its not that hard to make 4 friggin buildings...


I have a question for you. Is it better to build a couple too many barracks or gateways but keep your money low or to have the perfect amount but float 2000 min because your mecanics suck? When you don't know how to play, build orders are pretty meaningless. Micro and multitasking are pretty meaningless too. If you disagree, please explain how to micro 8 marines against 2 queens and a spine crawler. They are critical on the highest level because masters and grandmasters generally both have good mechanics already. Anyway you should stop preaching the whole learn Starcraft with the 1 base allin. It is actually one of the worst ways to learn to play as it ranks you higher than your actual skill merits. Before someone brings up the artosis article which supposedly advocates that method, keep in mind those Prime terrans already had decent mechanics and skill at the game when they started focusing on the more agressive builds.
rikter
Profile Joined November 2010
United States352 Posts
Last Edited: 2012-09-24 15:39:30
September 24 2012 15:38 GMT
#231
On September 24 2012 23:05 MstrJinbo wrote:
Show nested quote +
On September 24 2012 21:28 rikter wrote:
On September 24 2012 12:41 JaKaTaK wrote:
Just made it to plat. All Macro, 0 micro. Currently playing on 1.8 Protoss.

It took me 1 season to get from Bronze to Gold. (Promoted while on 1.1)
It took me 10 days more to get from Gold to Platinum (Promoted while on 1.7)

This argument is dead. Let's let time decide what works and what doesn't. If you don't want to use it, no one is making you. If TheLevels are not fun and rewarding, no one will use them.


What account did you make plat on? SC2ranks still has you as gold league as of this posting, while my account info is up to date. Not sayin its not true, just wonderin why I cant see it. In any event, it took you twice as long to do it your way. You could have done it faster probably if you didnt set yourself up for so many build order losses. Seriously, those Terran levels are way out of whack. No viking until level 1.7? That unit is CRITICAL in TvT and TvP, and its pretty damn important in TvZ because if the game goes long you need them for broods. You could easily switch Thor and Viking, Thors arent strictly necessary in any match-up while the vikings are. Protoss isnt QUITE as bad since you can start 4 gating at level 1.3, and at least that is a useful build that can win games. But where is the structure that says, build how many gates and how many probes? There is a definite answer to those questions, and it is NOT "as many as you need to keep your spending low!", it is 4, and 24, because thats what you can support on one base. You shouldn't be stacking resources because you shouldn't be overbuilding probes to the point that you cant spend the money on 4 gates. If you have 4 and 24 and money is still piling up, the answer isnt "build more gateways!", its "do a better job staying on top of your warp-ins, you cant queue units with warpgates so its really important to not let them idle".

I thought you wanted to help people. If people in this thread keep telling you there are more effective ways, that are not nearly as complicated as you allow people to think they are, then why not try incorporating them? As I have said before, you provide no real structure in terms of how to play the game other than "macro blindly and use this new unit in your comp!" There is a bit more to it than that. Where is the emphasis on build order? Build orders answer what and when. Your levels only answer what.

I have been through this document again and again and I can't see where the micro focus is or the multitasking focus is. I mean, I see where you say that that is the focus, but what exactly are you supposed to be doing differently. It really isnt enough to say, "ok, now just micro your units!" This is the kind of stuff you learn by doing actual 1 base builds...which you do not provide, so even if I went through all of your levels I would still eventually have to come back and learn build orders on my own. How can you champion a system that doesn't even teach a basic build order? Its not that hard to make 4 friggin buildings...


I have a question for you. Is it better to build a couple too many barracks or gateways but keep your money low or to have the perfect amount but float 2000 min because your mecanics suck? When you don't know how to play, build orders are pretty meaningless. Micro and multitasking are pretty meaningless too. If you disagree, please explain how to micro 8 marines against 2 queens and a spine crawler. They are critical on the highest level because masters and grandmasters generally both have good mechanics already. Anyway you should stop preaching the whole learn Starcraft with the 1 base allin. It is actually one of the worst ways to learn to play as it ranks you higher than your actual skill merits. Before someone brings up the artosis article which supposedly advocates that method, keep in mind those Prime terrans already had decent mechanics and skill at the game when they started focusing on the more agressive builds.


It is better to float the minerals, and work on your mechanics and your build order to work on lowering the unspent minerals. One base plays, properly executed, have pretty much the lowest unspent minerals possible. The whole point of a build order is to be efficient. Keep in mind, the levels is in fact a build order, just a weak one.

As far as your question on microing 8 marines against 2 queens and a crawler, you pull away towards his hatch, his mins, his ramp, somewhere you can do damage outside its range and force the crawler to uproot. When fighting the queens, pull back the weak marines to keep DPS as high as possible, as long as possible. Target fire the queen with the most energy. Manage your rally point to bring reinforcements into the fight. Deciding not to take the fight and maneuvering away is also micro... Also consider, that if you don't have enough units at the right time, the issue can be solved by evaluating build order.

As far as 1 basing placing you higher than your skill merits, I strongly disagree. You will be placed into whatever league brings your winrate down to 50%. Statements like this indicate a real misconception about what it takes to pull off a good 1 base. Even pros at the highest level lose to 1 base plays, so I think its safe to say you can go far with them. Why should you artificially place yourself in a lower league where a single tank or banshee fast enough will win the game? If you understand the game well enough to execute that build, by your own admission it puts you head and shoulders above all the other new, low leaguers for whom "build orders are meaningless", and that would seem to justify the higher league...

Just because build orders dont make total sense now doesn't mean you abandon them... how are you going to learn builds by not executing build orders? And why should you start by learning some three base late game play instead of a 6 minute timing? By the way, those Prime Terrans didnt do those build because they had sick sc2 mechanics, they did them because that is the way to learn those sick mechanics.
No one wants a box of shit, even if it is for Christmas.
SirPsychoMantis
Profile Joined December 2011
United States180 Posts
September 24 2012 17:25 GMT
#232
On September 25 2012 00:38 rikter wrote:
Show nested quote +
On September 24 2012 23:05 MstrJinbo wrote:
On September 24 2012 21:28 rikter wrote:
On September 24 2012 12:41 JaKaTaK wrote:
Just made it to plat. All Macro, 0 micro. Currently playing on 1.8 Protoss.

It took me 1 season to get from Bronze to Gold. (Promoted while on 1.1)
It took me 10 days more to get from Gold to Platinum (Promoted while on 1.7)

This argument is dead. Let's let time decide what works and what doesn't. If you don't want to use it, no one is making you. If TheLevels are not fun and rewarding, no one will use them.


What account did you make plat on? SC2ranks still has you as gold league as of this posting, while my account info is up to date. Not sayin its not true, just wonderin why I cant see it. In any event, it took you twice as long to do it your way. You could have done it faster probably if you didnt set yourself up for so many build order losses. Seriously, those Terran levels are way out of whack. No viking until level 1.7? That unit is CRITICAL in TvT and TvP, and its pretty damn important in TvZ because if the game goes long you need them for broods. You could easily switch Thor and Viking, Thors arent strictly necessary in any match-up while the vikings are. Protoss isnt QUITE as bad since you can start 4 gating at level 1.3, and at least that is a useful build that can win games. But where is the structure that says, build how many gates and how many probes? There is a definite answer to those questions, and it is NOT "as many as you need to keep your spending low!", it is 4, and 24, because thats what you can support on one base. You shouldn't be stacking resources because you shouldn't be overbuilding probes to the point that you cant spend the money on 4 gates. If you have 4 and 24 and money is still piling up, the answer isnt "build more gateways!", its "do a better job staying on top of your warp-ins, you cant queue units with warpgates so its really important to not let them idle".

I thought you wanted to help people. If people in this thread keep telling you there are more effective ways, that are not nearly as complicated as you allow people to think they are, then why not try incorporating them? As I have said before, you provide no real structure in terms of how to play the game other than "macro blindly and use this new unit in your comp!" There is a bit more to it than that. Where is the emphasis on build order? Build orders answer what and when. Your levels only answer what.

I have been through this document again and again and I can't see where the micro focus is or the multitasking focus is. I mean, I see where you say that that is the focus, but what exactly are you supposed to be doing differently. It really isnt enough to say, "ok, now just micro your units!" This is the kind of stuff you learn by doing actual 1 base builds...which you do not provide, so even if I went through all of your levels I would still eventually have to come back and learn build orders on my own. How can you champion a system that doesn't even teach a basic build order? Its not that hard to make 4 friggin buildings...


I have a question for you. Is it better to build a couple too many barracks or gateways but keep your money low or to have the perfect amount but float 2000 min because your mecanics suck? When you don't know how to play, build orders are pretty meaningless. Micro and multitasking are pretty meaningless too. If you disagree, please explain how to micro 8 marines against 2 queens and a spine crawler. They are critical on the highest level because masters and grandmasters generally both have good mechanics already. Anyway you should stop preaching the whole learn Starcraft with the 1 base allin. It is actually one of the worst ways to learn to play as it ranks you higher than your actual skill merits. Before someone brings up the artosis article which supposedly advocates that method, keep in mind those Prime terrans already had decent mechanics and skill at the game when they started focusing on the more agressive builds.


It is better to float the minerals, and work on your mechanics and your build order to work on lowering the unspent minerals. One base plays, properly executed, have pretty much the lowest unspent minerals possible. The whole point of a build order is to be efficient. Keep in mind, the levels is in fact a build order, just a weak one.

As far as your question on microing 8 marines against 2 queens and a crawler, you pull away towards his hatch, his mins, his ramp, somewhere you can do damage outside its range and force the crawler to uproot. When fighting the queens, pull back the weak marines to keep DPS as high as possible, as long as possible. Target fire the queen with the most energy. Manage your rally point to bring reinforcements into the fight. Deciding not to take the fight and maneuvering away is also micro... Also consider, that if you don't have enough units at the right time, the issue can be solved by evaluating build order.

As far as 1 basing placing you higher than your skill merits, I strongly disagree. You will be placed into whatever league brings your winrate down to 50%. Statements like this indicate a real misconception about what it takes to pull off a good 1 base. Even pros at the highest level lose to 1 base plays, so I think its safe to say you can go far with them. Why should you artificially place yourself in a lower league where a single tank or banshee fast enough will win the game? If you understand the game well enough to execute that build, by your own admission it puts you head and shoulders above all the other new, low leaguers for whom "build orders are meaningless", and that would seem to justify the higher league...

Just because build orders dont make total sense now doesn't mean you abandon them... how are you going to learn builds by not executing build orders? And why should you start by learning some three base late game play instead of a 6 minute timing? By the way, those Prime Terrans didnt do those build because they had sick sc2 mechanics, they did them because that is the way to learn those sick mechanics.


Lower level players who only know 1 all in per matchup are very thrown off any time they are presented with a new, unknown situation. While yes, all ins can win you games, it completely kills learning any decision making if that is the only build you do.

All ins at the pro level are a great tool for a bo3/5 to keep your play unpredictable / metagame the opponent, but running one every game in ladder is not going to help you as much as learning to play a macro game.

"Not executing build orders" is the equivalent of writing your own song over playing guitar tabs note for note. The build orders you create will not be the optimal build, but it will let you understand the why. Why does (Zerg Pro X) take 3 gas at 6:30? etc. Which IMO is better in the long run for learning.
Zerg #1
Agrias
Profile Joined September 2012
United States2 Posts
September 24 2012 17:28 GMT
#233
On September 24 2012 21:28 rikter wrote:
Show nested quote +
On September 24 2012 12:41 JaKaTaK wrote:
Just made it to plat. All Macro, 0 micro. Currently playing on 1.8 Protoss.

It took me 1 season to get from Bronze to Gold. (Promoted while on 1.1)
It took me 10 days more to get from Gold to Platinum (Promoted while on 1.7)

This argument is dead. Let's let time decide what works and what doesn't. If you don't want to use it, no one is making you. If TheLevels are not fun and rewarding, no one will use them.


What account did you make plat on? SC2ranks still has you as gold league as of this posting, while my account info is up to date. Not sayin its not true, just wonderin why I cant see it.


He made platinum in the Heart of the Swarm beta. He has been mainly streaming and laddering on HOTS.
rikter
Profile Joined November 2010
United States352 Posts
Last Edited: 2012-09-24 17:59:37
September 24 2012 17:51 GMT
#234
On September 25 2012 02:25 SirPsychoMantis wrote:
Show nested quote +
On September 25 2012 00:38 rikter wrote:
On September 24 2012 23:05 MstrJinbo wrote:
On September 24 2012 21:28 rikter wrote:
On September 24 2012 12:41 JaKaTaK wrote:
Just made it to plat. All Macro, 0 micro. Currently playing on 1.8 Protoss.

It took me 1 season to get from Bronze to Gold. (Promoted while on 1.1)
It took me 10 days more to get from Gold to Platinum (Promoted while on 1.7)

This argument is dead. Let's let time decide what works and what doesn't. If you don't want to use it, no one is making you. If TheLevels are not fun and rewarding, no one will use them.


What account did you make plat on? SC2ranks still has you as gold league as of this posting, while my account info is up to date. Not sayin its not true, just wonderin why I cant see it. In any event, it took you twice as long to do it your way. You could have done it faster probably if you didnt set yourself up for so many build order losses. Seriously, those Terran levels are way out of whack. No viking until level 1.7? That unit is CRITICAL in TvT and TvP, and its pretty damn important in TvZ because if the game goes long you need them for broods. You could easily switch Thor and Viking, Thors arent strictly necessary in any match-up while the vikings are. Protoss isnt QUITE as bad since you can start 4 gating at level 1.3, and at least that is a useful build that can win games. But where is the structure that says, build how many gates and how many probes? There is a definite answer to those questions, and it is NOT "as many as you need to keep your spending low!", it is 4, and 24, because thats what you can support on one base. You shouldn't be stacking resources because you shouldn't be overbuilding probes to the point that you cant spend the money on 4 gates. If you have 4 and 24 and money is still piling up, the answer isnt "build more gateways!", its "do a better job staying on top of your warp-ins, you cant queue units with warpgates so its really important to not let them idle".

I thought you wanted to help people. If people in this thread keep telling you there are more effective ways, that are not nearly as complicated as you allow people to think they are, then why not try incorporating them? As I have said before, you provide no real structure in terms of how to play the game other than "macro blindly and use this new unit in your comp!" There is a bit more to it than that. Where is the emphasis on build order? Build orders answer what and when. Your levels only answer what.

I have been through this document again and again and I can't see where the micro focus is or the multitasking focus is. I mean, I see where you say that that is the focus, but what exactly are you supposed to be doing differently. It really isnt enough to say, "ok, now just micro your units!" This is the kind of stuff you learn by doing actual 1 base builds...which you do not provide, so even if I went through all of your levels I would still eventually have to come back and learn build orders on my own. How can you champion a system that doesn't even teach a basic build order? Its not that hard to make 4 friggin buildings...


I have a question for you. Is it better to build a couple too many barracks or gateways but keep your money low or to have the perfect amount but float 2000 min because your mecanics suck? When you don't know how to play, build orders are pretty meaningless. Micro and multitasking are pretty meaningless too. If you disagree, please explain how to micro 8 marines against 2 queens and a spine crawler. They are critical on the highest level because masters and grandmasters generally both have good mechanics already. Anyway you should stop preaching the whole learn Starcraft with the 1 base allin. It is actually one of the worst ways to learn to play as it ranks you higher than your actual skill merits. Before someone brings up the artosis article which supposedly advocates that method, keep in mind those Prime terrans already had decent mechanics and skill at the game when they started focusing on the more agressive builds.


It is better to float the minerals, and work on your mechanics and your build order to work on lowering the unspent minerals. One base plays, properly executed, have pretty much the lowest unspent minerals possible. The whole point of a build order is to be efficient. Keep in mind, the levels is in fact a build order, just a weak one.

As far as your question on microing 8 marines against 2 queens and a crawler, you pull away towards his hatch, his mins, his ramp, somewhere you can do damage outside its range and force the crawler to uproot. When fighting the queens, pull back the weak marines to keep DPS as high as possible, as long as possible. Target fire the queen with the most energy. Manage your rally point to bring reinforcements into the fight. Deciding not to take the fight and maneuvering away is also micro... Also consider, that if you don't have enough units at the right time, the issue can be solved by evaluating build order.

As far as 1 basing placing you higher than your skill merits, I strongly disagree. You will be placed into whatever league brings your winrate down to 50%. Statements like this indicate a real misconception about what it takes to pull off a good 1 base. Even pros at the highest level lose to 1 base plays, so I think its safe to say you can go far with them. Why should you artificially place yourself in a lower league where a single tank or banshee fast enough will win the game? If you understand the game well enough to execute that build, by your own admission it puts you head and shoulders above all the other new, low leaguers for whom "build orders are meaningless", and that would seem to justify the higher league...

Just because build orders dont make total sense now doesn't mean you abandon them... how are you going to learn builds by not executing build orders? And why should you start by learning some three base late game play instead of a 6 minute timing? By the way, those Prime Terrans didnt do those build because they had sick sc2 mechanics, they did them because that is the way to learn those sick mechanics.


Lower level players who only know 1 all in per matchup are very thrown off any time they are presented with a new, unknown situation. While yes, all ins can win you games, it completely kills learning any decision making if that is the only build you do.

All ins at the pro level are a great tool for a bo3/5 to keep your play unpredictable / metagame the opponent, but running one every game in ladder is not going to help you as much as learning to play a macro game.

"Not executing build orders" is the equivalent of writing your own song over playing guitar tabs note for note. The build orders you create will not be the optimal build, but it will let you understand the why. Why does (Zerg Pro X) take 3 gas at 6:30? etc. Which IMO is better in the long run for learning.


Those new unknown situations are what spur growth. When you see someone counter your build, you just got a lesson in things to look for that indicate you need to try something else. In any event, I think starting with 1 simple build per matchup is fine, and as you learn to execute it better, you add in new ones. If you go back and read the little system I offered up, you would see that as you get good at your 1 base you either add in new 1 base or move up to 2. The transitions to higher level are easier.

I have a problem with saying that you cant learn as much and then not giving any examples of things you arent going to learn. All the things you do in your "macro game" you do in a 1 base. In fact, theres quite a few things you do on one base that you dont do in "macro game" training progressions such as this one (like have an actual plan of attack or working to master unit control), so who is really learning more?

The pros take these greedy openers because they HAVE to. When you are up against someone that you KNOW has a good shot at holding, then its best to try and establish an edge later. But if you give these guys a window early, they will take it.

Usually in most competitive endeavors Ive been a part of, when someone gets blown out of the game early, THEY are the ones that are less skilled, not the person blowing them out. It makes me laugh when someone loses early and somehow the other guy is the n00b because he was able to control better and win, like theres some gentlemens agreement that you can leave yourself open and not get punished for it til you are both 200/200.


Edit to add: Don't know how the beta ladder compares to the WoL ladder, aside from which its a test version of the game that hasn't been balanced to the extent this game has. There's a lot of volatility there, with people trying all kinds of new things, and a huge section of the community is currently shut out. GJ and all, but still, moving up one league under those circumstances is not the same thing.
No one wants a box of shit, even if it is for Christmas.
MstrJinbo
Profile Joined March 2011
United States1251 Posts
September 24 2012 17:56 GMT
#235
On September 25 2012 00:38 rikter wrote:
Show nested quote +
On September 24 2012 23:05 MstrJinbo wrote:
On September 24 2012 21:28 rikter wrote:
On September 24 2012 12:41 JaKaTaK wrote:
Just made it to plat. All Macro, 0 micro. Currently playing on 1.8 Protoss.

It took me 1 season to get from Bronze to Gold. (Promoted while on 1.1)
It took me 10 days more to get from Gold to Platinum (Promoted while on 1.7)

This argument is dead. Let's let time decide what works and what doesn't. If you don't want to use it, no one is making you. If TheLevels are not fun and rewarding, no one will use them.


What account did you make plat on? SC2ranks still has you as gold league as of this posting, while my account info is up to date. Not sayin its not true, just wonderin why I cant see it. In any event, it took you twice as long to do it your way. You could have done it faster probably if you didnt set yourself up for so many build order losses. Seriously, those Terran levels are way out of whack. No viking until level 1.7? That unit is CRITICAL in TvT and TvP, and its pretty damn important in TvZ because if the game goes long you need them for broods. You could easily switch Thor and Viking, Thors arent strictly necessary in any match-up while the vikings are. Protoss isnt QUITE as bad since you can start 4 gating at level 1.3, and at least that is a useful build that can win games. But where is the structure that says, build how many gates and how many probes? There is a definite answer to those questions, and it is NOT "as many as you need to keep your spending low!", it is 4, and 24, because thats what you can support on one base. You shouldn't be stacking resources because you shouldn't be overbuilding probes to the point that you cant spend the money on 4 gates. If you have 4 and 24 and money is still piling up, the answer isnt "build more gateways!", its "do a better job staying on top of your warp-ins, you cant queue units with warpgates so its really important to not let them idle".

I thought you wanted to help people. If people in this thread keep telling you there are more effective ways, that are not nearly as complicated as you allow people to think they are, then why not try incorporating them? As I have said before, you provide no real structure in terms of how to play the game other than "macro blindly and use this new unit in your comp!" There is a bit more to it than that. Where is the emphasis on build order? Build orders answer what and when. Your levels only answer what.

I have been through this document again and again and I can't see where the micro focus is or the multitasking focus is. I mean, I see where you say that that is the focus, but what exactly are you supposed to be doing differently. It really isnt enough to say, "ok, now just micro your units!" This is the kind of stuff you learn by doing actual 1 base builds...which you do not provide, so even if I went through all of your levels I would still eventually have to come back and learn build orders on my own. How can you champion a system that doesn't even teach a basic build order? Its not that hard to make 4 friggin buildings...


I have a question for you. Is it better to build a couple too many barracks or gateways but keep your money low or to have the perfect amount but float 2000 min because your mecanics suck? When you don't know how to play, build orders are pretty meaningless. Micro and multitasking are pretty meaningless too. If you disagree, please explain how to micro 8 marines against 2 queens and a spine crawler. They are critical on the highest level because masters and grandmasters generally both have good mechanics already. Anyway you should stop preaching the whole learn Starcraft with the 1 base allin. It is actually one of the worst ways to learn to play as it ranks you higher than your actual skill merits. Before someone brings up the artosis article which supposedly advocates that method, keep in mind those Prime terrans already had decent mechanics and skill at the game when they started focusing on the more agressive builds.


It is better to float the minerals, and work on your mechanics and your build order to work on lowering the unspent minerals. One base plays, properly executed, have pretty much the lowest unspent minerals possible. The whole point of a build order is to be efficient. Keep in mind, the levels is in fact a build order, just a weak one.

As far as your question on microing 8 marines against 2 queens and a crawler, you pull away towards his hatch, his mins, his ramp, somewhere you can do damage outside its range and force the crawler to uproot. When fighting the queens, pull back the weak marines to keep DPS as high as possible, as long as possible. Target fire the queen with the most energy. Manage your rally point to bring reinforcements into the fight. Deciding not to take the fight and maneuvering away is also micro... Also consider, that if you don't have enough units at the right time, the issue can be solved by evaluating build order.

As far as 1 basing placing you higher than your skill merits, I strongly disagree. You will be placed into whatever league brings your winrate down to 50%. Statements like this indicate a real misconception about what it takes to pull off a good 1 base. Even pros at the highest level lose to 1 base plays, so I think its safe to say you can go far with them. Why should you artificially place yourself in a lower league where a single tank or banshee fast enough will win the game? If you understand the game well enough to execute that build, by your own admission it puts you head and shoulders above all the other new, low leaguers for whom "build orders are meaningless", and that would seem to justify the higher league...

Just because build orders dont make total sense now doesn't mean you abandon them... how are you going to learn builds by not executing build orders? And why should you start by learning some three base late game play instead of a 6 minute timing? By the way, those Prime Terrans didnt do those build because they had sick sc2 mechanics, they did them because that is the way to learn those sick mechanics.



Again. keep in mind that for Polt or Marineking "learning" the game is something entirely different from your average bronze or silver league player. My main objection to what you are saying is your insistence on 1-base plays in particular. If you don't already have a strong foundation in the game there is very little they can teach you.

I will give you credit for attempting to answer my queen/spinecrawlers question. It was somewhat of a rhetorical question where the best solutions involve things that are not micro (example. Coming back with more marines and stim)
7mk
Profile Blog Joined January 2009
Germany10157 Posts
September 24 2012 18:09 GMT
#236
On September 25 2012 02:28 Agrias wrote:
Show nested quote +
On September 24 2012 21:28 rikter wrote:
On September 24 2012 12:41 JaKaTaK wrote:
Just made it to plat. All Macro, 0 micro. Currently playing on 1.8 Protoss.

It took me 1 season to get from Bronze to Gold. (Promoted while on 1.1)
It took me 10 days more to get from Gold to Platinum (Promoted while on 1.7)

This argument is dead. Let's let time decide what works and what doesn't. If you don't want to use it, no one is making you. If TheLevels are not fun and rewarding, no one will use them.


What account did you make plat on? SC2ranks still has you as gold league as of this posting, while my account info is up to date. Not sayin its not true, just wonderin why I cant see it.


He made platinum in the Heart of the Swarm beta. He has been mainly streaming and laddering on HOTS.


HotS ranking means nothing, theres wayyy too few people in it. I easily beat some Grandmaster players who were pretty awful.
beep boop
rikter
Profile Joined November 2010
United States352 Posts
September 24 2012 18:13 GMT
#237
On September 25 2012 02:56 MstrJinbo wrote:
Show nested quote +
On September 25 2012 00:38 rikter wrote:
On September 24 2012 23:05 MstrJinbo wrote:
On September 24 2012 21:28 rikter wrote:
On September 24 2012 12:41 JaKaTaK wrote:
Just made it to plat. All Macro, 0 micro. Currently playing on 1.8 Protoss.

It took me 1 season to get from Bronze to Gold. (Promoted while on 1.1)
It took me 10 days more to get from Gold to Platinum (Promoted while on 1.7)

This argument is dead. Let's let time decide what works and what doesn't. If you don't want to use it, no one is making you. If TheLevels are not fun and rewarding, no one will use them.


What account did you make plat on? SC2ranks still has you as gold league as of this posting, while my account info is up to date. Not sayin its not true, just wonderin why I cant see it. In any event, it took you twice as long to do it your way. You could have done it faster probably if you didnt set yourself up for so many build order losses. Seriously, those Terran levels are way out of whack. No viking until level 1.7? That unit is CRITICAL in TvT and TvP, and its pretty damn important in TvZ because if the game goes long you need them for broods. You could easily switch Thor and Viking, Thors arent strictly necessary in any match-up while the vikings are. Protoss isnt QUITE as bad since you can start 4 gating at level 1.3, and at least that is a useful build that can win games. But where is the structure that says, build how many gates and how many probes? There is a definite answer to those questions, and it is NOT "as many as you need to keep your spending low!", it is 4, and 24, because thats what you can support on one base. You shouldn't be stacking resources because you shouldn't be overbuilding probes to the point that you cant spend the money on 4 gates. If you have 4 and 24 and money is still piling up, the answer isnt "build more gateways!", its "do a better job staying on top of your warp-ins, you cant queue units with warpgates so its really important to not let them idle".

I thought you wanted to help people. If people in this thread keep telling you there are more effective ways, that are not nearly as complicated as you allow people to think they are, then why not try incorporating them? As I have said before, you provide no real structure in terms of how to play the game other than "macro blindly and use this new unit in your comp!" There is a bit more to it than that. Where is the emphasis on build order? Build orders answer what and when. Your levels only answer what.

I have been through this document again and again and I can't see where the micro focus is or the multitasking focus is. I mean, I see where you say that that is the focus, but what exactly are you supposed to be doing differently. It really isnt enough to say, "ok, now just micro your units!" This is the kind of stuff you learn by doing actual 1 base builds...which you do not provide, so even if I went through all of your levels I would still eventually have to come back and learn build orders on my own. How can you champion a system that doesn't even teach a basic build order? Its not that hard to make 4 friggin buildings...


I have a question for you. Is it better to build a couple too many barracks or gateways but keep your money low or to have the perfect amount but float 2000 min because your mecanics suck? When you don't know how to play, build orders are pretty meaningless. Micro and multitasking are pretty meaningless too. If you disagree, please explain how to micro 8 marines against 2 queens and a spine crawler. They are critical on the highest level because masters and grandmasters generally both have good mechanics already. Anyway you should stop preaching the whole learn Starcraft with the 1 base allin. It is actually one of the worst ways to learn to play as it ranks you higher than your actual skill merits. Before someone brings up the artosis article which supposedly advocates that method, keep in mind those Prime terrans already had decent mechanics and skill at the game when they started focusing on the more agressive builds.


It is better to float the minerals, and work on your mechanics and your build order to work on lowering the unspent minerals. One base plays, properly executed, have pretty much the lowest unspent minerals possible. The whole point of a build order is to be efficient. Keep in mind, the levels is in fact a build order, just a weak one.

As far as your question on microing 8 marines against 2 queens and a crawler, you pull away towards his hatch, his mins, his ramp, somewhere you can do damage outside its range and force the crawler to uproot. When fighting the queens, pull back the weak marines to keep DPS as high as possible, as long as possible. Target fire the queen with the most energy. Manage your rally point to bring reinforcements into the fight. Deciding not to take the fight and maneuvering away is also micro... Also consider, that if you don't have enough units at the right time, the issue can be solved by evaluating build order.

As far as 1 basing placing you higher than your skill merits, I strongly disagree. You will be placed into whatever league brings your winrate down to 50%. Statements like this indicate a real misconception about what it takes to pull off a good 1 base. Even pros at the highest level lose to 1 base plays, so I think its safe to say you can go far with them. Why should you artificially place yourself in a lower league where a single tank or banshee fast enough will win the game? If you understand the game well enough to execute that build, by your own admission it puts you head and shoulders above all the other new, low leaguers for whom "build orders are meaningless", and that would seem to justify the higher league...

Just because build orders dont make total sense now doesn't mean you abandon them... how are you going to learn builds by not executing build orders? And why should you start by learning some three base late game play instead of a 6 minute timing? By the way, those Prime Terrans didnt do those build because they had sick sc2 mechanics, they did them because that is the way to learn those sick mechanics.



Again. keep in mind that for Polt or Marineking "learning" the game is something entirely different from your average bronze or silver league player. My main objection to what you are saying is your insistence on 1-base plays in particular. If you don't already have a strong foundation in the game there is very little they can teach you.

I will give you credit for attempting to answer my queen/spinecrawlers question. It was somewhat of a rhetorical question where the best solutions involve things that are not micro (example. Coming back with more marines and stim)


My preference is only on starting on one base. Thats level one. Everyone seems to be so happy to give up critical units and move level by level, unless it involves staying on one base because of this nonsense stigma that you cant possibly be good if you dont rush up to 70+ workers. I just dont see how this hypothetical person with no experience cant handle the simplest of complete games (1 base) but is somehow to be expected to process and execute a 15-20 minute late game play. I feel like I'm taking crazy pills here, how friggin difficult is it to see that 1 base, which is less than multiple bases, is the easiest way to learn, besides which it is effectively training all the critical skills you need (skills this system neglects entirely). You wanna be good? You need these skills. You wanna get these skills? You work on them. You dont get them by doing a bunch of things that are not them.

Also, in the answer to your queen question, it very cearly states that running away is an option, that reinforcing is an option. And depending on how he places his crawler, what his queen energy is at, how far you are reinforcing from, you can still do damage. When you are all in you get to experiment in situations like this and figure out ways to exploit what the other guy has actually done.

I still dont understand why this is being advocated for use on the ladder. If youre just blindly gonna make units then you may as well just do a custom game against very easy AI. Why do you even need your opponent if you arent going to be responding to anything he does anyways?
No one wants a box of shit, even if it is for Christmas.
7mk
Profile Blog Joined January 2009
Germany10157 Posts
Last Edited: 2012-09-24 18:16:13
September 24 2012 18:15 GMT
#238
nvm
beep boop
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
September 24 2012 18:23 GMT
#239
@rikter
Why don't you make your own TL post about your learning method? It seems pretty mapped out. Post it up and see what people think of it. I'm being genuine, not sarcastic. I think you should do it.

@Hylirion
I definitely need to work on my data presentation. For TheLevels and TheCore, we're still working things out and improving them. There will be a "TheCore" and "TheLevels" post on TL in the future that is focused on presenting the tools in the best way possible, but right now I have my hands full with the testing and tweaking stage. Great advice though. I definitely agree. Thanks :D

On September 24 2012 14:00 Islaac wrote:
I'm so impressed by your dedication JaKaTaK, huge wraps from me.

I'm at work right now but I'm very interested to have a look.

At what point are you planning to add micro?

Also as an aside on the 'are you qualified' thing, I actually think you are perfectly qualified. I would rather have an experienced teacher teach my children maths than I would a professor of mathematics who has never taught primary school kids.

edit: It took you 10 days to go from 1.1 to 1.7, but presumably a whole season to go from 1.0 to 1.1 - room for adjustment of your levels perhaps?


Starcraft requires at all times, some micro and some macro. Saying 0 micro was an exaggeration, and I appologize for it. The first level is a complete focus on macro, whenever I had the opportunity to micro, I ignored it in favor of macroing better. I did not worry about unit composition, or scouting or strategy. I did not try to kite or arrange my army before battle. I just made stuff and threw it at my opponent.

Micro begins on the 2nd level (2.1) which for protoss is after the last round of the first level (1.8). The requirements are the same, but this time I will focus as much on micro as possible. I will attempt to get the most out of each unit and every battle. Definitely looking forward to it.

So the way I worded that all was not very accurate. I again apologize and reword.

At the beginning of the last season I had 3 accounts (one for each race) in the bronze league.
By playing Level 1.1 on all of them I was promoted into the Gold league mid season.
I made it as far as 1.4(terran) 1.2(zerg) and 1.3(protoss) as the season ended.
A couple of days into the season I had the opportunity to start playing HotS beta, so I did.
I focused only on protoss and got to platinum league in 10 days. This is the log of my progress:

Quest of a JaK

I was on level 1.7 when I was promoted and have moved on to 1.8 which I will be playing today :D

Hope that clears somethings up.



Commentatorhttps://www.youtube.com/JaKaTaKtv
kollin
Profile Blog Joined March 2011
United Kingdom8380 Posts
September 24 2012 19:05 GMT
#240
Rikter I too think that you should put up a more detailed guide to your training method. I was thinking of doing something like that, being inspired by the prime terrans way of improving their mechanics, but I don't really have the time T_T
rikter
Profile Joined November 2010
United States352 Posts
Last Edited: 2012-09-24 19:16:57
September 24 2012 19:08 GMT
#241
On September 25 2012 03:23 JaKaTaK wrote:
@rikter
Why don't you make your own TL post about your learning method? It seems pretty mapped out. Post it up and see what people think of it. I'm being genuine, not sarcastic. I think you should do it.

@Hylirion
I definitely need to work on my data presentation. For TheLevels and TheCore, we're still working things out and improving them. There will be a "TheCore" and "TheLevels" post on TL in the future that is focused on presenting the tools in the best way possible, but right now I have my hands full with the testing and tweaking stage. Great advice though. I definitely agree. Thanks :D

Show nested quote +
On September 24 2012 14:00 Islaac wrote:
I'm so impressed by your dedication JaKaTaK, huge wraps from me.

I'm at work right now but I'm very interested to have a look.

At what point are you planning to add micro?

Also as an aside on the 'are you qualified' thing, I actually think you are perfectly qualified. I would rather have an experienced teacher teach my children maths than I would a professor of mathematics who has never taught primary school kids.

edit: It took you 10 days to go from 1.1 to 1.7, but presumably a whole season to go from 1.0 to 1.1 - room for adjustment of your levels perhaps?


Starcraft requires at all times, some micro and some macro. Saying 0 micro was an exaggeration, and I appologize for it. The first level is a complete focus on macro, whenever I had the opportunity to micro, I ignored it in favor of macroing better. I did not worry about unit composition, or scouting or strategy. I did not try to kite or arrange my army before battle. I just made stuff and threw it at my opponent.

Micro begins on the 2nd level (2.1) which for protoss is after the last round of the first level (1.8). The requirements are the same, but this time I will focus as much on micro as possible. I will attempt to get the most out of each unit and every battle. Definitely looking forward to it.

So the way I worded that all was not very accurate. I again apologize and reword.

At the beginning of the last season I had 3 accounts (one for each race) in the bronze league.
By playing Level 1.1 on all of them I was promoted into the Gold league mid season.
I made it as far as 1.4(terran) 1.2(zerg) and 1.3(protoss) as the season ended.
A couple of days into the season I had the opportunity to start playing HotS beta, so I did.
I focused only on protoss and got to platinum league in 10 days. This is the log of my progress:

Quest of a JaK

I was on level 1.7 when I was promoted and have moved on to 1.8 which I will be playing today :D

Hope that clears somethings up.





Sometimes it is more important to pay attention to your army, even at the expense of making depots and such. Sometimes you let the units die because because its more important to be doing something in your base. Where do you teach this concept in the levels? I still don't see any kind of guide for how you are supposed to be microing units, a guide for how you should scout, how you determine which units to build, etc. Your method is a weird combination of arbitrary structure and restrictions where you dont need them, and a complete lack of structure where you do.

A complete guide on my system, just for the terran race, would be a huge undertaking. Its not a big deal to acquire the knowledge a bit at a time, but to put it all down in one post...its at least 9 builds, plus a few deviations on each one. So right there is 9 guides worth of material alone. Just the 1-1-1 build is a huge guide because there are lots of different ways to tweak a 1-1-1, and there are different ways to attack with it, depending on what your opponent dose. Ive already written an OP about Terran hotkey setups, this would be included too since I think T plays best with custom keys.

A proper system has a lot of content in it, much more than a spreadsheet with a couple lines of descriptive text here and there. So while I am willing to generate content on a case by case basis, I'm not able to create what is basically a small encyclopedia of knowledge, especially since we have liquipedia. Besides, for a newb all that is overload.

Simple is best, simplest way to do it my way is go to liquipedia and pick out a 1 base and start playing it. Once you have some experience with it, it will be easier to focus on the different ways opponents respond, and you will be more capable of asking good questions.

At some point, you just have to jump in and start playing (sooner the better), and a poorly executed plan is better than no plan at all.
No one wants a box of shit, even if it is for Christmas.
MstrJinbo
Profile Joined March 2011
United States1251 Posts
September 24 2012 19:25 GMT
#242
On September 25 2012 04:05 kollin wrote:
Rikter I too think that you should put up a more detailed guide to your training method. I was thinking of doing something like that, being inspired by the prime terrans way of improving their mechanics, but I don't really have the time T_T


In case people missed what the Prime Terran training style was. Artosis described the Prime Terran method in his blog awhile back with the pros and cons.

http://scdojo.tumblr.com/post/24330196542/learning-the-game-in-phases-some-quick-thoughts
SirPsychoMantis
Profile Joined December 2011
United States180 Posts
September 24 2012 19:55 GMT
#243
On September 25 2012 04:08 rikter wrote:
Show nested quote +
On September 25 2012 03:23 JaKaTaK wrote:
@rikter
Why don't you make your own TL post about your learning method? It seems pretty mapped out. Post it up and see what people think of it. I'm being genuine, not sarcastic. I think you should do it.

@Hylirion
I definitely need to work on my data presentation. For TheLevels and TheCore, we're still working things out and improving them. There will be a "TheCore" and "TheLevels" post on TL in the future that is focused on presenting the tools in the best way possible, but right now I have my hands full with the testing and tweaking stage. Great advice though. I definitely agree. Thanks :D

On September 24 2012 14:00 Islaac wrote:
I'm so impressed by your dedication JaKaTaK, huge wraps from me.

I'm at work right now but I'm very interested to have a look.

At what point are you planning to add micro?

Also as an aside on the 'are you qualified' thing, I actually think you are perfectly qualified. I would rather have an experienced teacher teach my children maths than I would a professor of mathematics who has never taught primary school kids.

edit: It took you 10 days to go from 1.1 to 1.7, but presumably a whole season to go from 1.0 to 1.1 - room for adjustment of your levels perhaps?


Starcraft requires at all times, some micro and some macro. Saying 0 micro was an exaggeration, and I appologize for it. The first level is a complete focus on macro, whenever I had the opportunity to micro, I ignored it in favor of macroing better. I did not worry about unit composition, or scouting or strategy. I did not try to kite or arrange my army before battle. I just made stuff and threw it at my opponent.

Micro begins on the 2nd level (2.1) which for protoss is after the last round of the first level (1.8). The requirements are the same, but this time I will focus as much on micro as possible. I will attempt to get the most out of each unit and every battle. Definitely looking forward to it.

So the way I worded that all was not very accurate. I again apologize and reword.

At the beginning of the last season I had 3 accounts (one for each race) in the bronze league.
By playing Level 1.1 on all of them I was promoted into the Gold league mid season.
I made it as far as 1.4(terran) 1.2(zerg) and 1.3(protoss) as the season ended.
A couple of days into the season I had the opportunity to start playing HotS beta, so I did.
I focused only on protoss and got to platinum league in 10 days. This is the log of my progress:

Quest of a JaK

I was on level 1.7 when I was promoted and have moved on to 1.8 which I will be playing today :D

Hope that clears somethings up.





Sometimes it is more important to pay attention to your army, even at the expense of making depots and such. Sometimes you let the units die because because its more important to be doing something in your base. Where do you teach this concept in the levels? I still don't see any kind of guide for how you are supposed to be microing units, a guide for how you should scout, how you determine which units to build, etc. Your method is a weird combination of arbitrary structure and restrictions where you dont need them, and a complete lack of structure where you do.

A complete guide on my system, just for the terran race, would be a huge undertaking. Its not a big deal to acquire the knowledge a bit at a time, but to put it all down in one post...its at least 9 builds, plus a few deviations on each one. So right there is 9 guides worth of material alone. Just the 1-1-1 build is a huge guide because there are lots of different ways to tweak a 1-1-1, and there are different ways to attack with it, depending on what your opponent dose. Ive already written an OP about Terran hotkey setups, this would be included too since I think T plays best with custom keys.

A proper system has a lot of content in it, much more than a spreadsheet with a couple lines of descriptive text here and there. So while I am willing to generate content on a case by case basis, I'm not able to create what is basically a small encyclopedia of knowledge, especially since we have liquipedia. Besides, for a newb all that is overload.

Simple is best, simplest way to do it my way is go to liquipedia and pick out a 1 base and start playing it. Once you have some experience with it, it will be easier to focus on the different ways opponents respond, and you will be more capable of asking good questions.

At some point, you just have to jump in and start playing (sooner the better), and a poorly executed plan is better than no plan at all.


You seem to contradict yourself especially with:

On September 25 2012 04:08 rikter wrote:
A proper system has a lot of content in it ... Besides, for a newb all that is overload.


The point of a learning system, is to avoid that overload. You are talking about creating a giant database of information? The jakatak system is for new people.
Zerg #1
MstrJinbo
Profile Joined March 2011
United States1251 Posts
September 24 2012 20:12 GMT
#244
On September 25 2012 04:55 SirPsychoMantis wrote:
Show nested quote +
On September 25 2012 04:08 rikter wrote:
On September 25 2012 03:23 JaKaTaK wrote:
@rikter
Why don't you make your own TL post about your learning method? It seems pretty mapped out. Post it up and see what people think of it. I'm being genuine, not sarcastic. I think you should do it.

@Hylirion
I definitely need to work on my data presentation. For TheLevels and TheCore, we're still working things out and improving them. There will be a "TheCore" and "TheLevels" post on TL in the future that is focused on presenting the tools in the best way possible, but right now I have my hands full with the testing and tweaking stage. Great advice though. I definitely agree. Thanks :D

On September 24 2012 14:00 Islaac wrote:
I'm so impressed by your dedication JaKaTaK, huge wraps from me.

I'm at work right now but I'm very interested to have a look.

At what point are you planning to add micro?

Also as an aside on the 'are you qualified' thing, I actually think you are perfectly qualified. I would rather have an experienced teacher teach my children maths than I would a professor of mathematics who has never taught primary school kids.

edit: It took you 10 days to go from 1.1 to 1.7, but presumably a whole season to go from 1.0 to 1.1 - room for adjustment of your levels perhaps?


Starcraft requires at all times, some micro and some macro. Saying 0 micro was an exaggeration, and I appologize for it. The first level is a complete focus on macro, whenever I had the opportunity to micro, I ignored it in favor of macroing better. I did not worry about unit composition, or scouting or strategy. I did not try to kite or arrange my army before battle. I just made stuff and threw it at my opponent.

Micro begins on the 2nd level (2.1) which for protoss is after the last round of the first level (1.8). The requirements are the same, but this time I will focus as much on micro as possible. I will attempt to get the most out of each unit and every battle. Definitely looking forward to it.

So the way I worded that all was not very accurate. I again apologize and reword.

At the beginning of the last season I had 3 accounts (one for each race) in the bronze league.
By playing Level 1.1 on all of them I was promoted into the Gold league mid season.
I made it as far as 1.4(terran) 1.2(zerg) and 1.3(protoss) as the season ended.
A couple of days into the season I had the opportunity to start playing HotS beta, so I did.
I focused only on protoss and got to platinum league in 10 days. This is the log of my progress:

Quest of a JaK

I was on level 1.7 when I was promoted and have moved on to 1.8 which I will be playing today :D

Hope that clears somethings up.





Sometimes it is more important to pay attention to your army, even at the expense of making depots and such. Sometimes you let the units die because because its more important to be doing something in your base. Where do you teach this concept in the levels? I still don't see any kind of guide for how you are supposed to be microing units, a guide for how you should scout, how you determine which units to build, etc. Your method is a weird combination of arbitrary structure and restrictions where you dont need them, and a complete lack of structure where you do.

A complete guide on my system, just for the terran race, would be a huge undertaking. Its not a big deal to acquire the knowledge a bit at a time, but to put it all down in one post...its at least 9 builds, plus a few deviations on each one. So right there is 9 guides worth of material alone. Just the 1-1-1 build is a huge guide because there are lots of different ways to tweak a 1-1-1, and there are different ways to attack with it, depending on what your opponent dose. Ive already written an OP about Terran hotkey setups, this would be included too since I think T plays best with custom keys.

A proper system has a lot of content in it, much more than a spreadsheet with a couple lines of descriptive text here and there. So while I am willing to generate content on a case by case basis, I'm not able to create what is basically a small encyclopedia of knowledge, especially since we have liquipedia. Besides, for a newb all that is overload.

Simple is best, simplest way to do it my way is go to liquipedia and pick out a 1 base and start playing it. Once you have some experience with it, it will be easier to focus on the different ways opponents respond, and you will be more capable of asking good questions.

At some point, you just have to jump in and start playing (sooner the better), and a poorly executed plan is better than no plan at all.


You seem to contradict yourself especially with:

Show nested quote +
On September 25 2012 04:08 rikter wrote:
A proper system has a lot of content in it ... Besides, for a newb all that is overload.


The point of a learning system, is to avoid that overload. You are talking about creating a giant database of information? The jakatak system is for new people.


To be fair, I think he is saying the research and presentation of the training system needs to be complex as opposed to the training system's execution.
rikter
Profile Joined November 2010
United States352 Posts
Last Edited: 2012-09-24 20:45:43
September 24 2012 20:40 GMT
#245
On September 25 2012 05:12 MstrJinbo wrote:
Show nested quote +
On September 25 2012 04:55 SirPsychoMantis wrote:
On September 25 2012 04:08 rikter wrote:
On September 25 2012 03:23 JaKaTaK wrote:
@rikter
Why don't you make your own TL post about your learning method? It seems pretty mapped out. Post it up and see what people think of it. I'm being genuine, not sarcastic. I think you should do it.

@Hylirion
I definitely need to work on my data presentation. For TheLevels and TheCore, we're still working things out and improving them. There will be a "TheCore" and "TheLevels" post on TL in the future that is focused on presenting the tools in the best way possible, but right now I have my hands full with the testing and tweaking stage. Great advice though. I definitely agree. Thanks :D

On September 24 2012 14:00 Islaac wrote:
I'm so impressed by your dedication JaKaTaK, huge wraps from me.

I'm at work right now but I'm very interested to have a look.

At what point are you planning to add micro?

Also as an aside on the 'are you qualified' thing, I actually think you are perfectly qualified. I would rather have an experienced teacher teach my children maths than I would a professor of mathematics who has never taught primary school kids.

edit: It took you 10 days to go from 1.1 to 1.7, but presumably a whole season to go from 1.0 to 1.1 - room for adjustment of your levels perhaps?


Starcraft requires at all times, some micro and some macro. Saying 0 micro was an exaggeration, and I appologize for it. The first level is a complete focus on macro, whenever I had the opportunity to micro, I ignored it in favor of macroing better. I did not worry about unit composition, or scouting or strategy. I did not try to kite or arrange my army before battle. I just made stuff and threw it at my opponent.

Micro begins on the 2nd level (2.1) which for protoss is after the last round of the first level (1.8). The requirements are the same, but this time I will focus as much on micro as possible. I will attempt to get the most out of each unit and every battle. Definitely looking forward to it.

So the way I worded that all was not very accurate. I again apologize and reword.

At the beginning of the last season I had 3 accounts (one for each race) in the bronze league.
By playing Level 1.1 on all of them I was promoted into the Gold league mid season.
I made it as far as 1.4(terran) 1.2(zerg) and 1.3(protoss) as the season ended.
A couple of days into the season I had the opportunity to start playing HotS beta, so I did.
I focused only on protoss and got to platinum league in 10 days. This is the log of my progress:

Quest of a JaK

I was on level 1.7 when I was promoted and have moved on to 1.8 which I will be playing today :D

Hope that clears somethings up.





Sometimes it is more important to pay attention to your army, even at the expense of making depots and such. Sometimes you let the units die because because its more important to be doing something in your base. Where do you teach this concept in the levels? I still don't see any kind of guide for how you are supposed to be microing units, a guide for how you should scout, how you determine which units to build, etc. Your method is a weird combination of arbitrary structure and restrictions where you dont need them, and a complete lack of structure where you do.

A complete guide on my system, just for the terran race, would be a huge undertaking. Its not a big deal to acquire the knowledge a bit at a time, but to put it all down in one post...its at least 9 builds, plus a few deviations on each one. So right there is 9 guides worth of material alone. Just the 1-1-1 build is a huge guide because there are lots of different ways to tweak a 1-1-1, and there are different ways to attack with it, depending on what your opponent dose. Ive already written an OP about Terran hotkey setups, this would be included too since I think T plays best with custom keys.

A proper system has a lot of content in it, much more than a spreadsheet with a couple lines of descriptive text here and there. So while I am willing to generate content on a case by case basis, I'm not able to create what is basically a small encyclopedia of knowledge, especially since we have liquipedia. Besides, for a newb all that is overload.

Simple is best, simplest way to do it my way is go to liquipedia and pick out a 1 base and start playing it. Once you have some experience with it, it will be easier to focus on the different ways opponents respond, and you will be more capable of asking good questions.

At some point, you just have to jump in and start playing (sooner the better), and a poorly executed plan is better than no plan at all.


You seem to contradict yourself especially with:

On September 25 2012 04:08 rikter wrote:
A proper system has a lot of content in it ... Besides, for a newb all that is overload.


The point of a learning system, is to avoid that overload. You are talking about creating a giant database of information? The jakatak system is for new people.


To be fair, I think he is saying the research and presentation of the training system needs to be complex as opposed to the training system's execution.


Correct. A piece at a time its really not a big deal, but to be able to give someone a guide that covered every thing from day one until the end would wind up being a lot. I think if you opened a guide, saw walls of text and pictures, and this guy claiming that youre gonna have 9+ builds under your belt....well, it could seem overwhelming. The system itself is simple to execute, but presenting all the facets on day[1] is a huge undertaking. You would want 3,4,5 lesson plans for each build order, each one doing the same build but emphasizing a different aspect, or using the units differently, so that even within the confines of the build order there are still levels. Again, multiply this out by 3 builds per matchup (1,2,3 base at least) and thats a lot more work for the would be teacher. 3MU x 3Build/MU x5L/Build = 45 lessons. And this is an overly simplified version, because as it stands I have 2 builds per base level (up to 3) per matchup, so thats 90 lessons. And this is just for one race!

As a student, you would only ever be adding little bits at a time, trending towards mastery, so its not overwhelming. But 90 lessons+ miscellaneous topic lessons +game theory concepts means the sum of the source material is literally a book. I cant write that book now just because I haven't finished working out all the lessons myself, and if I did write it it would be such a huge investment of time that I couldnt just give it away. And Wings of Liberty is not going to be relevant for long anyways, so by the time I did all of this the game would basically be dead since HotS will be out soon.
No one wants a box of shit, even if it is for Christmas.
SecondHand
Profile Blog Joined October 2011
United States329 Posts
September 25 2012 02:44 GMT
#246
I think your awesome man, this is really admirable. Keep up the good work :D

People like you are what makes TL and eSports pretty damn amazing.
Ladder more, win less
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
September 25 2012 02:50 GMT
#247
On September 25 2012 11:44 ILuMiNaTe wrote:
I think your awesome man, this is really admirable. Keep up the good work :D

People like you are what makes TL and eSports pretty damn amazing.


Thanks so much man. Really appreciate it :D
Commentatorhttps://www.youtube.com/JaKaTaKtv
Sickan
Profile Joined May 2012
Sweden19 Posts
September 25 2012 09:31 GMT
#248
Is there any way to donate to you? I really appreciate the work you've done with TheLevels and TheCore!
CeRipH
Profile Joined September 2010
United Kingdom23 Posts
September 25 2012 09:54 GMT
#249
Hi TheJakaTaK, just wanted to say I really think you're doing a great job. I work as a software developer and have always thought about doing something like you (quitting and working on my own projects related to starcraft). It's just hard to have new ideas in what is a pretty fast growing community, so I really respect what you've achieved so far.
"Does the brain control you or are you controlling the brain? I don't know if I'm in charge of mine." - Karl Pilkington (a man with a head like a f*cking orange)
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
September 25 2012 15:10 GMT
#250
@Sickan

The donate link is in the info section of the twitch page. I would really appreciate anything that you could contribute.

@CeRipH
Thanks man. I appreciate the support!
Commentatorhttps://www.youtube.com/JaKaTaKtv
Salomonster
Profile Joined August 2012
Sweden67 Posts
September 25 2012 17:52 GMT
#251
I have followed this thread for some time and been meaning to post but there has just been so many things to say and I haven't had enough time to formulate what I want to say. English isn't my native language so this might be quite a collection of bad grammar, misplaced punctuations and poorly phrased sentences.

@ JaK
I did not want to make a “[G] – How to use: [G] the Levels” thread. Unfortunately this turned out to be really long and could possibly have been a thread on its own, but if I would have done that I would have needed your approval to post it, and I don't really like to ask for peoples approval... Instead I chose to litter your thread with the longest post in TL's history. I hope that you agree with my reasonings to some extent and that the fine for littering isn't that bad.

Long story made short: I think lots of people have misconceptions about learning and about how to use the levels and why it is awesome. There's a lot of (in my opinion) bullshitting going on in this thread and I cant understand why people put so much time into proving that something they don't want to try is bad instead of just letting the people willing to try decide for themselves.
Thanks for all the great work you put in to this, if used correctly this is a great resource for the community of e-sports. Now to action:


The Levels:

+ Show Spoiler +
TL has lots and lots of guides on how to improve in different ways in sc2, most of them tells you what someone think you should focus on first, what's important and what to prioritize. What... Not HOW, and HOW is key. Not many guides gives you tools on HOW to actually learn a specific task better. The Levels offers this!
To analyze your game play and to find out what you need to improve is actually the easiest part. And thankfully if you need help with that, there are excellent guides for this on TL, or you can just ask for help in a [H]-thread.
To find out how you fix them flaws is the real task. Methodology is one of the most important aspects of learning, but is unfortunately often forgotten.

I've been planning for making a guide on HOW to improve for a long time, offering various methods for people to try out. The Levels might save me the effort since I don't have enough time right now to make a guide that is good enough anyways.
I loved to find lots of the methods I've been using for years put on paper in a way that isn't to hard to grasp. I guess the spreadsheet could be hard to understand for someone new to sc2, but I think the video explains it good enough to get started.
It's great to see that we have such a similar background and that might be a big reason for our methods being so similar.


Following might be provoking and could possibly be seen as me bragging about my past, (which are none to brag about), so if you are afraid you are going to waste your time on reading about some egocentric moron, please feel free to skip the next part.


+ Show Spoiler +
I was a pretty high level soccer player in my youth but quit due to lack of motivation and decided to focus on my music carrier instead. I worked as a musician for about 10 years and during that time I was also teaching music both individually and in small groups. After my music carrier I learned the carpenter trade and worked in construction for 6 years. Injuries made me change trades again and right now I'm studying Construction Design and Building Instruction Modeling. I am not a SC2 pro by any means, tbh I'm not even a decent player. However I have been a professional teacher and I am a pro learner. I have learned more trades than most people learn during a lifetime, I have learned how to play 5 musical instruments on a professional level (counting the numerous percussion instruments I play as one). Fact is I know what buttons to push to get things to stick to my brain and I know what to avoid. As I said I do not mean to brag about my accomplishments in life, because there are none to brag about. However people on the Internet tend to question the size of other peoples e-penis. This is mine, its not big, its just simply my standpoint from which I approach learning and improving in SC2.



This is mainly aimed at new players so if something feels too basic for you, just skip it. One thing to keep in mind when reading this is the following:

Nobody ever told you that when you start using the levels you have to forget everything you know about starcraft 2. Some people act like someone said that. No one did. If you come to this place with some experience that is awesome, and something you should embrace. There is no reason to have your entire army eat a nuke for breakfast when you see it coming, just because “someone said I couldn't micro!” However the levels will sometimes ask you to focus less on some things that you are used to do and might be really good at, to give your brain enough breathing room to perform another task in the best possible way.
If you think something in this post is bullshit, then please scroll back up here and read this again. If you still think it's bullshit then please call me out for sulking this thread.




Learning

+ Show Spoiler +
Lets say that you want to learn how to juggle. You went to a show and saw this guy juggling with 1 ball 1 apple, 1banana, 1 torch, 1 knife, 1 chainsaw and 1 penguin while riding a unicycle, and now you are desperate to learn how to do that!
So where do you start? Do you just pick up all the stuff and give it a go? No?
Well, everything is pretty much guarantied to end up on the floor right next to your left arm and right thumb... where to start then? Well it would depend on the experience you have. Maybe you tried something easier before? But if you never tried juggling, starting with two balls would probably be a good idea. Hell, if you have no experience with any type of ball, why not start with one. Throwing a ball from one hand to another can actually be quite a challenge for some people.

So why pick a ball and not a banana or a penguin? Or even a chainsaw?!?! well, the chainsaw is pretty obvious. The ball is by far the easiest object both to throw and to catch due to its shape, size, weight and it's center of gravity.
To make things simple, lets say we already know how to juggle with 3 balls, so how do we move on? Well to be honest we have options. We either ad, or change. We don't do both. It is not recommended to ad one chainsaw. You either ad one ball, or change the balls to other objects. We could change one ball to a banana, but that would make one object feel a lot different from the two others, so it would actually be easier to swap around to 3 bananas, and when we are comfortable with those we can start mixing in the balls.

Think of it like this:

[image loading]

X represents the number of things you ad
Y represents the of different items you can use

(for those who wants to say that this actually has 3 dimensions you are absolutely correct, but we are gonna keep it simple).

the human brain is pretty much monotone, meaning it can only handle one thing at a time. (not entirely true, but close enough for this purpose), therefore YOU DO NOT WANT TO EXPAND YOUR SUCCESSION DIAGONALY!
You either go one step to the right followed by one step up or vice versa, otherwise your brain will not function at full capacity. You do not have to aim at getting as far diagonally as possible but maybe that feels more fun to you so it is totally OK to do so. Its just as good (or even better)to go all out X until you get your 7 balls rollin. Than when you wanna swap items you just go back to 3 items and start swapping, this way juggling with three items will feel like a breeze compared to seven, so your brain will have lots of focus leftover to spend on adjusting to the new items. Now keep going until you hit 7 of the item you chose to practice then start over again until you got used to them all.

Now think of it like this:
The ball is your zergling, the apple are your roach, the banana are your mutas and the chainsaw are your infestors. Think of the unicycle as your strategy/game plan and the ground underneath you as your opponent. The ground might change and it's all beyond your control, whether its uphill, downhill, flat, slippery or hard as a rock you still have to keep riding your bike and you are not allowed to drop anything.
As a reference to learning through one base play and build orders, mind this: If your opponent throws you off your unicycle, you either fall to the ground with an airborne chainsaw somewhere close, or you land on your feet still juggling.

Oh yeah. You also need to learn how to ride that bike, are you going to do that with or without them chainsaws?


Low level players read this:


+ Show Spoiler +
For a low level player, or someone that is new to sc2, (or someone that have changed their hotkeys) this is a great way to start improving. The fact is that level one can take you really far. I know the levels say that people below plat should start at level 1, plat should start with level 2 and diamond should start with level 3. I somewhat disagree with that. I think everyone should start on level 1. If you have no problems with preforming the tasks on level 1, then you'll run through it in a couple of hours and now you actually know that you can spend your money before you implement micro.


Level 1.

+ Show Spoiler +
I just swapped to using the Core so starting at 1.0 was the obvious choice for me. I play zerg on the EU ladder and my mmr is generally going up and down a little making me play vs anything from mid masters to low diamond. Fortunately I have a smurf account that I have used for off-raceing as terran every now and then. Unfortunately it's also around diamond mmr.
I thought this would be an issue but to my surprise it was not. Ofc. I have lost games, lots of games, but I actually also win games. And not just a few, I haven't made any counting but about 50% give or take a little. Now I am still at 1.2, and I win about 50%. I am doing the 1.2 step poorly, I manage to keep my energy low enough, spend my money good enough and avoid blocks all at the same time about 10-20% of the time, I am using minimal micro during battles and still I am winning about 50% of the time vs diamond and platinum players. Now the winning isn't at all important, but for me this shows that the average plat/diamond player have some really big flaws in the most rudimentary skills of playing sc2.

When watching replays from my games I often notice that I have a lot more stuff than my opponent, I have seen my unupgraded ling/roach army die to an army half the size of mine lots of times. For some this might not seem satisfying at all, but for me it only shows the potential of the work I'm putting in. Imagine if I would have had an army twice the size of my opponents, with a good army composition, with upgrades, and would have used good micro. I would obviously have crushed him. (Ofc if I would have more tech, my army would be a little smaller, but I wouldn't have upgrades that cost more than half my army.)
So, we are back to the juggler again. When I know how to juggle with all 7 balls, lets start working on the quality of my army!
Go through the rounds of level one and suddenly you have access to all the units and upgrades you need to get that good army composition WHILE having strong macro to support it. You could probably A-move to win already, but now lets get to the micro.




High level players read this:

+ Show Spoiler +
So, you have gone through level 1. (if you have done this and been honest to yourself, I will be very surprised if you are not at least in platinum or above by now). What now then? Well 2.1 is the answer. Now this is where the fun begins, this is where strategy, tactics and even build orders can be implemented in the game. I know people have mentioned that level 2 and 3 do not have that good documentation about how to execute level 2 and 3. I agree. But. Think about this: When you can execute level 3 at its fullest potential to perfection, you will be a GM ranked player and you might even be out there challenging famous people for big titles. If the levels was stated as “the true guide to become a pro” it would not have been a 1 page long document. Seriously it would not.
This is simply a tool to help your brain learn new stuff.
At level 2 and 3 you have to start using your own brain. JaK held your hand through level 1and now its time to let go.



Level 2
+ Show Spoiler +
To start the first obvious things too try out is to try to move units around wile keeping up the macro up and make sure you don't loose track of your army or scouting probe or whatever you choose to move around. The goal of this is just to get used to the idea of doing other things while macroing. If you never done this before it will be hard at first, and if you have been scouting while doing a FFE for 2 years it will be a walk in the park. We all start from different points. After this, think of what you want to do with your units. Micro needs a purpose. Don't micro your units if you don't have a goal to achieve with your micro. e.g. I micro to increase my dps, I micro to try to stay alive. Etc. If you are not sure what to do, just try stuff: I do “X” to se what happens. That is actually a purpose. But there is a big difference in just randomly microing stuff and actually doing stuff to se what happens.

Every round in level 2 has tons of things to be explored. Every unit can be microed to some extent. Find out what you can do with every unit on every round. This does not mean that you have to do all the work yourself. Look at pro games, check guides on forums and video guides on the tube find it all and try it out.
When you start microing your macro will start failing, its just the way things work. Luckily you have the benchmarks in the levels to make sure you are not messing up your macro. If you start failing a lot, just go back a little in difficulty and micro a little less but don't go all the way back to level one and stop microing totally, you need to push yourself outside your comfort zone. Check your replays to see when you fail, check what you are doing when u fail. Where is your camera, where are you looking? The benchmarks in the levels are great tools for finding out whats wrong, SQ is a really smart and simple way to check if you are spending your cash. I would suggest to complement this with SC2Gears, which is an awesome tool for finding flaws in your macro.
The hard thing with level 2 is knowing when to move on to the next step, sure you have the benchmarks but they only judge your macro. This is because we micro “on top” of our macro. Meaning our macro is constant and we micro with whatever capacity our brain has left over. Agin, the benchmarks are there to make sure we don't fuck up the rudimentary stuff with the icing on the cake.

Why no benchmarks for micro? Well honestly that is freaking hard to do: I blinked 44 times this game! Is that better than 33!? well not necessarily. Its totally up to you to decide what goals you have with your micro. Move on when you feel like you have explored the content of the tier you are working on, there is nothing stopping you if you one day realize that: Hey, my burrow micro is not on par, just go back to 2.1 and work it out!

It is at this point using strategy and build orders can help you. Imagine this:
You are a protoss player and just started working on 2.2. You feel like experimenting with blink micro, but so far you just haven't been able to make any good use of it. You have seen some blink guides and videos and understand the basic of the mechanics, it just don't seem to be efficient when you try it out. Find a build or strategy that someone uses with great success. Try it out a little and compare the difference with what you have been doing before. Maybe you will find out stuff about this type of micro that you didn't know.
“Hmm it seems like a blink timing at 22mins isn't nearly as good as one at 11min”.
“People going blink seem to favor +1 and +2 attack before armor or shields I wonder why, I have to try this out”.
Look what other people do and try it out, and try to understand why it is good or bad, some things might even be good sometimes and bad other times.
Since the level of skill required to move on is vague and it's defined by you who might not even know what good micro is. Make sure to criticize your play. Play against a friend, do that mc style 7gate you just implemented and play 10 games. He will defend it better and better every time since he knows what is coming. Is there any way you can extend the life of your units, when do you go for the kill, when do you pull back for reinforcements, where do you attack, how do you position your units, what hot keys do you use. Is there any way to abuse the units he have with the units you have.
If you are not sure if you can improve or how to improve, make a help thread on the forum with some replays ask people to give you advice on your MICRO. Now people usually are not good readers, so some people will tell you to macro better. Ignore them, you already know if your macro was bad on that replay or not since you already have the tools to find that out. Hopefully (and most likely) someone knows how to read and can give you some good advice. (sorry for the sour undertone, but people freakin suck at reading =P ).



Level 3

+ Show Spoiler +
Level 3 is basically level 2 on steroids, this is still far beyond my skill of game play. I could do some strategic things that requires some multitasking, but to be honest with my self I probably can't preform many of them without fucking up level 1 or 2.
Depending on what level requirement you set for yourself in level 2 you can be at a pretty low level (in terms of ladder ranking) or a very high level when you get to this point.
Think of multitasking like this: how rough can the ground be when you are on that unicycle? How much information can your brain handle before the foundations start to shake.

For people who have a hard time finding a way to start working on this level:
take your exercises from level 2 and think about how to use them at several places at once, or how to perform several of them at the same time.

Can you do a 2 pronged attack while using burrow micro on both fronts? Can you nydus his main base at the same time? Are you still macroing?

Can you do storm drops at the same time as you are controlling your protoss death ball using all the spells and abilities that are available for you?

Can you defend vs drops while setting up your army positioning and preparing a flank for his army?

Multitasking isn't only about what you can achieve with great multitasking. It's also about understanding what your opponent can achieve, what are strategically beneficial with multitasking?

“shit he is dropping my main, GOTTA DEFEND!!”

is quite different from: “he is dropping my main, what is he trying to achieve with that? Is he dropping my third too? Is he moving his main army? Are there hellions or banshees inbound somewhere?
Multitasking is often linked to strategy.


I hope this can help people getting started with the levels and understand why it is a good method. The levels is actually not about starcraft at all. You can implement this type of methodology to anything you do, whether its sports, school, playing music or performing well at work.
To learn stuff, make it as simple for your brain as you possibly can, because unfortunately its not smart enough to do it for you.


twitch.tv/salomonster
TeaTeaTea
Profile Joined June 2012
Canada11 Posts
September 25 2012 18:08 GMT
#252
On September 25 2012 04:08 rikter wrote:
Show nested quote +
On September 25 2012 03:23 JaKaTaK wrote:
@rikter
Why don't you make your own TL post about your learning method? It seems pretty mapped out. Post it up and see what people think of it. I'm being genuine, not sarcastic. I think you should do it.

@Hylirion
I definitely need to work on my data presentation. For TheLevels and TheCore, we're still working things out and improving them. There will be a "TheCore" and "TheLevels" post on TL in the future that is focused on presenting the tools in the best way possible, but right now I have my hands full with the testing and tweaking stage. Great advice though. I definitely agree. Thanks :D

On September 24 2012 14:00 Islaac wrote:
I'm so impressed by your dedication JaKaTaK, huge wraps from me.

I'm at work right now but I'm very interested to have a look.

At what point are you planning to add micro?

Also as an aside on the 'are you qualified' thing, I actually think you are perfectly qualified. I would rather have an experienced teacher teach my children maths than I would a professor of mathematics who has never taught primary school kids.

edit: It took you 10 days to go from 1.1 to 1.7, but presumably a whole season to go from 1.0 to 1.1 - room for adjustment of your levels perhaps?


Starcraft requires at all times, some micro and some macro. Saying 0 micro was an exaggeration, and I appologize for it. The first level is a complete focus on macro, whenever I had the opportunity to micro, I ignored it in favor of macroing better. I did not worry about unit composition, or scouting or strategy. I did not try to kite or arrange my army before battle. I just made stuff and threw it at my opponent.

Micro begins on the 2nd level (2.1) which for protoss is after the last round of the first level (1.8). The requirements are the same, but this time I will focus as much on micro as possible. I will attempt to get the most out of each unit and every battle. Definitely looking forward to it.

So the way I worded that all was not very accurate. I again apologize and reword.

At the beginning of the last season I had 3 accounts (one for each race) in the bronze league.
By playing Level 1.1 on all of them I was promoted into the Gold league mid season.
I made it as far as 1.4(terran) 1.2(zerg) and 1.3(protoss) as the season ended.
A couple of days into the season I had the opportunity to start playing HotS beta, so I did.
I focused only on protoss and got to platinum league in 10 days. This is the log of my progress:

Quest of a JaK

I was on level 1.7 when I was promoted and have moved on to 1.8 which I will be playing today :D

Hope that clears somethings up.





Sometimes it is more important to pay attention to your army, even at the expense of making depots and such. Sometimes you let the units die because because its more important to be doing something in your base. Where do you teach this concept in the levels? I still don't see any kind of guide for how you are supposed to be microing units, a guide for how you should scout, how you determine which units to build, etc. Your method is a weird combination of arbitrary structure and restrictions where you dont need them, and a complete lack of structure where you do.

A complete guide on my system, just for the terran race, would be a huge undertaking. Its not a big deal to acquire the knowledge a bit at a time, but to put it all down in one post...its at least 9 builds, plus a few deviations on each one. So right there is 9 guides worth of material alone. Just the 1-1-1 build is a huge guide because there are lots of different ways to tweak a 1-1-1, and there are different ways to attack with it, depending on what your opponent dose. Ive already written an OP about Terran hotkey setups, this would be included too since I think T plays best with custom keys.

A proper system has a lot of content in it, much more than a spreadsheet with a couple lines of descriptive text here and there. So while I am willing to generate content on a case by case basis, I'm not able to create what is basically a small encyclopedia of knowledge, especially since we have liquipedia. Besides, for a newb all that is overload.

Simple is best, simplest way to do it my way is go to liquipedia and pick out a 1 base and start playing it. Once you have some experience with it, it will be easier to focus on the different ways opponents respond, and you will be more capable of asking good questions.

At some point, you just have to jump in and start playing (sooner the better), and a poorly executed plan is better than no plan at all.


There is absolutely no excuse to get supply blocked for the sake of microing your army. I feel like you're trying to console yourself by making excuses for your own macro deficiencies. If a lower league level player was to read what you wrote, he or she would think that supply blocks are an acceptable form of gameplay. Its not!
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
September 25 2012 18:45 GMT
#253
I know I already told you this, but seriously Salomonster, Thank you so much for sharing. :D

@teateatea
agreed :D
Commentatorhttps://www.youtube.com/JaKaTaKtv
Glurkenspurk
Profile Joined November 2010
United States1915 Posts
September 26 2012 04:48 GMT
#254
Is there a reason why most of the positive posts here are from people with 1-10 posts?
seanious
Profile Joined June 2012
2 Posts
September 26 2012 05:30 GMT
#255
Who knows, maybe he has fans and followers who are coming here to defend him from outside of this forum/clique of people?
shogeki
Profile Joined March 2011
Canada75 Posts
September 26 2012 05:36 GMT
#256
On September 26 2012 13:48 Glurkenspurk wrote:
Is there a reason why most of the positive posts here are from people with 1-10 posts?


Perhaps because newer people might benefit the most from a system designed to learn to play Starcraft? Just a hunch.
7mk
Profile Blog Joined January 2009
Germany10157 Posts
Last Edited: 2012-09-26 12:05:38
September 26 2012 12:04 GMT
#257
On September 26 2012 03:08 TeaTeaTea wrote:
Show nested quote +
On September 25 2012 04:08 rikter wrote:
On September 25 2012 03:23 JaKaTaK wrote:
@rikter
Why don't you make your own TL post about your learning method? It seems pretty mapped out. Post it up and see what people think of it. I'm being genuine, not sarcastic. I think you should do it.

@Hylirion
I definitely need to work on my data presentation. For TheLevels and TheCore, we're still working things out and improving them. There will be a "TheCore" and "TheLevels" post on TL in the future that is focused on presenting the tools in the best way possible, but right now I have my hands full with the testing and tweaking stage. Great advice though. I definitely agree. Thanks :D

On September 24 2012 14:00 Islaac wrote:
I'm so impressed by your dedication JaKaTaK, huge wraps from me.

I'm at work right now but I'm very interested to have a look.

At what point are you planning to add micro?

Also as an aside on the 'are you qualified' thing, I actually think you are perfectly qualified. I would rather have an experienced teacher teach my children maths than I would a professor of mathematics who has never taught primary school kids.

edit: It took you 10 days to go from 1.1 to 1.7, but presumably a whole season to go from 1.0 to 1.1 - room for adjustment of your levels perhaps?


Starcraft requires at all times, some micro and some macro. Saying 0 micro was an exaggeration, and I appologize for it. The first level is a complete focus on macro, whenever I had the opportunity to micro, I ignored it in favor of macroing better. I did not worry about unit composition, or scouting or strategy. I did not try to kite or arrange my army before battle. I just made stuff and threw it at my opponent.

Micro begins on the 2nd level (2.1) which for protoss is after the last round of the first level (1.8). The requirements are the same, but this time I will focus as much on micro as possible. I will attempt to get the most out of each unit and every battle. Definitely looking forward to it.

So the way I worded that all was not very accurate. I again apologize and reword.

At the beginning of the last season I had 3 accounts (one for each race) in the bronze league.
By playing Level 1.1 on all of them I was promoted into the Gold league mid season.
I made it as far as 1.4(terran) 1.2(zerg) and 1.3(protoss) as the season ended.
A couple of days into the season I had the opportunity to start playing HotS beta, so I did.
I focused only on protoss and got to platinum league in 10 days. This is the log of my progress:

Quest of a JaK

I was on level 1.7 when I was promoted and have moved on to 1.8 which I will be playing today :D

Hope that clears somethings up.





Sometimes it is more important to pay attention to your army, even at the expense of making depots and such. Sometimes you let the units die because because its more important to be doing something in your base. Where do you teach this concept in the levels? I still don't see any kind of guide for how you are supposed to be microing units, a guide for how you should scout, how you determine which units to build, etc. Your method is a weird combination of arbitrary structure and restrictions where you dont need them, and a complete lack of structure where you do.

A complete guide on my system, just for the terran race, would be a huge undertaking. Its not a big deal to acquire the knowledge a bit at a time, but to put it all down in one post...its at least 9 builds, plus a few deviations on each one. So right there is 9 guides worth of material alone. Just the 1-1-1 build is a huge guide because there are lots of different ways to tweak a 1-1-1, and there are different ways to attack with it, depending on what your opponent dose. Ive already written an OP about Terran hotkey setups, this would be included too since I think T plays best with custom keys.

A proper system has a lot of content in it, much more than a spreadsheet with a couple lines of descriptive text here and there. So while I am willing to generate content on a case by case basis, I'm not able to create what is basically a small encyclopedia of knowledge, especially since we have liquipedia. Besides, for a newb all that is overload.

Simple is best, simplest way to do it my way is go to liquipedia and pick out a 1 base and start playing it. Once you have some experience with it, it will be easier to focus on the different ways opponents respond, and you will be more capable of asking good questions.

At some point, you just have to jump in and start playing (sooner the better), and a poorly executed plan is better than no plan at all.


There is absolutely no excuse to get supply blocked for the sake of microing your army. I feel like you're trying to console yourself by making excuses for your own macro deficiencies. If a lower league level player was to read what you wrote, he or she would think that supply blocks are an acceptable form of gameplay. Its not!

Lol are you serious?
Once youve gotten to a decent lvl of macro, microing your army is hugely important. Big battles can be sole game deciders, one supply block isnt nearly as important. If you watch stephanos games, he actually gets supply blocked pretty often but his army control wins him so many games.
I agree that a newbie should start out focusing on macro but what youre saying is complete nonsense. Besides, if youre having a fight youre probably gonna lose supply anyways.
If you tell a newbie that supply blocks are completely utterly unacceptable youre just gonna frustrate him, cause even pros get supply blocked sometimes
beep boop
rikter
Profile Joined November 2010
United States352 Posts
September 26 2012 12:05 GMT
#258
On September 26 2012 03:08 TeaTeaTea wrote:
Show nested quote +
On September 25 2012 04:08 rikter wrote:
On September 25 2012 03:23 JaKaTaK wrote:
@rikter
Why don't you make your own TL post about your learning method? It seems pretty mapped out. Post it up and see what people think of it. I'm being genuine, not sarcastic. I think you should do it.

@Hylirion
I definitely need to work on my data presentation. For TheLevels and TheCore, we're still working things out and improving them. There will be a "TheCore" and "TheLevels" post on TL in the future that is focused on presenting the tools in the best way possible, but right now I have my hands full with the testing and tweaking stage. Great advice though. I definitely agree. Thanks :D

On September 24 2012 14:00 Islaac wrote:
I'm so impressed by your dedication JaKaTaK, huge wraps from me.

I'm at work right now but I'm very interested to have a look.

At what point are you planning to add micro?

Also as an aside on the 'are you qualified' thing, I actually think you are perfectly qualified. I would rather have an experienced teacher teach my children maths than I would a professor of mathematics who has never taught primary school kids.

edit: It took you 10 days to go from 1.1 to 1.7, but presumably a whole season to go from 1.0 to 1.1 - room for adjustment of your levels perhaps?


Starcraft requires at all times, some micro and some macro. Saying 0 micro was an exaggeration, and I appologize for it. The first level is a complete focus on macro, whenever I had the opportunity to micro, I ignored it in favor of macroing better. I did not worry about unit composition, or scouting or strategy. I did not try to kite or arrange my army before battle. I just made stuff and threw it at my opponent.

Micro begins on the 2nd level (2.1) which for protoss is after the last round of the first level (1.8). The requirements are the same, but this time I will focus as much on micro as possible. I will attempt to get the most out of each unit and every battle. Definitely looking forward to it.

So the way I worded that all was not very accurate. I again apologize and reword.

At the beginning of the last season I had 3 accounts (one for each race) in the bronze league.
By playing Level 1.1 on all of them I was promoted into the Gold league mid season.
I made it as far as 1.4(terran) 1.2(zerg) and 1.3(protoss) as the season ended.
A couple of days into the season I had the opportunity to start playing HotS beta, so I did.
I focused only on protoss and got to platinum league in 10 days. This is the log of my progress:

Quest of a JaK

I was on level 1.7 when I was promoted and have moved on to 1.8 which I will be playing today :D

Hope that clears somethings up.





Sometimes it is more important to pay attention to your army, even at the expense of making depots and such. Sometimes you let the units die because because its more important to be doing something in your base. Where do you teach this concept in the levels? I still don't see any kind of guide for how you are supposed to be microing units, a guide for how you should scout, how you determine which units to build, etc. Your method is a weird combination of arbitrary structure and restrictions where you dont need them, and a complete lack of structure where you do.

A complete guide on my system, just for the terran race, would be a huge undertaking. Its not a big deal to acquire the knowledge a bit at a time, but to put it all down in one post...its at least 9 builds, plus a few deviations on each one. So right there is 9 guides worth of material alone. Just the 1-1-1 build is a huge guide because there are lots of different ways to tweak a 1-1-1, and there are different ways to attack with it, depending on what your opponent dose. Ive already written an OP about Terran hotkey setups, this would be included too since I think T plays best with custom keys.

A proper system has a lot of content in it, much more than a spreadsheet with a couple lines of descriptive text here and there. So while I am willing to generate content on a case by case basis, I'm not able to create what is basically a small encyclopedia of knowledge, especially since we have liquipedia. Besides, for a newb all that is overload.

Simple is best, simplest way to do it my way is go to liquipedia and pick out a 1 base and start playing it. Once you have some experience with it, it will be easier to focus on the different ways opponents respond, and you will be more capable of asking good questions.

At some point, you just have to jump in and start playing (sooner the better), and a poorly executed plan is better than no plan at all.


There is absolutely no excuse to get supply blocked for the sake of microing your army. I feel like you're trying to console yourself by making excuses for your own macro deficiencies. If a lower league level player was to read what you wrote, he or she would think that supply blocks are an acceptable form of gameplay. Its not!


Dude are you gonna lose 60 marines or whatever in one shot because instead of splitting and fighting you were back building depots or whatever? Seriously, think before you post. There is NEVER a situation where saving what you have is more important? Its not something you try to do, but sometimes it happens (even to pros). Secondly, if a lower league player read that I would think it would clue them into the decision making process going on, and encourage them because no one does this perfectly, even the best. No one ever said prioritze micro over supply blocks, I said sometimes you make a choice and it isnt always supply.

Also, nice ad hominem attack. Guy says that occasionally you need to prioritize differently, asks where in the levels you actually learn how to evaluate such, so I must be trying to make myself feEl better? Get real. I feel fine because Im winning, and constantly rising.

This system is a word document with a whack list of when to build units, and little else. Now people are tripping over themselves to give $ for something that looks like it was created in half an hour? Strange days.

You guys are seriously tripping over yourselves to send money for a system whose only content is build this unit?
No one wants a box of shit, even if it is for Christmas.
Gravve
Profile Joined September 2012
United States3 Posts
September 26 2012 12:18 GMT
#259
Rikter, I think you're too experienced to understand the concept of the system. This system teaches you the importance of the macro mechanics, and once you understand that, build orders look completely different and you actually understand why they work, instead of just copypasta'ing and stumbling through it for ages until you finally understand that your macro is more important than what supply you build a gateway or cyber core, or whatever.

In my personal opinion, I think you should take a step back. You're seriously taking this far too personally, and it's starting to show in your posts, man.

If the system helps someone, and they want to donate to the dude that helped them, it's no skin off your back. Take a breather from this post, go pwn some people in ladder! You'll probably feel better for it.
For truth to exist, each person must accept it as a universal constant. This is impossible.
rikter
Profile Joined November 2010
United States352 Posts
Last Edited: 2012-09-26 12:55:42
September 26 2012 12:53 GMT
#260
On September 26 2012 21:18 Gravve wrote:
Rikter, I think you're too experienced to understand the concept of the system. This system teaches you the importance of the macro mechanics, and once you understand that, build orders look completely different and you actually understand why they work, instead of just copypasta'ing and stumbling through it for ages until you finally understand that your macro is more important than what supply you build a gateway or cyber core, or whatever.

In my personal opinion, I think you should take a step back. You're seriously taking this far too personally, and it's starting to show in your posts, man.

If the system helps someone, and they want to donate to the dude that helped them, it's no skin off your back. Take a breather from this post, go pwn some people in ladder! You'll probably feel better for it.


Its against the forum rules to be making ad hominem attacks. Dude had enough stuff in his post that its not obvious, but he snuck it in there, for whatever reason, in a thread completely devoid of personal attacks up until this point. I thought it was a pretty low key reply to an obvious cheap shot. Standard.


You dont think my experience maybe lets me understand the actual concept of this system better than you? Also, that defeatist attitude is one of the things I would try and remove straight away. Basic build orders really arent too hard. They are easier, actually, since you have established benchmarks for what is DEFINITELY possible. The build order is your control, something you can check against to definitely measure progress. You can do the levels, and then come back and learn build orders probably pretty quickly. So the levels must work, right? Well, the build orders were never actually hard in the first place, just maybe your attitude has changed a bit. Its kinda like Dumbo and his magic feather. Bro, you can already fly, you don't need this, theres a faster way.

To repeat from an earlier post "If you take a bunch of cancer patients and give them sugar pills, some of them will get better. It doesn't mean the sugar pills made them better, or that you have some innovative new way of treating cancer. Even a flawed, misguided method will work for at least SOME people."


You are right in that its no skin off my back, but I really can't stand the spread of questionable advice and systems, especially when the target audience is people who by definition can't properly evaluate the product, and so I make these posts in the hopes that the OP's might consider some of what I have to say, and maybe do something really good.
No one wants a box of shit, even if it is for Christmas.
Dragnmn
Profile Joined May 2011
Netherlands52 Posts
September 26 2012 13:10 GMT
#261
I see that TheLevels are currently updated for Heart of the Swarm. If I wanted to use it in WoL, can I just ignore any rounds involving HotS-units?

Small second questions (browsed through the thread but didn't explicitly spot it): I suppose TheLevels are meant to be used on ladder?
MstrJinbo
Profile Joined March 2011
United States1251 Posts
Last Edited: 2012-09-26 15:15:36
September 26 2012 15:06 GMT
#262
You are right in that its no skin off my back, but I really can't stand the spread of questionable advice and systems, especially when the target audience is people who by definition can't properly evaluate the product, and so I make these posts in the hopes that the OP's might consider some of what I have to say, and maybe do something really good.


The thing is, there isn't all that much that is really questionable advice. Placing arbitrary restrictions on what you practice is essentially how you learn anything. My nephew just started school, should I complain the system he learns math is bad? What do you mean he can only do addition and subtraction? 2 x 4 is easier than 2 + 2 + 2 + 2 so he should be leaning multiplication too. He also needs to know about fractions and negative numbers cause right now he wouldn't be able to pass the SAT.

Every method of learning has its pros and cons and this one is no exception. On a seperate note I found it mildly hilarious to watch two of his students play each other on his stream, and one went mass blue flame hellion because he knew the other guy could only make zerglings. Although strangely, the guy going hellion (or the guy going collosus against mass marine) didn't always win.

Edit.
Small second questions (browsed through the thread but didn't explicitly spot it): I suppose TheLevels are meant to be used on ladder?


Yeah my understanding is that this is used on the ladder.
Salomonster
Profile Joined August 2012
Sweden67 Posts
September 26 2012 15:36 GMT
#263
On September 26 2012 22:10 Dragnmn wrote:
I see that TheLevels are currently updated for Heart of the Swarm. If I wanted to use it in WoL, can I just ignore any rounds involving HotS-units?

Small second questions (browsed through the thread but didn't explicitly spot it): I suppose TheLevels are meant to be used on ladder?


yes, just skip the hots units for now.

and yes, the levels works perfectly fine on the ladder, if you have a hard time focusing at first (I know I had a hard time not trying to win at first) play a few games versus the AI to eaze your brain than go back on the ladder.
you could play some custom games to, but you will play vs ppl of very mixed skill levels that way, unless you play friends.
twitch.tv/salomonster
rikter
Profile Joined November 2010
United States352 Posts
September 26 2012 15:37 GMT
#264
On September 27 2012 00:06 MstrJinbo wrote:
Show nested quote +
You are right in that its no skin off my back, but I really can't stand the spread of questionable advice and systems, especially when the target audience is people who by definition can't properly evaluate the product, and so I make these posts in the hopes that the OP's might consider some of what I have to say, and maybe do something really good.


The thing is, there isn't all that much that is really questionable advice. Placing arbitrary restrictions on what you practice is essentially how you learn anything. My nephew just started school, should I complain the system he learns math is bad? What do you mean he can only do addition and subtraction? 2 x 4 is easier than 2 + 2 + 2 + 2 so he should be leaning multiplication too. He also needs to know about fractions and negative numbers cause right now he wouldn't be able to pass the SAT.

Every method of learning has its pros and cons and this one is no exception. On a seperate note I found it mildly hilarious to watch two of his students play each other on his stream, and one went mass blue flame hellion because he knew the other guy could only make zerglings. Although strangely, the guy going hellion (or the guy going collosus against mass marine) didn't always win.

Edit.
Show nested quote +
Small second questions (browsed through the thread but didn't explicitly spot it): I suppose TheLevels are meant to be used on ladder?


Yeah my understanding is that this is used on the ladder.



2+2+2+2 is actual fundamentals of math. What your nephew is learning now is analogous to what he will be doing in the future when he learns more complex stuff. The levels have, at best, a passing resemblance to future play because macroing while controlling units is mechanically different than what is being practiced now, and also there are real philosophical differences as well.

I still don't understand why you need to do this on the ladder. What is the point of having an opponent if you aren't really responding to anything he does anyways? Couldn't you just do this in a custom game? SHOULDNT you just do this in a custom game?

Ive finally figured it out, btw, this is a stripped down version of the single player campaign system in WoL (extended to HotS) Only instead of having actual scenarios that have been designed to highlight the abilities of each new unit and to allow for flexible strategy depending on the order you did the missions, you are thrown out onto the ladder with a weak build and no play for victory, or any real instruction other than "make enough units and buildings to spend money" (which completely neglects the financial planning aspects of the game, so I guess we can add that to the list of things you wont learn doing this but you would learn doing 1 base BO's.)
No one wants a box of shit, even if it is for Christmas.
MstrJinbo
Profile Joined March 2011
United States1251 Posts
September 26 2012 16:18 GMT
#265
2+2+2+2 is actual fundamentals of math. What your nephew is learning now is analogous to what he will be doing in the future when he learns more complex stuff. The levels have, at best, a passing resemblance to future play because macroing while controlling units is mechanically different than what is being practiced now, and also there are real philosophical differences as well.


SD, SV and SZ are the actual fundamentals of playing Zerg in SC2 as well. That is not mechanically different than future play at all. Sometimes you build stuff and that is it. Sometimes you build stuff while setting up a new hatchery. Sometimes you are building stuff while maneuvering a zergling to scout. And yes sometimes you are managing your army so your roaches aren't running around like idiots trying to get in range. Whatever it is, the fundamentals are the same. You build units with hotkeys then go back to what you were doing. That never changed regardless of your build or strategy. Queens were recently given an attack range increase. We micro them dramatically different now. Do you remember the hellion/queen dance. Where hellions would try to bait queens away from the spine and then try to kite them to death. Managing hellions and queens took a lot of practice and attention. All that practice isn't very useful anymore. However we still inject larva the exact same way as before. Again every way of learning things has advantages and disadvantages. Perhaps you should consider some of those advantages. They do exist.

Honestly. I personally think past plat people should work off a single build order and optimize it. Just like you advocate(well I'm not sold on the 1 base part, but that's besides the point). I just don't understand why there is all this opposition to systems like this for new players. Learning fundamental mechanics can never be bad. There are a lot of people in gold and low platinum who are trying very hard to optimize builds but physically can't because they never learned the basic mechanics. There are also people who don't have a build and only freestyle and keep wondering why they don't get promoted. Advantages and disadvantages for every method of learning.
rikter
Profile Joined November 2010
United States352 Posts
Last Edited: 2012-09-26 16:42:53
September 26 2012 16:40 GMT
#266
The big excuse I keep hearing is that these people physically cant do something perfectly, so thats the reason they should abandon it? Instead of, say, working on their deficiency directly? You are right in that the specific key combinations are the same, but the execution is different, the basis for your decisions is different, literally everything is different except that yes, you will still be using the same buttons and buildings to make the units. There is no way to avoid this work, all this is is a less efficient way of learning a portion of the material you would off a one base, or any other BO. And look at the levels, seriously, there is just as much material there to process as in any 1 base build (i.e. not that much!) and youre doing it to less effect.

Anything you do in the levels you could get from the single player campaign, which has scalable difficulty and designed scenarios tailored to the units, and which you have already paid for. This system is just a skimpy spreadsheet, with little guidance or content to speak of. It is literally just a list of units and a few rules about SQ. Im just not seeing this revolutionary concept or content that some of these posters seem to think is there.

If you think this is so amazing and helpful then at least check out the single player campaign because its the EXACT SAME THING only better designed with a lot more content.
No one wants a box of shit, even if it is for Christmas.
MstrJinbo
Profile Joined March 2011
United States1251 Posts
September 26 2012 16:59 GMT
#267
The big excuse I keep hearing is that these people physically cant do something perfectly, so thats the reason they should abandon it? Instead of, say, working on their deficiency directly? You are right in that the specific key combinations are the same, but the execution is different, the basis for your decisions is different, literally everything is different except that yes, you will still be using the same buttons and buildings to make the units. There is no way to avoid this work, all this is is a less efficient way of learning a portion of the material you would off a one base, or any other BO. And look at the levels, seriously, there is just as much material there to process as in any 1 base build (i.e. not that much!) and youre doing it to less effect.


It is actually exactly the same. The mechanic boils down to building stuff in your base while doing or thinking about different things. It's not just pushing buttons.
Salient
Profile Joined August 2011
United States876 Posts
September 26 2012 17:28 GMT
#268
Naturally, there are credibility concerns with a training program designed by a low level player. Can a low level player understand the game deeply enough to give effective guidance? Maybe, but it would have been prudent to make Master level before publishing the guide. At this point, the OP should try to pick up some endorsements from high level players. The general idea is not too different from the probes and pylons advice from blue posters. However, the specific implementation of the Levels is purely from the OP.
JDub
Profile Joined December 2010
United States976 Posts
September 26 2012 17:30 GMT
#269
On September 27 2012 01:40 rikter wrote:
The big excuse I keep hearing is that these people physically cant do something perfectly, so thats the reason they should abandon it? Instead of, say, working on their deficiency directly? You are right in that the specific key combinations are the same, but the execution is different, the basis for your decisions is different, literally everything is different except that yes, you will still be using the same buttons and buildings to make the units. There is no way to avoid this work, all this is is a less efficient way of learning a portion of the material you would off a one base, or any other BO. And look at the levels, seriously, there is just as much material there to process as in any 1 base build (i.e. not that much!) and youre doing it to less effect.

Honestly, I think you've made your point, and you should just let it go rather than filling up this thread with your same points over and over again. Personally, I don't think either side here is entirely right or wrong. Different ways of learning work for different people. If people find that TheLevels is fun for them, and they enjoy it more than trying to emulate some 1 base BOs, then fine, that's great. Personally, I learned the game by 1-basing, and made it to Masters without anything like TheLevels. I don't think that means that TheLevels won't be beneficial for some people.

But really, what it comes down to is this: at this point, you are just reiterating the same points over and over again. You've made your opinion very clear, and its impact on OP won't change at all if you keep filling the thread with more of the same.

Sure, it may just be a placebo effect, but placebo effects are real. If people are happy that they are improving and they think it's due to TheLevels, it doesn't actually matter whether or not it's due to TheLevels or just due to the fact that they are playing more SC2. The end result is that they are happy playing the game.

For example, let's say I'm a physician who is super knowledgeable about pain management and the inner workings of the human body, and I don't believe in the scientific reasoning behind acupuncture, but if someone made a thread about their acupuncture method and people went there and it made them feel better, getting spiteful about the fact that the person performing the acupuncture is getting credit for what may just be a placebo effect isn't going to help the situation. Going to that person and saying "your way is stupid, you should be doing it my way (pain medication or other therapy), I'm an expert, your clients aren't qualified to judge whether or not your treatment is real" would be a stupid thing to do. The person believes it, and his clients believe it and it works for them, so let them have their fun.
rikter
Profile Joined November 2010
United States352 Posts
Last Edited: 2012-09-26 18:00:26
September 26 2012 17:54 GMT
#270
dude, people really need to ease up with these analogies that arent analogous. Internal medicine and holistic medicine are two entirely different fields. Its not the same. I never said it was stupid. I said it was inefficient, I said it wasnt the easiest way, I said its lacking in content, I said its a watered down version of single player and I said its totally neglecting a bunch of other critical areas. But not stupid.

And if you really are developing adequate mechanics and following a (weak) build order, then why cant you follow an even simpler build order that teaches everything that thelevels does and then some?

seriously, OP makes this thread asking for feedback, gets some that he doesnt like and does nothing based on it. TWO pro gamers have echoed the same things I have said plus articles quoting jinro and the prime team. Maybe OP has some schooling in education methods, but his starcraft schooling is seriously lacking.

Its not your place to try and censor discussion between other forum members, especially since its legitimite critique of thelevels and all responses address the points made by the person im responding to.

Edit to the guy who says everything is the same...I thought the whole point is that for level 1.1 to 1.x you arent microing anything at all. So if you arent microing, how exactly are you developing these identical mechanics?
No one wants a box of shit, even if it is for Christmas.
ApocAlypsE007
Profile Blog Joined January 2011
Israel1007 Posts
September 26 2012 18:04 GMT
#271
I couldn't find it anywhere and sorry if i'm just missing something: What you need to focus on in levels 2 and 3? Where I can find demonstrations of those levels?
I'm a Diamond player looking for the extra bit to get into Masters. How much those excersices gonna help me?
I'm playing the game, the one that will take me to my end, i'm waiting for the rain, TO WASH-- WHO I AM!!!
JDub
Profile Joined December 2010
United States976 Posts
September 26 2012 18:23 GMT
#272
On September 27 2012 02:54 rikter wrote:
seriously, OP makes this thread asking for feedback, gets some that he doesnt like and does nothing based on it. TWO pro gamers have echoed the same things I have said plus articles quoting jinro and the prime team. Maybe OP has some schooling in education methods, but his starcraft schooling is seriously lacking.

Its not your place to try and censor discussion between other forum members, especially since its legitimite critique of thelevels and all responses address the points made by the person im responding to.

I'm not censoring you. Let me explain my position:

1) Let me start with this: I agree with a lot of your points. I would not personally use TheLevels, or teach lower level players using TheLevels. I do not agree with your attacks on TheLevels, nor the dismissive tone you take in all of your posts.
2) You are repeating the same things over and over again.
3) I'm not trying to censor you, I'm just trying to tell you that the current argument is filling the thread with the same points repeated over and over again.
4) The OP has gotten plenty of feedback that is positive as well, so it's unreasonable to expect him to only listen to the negative feedback.
5) The fact is, people are enjoying using TheLevels, and they believe they are improving with it. The only way to really 100% settle the debate would be to do some huge study analyzing a group of players and their improvement using different methods, comparing TheLevels to your method of improving or others, and then look at which ones on average get people to:

a) improve faster
b) be motived to play more
c) etc.

You can keep arguing here if you want, I'm just telling you that it's derailing the thread and drowning out more meaningful discussion of TheLevels, that hasn't already been argued to death.
Oreo7
Profile Blog Joined December 2010
United States1647 Posts
September 26 2012 18:29 GMT
#273
if Jak's whole argument why his training program is effective because learning math is the same as learning sc2, than I think it's pretty apparent to anyone he's just wrong.

one is the basis of logic, the other is a videogame.
Stork HerO and Protoss everywhere - redfive on bnet
shope
Profile Joined May 2011
United States7 Posts
September 26 2012 18:39 GMT
#274
On September 27 2012 03:29 Oreo7 wrote:
if Jak's whole argument why his training program is effective because learning math is the same as learning sc2, than I think it's pretty apparent to anyone he's just wrong.

one is the basis of logic, the other is a videogame.


It would appear your logic could use some improvement.
MstrJinbo
Profile Joined March 2011
United States1251 Posts
September 26 2012 18:44 GMT
#275
On September 27 2012 03:29 Oreo7 wrote:
if Jak's whole argument why his training program is effective because learning math is the same as learning sc2, than I think it's pretty apparent to anyone he's just wrong.

one is the basis of logic, the other is a videogame.


They were my words not Jaks. My point wasn't necessarily about effectiveness. It was more that putting arbitrary limits on what you learn is normal when teaching things that aren't Starcraft. So why is in controversial to apply those practices to Starcraft.
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
September 26 2012 19:29 GMT
#276
Thanks everyone for your feedback. This is not sarcastic, and includes rikter. I will not agree with all feedback given, so please don't be offended if I don't change TheLevels because of your specific feedback. Also, using emotional adjectives, and repeating your point makes it less likely that I will take your feedback seriously.

Concerning endorsements: (from the OP)

What community members think about TheJaKaTaK:

Andre (Gretorp) Hengchua:
+ Show Spoiler +
Really love what you're doing. I'm a big fan of the way that you teach; i've been actually trying to enforce that since the beta days. But you're taking it to another level, and i'm glad to hear that

William, co-founder GLHF Magazine:
+ Show Spoiler +
I really dig what you're doing.

Trump:
+ Show Spoiler +
I approve this method.

Infinity Seven's Sanddbox
+ Show Spoiler +
I totally agree with what the show is doing; approaching sc2 in terms of gradually ramping up difficulty is the way to go. Ask any expert from any discipline (music, sports, etc) and they'll tell you fundamentals are the most important. You gotta start from the ground up


I apologize in advance if this list is not long enough, It is very difficult to get in contact with the big community figures.

Do I have to play on the Ladder?
Absolutely not! 4v4, 3v3, 2v2, 1v1, FFA on the ladder, against friends, or against AI are all perfectly acceptable ways of using TheLevels to improve. Tower Defense, sadly, does not count. Sorry

What do I focus on in Levels 2 and 3?
It is difficult to explain these things in text in a way that will effectively communicate what the goal of these specific levels are. The short version of the 3 focuses are as follows:

Level 1 is Macro Focus - This does not mean you cannot micro. What it does mean is that you should avoid microing at the sacrifice of macro. The goal should be to pass the round with as much focus on macro as possible (as this will speed your progress to Level 2)

Level 2 is Micro Focus - try to get the most out of every battle, experiment with different ways to position and take engagements. Retreat when you can get away with units, stay when you're trapped and deal the damage you can. Stutter step, etc. You should avoid macroing at the sacrifice of micro. This will relieve the stress of worrying about multitasking. The ball is in your court. I could make constrictions involving micro, but its not quite as measurable as macro is, so set goals for yourself, watch pro games, search forums and other resources and try to master every type of micro you desire.

Level 3 is Multitask Focus - Now that you have the different macro and micro mechanics mastered and second nature, it is time for the final and most difficult step, Multitasking. The difficulties have been increased. This will create an environment where you cannot let your macro slip in order to micro, you must be able to do both (seemingly) simultaneously, by going back and forth quickly between the two. This is the most difficult of the 3 levels, possibly the most difficult mechanic in Starcraft 2 and has been left to last. I could have implemented some sort of constraint like, "you must be doing at least 2 things at all times" but I didn't see a real measureable way to do this, so again the ball is in your court. Decide what your multitasking level is going to be and make sure you are achieveing that level of multitasking in addition the the requirements of Level 3 before you move on to the next round.

I'll be making more videos, as I think they are the best way to explain these things. Until now, I hope that answers your question. If not, feel free to follow up :D
Commentatorhttps://www.youtube.com/JaKaTaKtv
Siemon16
Profile Joined September 2012
Netherlands5 Posts
September 26 2012 19:49 GMT
#277
I bet the most of the people that are responding didnt even try it. But as said before, jack lacks a little bit in advertizing
Veni, Vidi, Vici.
MstrJinbo
Profile Joined March 2011
United States1251 Posts
September 26 2012 19:52 GMT
#278
What community members think about TheJaKaTaK:

Andre (Gretorp) Hengchua:
+ Show Spoiler +
William, co-founder GLHF Magazine:
+ Show Spoiler +
Trump:
+ Show Spoiler +
Infinity Seven's Sanddbox
+ Show Spoiler +


I apologize in advance if this list is not long enough, It is very difficult to get in contact with the big community figures.


It would help if I knew who half these people were. This is mostly a nitpick on the presentation as I think it is great you are reaching out to community figures. But I know Gretorp (good catch by the way). I know sandbox and even if I didn't he is part of a known and respected team iS. Who is Trump? And why should I care what William has to say on the matter?
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
September 26 2012 20:16 GMT
#279
Haven't been doing this for very long, those are the people with a reputation as community figures that support me currently. The list will get bigger, and more legit, but it'll take time.
Commentatorhttps://www.youtube.com/JaKaTaKtv
MstrJinbo
Profile Joined March 2011
United States1251 Posts
September 26 2012 20:33 GMT
#280
On September 27 2012 05:16 JaKaTaK wrote:
Haven't been doing this for very long, those are the people with a reputation as community figures that support me currently. The list will get bigger, and more legit, but it'll take time.


As some general feedback. Putting the fullnames instead of just the handle would improve things. If they are a pro player, identify them as a player. Also Identify what organization/team they are with.
rikter
Profile Joined November 2010
United States352 Posts
September 26 2012 22:31 GMT
#281
Some of the suggestions that have been made by me personally include tweaking the order on some of the terran units so that youre not missing tech, and adding in some more actual content. I dont post in this thread to pump my ego or try to get followers or what have you, I post because I dont have time to do this kind of work, jak does, and really I think more could and should be done.

I actually gave jak an outline of a level system that could literally generate a books worth of content, that would justify people giving him money.

Someone earlier posted an analogy about drum students not doing rudiments, wanting to do fancy stuff, and then not having the results they wanted because rudiments were lacking. Well, in sc2 building more units on more bases than you can actually manage is like rushing ahead without rudiments. Three bases is the fancier play, not 1.

Ask yourself, why is this guy with nothing to gain and no investment feel the need to respond to these people? I did a similar thing in one of Tangs threads and the end result was he learned about a new resource for pro vods and in general I think he improved the quality of posts. Not all my credit, but it can have positive impact.

No one wants a box of shit, even if it is for Christmas.
Czarnodziej
Profile Joined January 2011
Poland624 Posts
September 26 2012 23:01 GMT
#282
Lets simplify it a little to make it clearer. Imagine this:
New player wants to learn SC2 and he loses 10 games in a row using level system provided here. What are the chances that he will continue using it?
Close to none. Because losing is not fun. How level system is gonna approach that? I do not see any incentive besides "you need to lose to get better" which actually does not even work most of the time when novice/casual players are considered.
rikter
Profile Joined November 2010
United States352 Posts
September 26 2012 23:16 GMT
#283
Just another quick addition: lets just assume that levels takes off in its current form, with lots of new players using it. Do you think after getting smashed in and bm'd on the ladder, playing in a way that doesnt resemble what the pros are doing, that they are going to want to keep playing? When people get bad advice they lose, losing isnt fun, why play a game thats not fun? This does not help the cause of esports.

Ive really tried to think of a person or a scenario where doing this in its current state would be of real use and I just cant. I cant think of one reason why this build order is better than an actual build order. People learn differently, so finding a different way to present the build order would be great, but you still need to learn the build!

Good advice is good advice.
No one wants a box of shit, even if it is for Christmas.
thieveshonor
Profile Joined July 2012
8 Posts
September 26 2012 23:45 GMT
#284
Hey Jak. Great work on The Core and The Levels. So far, I've notices an improvement on my inject timing, but I am having a problem that I can hopefully get some help with.

I'm currently using The Levels as a Zerg player. I've made it past 1.0 without any issue, but am having trouble meeting the SQ requirement. I have no problem with spending resources at the start of the game, but towards the end I seem to be floating a lot. The best I have been able to do is around 50 SQ. What should I be doing to get my unspent resources down? Should I throw down macro hatches when my resources start to get high? Should I be on two bases or just one? Lately, I've been on two bases with two macro hatches. Is this the right direction to go in? It seems like when I take a third, it pushes my unspent resources even higher. Thanks for all that you do for the community.
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
September 27 2012 04:28 GMT
#285
rikter... I disagree with you. Can't we just agree to disagree and move on. You like constricted build orders and a base constricted method. I like free build orders and a unit/building constricted method. I've tried the exact thing you are talking about already with new players and it wasn't working, players were getting overloaded with information, confused, and frustrated, which is why I've moved on. I am not ignoring your advise, I am disagreeing with it.

@thieveshonor
I assume you are talking about 1.1 (because you said you moved past 1.0)
More bases will increase your income as well as your average unspent resources, but you will likely find it easier to get a high SQ with a higher number of bases. But above all, economy drives everything. If you have money, find something useful to spend it on. So on 1.1, that means macro hatches, expansions, maybe queens. Just make sure you are spending your larva first and building hatches and queens 2nd.

and you're very welcome :D
Commentatorhttps://www.youtube.com/JaKaTaKtv
shogeki
Profile Joined March 2011
Canada75 Posts
September 27 2012 05:25 GMT
#286
On September 27 2012 08:45 thieveshonor wrote:
Hey Jak. Great work on The Core and The Levels. So far, I've notices an improvement on my inject timing, but I am having a problem that I can hopefully get some help with.

I'm currently using The Levels as a Zerg player. I've made it past 1.0 without any issue, but am having trouble meeting the SQ requirement. I have no problem with spending resources at the start of the game, but towards the end I seem to be floating a lot. The best I have been able to do is around 50 SQ. What should I be doing to get my unspent resources down? Should I throw down macro hatches when my resources start to get high? Should I be on two bases or just one? Lately, I've been on two bases with two macro hatches. Is this the right direction to go in? It seems like when I take a third, it pushes my unspent resources even higher. Thanks for all that you do for the community.


Focus on injects first. Most zerg players even at high levels don't have perfect injects, so don't be too worried if you don't master it right away. Injects are everything for playing zerg.

If you find your queens are all low on energy all the time, and you are still hording minerals, build macro hatcheries and more queens to inject them. If you've injected all your hatcheries non-stop, spent all your larva, and have 300 minerals to spare, it's time for a macro hatch and an extra queen. Keep adding hatches until you are comfortably spending all your money. Don't worry if at first you end up with way too many hatches -- in future games you can worry about getting the number of extra hatches down.

How many hatcheries you actually need depends largely on what units you're building. Zerglings are larva-inefficient units - you need a lot of larva to spend your money strictly on zerglings, so likewise you would need more hatches. Roaches are more expensive so will need fewer larva to spend all that money, thus you might need only 1 macro hatch off 3 saturated bases.

rikter
Profile Joined November 2010
United States352 Posts
September 27 2012 10:51 GMT
#287
Jak is it maybe, maybe possible that the reason they got frustrated because your instruction was not sufficient? I dont think this is really a stretch, since your league is low and your comments kind of indicate a real lack of appreciation for the material.

have you actually gone through all the levels yourself? Or are you just doing them concurrently while instructing others? Do you think you have an obligation to maybe actually finish your own system and see the results before instructing others? Or to actually try a controlled experiment comparing methods?

It just seems like, given your rigidity, that the most important thing to you is that the system is yours, n.ot that it works best. I can understand working some things in a little later, but to just not include them at all?
No one wants a box of shit, even if it is for Christmas.
Gravve
Profile Joined September 2012
United States3 Posts
Last Edited: 2012-09-27 13:24:41
September 27 2012 13:17 GMT
#288
The question with build order centric learning, in my experience with trying to learn the game, is that you use a build order, win big time and crush your opponent, and then you're all giggles and go into the next game to get stomped, then you ask yourself why? Because both games seem to be the same, you followed the build, and didn't get the same results. You don't know what to look for when it comes to problems. Maybe you did everything correctly and it was a build order loss, but a new person won't know that. They won't know what to look for and they'll get frustrated with it and go to another build order and have the same results, and eventually get PO'd at the game and stop playing. That was all me the first season I played. I never made it out of bronze.

TheLevels gives you a chance to alternatively advance, while getting some wins on the ladder. No matter if you win or lose, you' still feel like you're advancing. It's a little extra incentive to keep playing, and that's what most players need.

As for doing it in ladder.. I don't recall ever hearing or reading that it must be done in ladder. I did it against some friends for awhile, and some AI games, and I suddenly understood how important macro was when I would walk into a friends base with 10 more units than he had.

I think that TheLevels is a good way to learn for someone that's tried to follow Build orders and doesn't understand why they win or why they lose. Or, someone that can follow build orders perfectly, and then can't figure out what to do after that.

TheLevels teaches you macro, and that works no matter how long the game goes, whether it's 8 minutes or 30 minutes. If you're spending your money quickly at all stages of the game, you're already better than most players.

On a side note, Rikter, I appreciate your comments. It's motivated me to go home and play, which I haven't been motivated to do for a week or two due to the emergence of the dreaded Dramalama in my life. Also, if you ever get the chance to write up a guide on your 1base play idea, I think I have a friend that would benefit from that and enjoy the learning experience, since I could probably help him with his replays and tell him what went wrong.
For truth to exist, each person must accept it as a universal constant. This is impossible.
shogeki
Profile Joined March 2011
Canada75 Posts
September 27 2012 13:38 GMT
#289
On September 27 2012 19:51 rikter wrote:
Jak is it maybe, maybe possible that the reason they got frustrated because your instruction was not sufficient? I dont think this is really a stretch, since your league is low and your comments kind of indicate a real lack of appreciation for the material.

have you actually gone through all the levels yourself? Or are you just doing them concurrently while instructing others? Do you think you have an obligation to maybe actually finish your own system and see the results before instructing others? Or to actually try a controlled experiment comparing methods?

It just seems like, given your rigidity, that the most important thing to you is that the system is yours, n.ot that it works best. I can understand working some things in a little later, but to just not include them at all?


Don't you think you have the responsibility to actually test this system before unilaterally imposing judgement on it? Your posts are full of "I think" and "I don't think" but you don't have very much to go on but your opinion, do you? I wouldn't be the first person to post in this thread that I am sick and tired of hearing your same opinion posted over and over again, so how about you contribute something fresh or just accept that people are not going to agree with you?
Zenbrez
Profile Joined June 2012
Canada5973 Posts
Last Edited: 2012-09-27 13:41:59
September 27 2012 13:39 GMT
#290
On September 27 2012 04:49 Siemon16 wrote:
I bet the most of the people that are responding didnt even try it. But as said before, jack lacks a little bit in advertizing

Those comminuty members that he listed didn't try it either. A lot of the people posting here can't even try it, I for example am already a master player. I've never reviewed pro replays, my own replays, learned builds (literally) to get to masters (as both protoss and zerg), and I started out in bronze. I don't need to butcher my hotkeys and divide my apm by 10 to understand what techniques is trying to be taught here.
Refer to my post.
rikter
Profile Joined November 2010
United States352 Posts
September 27 2012 14:08 GMT
#291
On September 27 2012 22:38 shogeki wrote:
Show nested quote +
On September 27 2012 19:51 rikter wrote:
Jak is it maybe, maybe possible that the reason they got frustrated because your instruction was not sufficient? I dont think this is really a stretch, since your league is low and your comments kind of indicate a real lack of appreciation for the material.

have you actually gone through all the levels yourself? Or are you just doing them concurrently while instructing others? Do you think you have an obligation to maybe actually finish your own system and see the results before instructing others? Or to actually try a controlled experiment comparing methods?

It just seems like, given your rigidity, that the most important thing to you is that the system is yours, n.ot that it works best. I can understand working some things in a little later, but to just not include them at all?


Don't you think you have the responsibility to actually test this system before unilaterally imposing judgement on it? Your posts are full of "I think" and "I don't think" but you don't have very much to go on but your opinion, do you? I wouldn't be the first person to post in this thread that I am sick and tired of hearing your same opinion posted over and over again, so how about you contribute something fresh or just accept that people are not going to agree with you?


I have tested this system. A better version, actually, in the WoL campaign. There is really only so much that can be done under single player but at least the scenarios are better designed. Even then, I found that I was woefully unprepared for the ladder, and I am not a novice gamer. It might be useful to familiarize yourself with units, but where WoL has scenarios that highlight abillities, thelevels has.....nothing. the point of the game is not to keep money low it is to kill the other guy.

My opinions are based on two decades of experience, across a huge spectrum of games and sports and competitive endeavors. Forget the fact that Ive been consistently at the top I have never met an actual winner whose attitude even remotely resembles that of this teaching method. Not one but TWO pro gamers have posted almost identical criticisms, in this very thread. This system reminds me of all the nonsense gambling literature out there claiming that you can succede despite doing things that don't resemble established techniques.

I get a little tired hearing all the "i cant, this is too hard" does that mean they shouldnt post either? My posts are a little more than "I dont like this", there are reasons and explanations and evidence.
No one wants a box of shit, even if it is for Christmas.
MstrJinbo
Profile Joined March 2011
United States1251 Posts
September 27 2012 14:25 GMT
#292
On September 27 2012 23:08 rikter wrote:
Show nested quote +
On September 27 2012 22:38 shogeki wrote:
On September 27 2012 19:51 rikter wrote:
Jak is it maybe, maybe possible that the reason they got frustrated because your instruction was not sufficient? I dont think this is really a stretch, since your league is low and your comments kind of indicate a real lack of appreciation for the material.

have you actually gone through all the levels yourself? Or are you just doing them concurrently while instructing others? Do you think you have an obligation to maybe actually finish your own system and see the results before instructing others? Or to actually try a controlled experiment comparing methods?

It just seems like, given your rigidity, that the most important thing to you is that the system is yours, n.ot that it works best. I can understand working some things in a little later, but to just not include them at all?


Don't you think you have the responsibility to actually test this system before unilaterally imposing judgement on it? Your posts are full of "I think" and "I don't think" but you don't have very much to go on but your opinion, do you? I wouldn't be the first person to post in this thread that I am sick and tired of hearing your same opinion posted over and over again, so how about you contribute something fresh or just accept that people are not going to agree with you?


I have tested this system. A better version, actually, in the WoL campaign. There is really only so much that can be done under single player but at least the scenarios are better designed. Even then, I found that I was woefully unprepared for the ladder, and I am not a novice gamer. It might be useful to familiarize yourself with units, but where WoL has scenarios that highlight abillities, thelevels has.....nothing. the point of the game is not to keep money low it is to kill the other guy.


What RTS have you been playing. Keeping you money low to build shit to kill the other guy is a large part of the game. Also I'm still waiting for Jak to add wraiths and diamondbacks to the levels :D
Snotling
Profile Joined August 2011
Germany885 Posts
September 27 2012 14:43 GMT
#293
I really enjoy this. throwing 500000 Marines at people is so fun :D
rikter
Profile Joined November 2010
United States352 Posts
September 27 2012 14:59 GMT
#294
You dont need your money low to kill the other guy. You can bank huge resources and win. Its obviously better if your money is low, but its not an end in and of itself. Low money is just a performance benchmark to evaluate build efficiency, and the reason your money is low is more important than whether its low. If you have minimal workers and your money is low what have you learned? If your money is low because you have more production facillities than you need, what have you learned?
No one wants a box of shit, even if it is for Christmas.
Uncreative_Troll
Profile Joined October 2011
98 Posts
Last Edited: 2012-09-27 15:34:57
September 27 2012 15:34 GMT
#295
I think the main charm of TheLevels is that there are additional achievements beside actually improving like reaching a higher round/level, measuring results (and watching your hopefully increasing SQ), focussing on some kind of training, seemingly less investigation (for build orders and stuff like that) and maybe beeing less focussed on winning the game...

However I doubt that TheLevels is an ideal all around training method, because the restriction on certain units and the focus on certain aspects of the game force you to play worse than you could and won't train every skillset which would rewarding.
The user learns that it's important to spent their ressources, to not get supply blocked and that attacking can win you games, but they most likely won't learn how to macro efficient (by not having an ideal Build Order), scouting and how to react to opponents, using good follow ups and they delay learning to micro and other important stuff which is beneficial too.

The ideal way to learn playing Starcraft is most likely a bit of everything. Get some basic macro with TheLevels or Multitasking maps or learning Build Orders, understand Gameplans, play funmaps which focus on certain aspects of the game, play ladder, play buddies, analyse your replays, watch some tournaments/streams/learning shows and so on... (The order of the points doesn't show how important/good they are.)
The most important point is that the player has fun and doesn't totally waste his time. TheLevels might not be ideal yet but they are improving and it has it's good points. When Jak starts to promote TheLevels as a way to start training or as part of a training plan then most of the critism (except his own skills and his experience with this system)* should stop I guess.
*He is currently working on both points.

I watched his stream quite a bit since my first posts here. The chat is quite nice and it's somehow interesting to see where he is heading to with QuestofJack. TheLevels were quite a bit changed, too:
- the Protoss tech tree advances now more with the buildings
- less rounds per level and more unified (number of rounds for each race)
- much faster to reach higher round/level cause you need to meet the requirements only 3 times in a row instead of 5 times (for level 1 and 2)
- better presentation
- you lose less tech when you reach a higher level
- level 3 got reduced heavily considering that those player should be decent already
...

I talked about some of these points in my posts. I don't know if he changed them because of me or because he gets a lot more experience with TheLevels currently but we can say for sure that he is still fixing problems and doesn't ignore all kinds of feedback. The most rewarding way to deal with this topic is most likely to point out still existing problems (Terran Tech tree, missing information, maybe an additional mining-Base-number focussed way of dealing with Macro and the way the first Post in this Topic somewhat discredits other learning approaches) in his streamchat or this thread and try to influence this learning approach in a positive way. It has his place after all.
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
Last Edited: 2012-09-27 15:52:43
September 27 2012 15:44 GMT
#296
On September 27 2012 19:51 rikter wrote:
Jak is it maybe, maybe possible that the reason they got frustrated because your instruction was not sufficient? I dont think this is really a stretch, since your league is low and your comments kind of indicate a real lack of appreciation for the material.

have you actually gone through all the levels yourself? Or are you just doing them concurrently while instructing others? Do you think you have an obligation to maybe actually finish your own system and see the results before instructing others? Or to actually try a controlled experiment comparing methods?

It just seems like, given your rigidity, that the most important thing to you is that the system is yours, n.ot that it works best. I can understand working some things in a little later, but to just not include them at all?


I'm done reading any of your posts man. You clearly are not here to help.

On September 28 2012 00:34 Uncreative_Troll wrote:
I think the main charm of TheLevels is that there are additional achievements beside actually improving like reaching a higher round/level, measuring results (and watching your hopefully increasing SQ), focussing on some kind of training, seemingly less investigation (for build orders and stuff like that) and maybe beeing less focussed on winning the game...

However I doubt that TheLevels is an ideal all around training method, because the restriction on certain units and the focus on certain aspects of the game force you to play worse than you could and won't train every skillset which would rewarding.
The user learns that it's important to spent their ressources, to not get supply blocked and that attacking can win you games, but they most likely won't learn how to macro efficient (by not having an ideal Build Order), scouting and how to react to opponents, using good follow ups and they delay learning to micro and other important stuff which is beneficial too.

The ideal way to learn playing Starcraft is most likely a bit of everything. Get some basic macro with TheLevels or Multitasking maps or learning Build Orders, understand Gameplans, play funmaps which focus on certain aspects of the game, play ladder, play buddies, analyse your replays, watch some tournaments/streams/learning shows and so on... (The order of the points doesn't show how important/good they are.)
The most important point is that the player has fun and doesn't totally waste his time. TheLevels might not be ideal yet but they are improving and it has it's good points. When Jak starts to promote TheLevels as a way to start training or as part of a training plan then most of the critism (except his own skills and his experience with this system)* should stop I guess.
*He is currently working on both points.

I watched his stream quite a bit since my first posts here. The chat is quite nice and it's somehow interesting to see where he is heading to with QuestofJack. TheLevels were quite a bit changed, too:
- the Protoss tech tree advances now more with the buildings
- less rounds per level and more unified (number of rounds for each race)
- much faster to reach higher round/level cause you need to meet the requirements only 3 times in a row instead of 5 times (for level 1 and 2)
- better presentation
- you lose less tech when you reach a higher level
- level 3 got reduced heavily considering that those player should be decent already
...

I talked about some of these points in my posts. I don't know if he changed them because of me or because he gets a lot more experience with TheLevels currently but we can say for sure that he is still fixing problems and doesn't ignore all kinds of feedback. The most rewarding way to deal with this topic is most likely to point out still existing problems (Terran Tech tree, missing information, maybe an additional mining-Base-number focussed way of dealing with Macro and the way the first Post in this Topic somewhat discredits other learning approaches) in his streamchat or this thread and try to influence this learning approach in a positive way. It has his place after all.


Thanks for noticing man. Its been a while since I made those changes, so it'd be hard to say who put them in my head, but I think you and rikter were actually the ones who gave me some of those ideas. Thanks :D
Commentatorhttps://www.youtube.com/JaKaTaKtv
Salient
Profile Joined August 2011
United States876 Posts
September 27 2012 15:47 GMT
#297
@ Gravve,

I see your point. Build orders can seem deceptively simplistic because they don't generally account for all the reactions and variations that come up in actual play. For example, it is necessary to abandon any normal build in order to stop cheese (like a cannon rush). Newer players may get frustrated by the need to learn to adapt to the variety of situations in actual play. I don't see any way around losing a lot of games in order to learn those sorts of skills -- regardless of whether you use a build order or Jak's method. This game is pretty complicated. It's not Angry Birds. :p
Uncreative_Troll
Profile Joined October 2011
98 Posts
September 27 2012 16:01 GMT
#298
On September 27 2012 19:51 rikter wrote:
...
have you actually gone through all the levels yourself? Or are you just doing them concurrently while instructing others? Do you think you have an obligation to maybe actually finish your own system and see the results before instructing others? Or to actually try a controlled experiment comparing methods?
...


That paragraph are valid questions. He is at Level 2.1 with Protoss. AFAIK Jak haven't gone through all the levels himself. I agree that he really should have started QuestofJak way earlier.


JaKaTaK United States. September 28 2012 00:44. Posts 567
I'm done reading any of your posts man. You clearly are not hear to help.


I just wrote a post that you don't ignore feedback. You aren't helping me ;P


Salient United States. September 28 2012 00:47. Posts 55
@ Gravve,

I see your point. Build orders can seem deceptively simplistic because they don't generally account for all the reactions and variations that come up in actual play. For example, it is necessary to abandon any normal build in order to stop cheese (like a cannon rush). Newer players may get frustrated by the need to learn to adapt to the variety of situations in actual play. I don't see any way around losing a lot of games in order to learn those sorts of skills -- regardless of whether you use a build order or Jak's method. This game is pretty complicated. It's not Angry Birds.


A good Build order guide tells you what to scout for and tells you how to react to most of the stuff you are facing. I don't think that learning to adjust to the opponent while doing a bad descripted Build Order is harder than completly making everything up by yourself.
SirPsychoMantis
Profile Joined December 2011
United States180 Posts
September 27 2012 16:02 GMT
#299
On September 27 2012 23:08 rikter wrote:
Show nested quote +
On September 27 2012 22:38 shogeki wrote:
On September 27 2012 19:51 rikter wrote:
Jak is it maybe, maybe possible that the reason they got frustrated because your instruction was not sufficient? I dont think this is really a stretch, since your league is low and your comments kind of indicate a real lack of appreciation for the material.

have you actually gone through all the levels yourself? Or are you just doing them concurrently while instructing others? Do you think you have an obligation to maybe actually finish your own system and see the results before instructing others? Or to actually try a controlled experiment comparing methods?

It just seems like, given your rigidity, that the most important thing to you is that the system is yours, n.ot that it works best. I can understand working some things in a little later, but to just not include them at all?


Don't you think you have the responsibility to actually test this system before unilaterally imposing judgement on it? Your posts are full of "I think" and "I don't think" but you don't have very much to go on but your opinion, do you? I wouldn't be the first person to post in this thread that I am sick and tired of hearing your same opinion posted over and over again, so how about you contribute something fresh or just accept that people are not going to agree with you?


I have tested this system. A better version, actually, in the WoL campaign. There is really only so much that can be done under single player but at least the scenarios are better designed. Even then, I found that I was woefully unprepared for the ladder, and I am not a novice gamer. It might be useful to familiarize yourself with units, but where WoL has scenarios that highlight abillities, thelevels has.....nothing. the point of the game is not to keep money low it is to kill the other guy.

My opinions are based on two decades of experience, across a huge spectrum of games and sports and competitive endeavors. Forget the fact that Ive been consistently at the top I have never met an actual winner whose attitude even remotely resembles that of this teaching method. Not one but TWO pro gamers have posted almost identical criticisms, in this very thread. This system reminds me of all the nonsense gambling literature out there claiming that you can succede despite doing things that don't resemble established techniques.

I get a little tired hearing all the "i cant, this is too hard" does that mean they shouldnt post either? My posts are a little more than "I dont like this", there are reasons and explanations and evidence.


So you play a lot of games, I'm pretty sure a majority of people on these forums have been gaming since they were kids. Not really a "qualification" on how to teach starcraft. Being smart or experienced doesn't mean you can teach. I had several professors in college who were obviously very smart people, but just couldn't convey the information in a reasonable manner.

You seem to think your comparison to WoL campaign is pretty clever, but how many missions do you and your opponent start with 6 workers, 50 minerals? None. How about units you get that are not in multiplayer? There are clearly many more things that are better about this teaching method over just playing the singleplayer campaign.
Zerg #1
ApocAlypsE007
Profile Blog Joined January 2011
Israel1007 Posts
Last Edited: 2012-09-27 17:00:38
September 27 2012 17:00 GMT
#300
I'm shocked.
I thought I gonna get roflstomped in Diamond EU when I do the 1.2 level, especially when I have to deal with slow Zealots and Stalkers... Surprisingly I won some games, and even I won a game vs Diamond level player doing 1.1, so to anyone thinks that the levels will discourage people in lower leagues because they will lose 10 games, it's completely false. If your mechanics strong enough, it will get you far even on 1.2.
This is for example a game in PvP, no less... And it's isn't a 4 gate.
[image loading]
I'm playing the game, the one that will take me to my end, i'm waiting for the rain, TO WASH-- WHO I AM!!!
Czarnodziej
Profile Joined January 2011
Poland624 Posts
Last Edited: 2012-09-27 22:02:48
September 27 2012 22:02 GMT
#301
On September 28 2012 00:34 Uncreative_Troll wrote:
. TheLevels were quite a bit changed, too:
- the Protoss tech tree advances now more with the buildings
- less rounds per level and more unified (number of rounds for each race)
- much faster to reach higher round/level cause you need to meet the requirements only 3 times in a row instead of 5 times (for level 1 and 2)
- better presentation
- you lose less tech when you reach a higher level
- level 3 got reduced heavily considering that those player should be decent already


Cool, I suggested some of these changes 2 months ago. Better late than never I guess.
rikter
Profile Joined November 2010
United States352 Posts
September 27 2012 23:31 GMT
#302
On September 28 2012 00:44 JaKaTaK wrote:
Show nested quote +
On September 27 2012 19:51 rikter wrote:
Jak is it maybe, maybe possible that the reason they got frustrated because your instruction was not sufficient? I dont think this is really a stretch, since your league is low and your comments kind of indicate a real lack of appreciation for the material.

have you actually gone through all the levels yourself? Or are you just doing them concurrently while instructing others? Do you think you have an obligation to maybe actually finish your own system and see the results before instructing others? Or to actually try a controlled experiment comparing methods?

It just seems like, given your rigidity, that the most important thing to you is that the system is yours, n.ot that it works best. I can understand working some things in a little later, but to just not include them at all?


I'm done reading any of your posts man. You clearly are not here to help.

Show nested quote +
On September 28 2012 00:34 Uncreative_Troll wrote:
I think the main charm of TheLevels is that there are additional achievements beside actually improving like reaching a higher round/level, measuring results (and watching your hopefully increasing SQ), focussing on some kind of training, seemingly less investigation (for build orders and stuff like that) and maybe beeing less focussed on winning the game...

However I doubt that TheLevels is an ideal all around training method, because the restriction on certain units and the focus on certain aspects of the game force you to play worse than you could and won't train every skillset which would rewarding.
The user learns that it's important to spent their ressources, to not get supply blocked and that attacking can win you games, but they most likely won't learn how to macro efficient (by not having an ideal Build Order), scouting and how to react to opponents, using good follow ups and they delay learning to micro and other important stuff which is beneficial too.

The ideal way to learn playing Starcraft is most likely a bit of everything. Get some basic macro with TheLevels or Multitasking maps or learning Build Orders, understand Gameplans, play funmaps which focus on certain aspects of the game, play ladder, play buddies, analyse your replays, watch some tournaments/streams/learning shows and so on... (The order of the points doesn't show how important/good they are.)
The most important point is that the player has fun and doesn't totally waste his time. TheLevels might not be ideal yet but they are improving and it has it's good points. When Jak starts to promote TheLevels as a way to start training or as part of a training plan then most of the critism (except his own skills and his experience with this system)* should stop I guess.
*He is currently working on both points.

I watched his stream quite a bit since my first posts here. The chat is quite nice and it's somehow interesting to see where he is heading to with QuestofJack. TheLevels were quite a bit changed, too:
- the Protoss tech tree advances now more with the buildings
- less rounds per level and more unified (number of rounds for each race)
- much faster to reach higher round/level cause you need to meet the requirements only 3 times in a row instead of 5 times (for level 1 and 2)
- better presentation
- you lose less tech when you reach a higher level
- level 3 got reduced heavily considering that those player should be decent already
...

I talked about some of these points in my posts. I don't know if he changed them because of me or because he gets a lot more experience with TheLevels currently but we can say for sure that he is still fixing problems and doesn't ignore all kinds of feedback. The most rewarding way to deal with this topic is most likely to point out still existing problems (Terran Tech tree, missing information, maybe an additional mining-Base-number focussed way of dealing with Macro and the way the first Post in this Topic somewhat discredits other learning approaches) in his streamchat or this thread and try to influence this learning approach in a positive way. It has his place after all.


Thanks for noticing man. Its been a while since I made those changes, so it'd be hard to say who put them in my head, but I think you and rikter were actually the ones who gave me some of those ideas. Thanks :D


The system works. Itd be cool if you either added to the original post with a changelog, or something, so that people can give specific feedback. Heres another idea for you: instead of using the levels as a build order why not try and partner up with a mapmaker and create single player custom games featuring economy based map triggers. You could do all the unlocking in a single session of practice. And, you can be the one adding structure instead of a live opponent. Keep playing to see how far you can go, all while working on macro mechanics
No one wants a box of shit, even if it is for Christmas.
babyToSS
Profile Joined December 2009
233 Posts
September 28 2012 00:17 GMT
#303
My advice/feedback to the OP - Have some way of incorporating match-up/game knowledge in your teaching process.
While macro is a big part, it is simply a necessary condition nothing more i.e. while a good player will always have good mechanics the converse is not true.

A lot of players focus on macro and while it is important, at the end of the day it will only help you get wins against lower level players who cannot macro properly. The real fun and ultimate skill of RTSes is the strategy/decision making side (this is also why I find "drill style" methods boring but that is just my opinion) which can best be learnt by grinding a whole bunch of standard games against opponents at the same skill level. This is why I prefer grinding out actual build orders copied from pros because along with the mechanics, you also get better at decision making. This particularly important in TvZ and TvT, where mechanics are simply not enough to trump better decision making/match-up understanding (unless, of course, there is a huge skill gap in mechanics).

You don't want to be one of those guys who are only good at copying and blindly executing pro builds. You can win a lot on the ladder but among the good/serious players, your standing will be mediocre at best.
babyToSS here! Can u go easy on me plzzz?
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
September 28 2012 01:40 GMT
#304
On September 28 2012 09:17 babyToSS wrote:
My advice/feedback to the OP - Have some way of incorporating match-up/game knowledge in your teaching process.
While macro is a big part, it is simply a necessary condition nothing more i.e. while a good player will always have good mechanics the converse is not true.

A lot of players focus on macro and while it is important, at the end of the day it will only help you get wins against lower level players who cannot macro properly. The real fun and ultimate skill of RTSes is the strategy/decision making side (this is also why I find "drill style" methods boring but that is just my opinion) which can best be learnt by grinding a whole bunch of standard games against opponents at the same skill level. This is why I prefer grinding out actual build orders copied from pros because along with the mechanics, you also get better at decision making. This particularly important in TvZ and TvT, where mechanics are simply not enough to trump better decision making/match-up understanding (unless, of course, there is a huge skill gap in mechanics).

You don't want to be one of those guys who are only good at copying and blindly executing pro builds. You can win a lot on the ladder but among the good/serious players, your standing will be mediocre at best.


I agree, that those things are super fun and important. This program is designed to discover that kind of stuff through exploration and experimentation. Its like playing Jazz vs playing Classical. Different people like to play and learn different styles. I definitely like the idea of guiding the process somewhat, just so long as it doesn't impose on the individual style and creativity of the learner.

What kind of stuff did you have in mind?
Commentatorhttps://www.youtube.com/JaKaTaKtv
babyToSS
Profile Joined December 2009
233 Posts
September 28 2012 04:43 GMT
#305
On September 28 2012 10:40 JaKaTaK wrote:
Show nested quote +
On September 28 2012 09:17 babyToSS wrote:
My advice/feedback to the OP - Have some way of incorporating match-up/game knowledge in your teaching process.
While macro is a big part, it is simply a necessary condition nothing more i.e. while a good player will always have good mechanics the converse is not true.

A lot of players focus on macro and while it is important, at the end of the day it will only help you get wins against lower level players who cannot macro properly. The real fun and ultimate skill of RTSes is the strategy/decision making side (this is also why I find "drill style" methods boring but that is just my opinion) which can best be learnt by grinding a whole bunch of standard games against opponents at the same skill level. This is why I prefer grinding out actual build orders copied from pros because along with the mechanics, you also get better at decision making. This particularly important in TvZ and TvT, where mechanics are simply not enough to trump better decision making/match-up understanding (unless, of course, there is a huge skill gap in mechanics).

You don't want to be one of those guys who are only good at copying and blindly executing pro builds. You can win a lot on the ladder but among the good/serious players, your standing will be mediocre at best.


I agree, that those things are super fun and important. This program is designed to discover that kind of stuff through exploration and experimentation. Its like playing Jazz vs playing Classical. Different people like to play and learn different styles. I definitely like the idea of guiding the process somewhat, just so long as it doesn't impose on the individual style and creativity of the learner.

What kind of stuff did you have in mind?


In my experience the absolute best way to develop good game sense is to grind out multiple games with a practice partner close to your skill level (you could pair up your students and ask them to duel each other for say x times a week or something. This could even happen within the confines of TheCore lesson structure).
Playing repeatedly against the same person is one of the best ways to improve -

(1) Unlike ladder, you can't fall into a pattern and blindly repeat the same thing each game, you are forced to mix things up which forces creativity and an understanding of balancing econ, tech and army investments based on what your opponent is expected to do. This concept is fundamental to any economy based RTS game.
For Example - If I invest in tech and econ then my opponent can invest a lot more in army and kill me but certain techs like cloak banshee can prevent this. Thus, few marines+cloak banshee followed by greed can be a powerful opener if the opponent scouts tech and tends to respond with expo behind light to medium pressure. Players like DRG and Leenock are scary good at this stuff where they scout, identify weakness, adjust on the fly and proceed to roflstomp opponent, even though the other guy didn't do anything wrong the whole game.

Note that this a pretty fundamental thing and has nothing to do with tech switching, building weird army compositions or any of that stuff. Even if you are only making marines, scvs from cc's and raxes, something as little as playing around with the order in which you get the buildings can have significant impacts on the game. Of course, players will have to start taking gas if they want to learn about tech investments.

(2) Soon you will know tendencies about your opponent, and players start learning about the importance of scouting because they have an active interest in finding out what their opponent is doing and have a much clearer idea of how to use the information they receive.

(3) Its always nice to discuss the games with your opponent and compare both perspectives.

(4) Last and the most important point, as you both get better at thwarting each others' moves, the games tend to always go to the late game. Long games allow players to start developing game sense and learning important tactical concepts like expansion control, army positioning for self, controlling and exploiting opponent's army positioning with multi-pronged drops/counter-attacks, when to turtle, be aggressive etc.

None of these things involve fancy micro, difficult to remember rules or require high APM. Even if you are playing with restricted unit compositions, these concepts should still apply. Of course as you are grinding out more number of longer games, your mechanics keep improving as well.
babyToSS here! Can u go easy on me plzzz?
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
September 28 2012 17:34 GMT
#306
I really like the idea of encouraging practice partners and playing against the same person instead of laddering. Unfortuantely for me personally, it is important that I raise my ladder rank for credibility, but I will definitely suggest this to people I talk to.

We actually have a thing like this called Mechanics vs Strategy. One opponent would be on TheLevels and the other would be allowed to do whatever they wanted (with some small occasional restrictions for flying and cloaked units to make the game more interesting) The Mechanics player would try to overcome the good strategy with their limited resources and the strategy player would try to overcome the good mechanics by taking advantage of the weaknesses that come from the limited resources of the mechanics player. Repeating this against the same opponents, as well as taking turns between mechanics and strategy would be a great way to implement your suggestion.

Thanks :D
Commentatorhttps://www.youtube.com/JaKaTaKtv
EarthshakerO
Profile Blog Joined September 2012
United States15 Posts
Last Edited: 2012-09-29 07:28:53
September 29 2012 07:27 GMT
#307
I absolutely love what you are doing here. I have never truly seen one person so dedicated to specifically branching out and trying to raise the skill level of lower ranked players. (Besides Day[9]) I actually bought another SC2 account and made this new teamliquid account to match. Just to try out your 'TheLevels' method with a fresh start.

Let me tell you something. I have played Starcraft on and off since midway through broodwar. (Protoss player) So, I have basically been fiddling with Starcraft for around 2-3 years. I have an average APM of about 100 and a fairly small knowledge of current SC2 strategy. I laddered all the way up to top diamond in SC2 beta (On a different account) and continued to play around diamond level for a few months, before returning to playing only every once in awhile. I was never really able to improve and playing the game became frustrating over time. I felt like I was never getting better and I just could not keep up.

Having all this experince and having played Starcraft for so long. Hopefully it means something when I say, I have never enjoyed Starcraft as much as I have following your program. Seriously, this thing is absolutely incredible and so well designed it blows me away. Not only did it strip me of my ladder anxiety but it is also forcing me to improve at such an incredible rate. I'm currently documenting every single replay I do throughout this program and plan on posting my results to you when I am finished.

However, in the meantime I just want to say that I have gained around 20-30 average APM in 4 days. (Began program on 9/25/12) Sometimes I even spike to around 220 when things get tense. Have GREATLY improved at keeping my money down and low. Almost never ever get supply blocked. And can maintain nearly constant probe production throughout the game.

Thank you so so much for developing 'TheLevels' method. You brought me back to Starcraft 2 and I feel more confident as well as enjoy playing the game more than I ever have before.
My dream is to one day influence a community as much as Day[9] has influenced Starcraft.
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
October 01 2012 20:51 GMT
#308
For those who don't believe a build order, strategy based style tutorial doesn't go out of date. Listen to the first minute of this tutorial by Apollo.

Commentatorhttps://www.youtube.com/JaKaTaKtv
rikter
Profile Joined November 2010
United States352 Posts
October 01 2012 23:30 GMT
#309
Dude just because individual build orders go out of date with patches and exploration of the game doesnt mean the skills you learned mastering the build are suddenly useless
No one wants a box of shit, even if it is for Christmas.
Chandra
Profile Joined July 2011
United States123 Posts
October 01 2012 23:52 GMT
#310
Wait, are you claiming that the relevance of the build order you're learning in the current metagame is more important than the skills gained in the process of learning that build order? Isn't that in opposition to the entire point of your proposed learning method? I fail to see your point.
SirPsychoMantis
Profile Joined December 2011
United States180 Posts
October 02 2012 01:29 GMT
#311
On October 02 2012 08:30 rikter wrote:
Dude just because individual build orders go out of date with patches and exploration of the game doesnt mean the skills you learned mastering the build are suddenly useless


When did he ever say they were useless, talk about throwing words in someone's mouth.

A downside of blindly following one build order is when the metagame shifts you have a very hard time figuring out a solution to the new problems that arise. No one is saying learning build orders is horrible and that you don't learn anything from them.
Zerg #1
rikter
Profile Joined November 2010
United States352 Posts
October 02 2012 10:47 GMT
#312
On October 02 2012 10:29 SirPsychoMantis wrote:
Show nested quote +
On October 02 2012 08:30 rikter wrote:
Dude just because individual build orders go out of date with patches and exploration of the game doesnt mean the skills you learned mastering the build are suddenly useless


When did he ever say they were useless, talk about throwing words in someone's mouth.

A downside of blindly following one build order is when the metagame shifts you have a very hard time figuring out a solution to the new problems that arise. No one is saying learning build orders is horrible and that you don't learn anything from them.



As I read that, the point was that since builds and the meta game change, you should learn by doing something that cant change. Maybe thats not what he meant, I dont know. Theres some room for interpretation with that statement though. Its not exactly putting words in his mouth, but maybe jak can clarify his point a bit?

to me, if you can do just one build properly, it makes it infinitely easier to learn other ones. Also, if a build is so powerful that you can just mindlessly do it ans smash without learning anything, then the game is broken. 5 rax reaper comes to mind as an example.

No one wants a box of shit, even if it is for Christmas.
Salomonster
Profile Joined August 2012
Sweden67 Posts
October 02 2012 12:02 GMT
#313
My ZvT has always been one of my strongest match ups. I've have had about 60% win since season 1, no more, no less. I never had a build (longer than 15hatch/15pool) or strategy that I have followed or tried to perfect. My entire play in this match up has been based on my knowledge of the match up and whatever skill I have.

My ZvZ is a totally different story. It was hard for me to grasp ZvZ at first so therefore I have based my ZvZ on different types of builds and strategy. This has caused my win rate to go up and down as the metagame shifts.
For example the first half of the last season I played one style conclusively and did not do well, mid season I took a 3 week break (for my vacation) and when I came back I learned a new build and conclusively used that build for the rest of the season.
During the first half of the season my win rate was 19% and the second half my win rate was 93%

I think this shows how incredibly strong or weak a build order/strategy can be and how much a build can "hide" the actual skill of a player. (sorry can't think of a better way to phrase this atm). The fact that players of the exact same skill level and understanding of the game can have such huge differences in win rate in the same match up, just because of the build is mind blowing to me.
I have been analyzing my replays from that season, and I do the exact same types mistakes both halves of the season, and I would actually say that I make more of them in the second half.

Ofc. there are LOTS of things to learn through trying out optimized builds, but I really think that most people have lots and lots of things to improve BEFORE spending time and sweat on understanding why and when specific builds are good since this can be done without the bumps in progression that the meta game changes can throw at you.
twitch.tv/salomonster
Agrias
Profile Joined September 2012
United States2 Posts
October 02 2012 12:10 GMT
#314
On September 29 2012 02:34 JaKaTaK wrote:
Unfortuantely for me personally, it is important that I raise my ladder rank for credibility...



Jak, does this mean you'll demonstrate your system on WoL instead of HOTS? I know you're platinum in HOTS but can we really consider that your true ladder rank when the beta is exactly that--the beta? You should get out of gold in WoL and show the viewers you can do it in WoL too instead of using your friends HOTS account. Just a suggestion :D
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
October 02 2012 13:48 GMT
#315
I wasn't implying anything when I said, "For those who don't believe a build order, strategy based style tutorial doesn't go out of date. Listen to the first minute of this tutorial by Apollo."

I meant exactly what I said, and that is all. Previously in this thread people have asked my how a build order could possibly become outdated. This is evidence for that specific point, that is all, and that is exactly what I said.

Concerning playing HotS vs WoL. More people want to watch me play HotS than WoL, so I play HotS. If more people wanted me to play WoL, I would play that. But in any case, I think its a good example to show that balance and patches don't matter as much when you're working on your mechanics with TheLevels. My mechanics allow me to experiment and have fun with different styles and ideas without being locked down to a build order. This is especially helpful in a game like HotS, where experimenting is probably more fun because of the new units and the meta game shifts quickly with each patch.
Commentatorhttps://www.youtube.com/JaKaTaKtv
dissent_sc2
Profile Joined May 2012
13 Posts
October 02 2012 19:13 GMT
#316
I have continued playing with "the levels" since my earlier post back in May. I have been meaning to come back and do a quick update. The levels have changed quite a bit since that time, I usually do at least a partial reset when the major changes come in. This has not been a problem for me, I understood from the outset that it was a work in progress. I have been very happy taking my time through the levels, more so than I think most would take or would need to take. I am an older gamer with not a lot of time so things come to me at a bit slower pace. At the current moment, I am on protoss level 1.6 (the DT/HT/archon level). Shortly after hitting the colossus level I finally got promoted to platinum, previously I could not get above the gold league. There is more to say but I will keep this post shorter and just add thanks to Jak for the system. I look forward to continued improvement and refinement of the system.

csikos27
Profile Joined May 2011
United States135 Posts
October 02 2012 19:26 GMT
#317
good luck!
rikter
Profile Joined November 2010
United States352 Posts
October 02 2012 22:10 GMT
#318
On October 03 2012 04:13 dissent_sc2 wrote:
I have continued playing with "the levels" since my earlier post back in May. I have been meaning to come back and do a quick update. The levels have changed quite a bit since that time, I usually do at least a partial reset when the major changes come in. This has not been a problem for me, I understood from the outset that it was a work in progress. I have been very happy taking my time through the levels, more so than I think most would take or would need to take. I am an older gamer with not a lot of time so things come to me at a bit slower pace. At the current moment, I am on protoss level 1.6 (the DT/HT/archon level). Shortly after hitting the colossus level I finally got promoted to platinum, previously I could not get above the gold league. There is more to say but I will keep this post shorter and just add thanks to Jak for the system. I look forward to continued improvement and refinement of the system.



Its hard to get out of gold league without ht's and collossus, the late observers dont help. An army with no AoE is hard to win with as the game goes later, and I think most levels games in lower leagues are either going to be really short (with you losing most of these to quick tech plays/hard counters whose proper counter you havent unlocked) or long (if people in lower leagues could do proper 2 base timings they wouldnt be in gold) . You can have base detection with cannons, but no observers leaves army vulnerable out on the map. You cant even do a proper build that could take you higher than gold without sentries at 1.3

Now that you actually have everything you need it should be easier to improve.
No one wants a box of shit, even if it is for Christmas.
dissent_sc2
Profile Joined May 2012
13 Posts
October 03 2012 05:00 GMT
#319
On October 03 2012 07:10 rikter wrote:
Its hard to get out of gold league without ht's and collossus, the late observers dont help. An army with no AoE is hard to win with as the game goes later, and I think most levels games in lower leagues are either going to be really short (with you losing most of these to quick tech plays/hard counters whose proper counter you havent unlocked) or long (if people in lower leagues could do proper 2 base timings they wouldnt be in gold) . You can have base detection with cannons, but no observers leaves army vulnerable out on the map. You cant even do a proper build that could take you higher than gold without sentries at 1.3

Now that you actually have everything you need it should be easier to improve.


I had all of those tools before I started the levels and the resources of build orders for each matchup that I tried to follow but was unable to get above gold. This covers a much longer period of time than I have currently spent on the levels. I was no worse off as far as my rank went when I was on level 1.2 with only un-upgraded zealots and stalkers, no detection, no base defense and no complicated strategy. According to the MMR plugin to sc2gears I was hovering around the gold/plat line. I had the feeling that if I spent some more time on this level and added some micro I could probably have gotten the promotion to plat.

Rikter, I have been following your posts with interest. You have raised several good points which I hope I can follow up on at a later time. I am not prepared to say what is the best approach to learning SC2. I will say I have thoroughly enjoyed following Jak's levels and have measurably improved my play in several areas.
rikter
Profile Joined November 2010
United States352 Posts
October 03 2012 11:04 GMT
#320
On October 03 2012 14:00 dissent_sc2 wrote:
Show nested quote +
On October 03 2012 07:10 rikter wrote:
Its hard to get out of gold league without ht's and collossus, the late observers dont help. An army with no AoE is hard to win with as the game goes later, and I think most levels games in lower leagues are either going to be really short (with you losing most of these to quick tech plays/hard counters whose proper counter you havent unlocked) or long (if people in lower leagues could do proper 2 base timings they wouldnt be in gold) . You can have base detection with cannons, but no observers leaves army vulnerable out on the map. You cant even do a proper build that could take you higher than gold without sentries at 1.3

Now that you actually have everything you need it should be easier to improve.


I had all of those tools before I started the levels and the resources of build orders for each matchup that I tried to follow but was unable to get above gold. This covers a much longer period of time than I have currently spent on the levels. I was no worse off as far as my rank went when I was on level 1.2 with only un-upgraded zealots and stalkers, no detection, no base defense and no complicated strategy. According to the MMR plugin to sc2gears I was hovering around the gold/plat line. I had the feeling that if I spent some more time on this level and added some micro I could probably have gotten the promotion to plat.

Rikter, I have been following your posts with interest. You have raised several good points which I hope I can follow up on at a later time. I am not prepared to say what is the best approach to learning SC2. I will say I have thoroughly enjoyed following Jak's levels and have measurably improved my play in several areas.


Its good you are improving, although since there are some skills you can learn just by playing, cant say for sure what caused it. Maybe you just needed X time and now youve gotten it in? At some point, the most important thing is to just play the game, so if this keeps you playing its good...to a point. Im sure this will help some people, though I think you can do it faster other ways. I used the campaign (verrrry similar in principle)to round into shape and while it helped me learn my hotkeys, once I hit the ladder I didnt really improve on the ladders until I started using proper openers.
No one wants a box of shit, even if it is for Christmas.
SirPsychoMantis
Profile Joined December 2011
United States180 Posts
October 03 2012 13:44 GMT
#321
On October 03 2012 20:04 rikter wrote:
Show nested quote +
On October 03 2012 14:00 dissent_sc2 wrote:
On October 03 2012 07:10 rikter wrote:
Its hard to get out of gold league without ht's and collossus, the late observers dont help. An army with no AoE is hard to win with as the game goes later, and I think most levels games in lower leagues are either going to be really short (with you losing most of these to quick tech plays/hard counters whose proper counter you havent unlocked) or long (if people in lower leagues could do proper 2 base timings they wouldnt be in gold) . You can have base detection with cannons, but no observers leaves army vulnerable out on the map. You cant even do a proper build that could take you higher than gold without sentries at 1.3

Now that you actually have everything you need it should be easier to improve.


I had all of those tools before I started the levels and the resources of build orders for each matchup that I tried to follow but was unable to get above gold. This covers a much longer period of time than I have currently spent on the levels. I was no worse off as far as my rank went when I was on level 1.2 with only un-upgraded zealots and stalkers, no detection, no base defense and no complicated strategy. According to the MMR plugin to sc2gears I was hovering around the gold/plat line. I had the feeling that if I spent some more time on this level and added some micro I could probably have gotten the promotion to plat.

Rikter, I have been following your posts with interest. You have raised several good points which I hope I can follow up on at a later time. I am not prepared to say what is the best approach to learning SC2. I will say I have thoroughly enjoyed following Jak's levels and have measurably improved my play in several areas.


Its good you are improving, although since there are some skills you can learn just by playing, cant say for sure what caused it. Maybe you just needed X time and now youve gotten it in? At some point, the most important thing is to just play the game, so if this keeps you playing its good...to a point. Im sure this will help some people, though I think you can do it faster other ways. I used the campaign (verrrry similar in principle)to round into shape and while it helped me learn my hotkeys, once I hit the ladder I didnt really improve on the ladders until I started using proper openers.


You keep harping on this JaKaTaK method = the campaign. There are plenty of people I know who bought SC2 when it was released, played through the campaign on normal, maybe the occasional 4v4, but in 1v1 they would have struggled in bronze and gotten stomped by silver players.

Also protoss and zerg players, the campaign is super helpful for them for learning build orders and what units do, right?
Zerg #1
rikter
Profile Joined November 2010
United States352 Posts
October 03 2012 15:16 GMT
#322
You have access to protoss in the campaign, though its optional. The point is simply that this is a system that is pretty much identical to the campaign philosophy, but lacks the finer details that are present in the campaign.
No one wants a box of shit, even if it is for Christmas.
SirPsychoMantis
Profile Joined December 2011
United States180 Posts
Last Edited: 2012-10-03 15:29:38
October 03 2012 15:29 GMT
#323
On October 04 2012 00:16 rikter wrote:
You have access to protoss in the campaign, though its optional. The point is simply that this is a system that is pretty much identical to the campaign philosophy, but lacks the finer details that are present in the campaign.


In the campaign you learn how to use T units, including ones that aren't even in the game, as well as upgrades that don't exist (like the mule calldown for all rax units). So honestly how is the campaign better? I'm not saying the campaign isn't fun, it's just not realistic for helping you into the 1v1 scenario.
Zerg #1
JDub
Profile Joined December 2010
United States976 Posts
October 03 2012 15:48 GMT
#324
On October 04 2012 00:16 rikter wrote:
You have access to protoss in the campaign, though its optional. The point is simply that this is a system that is pretty much identical to the campaign philosophy, but lacks the finer details that are present in the campaign.

I'm curious what the "finer details" of the campaign are. Most of the campaign missions are nothing like playing a regular 1v1 match. Some are pure micro with specialized units that do not exist in multiplayer. As another guy mentioned, you have all sorts of upgrades and units that you do not have access to in multiplayer.

I mean I understand the point you're trying to make, but it just really doesn't work. Playing the campaign is demonstrably worse for improving in 1v1 than playing 1v1 and going through TheLevels. In one you add on units slowly and focus on macro, in the other you add on units one at a time, some of which you'll never be able to use in multiplayer, and in situations that are unique to the campaign and oftentimes do not require you to be aggressive, or require you to make only one unit, or don't have any macro at all.
MstrJinbo
Profile Joined March 2011
United States1251 Posts
October 03 2012 16:05 GMT
#325
On October 04 2012 00:16 rikter wrote:
You have access to protoss in the campaign, though its optional. The point is simply that this is a system that is pretty much identical to the campaign philosophy, but lacks the finer details that are present in the campaign.


The levels aren't actually about the units. It is about placing arbitrary limitations on what units you can build and what decisions you can make so that you are forced to use macro and mechanics. People who play the campaign are woefully unprepared for multiplayer. This is not because they don't know the units but because the stresses of playing the 1v1 ladder are very different from the campaign. The pace is faster, you are playing an opponent that is hard to predict, and if you get behind you generally stay behind unless you do something to take the edge. So your assertion that the campaign is better prep for new users is incredibly silly.
Czarnodziej
Profile Joined January 2011
Poland624 Posts
October 03 2012 16:13 GMT
#326
Making Lvl.1 strictly against ai practice could help in refining the macro without interference. It does not even involve reacting to what opponent is doing, so what is the point of laddering then? Its only a warm-up phase, isn't it?
On the other hand, after beating Lvl. 1 a player have clearer general outlook on what macro really is, so implementing those skills in a ladder game could be more efficient than, for example, mindlessly massing zealots against roaches, which is pointless from a strategic standpoint 95% of the time.

There are no spellcasters in Lvl.1. Document could use an explanation about it.

Lvl.1 should have requirement of building structures, same as units (ie. you have to build at least 1 sensor tower in Terran 1.3) in order to get familiar with building time, size, requirements and mechanics.

Setting and recalling base/rally cameras and avoiding edge scroll should be mandatory (Lvl. 3).

Considering tech paths:
1.3 Siege Tank
1.4 Medivac
1.5 (Battle) Hellion, Widow Mine
1.6 Thor
1.7 Banshee, Viking
1.8 Battlecruiser

Should be:

1.3 (Battle) Hellion, Widow Mine
1.4 Siege Tank
1.5 Thor
1.6 Medivac
1.7 Banshee, Viking
1.8 Battlecruiser
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
October 03 2012 16:54 GMT
#327
@Czar
There will be more explaination videos and tutorials for TheLevels as I have the time to do them (Especially now that TheCore 0.5 is pretty much wrapped up). As far as putting more restrictions, like "you must build at least X of this building" I think is interesting. It would work pretty well with things like sensor towers, but I'm not sure about other stuff. Let me give you an example:

I am playing Protoss 2.2 now, which means gateway units and upgrades. I started my first day on this round playing with the sentries and getting a feel for their spells. I especially wanted to mess around with some early zealot sentry pressure. However, later on I decided to try out some pure blink stalker attacks. Having a restriction that forced me to get a twilight council, for example, would have prevented me from passing when I did well with an early zealot sentry attack and didn't get to the point where I would want to get a twilight council. (as a side note to anyone reading please do not respond to what strategies here are good or bad and for whatever reason make this point invalid, it is not the point)

But something like encouraging the use of a sensor tower would be cool. Or maybe, you must have built at least 1 of every structure and unit before moving on the next round. That would be interesting.

Concerning Tech Paths,

The tank is after the bio to open up marine tank play as well as 3/3 ups for bio. Followed by the medivac which allows for MMM play. I had your second "Should be" section as the original unit order, but for terrans, putting the medivac that far off in the system did not work well.

Thanks for the feedback :D
Commentatorhttps://www.youtube.com/JaKaTaKtv
rikter
Profile Joined November 2010
United States352 Posts
Last Edited: 2012-10-03 17:35:38
October 03 2012 17:19 GMT
#328
On October 04 2012 00:48 JDub wrote:
Show nested quote +
On October 04 2012 00:16 rikter wrote:
You have access to protoss in the campaign, though its optional. The point is simply that this is a system that is pretty much identical to the campaign philosophy, but lacks the finer details that are present in the campaign.

I'm curious what the "finer details" of the campaign are. Most of the campaign missions are nothing like playing a regular 1v1 match. Some are pure micro with specialized units that do not exist in multiplayer. As another guy mentioned, you have all sorts of upgrades and units that you do not have access to in multiplayer.

I mean I understand the point you're trying to make, but it just really doesn't work. Playing the campaign is demonstrably worse for improving in 1v1 than playing 1v1 and going through TheLevels. In one you add on units slowly and focus on macro, in the other you add on units one at a time, some of which you'll never be able to use in multiplayer, and in situations that are unique to the campaign and oftentimes do not require you to be aggressive, or require you to make only one unit, or don't have any macro at all.


"In one you add on units 1 at a time" "In one you add on units slowly" these are almost exactly the same thing. The fact that there are extra units and upgrades have literally NOTHING to do with the fact that the progression is essentially the same. But if the campaign is so terrible for 1v1 then why is the levels magically better, considering that they share the same base.

I dont know what campaign, on what difficulty you played, but the game is just as fast as on the ladder, with an AI that is considerably better than a typical low league player. The campaign actually requires you to be aggressive, while the levels doesnt, especially in doing achievements. The campaign scenarios actually feature design elements that highlight the things that make the units unique (as opposed to just winging it on the ladder) my biggest complaint about the campaign is that all the way up to brutal you can just macro hard and smash a-move...so this is also the opposite of what you said.

The biggest failing of both the campaign and the levels is that they dont teach efficiency at all, while build orders do.

Why not split the levels up by building instead of by specific unit. Quicker progression, better access to necessary tech etc.
No one wants a box of shit, even if it is for Christmas.
Czarnodziej
Profile Joined January 2011
Poland624 Posts
October 03 2012 17:22 GMT
#329
I meant only Lvl1 as a warm up phase. Higher levels should have the strategic standpoint accommodated as it is right now, but I think it is unnecessary in Lvl. 1.
JDub
Profile Joined December 2010
United States976 Posts
Last Edited: 2012-10-03 17:34:13
October 03 2012 17:31 GMT
#330
On October 04 2012 02:19 rikter wrote:
Show nested quote +
On October 04 2012 00:48 JDub wrote:
On October 04 2012 00:16 rikter wrote:
You have access to protoss in the campaign, though its optional. The point is simply that this is a system that is pretty much identical to the campaign philosophy, but lacks the finer details that are present in the campaign.

I'm curious what the "finer details" of the campaign are. Most of the campaign missions are nothing like playing a regular 1v1 match. Some are pure micro with specialized units that do not exist in multiplayer. As another guy mentioned, you have all sorts of upgrades and units that you do not have access to in multiplayer.

I mean I understand the point you're trying to make, but it just really doesn't work. Playing the campaign is demonstrably worse for improving in 1v1 than playing 1v1 and going through TheLevels. In one you add on units slowly and focus on macro, in the other you add on units one at a time, some of which you'll never be able to use in multiplayer, and in situations that are unique to the campaign and oftentimes do not require you to be aggressive, or require you to make only one unit, or don't have any macro at all.


"In one you add on units 1 at a time" "In one you add on units slowly" these are almost exactly the same thing. The fact that there are extra units and upgrades have literally NOTHING to do with the fact that the progression is essentially the same. But if the campaign is so terrible for 1v1 then why is the levels magically better, considering that they share the same base.

I dont know what campaign, on what difficulty you played, but the game is just as fast as on the ladder, with an AI that is considerably better than a typical low league player. The campaign actually requires you to be aggressive, while the levels doesnt, especially in doing achievements. The campaign scenarios actually feature design elements that highlight the things that make the units unique (as opposed to just winging it on the ladder) my biggest complaint about the campaign is that all the way up to brutal you can just macro hard and smash a-move...so this is also the opposite of what you said.

The biggest failing of both the campaign and the levels is that they dont teach efficiency at all, while build orders do.

"the 1 at a time" and "slowly" were two ways of saying the same thing. I wasn't trying to draw a distinction there, sorry if that was confusing. The distinction was meant to be that campaign missions are often "defend a lot" or "micro only these units" or "mass this unit that you can't actually use in multiplayer".

Sure, you can just macro + a-move through the campaign, but you can also just turtle, macro horrendously, and make tanks for a lot of the campaign too. Playing through the campaign a bunch isn't going to prepare you for 1v1 like playing through TheLevels will, if only because one is an actual 1v1 game, and the other is contrived scenarios that don't require playing in the same way. One of the recommendations of TheLevels is aggression (perhaps you should read the spreadsheet?), sure it's not required, but you also can't win a 1v1 by sitting in your base until a clock ticks down to zero.

Edit: I will say this -- there are some missions in the campaign that are comparable, where you have to macro up quickly, utilize a new unit, and attack. But there are many missions that are a waste of time in terms of improvement. So I think the whole campaign argument is moot because of that.
SirPsychoMantis
Profile Joined December 2011
United States180 Posts
October 03 2012 17:39 GMT
#331
On October 04 2012 02:19 rikter wrote:
Show nested quote +
On October 04 2012 00:48 JDub wrote:
On October 04 2012 00:16 rikter wrote:
You have access to protoss in the campaign, though its optional. The point is simply that this is a system that is pretty much identical to the campaign philosophy, but lacks the finer details that are present in the campaign.

I'm curious what the "finer details" of the campaign are. Most of the campaign missions are nothing like playing a regular 1v1 match. Some are pure micro with specialized units that do not exist in multiplayer. As another guy mentioned, you have all sorts of upgrades and units that you do not have access to in multiplayer.

I mean I understand the point you're trying to make, but it just really doesn't work. Playing the campaign is demonstrably worse for improving in 1v1 than playing 1v1 and going through TheLevels. In one you add on units slowly and focus on macro, in the other you add on units one at a time, some of which you'll never be able to use in multiplayer, and in situations that are unique to the campaign and oftentimes do not require you to be aggressive, or require you to make only one unit, or don't have any macro at all.


"In one you add on units 1 at a time" "In one you add on units slowly" these are almost exactly the same thing. The fact that there are extra units and upgrades have literally NOTHING to do with the fact that the progression is essentially the same. But if the campaign is so terrible for 1v1 then why is the levels magically better, considering that they share the same base.

I dont know what campaign, on what difficulty you played, but the game is just as fast as on the ladder, with an AI that is considerably better than a typical low league player. The campaign actually requires you to be aggressive, while the levels doesnt, especially in doing achievements. The campaign scenarios actually feature design elements that highlight the things that make the units unique (as opposed to just winging it on the ladder) my biggest complaint about the campaign is that all the way up to brutal you can just macro hard and smash a-move...so this is also the opposite of what you said.

The biggest failing of both the campaign and the levels is that they dont teach efficiency at all, while build orders do.


On October 04 2012 02:19 rikter wrote:
"In one you add on units 1 at a time" "In one you add on units slowly" these are almost exactly the same thing.

Yes this is true, I think you missed the point of what he was saying. TheLevels make you macro up to a standard, while campaign you either don't have to macro or you can lazily macro.

On October 04 2012 02:19 rikter wrote:
The fact that there are extra units and upgrades have literally NOTHING to do with the fact that the progression is essentially the same

No one is refuting this fact, yet you keep arguing it. Yes, in both the campaign and TheLevels you slowly get to use more units.

On October 04 2012 02:19 rikter wrote:
But if the campaign is so terrible for 1v1 then why is the levels magically better, considering that they share the same base.

TheLevels make you macro. Macro, ie. one of the major core components of any RTS. TheLevels set a hard value that lets you see your progress. How does that difference not matter?
TheLevels let you play against an opponent who is of equal skill to you, that is, using matchmaking, there is yet another advantage. Saying they are "magically" better is just your apparent personal vendetta against the levels.

On October 04 2012 02:19 rikter wrote:
The campaign actually requires you to be aggressive...my biggest complaint about the campaign is that all the way up to brutal you can just macro hard and smash a-move


Uh... what? Those are opposites.

Zerg #1
Czarnodziej
Profile Joined January 2011
Poland624 Posts
Last Edited: 2012-10-03 17:41:05
October 03 2012 17:40 GMT
#332
Someone wrote:
Levels>build orders

Someone else wrote:
Levels<build orders

Simple solution: make build orders a part of Lvl.4. Examples:
-setting time/supply restrictions like: make 200/200 army consisting of only Tank/Marine or Archon/Zealot as fast as possible
-expand first then build any army production structures
-defeat your opponent before 10 minute mark etc.
MstrJinbo
Profile Joined March 2011
United States1251 Posts
October 03 2012 17:47 GMT
#333
Edit: I will say this -- there are some missions in the campaign that are comparable, where you have to macro up quickly, utilize a new unit, and attack. But there are many missions that are a waste of time in terms of improvement. So I think the whole campaign argument is moot because of that.


It's also worth noting that on those missions where you macro fast and attack the new unit you get is completely overpowered on that scenario. Wraiths in the Odin mission come to mind. There are also missions which actively discourage good macro such as the ones where you get banshees and reapers because you have to constantly move your base.
dissent_sc2
Profile Joined May 2012
13 Posts
October 03 2012 19:44 GMT
#334
On October 03 2012 20:04 rikter wrote:
Its good you are improving, although since there are some skills you can learn just by playing, cant say for sure what caused it. Maybe you just needed X time and now youve gotten it in? At some point, the most important thing is to just play the game, so if this keeps you playing its good...to a point. Im sure this will help some people, though I think you can do it faster other ways. I used the campaign (verrrry similar in principle)to round into shape and while it helped me learn my hotkeys, once I hit the ladder I didnt really improve on the ladders until I started using proper openers.


I can say exactly what caused me to get me promoted, quite simply it was much better macro at all points in the game which is directly attributable to the levels. I don't know exactly what you mean by improving on the ladders. If you mean going from bronze to silver, gold or plat, based on my experience good macro is all that is needed. This can be learned very quickly with the levels. For some, following builds may be sufficient to get them to good macro, but it was not working for me. When I say good macro here, I mean good macro at all points in the game. This is what slows people down on the macro side, they forget to keep macroing when stuff starts happening. If you mean improving at the higher levels of the ladder, then I expect you are correct that past a certain point good builds and good reads of your opponent, among other skills, are needed to keep improving.

I'd like to say again that I think you have raised good points, but you seem to be opposed to giving any credit to the levels for having helped people get better at the game. This is unfortunate, I had hoped you could lead a discussion that could improve and refine that system even as you promoted an alternative.
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
October 03 2012 20:25 GMT
#335
I apologize about the negative language I have used in past posts about build orders. I was being attacked aggressively on my learning method and reacted defensively. This was not the optimal response, and for that I apologize. That being said...

Concerning the Build Orders vs TheLevels Debate,

Build Orders can be used with TheLevels. Essentially, any time you see a pro game, each player will fit into a level. A 4 gate without sentries falls into the 2.1 or 3.1 Levels. A six pool falls into the 2.1 and 3.1 levels as well. Using TheLevels to figure out if you are ready for a particular strategy or build is a great idea, IMO. Say I want to do some phoenix play in PvP, but I am on Level 1.4 and am still struggling to make robo units and keep my money low. I am probably not ready for phoenix play just yet.

I think it is important to remember that TheLevels are a tool, for you to do with as you will. If you have a hammer, and you want to use it to break down a wall instead of nailing in a nail, there's nothing to stop you. (although you may lose that deposit on your apartment). If a hammer won't do the job you want to do, then why pick one up in the first place?

I hope that helps clear some things up.
GLHF
Commentatorhttps://www.youtube.com/JaKaTaKtv
rikter
Profile Joined November 2010
United States352 Posts
Last Edited: 2012-10-03 21:39:54
October 03 2012 21:14 GMT
#336
On October 04 2012 02:39 SirPsychoMantis wrote:
Show nested quote +
On October 04 2012 02:19 rikter wrote:
On October 04 2012 00:48 JDub wrote:
On October 04 2012 00:16 rikter wrote:
You have access to protoss in the campaign, though its optional. The point is simply that this is a system that is pretty much identical to the campaign philosophy, but lacks the finer details that are present in the campaign.

I'm curious what the "finer details" of the campaign are. Most of the campaign missions are nothing like playing a regular 1v1 match. Some are pure micro with specialized units that do not exist in multiplayer. As another guy mentioned, you have all sorts of upgrades and units that you do not have access to in multiplayer.

I mean I understand the point you're trying to make, but it just really doesn't work. Playing the campaign is demonstrably worse for improving in 1v1 than playing 1v1 and going through TheLevels. In one you add on units slowly and focus on macro, in the other you add on units one at a time, some of which you'll never be able to use in multiplayer, and in situations that are unique to the campaign and oftentimes do not require you to be aggressive, or require you to make only one unit, or don't have any macro at all.


"In one you add on units 1 at a time" "In one you add on units slowly" these are almost exactly the same thing. The fact that there are extra units and upgrades have literally NOTHING to do with the fact that the progression is essentially the same. But if the campaign is so terrible for 1v1 then why is the levels magically better, considering that they share the same base.

I dont know what campaign, on what difficulty you played, but the game is just as fast as on the ladder, with an AI that is considerably better than a typical low league player. The campaign actually requires you to be aggressive, while the levels doesnt, especially in doing achievements. The campaign scenarios actually feature design elements that highlight the things that make the units unique (as opposed to just winging it on the ladder) my biggest complaint about the campaign is that all the way up to brutal you can just macro hard and smash a-move...so this is also the opposite of what you said.

The biggest failing of both the campaign and the levels is that they dont teach efficiency at all, while build orders do.


Show nested quote +
On October 04 2012 02:19 rikter wrote:
"In one you add on units 1 at a time" "In one you add on units slowly" these are almost exactly the same thing.

Yes this is true, I think you missed the point of what he was saying. TheLevels make you macro up to a standard, while campaign you either don't have to macro or you can lazily macro.

Show nested quote +
On October 04 2012 02:19 rikter wrote:
The fact that there are extra units and upgrades have literally NOTHING to do with the fact that the progression is essentially the same

No one is refuting this fact, yet you keep arguing it. Yes, in both the campaign and TheLevels you slowly get to use more units.

Show nested quote +
On October 04 2012 02:19 rikter wrote:
But if the campaign is so terrible for 1v1 then why is the levels magically better, considering that they share the same base.

1) TheLevels make you macro. Macro, ie. one of the major core components of any RTS. TheLevels set a hard value that lets you see your progress. How does that difference not matter?

2)TheLevels let you play against an opponent who is of equal skill to you, that is, using matchmaking, there is yet another advantage. Saying they are "magically" better is just your apparent personal vendetta against the levels.

Show nested quote +
On October 04 2012 02:19 rikter wrote:
3)The campaign actually requires you to be aggressive...my biggest complaint about the campaign is that all the way up to brutal you can just macro hard and smash a-move


Uh... what? Those are opposites.



1) The problem with that hard value is that even if you hit it, it is not necessarily an indicator that everything is OK. Too many buildings, too few workers, etc. SQ doesnt REALLY tell you how efficient you are being in its current state. Theres more than one way to keep unspent resources low, this doesnt account for that right now.

2) You arent really responding to the opponant very much in the early levels, and other people have mentioned this too. And its tough to really say if someone is equal skill when you are both, literally, playing different games at the same time. My point about the potentially strong AI is that if you so chose, you could get some legit practice in, and do so in an environment that lets you save and reload your game from any point, so you have some added flexibility there. The campaign CAN approximate the ladder, if you want it to.

3) Kind of similar to point 2. Up to brutal, if you so chose, you could macro up blindly and 1 A in enough instances that you could unlock the core units. I should have written that completing the campaign on brutal, or doing the achievements, requires aggressive play and/or micro.


You keep harping on this JaKaTaK method = the campaign. There are plenty of people I know who bought SC2 when it was released, played through the campaign on normal, maybe the occasional 4v4, but in 1v1 they would have struggled in bronze and gotten stomped by silver players.

Also protoss and zerg players, the campaign is super helpful for them for learning build orders and what units do, right?


Yes there is only one campaign out now (featuring two races), but in the future there will be campaigns for everyone, so since we are talking about theory here lets just ignore that theres only T campaign, and assume that the other campaigns will have reasonably similar fundamentals. Reasonable, yes?

To be fair, the levels doesnt help with build orders either, and really if the system is to be complete then, to me, there absolutely has to be some kind of concrete emphasis, even if its not expansive, on build orders. This is the part of the game where your teaching skills and game knowledge come into play. This is the part that you can monetize (I assume you want to make some money off this at some point, and theres nothing wrong with that if you have a legit service).

Edit:

I can say exactly what caused me to get me promoted, quite simply it was much better macro at all points in the game which is directly attributable to the levels. I don't know exactly what you mean by improving on the ladders. If you mean going from bronze to silver, gold or plat, based on my experience good macro is all that is needed. This can be learned very quickly with the levels. For some, following builds may be sufficient to get them to good macro, but it was not working for me. When I say good macro here, I mean good macro at all points in the game. This is what slows people down on the macro side, they forget to keep macroing when stuff starts happening. If you mean improving at the higher levels of the ladder, then I expect you are correct that past a certain point good builds and good reads of your opponent, among other skills, are needed to keep improving.

I'd like to say again that I think you have raised good points, but you seem to be opposed to giving any credit to the levels for having helped people get better at the game. This is unfortunate, I had hoped you could lead a discussion that could improve and refine that system even as you promoted an alternative.


I think my points above can surely be seen as trying to refine the system. Theyre legitimate concerns. My real issue isnt even that people are doing this, its that there isnnt anything at all about even basic build orders, that theres not much here to REALLY refine your play, and to help you get into the state of mind of a winner. And Im not talking about hippy-dippy "think happy thoughts", its an analytical, calculated approach that is useful in literally ANYTHING you could choose to do with your life. I think you can really better yourself by playing games, and to pass on doing this seems like a real shame. Dude quit his job, and has the time to do this, may as well do it right. He would (in my opinion) enter the realm of doing something much more useful. Im not saying "throw everything away and do it my way", but its something that should be addressed in some way.

You could do it like Super/System and have people who cant do a whole project like this just guest write a section, etc. Its a good way to incorporate more people and generate a little more community interest and participation.

In the lower leagues, a single cloak banshee out as fast as you can will win a lot of games, whether you stack minerals or not. Even while executing this simple tech play (or other compartitivly simple plays), I was able to work on my macro, because even though I was floating minerals I was still managing rallies and making units and stuff. Forget whole builds, Im talking more about OPENERS, your first 4-6 buildings or so (not counting depots) which are enough to all-in with at the very least.
No one wants a box of shit, even if it is for Christmas.
sanddbox_sc2
Profile Joined October 2011
United States173 Posts
October 03 2012 22:20 GMT
#337
@Rikter - I keep seeing you coming back to this point about losing to a cloaked banshee. The point isn't to win games, it's to improve. Will the player who rushes cloaked banshees every game beat the player using TheLevels? Almost undoubtedly. Will they beat the player using TheLevels in a month's time? Probably not.
rikter
Profile Joined November 2010
United States352 Posts
October 03 2012 22:55 GMT
#338
@sandbox it could be a banshee, a dt, etc etc its the simplest example though were literally a single unit will kill everything, or has a chance to anyways. Why artificially extend the game if you dont need to? I must disagree on the 1 month prediction, and since there areny any numbers to compare its tough to say something for sure. But the guy doing 1 base and moving up is doing all the same things as mr levels, plus some other things.
No one wants a box of shit, even if it is for Christmas.
SirPsychoMantis
Profile Joined December 2011
United States180 Posts
Last Edited: 2012-10-03 23:03:23
October 03 2012 23:01 GMT
#339
On October 04 2012 06:14 rikter wrote:
1) The problem with that hard value is that even if you hit it, it is not necessarily an indicator that everything is OK. Too many buildings, too few workers, etc. SQ doesnt REALLY tell you how efficient you are being in its current state. Theres more than one way to keep unspent resources low, this doesnt account for that right now.

Yes, there are ways to "cheat" SQ, but why would you?

On October 04 2012 06:14 rikter wrote:
2) You arent really responding to the opponant very much in the early levels, and other people have mentioned this too. And its tough to really say if someone is equal skill when you are both, literally, playing different games at the same time. My point about the potentially strong AI is that if you so chose, you could get some legit practice in, and do so in an environment that lets you save and reload your game from any point, so you have some added flexibility there. The campaign CAN approximate the ladder, if you want it to.

You can argue about whether matchmaking is accurate or not, but that isn't really relevant here. You could do TheLevels against AI if you really want to.

On October 04 2012 06:14 rikter wrote:
Yes there is only one campaign out now (featuring two races), but in the future there will be campaigns for everyone, so since we are talking about theory here lets just ignore that theres only T campaign, and assume that the other campaigns will have reasonably similar fundamentals. Reasonable, yes?

It will be many years before LotV. Even after that, TheLevels still have a lot of things that are better, as mentioned previously.

On October 04 2012 06:14 rikter wrote:
To be fair, the levels doesnt help with build orders either, and really if the system is to be complete then, to me, there absolutely has to be some kind of concrete emphasis, even if its not expansive, on build orders. This is the part of the game where your teaching skills and game knowledge come into play. This is the part that you can monetize (I assume you want to make some money off this at some point, and theres nothing wrong with that if you have a legit service).

Check out what Jak said about builds, you can do builds and you probably should, you are very limited only in the first few levels where you should be learning about units. As you progress you will learn builds, why they work, and hopefully be able to make your own. There are plenty of resources already here on team liquid about openers and builds, no reason to make a new one.

You also don't have to follow the levels constantly, maybe you can spend a few days practicing banshee all ins, or whatever else to your liking, I don't think TheLevels should be changed to be the END ALL of all training, it is a good way to learn macro.
Zerg #1
rikter
Profile Joined November 2010
United States352 Posts
Last Edited: 2012-10-03 23:30:11
October 03 2012 23:28 GMT
#340
Is a new player really going to understand that they are cheating sq?

A bunch of people have brought up that levels doesnt need to be on ladder. Probably a good idea to designate the first few as games against AI of varying difficulty since you can rely on the AI more than a ladder opponent.

instead of sq why not set production goals for each level: using x buildings make y units by time t...at least then youd be introducing some basic build concepts and set the stage for timings.

Edit: Id say its in jaks interest that his system be more comprehensive, if only because its easy to outgrow in its current state.
No one wants a box of shit, even if it is for Christmas.
Uncreative_Troll
Profile Joined October 2011
98 Posts
October 04 2012 13:35 GMT
#341
Afaik rikter didn't say that the campaign is a better way to train than TheLevels. He just said that both follow
pretty much the same philosophy of slowly adding more complexity and units. I agree with him in that point, too.

I also don't really like the SQ to measure how well you macro (beside Energy and Supply blocks), because it only measures how low you keep your ressources. Constant worker production, expanding and how you spent your money are very important as well but they are currently completely irrelevant to pass TheLevels.
According to the opening post this method is meant to help those people who have trouble to do proper build orders (and to keep their ressources low while microing). Yet I don't really see how the criteria prevents someone from staying on one base the entire game without proper worker management (not constantly build; not enough; to many; idle) or opening inefficient.

A rather spontaneously idea of me is a funmap where you macro while the map watches over you and measures SQ, Number of hard Supply blocks, Supply blocked time, wasted Energy, idle worker time, how much later than possible you reached full saturation (<- not for Zerg), average time without Injects or wasted Larva and so on. You wouldn't have to see your replays to see whether you passed or not and you can't really measure all that without the help of the map...
The maybe new part about the idea is that you rally your units to a teleportation zone where they have to fight an army of the same round and level than you (every T minutes) who exactly meets the requirements to pass that round. You have to keep on macroing during that time to pass the next battle. In that way you could control how efficient the player is.

Trump, Featured Sc2 Streamer / TL community memeber:

Little misspelling.
Salomonster
Profile Joined August 2012
Sweden67 Posts
October 04 2012 16:54 GMT
#342
On October 04 2012 08:28 rikter wrote:
Is a new player really going to understand that they are cheating sq?




I think most people will actually know if they cheat SQ, even new players, but there are some fall pits that could be documented better in the OP. (I haven't read it in a while so hope I'm not stating something that is already there).
Things like making sure you are producing from all buildings (warpgates on cd) before building aditional structures.
(when you start getting the hang of it you will most likely notice what you can afford or not)

Energy is easy for zerg and terran to keep track if you are failing or not, but as protos its easy to spend chrono on warpgates and then not using the gates instantly after cd, making the chrono wasted.

A bunch of people have brought up that levels doesnt need to be on ladder. Probably a good idea to designate the first few as games against AI of varying difficulty since you can rely on the AI more than a ladder opponent.


Everytime I feel like I play worse than I normally do I play a couple of games against the AI instead. I'ts allot better to do it right vs a bad opponent that to fail vs a good one. It's good to push your limits, and a real player can be good at making you not feel "too" comfortable, but if it's just too much, take a step back.


Edit: Id say its in jaks interest that his system be more comprehensive, if only because its easy to outgrow in its current state.


sorry, but I dont get the part in bold. I think you are too focused on level one. personally I feel like the entire level system is almost overwhelming. I don't see myself getting through the end of level 3 before the summer tbh. (I'm a perfectionist tho), but seriously. The levels are what you put in to it. there is so just much exploring and perfecting to be done at lvl 2 and 3.
twitch.tv/salomonster
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
October 04 2012 17:35 GMT
#343
@UncreativeTroll
Such a map is on the way.
Commentatorhttps://www.youtube.com/JaKaTaKtv
rikter
Profile Joined November 2010
United States352 Posts
October 04 2012 18:42 GMT
#344
On October 05 2012 02:35 JaKaTaK wrote:
@UncreativeTroll
Such a map is on the way.


I think the map should become the focus, not the document. Broader appeal, plus with the right triggers and such it could actually be useful to more people. The map could also be round based (like marine split challenge). I think a round based map would make it easier to measure progress, "i got to round 5 this time, maybe next time round 6 etc) Early rounds might have the buildings pre built like the campaign, gradually increasing AI strength and requirements. No ladder anxiety on such a map as well, and with more structure than current levels, as well as introducing efficiency concepts.
No one wants a box of shit, even if it is for Christmas.
Weerwolf
Profile Joined November 2010
75 Posts
October 05 2012 10:23 GMT
#345
I sincerely and wholeheartedly disagree. One of the things that theLevels create for me, is fun. Just a map where you practice something rigorously would become pretty stale and uncreative quite quickly to me.


I'd like to take a moment and thank you JaKaTaK. I've always loved starcraft, followed broodwar pro scene for many years, and am doing the same with the SC2 pro scene. It's fun to watch, but playing the game myself became more and more of a chore and increasingly less fun. I've been in Diamond, but it just didn't seem fun to play starcraft anymore.
Now after more than a year, I'm very happy that these guidelines exist. Not only does it make me improve, but it does so while being fun to do. That last part is the reason for me to keep using it and keep playing starcraft again, which I now again thoroughly enjoy.

Thanks
7mk
Profile Blog Joined January 2009
Germany10157 Posts
October 06 2012 15:15 GMT
#346
On October 05 2012 02:35 JaKaTaK wrote:
@UncreativeTroll
Such a map is on the way.

sounds great
beep boop
frito
Profile Joined June 2009
Canada33 Posts
October 09 2012 03:45 GMT
#347
I am a pretty new player and have begun to follow the levels (couldn't find a thread for that) and you seem to have updated it with a targeted division. I want to get to grandmasters (like everyone else I imagine) so I would need to get an SQ of 100.

To date I have not been able to break 90 and am averaging around 85. Do you feel that it is possible for a new player to hit this agressive target or that it should be revisited once I have gone through the levels at a lower skill level? I have worked pretty hard at it but >90 seems impossible ( i know its just really hard in reality )

the other metrics (energy and supply) are doable even though im sure im not doing it efficiently, spamming too much supply and not always using energy on the best option.
shogeki
Profile Joined March 2011
Canada75 Posts
October 09 2012 03:59 GMT
#348
On October 09 2012 12:45 frito wrote:
I am a pretty new player and have begun to follow the levels (couldn't find a thread for that) and you seem to have updated it with a targeted division. I want to get to grandmasters (like everyone else I imagine) so I would need to get an SQ of 100.

To date I have not been able to break 90 and am averaging around 85. Do you feel that it is possible for a new player to hit this agressive target or that it should be revisited once I have gone through the levels at a lower skill level? I have worked pretty hard at it but >90 seems impossible ( i know its just really hard in reality )

the other metrics (energy and supply) are doable even though im sure im not doing it efficiently, spamming too much supply and not always using energy on the best option.


I would recommend you advance through the lower difficulties first.

100 SQ alone won't get you into grandmaster league, and it's fallacious to assume you need 100 SQ every game to be a grandmaster.

85 SQ is pretty good for a newer player, but you most likely won't have 85 SQ once you add different units to the equation, which will give you something new to strive for as you advance.
MstrJinbo
Profile Joined March 2011
United States1251 Posts
October 09 2012 12:51 GMT
#349
On October 09 2012 12:45 frito wrote:
I am a pretty new player and have begun to follow the levels (couldn't find a thread for that) and you seem to have updated it with a targeted division. I want to get to grandmasters (like everyone else I imagine) so I would need to get an SQ of 100.

To date I have not been able to break 90 and am averaging around 85. Do you feel that it is possible for a new player to hit this agressive target or that it should be revisited once I have gone through the levels at a lower skill level? I have worked pretty hard at it but >90 seems impossible ( i know its just really hard in reality )

the other metrics (energy and supply) are doable even though im sure im not doing it efficiently, spamming too much supply and not always using energy on the best option.


100 SQ for 20 min long games off 3/4 bases is a difficult task even for experienced players. You should go ahead and shoot of 85 or 90 as your goal. Then you can always try again for 100. They are benchmarks so start with something achievable and then try to improve on your best performance.
Crosswind
Profile Joined May 2010
United States279 Posts
October 09 2012 16:07 GMT
#350
Hey, Jak - noticed a whole bunch of changes to TheLevels. I worry a little bit about the efficiency requirement (that you lose less than your opponent). My worries (and they are just worries - I'm not sure they're valid) are:

1.) It's the only requirement that is opponent-dependent. Fundamentally, one of the focuses of the program is on the player improving, and it pits the player against static values so that your improvement can pretty much be consistent over games. Pitting a player against a moving target (opponent's units lost) seems against this spirit.

2.) In TheLevels, you generally want to encourage mechanics-based play; 2 bases, 10+ minute long games, etc. If you are playing a long game, and all you get to use is Zealots/Stalkers, you are going to be unable to trade efficiently at some point, due to tech disadvantage. No matter how good you are. It might be possible, therefore, for people to get "stuck" on a micro-level, handicapped by the units available to them.

----

I'm not sure I have a useful suggestion to fix these things. I will update this post or make a new one if I manage to think of a static micro metric.

-Cross
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
October 09 2012 16:36 GMT
#351
On October 10 2012 01:07 Crosswind wrote:
Hey, Jak - noticed a whole bunch of changes to TheLevels. I worry a little bit about the efficiency requirement (that you lose less than your opponent). My worries (and they are just worries - I'm not sure they're valid) are:

1.) It's the only requirement that is opponent-dependent. Fundamentally, one of the focuses of the program is on the player improving, and it pits the player against static values so that your improvement can pretty much be consistent over games. Pitting a player against a moving target (opponent's units lost) seems against this spirit.

2.) In TheLevels, you generally want to encourage mechanics-based play; 2 bases, 10+ minute long games, etc. If you are playing a long game, and all you get to use is Zealots/Stalkers, you are going to be unable to trade efficiently at some point, due to tech disadvantage. No matter how good you are. It might be possible, therefore, for people to get "stuck" on a micro-level, handicapped by the units available to them.

----

I'm not sure I have a useful suggestion to fix these things. I will update this post or make a new one if I manage to think of a static micro metric.

-Cross


I actually ran into this issue yesterday. I agree, I think this constraint creates unnecessary frustration at the lower levels. What I did for the time being, is eliminated the micro/multitask level for zeals, marines, and zerglings. Keep testing and let me know if this is enough to avoid unnecessary frustration. If not, we could push that requirement out another 2 levels. Also, It has been long overdue that I make a "TheLevels" Thread. I'll be starting work on it today, hopefully I can finish
Commentatorhttps://www.youtube.com/JaKaTaKtv
shogeki
Profile Joined March 2011
Canada75 Posts
October 09 2012 17:39 GMT
#352
On October 10 2012 01:36 JaKaTaK wrote:
I actually ran into this issue yesterday. I agree, I think this constraint creates unnecessary frustration at the lower levels. What I did for the time being, is eliminated the micro/multitask level for zeals, marines, and zerglings. Keep testing and let me know if this is enough to avoid unnecessary frustration. If not, we could push that requirement out another 2 levels. Also, It has been long overdue that I make a "TheLevels" Thread. I'll be starting work on it today, hopefully I can finish


Efficiency in trading, in my opinion, is something more important when you are the one trying to win on fewer bases than your opponent with some kind of timing attack. It feels to be against the spirit of TheLevels, which to me was always get way more stuff than your opponent and win through "power overwhelming" mode. That's not to say that you can't trade efficiently playing this style - you totally can - but I feel it's a poor metric for the style.
Crosswind
Profile Joined May 2010
United States279 Posts
Last Edited: 2012-10-09 17:59:44
October 09 2012 17:56 GMT
#353
On October 10 2012 01:36 JaKaTaK wrote:
Show nested quote +
On October 10 2012 01:07 Crosswind wrote:
Hey, Jak - noticed a whole bunch of changes to TheLevels. I worry a little bit about the efficiency requirement (that you lose less than your opponent). My worries (and they are just worries - I'm not sure they're valid) are:

1.) It's the only requirement that is opponent-dependent. Fundamentally, one of the focuses of the program is on the player improving, and it pits the player against static values so that your improvement can pretty much be consistent over games. Pitting a player against a moving target (opponent's units lost) seems against this spirit.

2.) In TheLevels, you generally want to encourage mechanics-based play; 2 bases, 10+ minute long games, etc. If you are playing a long game, and all you get to use is Zealots/Stalkers, you are going to be unable to trade efficiently at some point, due to tech disadvantage. No matter how good you are. It might be possible, therefore, for people to get "stuck" on a micro-level, handicapped by the units available to them.

----

I'm not sure I have a useful suggestion to fix these things. I will update this post or make a new one if I manage to think of a static micro metric.

-Cross


I actually ran into this issue yesterday. I agree, I think this constraint creates unnecessary frustration at the lower levels. What I did for the time being, is eliminated the micro/multitask level for zeals, marines, and zerglings. Keep testing and let me know if this is enough to avoid unnecessary frustration. If not, we could push that requirement out another 2 levels. Also, It has been long overdue that I make a "TheLevels" Thread. I'll be starting work on it today, hopefully I can finish


I should caveat: I haven't run into the problem personally (I was cheerily up at 2.6 on the previous levels, so I didn't go back). The theorycraft behind your methods has been pretty impeccable, though, so I figured I'd try to contribute a bit if I saw a weakness.

I think, perhaps, that a change of philosophy might be in order. Instead of trying to achieve some sort of micro-metric, a more relevant approach might be: Achieve the appropriate macro metric while, at a minimum, doing some amount of micro. Under the previous system, this is what I found myself doing - making damn @#$%ing sure that I had my macro straight, while also trying to micro enough to not lose games.

Idea - What if, instead of a micro-focus, you had a build focus?

Protoss Example: To get past level 3, you have to execute any of the following builds, subject to your macro constraints, correctly: 4-gate, 3-gate expo into WG pressure, 1-gate expo into WG pressure. (This list picked, at random, from pressure-oriented builds you can do with the units available).

By basically forcing people to try some sort of early-ish attack, you'll force people to micro at least a bit while sustaining the macro they built up. Plus, you're equipping people with actual builds, so they might win a few more games. While the goal isn't winning games, it's never a bad thing to do, and it might give people some positive reinforcement.

-Cross (Edit: You already encourage people to use the new builds they found. Seems like the logical step is to force them to use builds which require a bit of micro as the "micro test")

(Double Edit: Also, it seems like, in the fullness of time, it would be nice of you to have a set of builds that new people could try at each level. That stretch goal seems like it dovetails nicely with the micro goal.)
JDub
Profile Joined December 2010
United States976 Posts
October 09 2012 18:17 GMT
#354
On October 10 2012 02:39 shogeki wrote:
Show nested quote +
On October 10 2012 01:36 JaKaTaK wrote:
I actually ran into this issue yesterday. I agree, I think this constraint creates unnecessary frustration at the lower levels. What I did for the time being, is eliminated the micro/multitask level for zeals, marines, and zerglings. Keep testing and let me know if this is enough to avoid unnecessary frustration. If not, we could push that requirement out another 2 levels. Also, It has been long overdue that I make a "TheLevels" Thread. I'll be starting work on it today, hopefully I can finish


Efficiency in trading, in my opinion, is something more important when you are the one trying to win on fewer bases than your opponent with some kind of timing attack. It feels to be against the spirit of TheLevels, which to me was always get way more stuff than your opponent and win through "power overwhelming" mode. That's not to say that you can't trade efficiently playing this style - you totally can - but I feel it's a poor metric for the style.

I agree completely. TheLevels, to me, is all about getting lower level players to macro as efficiently as a much higher level by simplifying their options to the point where they can do so. But if you are sacrificing tech to increase your macro ability, you are going to have way more resources and a way less cost efficient army than your opponent. Theoretically you could achieve cost efficiency by out-macroing your opponent so hard that your zealot/stalker force can trade well with a MMM or roach army, but such a requirement I would agree is against the philosophy of TheLevels.
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
October 09 2012 19:44 GMT
#355
TheLevels TL Post
TheLevels Reddit Post

I just finished TheLevels TL thread and a reddit post to go along with it. It describes the philosophy of the method much better than I have described it here and will provide a more focused place to discuss about TheLevels.

I am taking the cost efficiency requirement out. It was an experimental way to try and put a number on micro and multitasking, but I agree that it doesn't fit in line with the philosophy of TheLevels.

As far as forcing people to choose a build from a list, I think that cuts way to far into Autonomy than is necessary. Giving a link to places where they can find builds if they want to try them might be a good compromise, but I do not think forcing a player to do a build is a good idea. If they choose to, that's great, but it should be their choice, not mine.

Thanks again, for all the feedback and help. and now, what should become of this thread if TheLevels talk occurs on TheLevels Thread and TheCore talk occurs on TheCore Thread. This thread dicussion should focus on TheJaKaTaK (the show, not me)

What this means is that any ideas you have for streaming, the triathlon, ways to reach new players, things i'm doing that I can improve on (saying umm too much, day9isms, not streaming enough, streaming too much etc) and things like that. I want to dedicate my life to promoting eSports through Starcraft. I want to make Starcraft more accessible without lowering the skill ceiling, and I want to keep doing this after May 1st 2013. If you have any ideas, or ways you think you can help, this is the place to talk about them.

GLHF,
JaK
Commentatorhttps://www.youtube.com/JaKaTaKtv
dissent_sc2
Profile Joined May 2012
13 Posts
October 09 2012 19:54 GMT
#356
I think being aware of cost efficiency is an important part of learning about units and how they perform in various situations, which is one goal of the levels. I hear casters talk about cost efficiency, but did not really appreciate the significance until I started checking the units lost tab when I was on the old protoss level 1.2. I was winning a fair share of games by the power of macro, but could see how badly stalker-zealot was trading against roach-zergling.
Czarnodziej
Profile Joined January 2011
Poland624 Posts
Last Edited: 2012-10-09 21:43:17
October 09 2012 20:58 GMT
#357
continued in http://www.teamliquid.net/forum/viewmessage.php?topic_id=374400#14


frito
Profile Joined June 2009
Canada33 Posts
Last Edited: 2012-10-10 14:53:21
October 10 2012 14:52 GMT
#358
Random comment about your channel, you keep having triathalons and its not obvious what that means.

I'm sure you explain it in your videos but then i would have to open them watch the ad and have you verbally describe it to me where a text description would be very fast (maybe in the links on your page)...maybe im just lazy but that is why i've never opened up any of those videos.
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
October 10 2012 20:11 GMT
#359
@frito, good idea, as far as the info section, It would make it a bit cluttered. We'll have a website up for that soon (hopefully) But until then, where do you think this text could go?
Commentatorhttps://www.youtube.com/JaKaTaKtv
whodogg
Profile Joined September 2010
Canada5 Posts
October 14 2012 02:42 GMT
#360
Thank you Jak!!! I am having a blast with this system! I am using 4.2.2 I feel there is something MISSING! I have added a level 1.5 for Micro/Multitasking. Essentially, this is Level 1 with micro. The reason I feel this is needed is because I have been 50/50 on the ladder (Silver) with level one, but, I have lost some games just because I was not allowed to Scout/Micro my zealots. I would have won FOR SURE if those options were available. Replays available on request. I would like to feel I have truly explored all the options with Zealots before moving on to level 2. Could we please have a 1.5 level?

Thanks!
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
October 14 2012 05:33 GMT
#361
On October 14 2012 11:42 whodogg wrote:
Thank you Jak!!! I am having a blast with this system! I am using 4.2.2 I feel there is something MISSING! I have added a level 1.5 for Micro/Multitasking. Essentially, this is Level 1 with micro. The reason I feel this is needed is because I have been 50/50 on the ladder (Silver) with level one, but, I have lost some games just because I was not allowed to Scout/Micro my zealots. I would have won FOR SURE if those options were available. Replays available on request. I would like to feel I have truly explored all the options with Zealots before moving on to level 2. Could we please have a 1.5 level?

Thanks!


Good to see you're having a good time! I'm definitely thinking about bringing back the "old level 2" which would be a micro/multitask level for the mineral only units. Thanks for the suggestion.
Commentatorhttps://www.youtube.com/JaKaTaKtv
frito
Profile Joined June 2009
Canada33 Posts
Last Edited: 2012-10-15 17:51:13
October 15 2012 11:37 GMT
#362
On October 11 2012 05:11 JaKaTaK wrote:
@frito, good idea, as far as the info section, It would make it a bit cluttered. We'll have a website up for that soon (hopefully) But until then, where do you think this text could go?


well i was expecting the text to be in some description in the link to the triathalon videos.

like here:
http://www.twitch.tv/thejakatak/b/335468065

EDIT: oh snap you added a little description, now i know! nice and short too! thanks
Giganthrax
Profile Joined July 2012
Serbia19 Posts
October 15 2012 13:10 GMT
#363
Hello Jakatak. This is a really good thing you're doing and I respect you a lot for putting in the time and the effort. This community needs more people like you. Keep up the good work.

With that said, however, I feel your youtube channel needs to be made a lot more accessible. There are two big problems I've noticed:

1) you should make separate playlists for zerg, protoss, terran, etc., as it is right now it's hard to find what one is looking for because everything is thrown onto the same pile.

2) the vids are just plain not accessible. They are all too long and contain a lot of loading screens, boring earlygame where nothing is said, etc. and I feel that'll be offputting to most players. As it is right now, if I was a beginner without a clue as to who you are or what your system is (say, I accidentally found it on youtube, or clicked a forum link) I would see some guy playing a race, only making basic units, not saying much, and beating noobs for an hour. I probably wouldn't watch more than one or two matches (say, 30-40 mins).

Which is why you should make a bunch of 15-30 min episodes where you narrate all the most important stuff and show it being done in practice. This way, a total noob who hasn't read the TL threads, who is just googling "zerg tactics for beginners" in hopes of finding something useful and understandable, will watch this short video, get the general idea of what it's you're all about, try it out, and then dive deep into the rest of the material if they like it. Put these episodes into the FEATURED page and chances are you'll be getting your message across a lot easier.

Filterstarcraft did this splendidly. Check out the first episode of his Bronze To Masters series. Notice how the name of the clip is effective and self-explanatory (when I have returned to the game and was a bronzie, it instantly caught my attention) and how he explains exactly what he's trying to do in the first 40 seconds of the clip + the example game starts immediately. Note the easy-to-understand benchmarks and the general focus of his vids.

I hope this helps and I hope I didn't sound too harsh. What you're doing is really great and I'd really like to see it succeed. Good luck! :D
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
October 15 2012 18:52 GMT
#364
@Giganthrax
Thanks a lot for the advice.

1) Definitely.

2) I'm not 100% sure what you are talking about. Are you talking about the videos where I play, or the old Quest of a Noob Show? Maybe the live stuff isn't fit for youtube, and its better to have short tutorial videos on youtube? Can you link me to the video you watched so I can better analyze your critique?

Thanks again, I need as much of this kind of critique as possible so that I can improve.
Commentatorhttps://www.youtube.com/JaKaTaKtv
desRow
Profile Blog Joined May 2009
Canada2654 Posts
November 17 2012 16:38 GMT
#365
You should put aside guides and tutoring for a while and grind ladder hardcore. Took a look at your vods and your mechanics/decision making was way off. You obviously have the patience and are pretty good at helping others but your own ranking is hurting you imho.
http://twitch.tv/desrowfighting http://twitter.com/desrowfighting http://facebook.com/desrowfighting
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
November 17 2012 21:16 GMT
#366
On November 18 2012 01:38 desRow wrote:
You should put aside guides and tutoring for a while and grind ladder hardcore. Took a look at your vods and your mechanics/decision making was way off. You obviously have the patience and are pretty good at helping others but your own ranking is hurting you imho.


Definitely agree, I'm working on it as hard as I can right now. I appreciate the advice man, thanks :D
Commentatorhttps://www.youtube.com/JaKaTaKtv
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
November 21 2012 20:05 GMT
#367
I'm getting in some more time to do video work, so we should have more videos for both TheCore and TheStaircase making their way to YouTube in the next few weeks. Also, I'll be working with ReelSurfer to create some highlight videos of past Triathlons and FFA/2v2v2v2 of the day's. This is the first one.

http://reelsurfer.com/watch/share/21135
Commentatorhttps://www.youtube.com/JaKaTaKtv
Rukk
Profile Joined December 2012
Australia2 Posts
December 09 2012 08:16 GMT
#368
Recently came back to the game and decided to change to Zerg. I've got two issues.

A) I begin to float a lot of minerals at around ~50 food. But I don't think I'm analyzing my replays correctly in order to pick up what I'm doing wrong. Are there any resources you've made for general replay analysis?

B) If the game goes for awhile I just can't spend minerals fast enough (On level 1 Zerg). Just played a game where I expanded to 5 bases, throwing down spine crawlers, don't have saturation on a few bases, multiple macro hatches, throwing zerglings away, but still can't seem to keep minerals under triple digits. I guess this probably ties into point A, but I just can't seem to burn the cash quick enough once I'm on 3+ bases.

Thanks again, getting a lot out of this method.
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
December 09 2012 15:46 GMT
#369
Its important to know whether you need 3 or 4 queens. If you are running a more larva intensive comp (like ling only). You will definitely need 4. If you can't spend your money, we have to figure out why before we can fix anything. There are a multitude of causes that may be preventing you from spending your money:

Larva
Supply
Mechanical Spending Ability.

The first 2 are pretty self explanitory, either you are getting supply blocked too much to be spending your money, or you don't have enough larva to spend it.

By Mechanical Spending Ability, I mean that all the conditions for you to spend your money are in place, but you can't seem to spend it quickly enough.

What do you set your control groups as?
What hotkey layout are you using? (standard, grid, TheCore, etc)


Commentatorhttps://www.youtube.com/JaKaTaKtv
Rukk
Profile Joined December 2012
Australia2 Posts
Last Edited: 2012-12-10 09:19:19
December 10 2012 02:58 GMT
#370
Thanks for your response. I think my problem must be that I'm not hard enough on myself with injects and supply blocks. I find myself thinking 'well that was only a little bit off', but it's obviously impacting my overall game play. So I'll be more critical of the points you raised when reviewing replays.

In regards to layout, I'm using Chameleon. TheCore looked a bit overkill for me to start off with, and so far Chameleon has worked fine for me. F-S-Hold Z and voila, ling city.


EDIT - Got home and played a game. Reviewed the replay over and over, making notes. If someone is bored enough to watch a terrible replay I'd appreciate knowing if I'm making the correct notes.

http://drop.sc/283297
- Supply block at 68, bank goes to 1k
- Over 80 food, hard to keep under 1k - looks like I'm slow on using lava
- At around 98 food I'm on top of using lava, but can't stay under 1k

Seems like my biggest errors were between 60-80 food, but at 98 food I just couldn't spend money quickly enough and that's what I'm puzzled about. The injects were sloppy at times, but all in all I think they're improving. And there's silly things like rally points and not taking drones off gas, but I'm more concerned with spending minerals.
Puritas
Profile Joined July 2011
Germany39 Posts
December 11 2012 10:23 GMT
#371
Your Order for Makro > Strategy > Micro might be right for Protoss and Zerg but as Terran if you dont start microing like a boss in plat you will have a bad time. Terrans need to micro the shit out of the opponents in order to win a game no matter how good the macro is, If we run into a storm or banelings or get everything fungaled we are just dead so I think for terrans micro is more important than strategy. As long as you marko and micro well as a terran you can get high diamond or master and start working on strategies from that point on. I am a high eu Master terran and it took me a long time to ralize that mechanics for terran need to be much better than for the other races in order to compete, but give the biggest room for improvement, and theirfore the biggest potential.
All, all are gone, the old familiar faces
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
December 11 2012 15:35 GMT
#372
It has been a long time (7+months) since I wrote that OP and I have learned a lot since then. Right now I'd say Macro>Micro>Strategy. I'll be rewriting the OP when I have the time, but for now I'll at least fix that little bit.
Commentatorhttps://www.youtube.com/JaKaTaKtv
all3z
Profile Joined February 2012
Sweden23 Posts
December 11 2012 18:38 GMT
#373
6 hours a day, 7 days a week dont you have a work? Or do you make your income from Starcraft?
#YOLO
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
December 11 2012 18:42 GMT
#374
On December 12 2012 03:38 all3z wrote:
6 hours a day, 7 days a week dont you have a work? Or do you make your income from Starcraft?


i saved my money, so i have enough until may.
Commentatorhttps://www.youtube.com/JaKaTaKtv
Serpest
Profile Blog Joined February 2011
United States603 Posts
Last Edited: 2012-12-11 19:01:44
December 11 2012 19:01 GMT
#375
On December 11 2012 19:23 Puritas wrote:
Your Order for Makro > Strategy > Micro might be right for Protoss and Zerg but as Terran if you dont start microing like a boss in plat you will have a bad time. Terrans need to micro the shit out of the opponents in order to win a game no matter how good the macro is, If we run into a storm or banelings or get everything fungaled we are just dead so I think for terrans micro is more important than strategy. As long as you marko and micro well as a terran you can get high diamond or master and start working on strategies from that point on. I am a high eu Master terran and it took me a long time to ralize that mechanics for terran need to be much better than for the other races in order to compete, but give the biggest room for improvement, and theirfore the biggest potential.


Bomber in the recent IPL went crazy with macro. Yes, he lost all his armies in the field, but he had another one right at home ready to wear down the zerg - all while expanding.
A person that attempts to diagnose themselves has a fool for a doctor and a bigger fool for a patient.
all3z
Profile Joined February 2012
Sweden23 Posts
December 11 2012 19:39 GMT
#376
On December 12 2012 03:42 JaKaTaK wrote:
Show nested quote +
On December 12 2012 03:38 all3z wrote:
6 hours a day, 7 days a week dont you have a work? Or do you make your income from Starcraft?


i saved my money, so i have enough until may.

Ahh, i see thats nice
#YOLO
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
January 10 2013 15:56 GMT
#377
Working on Some non-TheCore and non-TheStaircase stuff in addition to streaming every day. Check out these videos for Optimal Settings :D

WoL



HotS

Commentatorhttps://www.youtube.com/JaKaTaKtv
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
January 14 2013 21:17 GMT
#378
We're starting a new show at TheJaKaTaK called TheStuffLeague, check it out:

Commentatorhttps://www.youtube.com/JaKaTaKtv
j4mbo97
Profile Joined August 2012
Scotland1 Post
January 24 2013 18:54 GMT
#379
I'm loving TheStaircase and the core. they are helping me improve my macro and game understanding massively and i'm already seeing huge improvements. i strongly advise anyone having problems with improving to give these a go. What do you think?
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
January 25 2013 23:44 GMT
#380
We've been putting up a lot of new videos in the Tips & Tricks playlist on youtube. Here's the latest:





Commentatorhttps://www.youtube.com/JaKaTaKtv
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
March 04 2013 21:32 GMT
#381
If you like projects from TheJaKaTaK, we're looking for help on the next major guide. Please answer this poll if you play Magic: The Gathering and Starcraft 2:

http://www.teamliquid.net/blogs/viewblog.php?topic_id=401242

and leave any ideas/theories in the comments.

We're trying put together a comprehensive guide on race selection and this data will help us out a lot.

Thanks
Commentatorhttps://www.youtube.com/JaKaTaKtv
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
March 19 2013 21:20 GMT
#382
Today I learned about our first graduate from TheStuffLeague, StudlyBob:

I switched to Zerg early in 2012 and was stuck in Silver and Gold from that time until now. A year stuck in Silver and Gold and then 5 weeks being coached by TheJaKaTaK, using The Core, and using The Staircase and I'm into Platinum. If you are thinking about doing this and want to move up the ladder, go for it. It works!


Now that StudlyBob has graduated, we're looking for the next Zerg StuffLeaguer. If you're stuck in Bronze, Silver, or Gold; if you are a zerg player; and if you are willing to commit one hour every week (on a Monday or Wednesday) starting at 5pm PST. Send an email to thejakatak@gmail.com Looking forward to your responses

Congrats StudlyBob!!
Commentatorhttps://www.youtube.com/JaKaTaKtv
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