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[G] Attention as a resource - Page 2

Forum Index > StarCraft 2 Strategy
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U_G_L_Y
Profile Blog Joined July 2011
United States516 Posts
August 15 2012 20:35 GMT
#21
On August 15 2012 05:20 SC2John wrote:
I just want to note that I don't think you should ever be 1) using your scouting worker to attack your opponent's workers if you're not willing to micro; if you want to improve, you should instead focus on how to attain knowledge with that scout and keep it alive until the 3:30ish time when scouts should be chased away, and 2) chasing a scouting worker around; with the exception of probes (especially in PvP), you have absolutely no reason to even worry about what that worker could be doing other than scouting. If you send a scout and pull a worker off to chase his scout, you're effectively 1 worker short, it's better to just keep a general idea where the scout is using your minimap than to actually chase it.

As for the topic in general...I feel like this idea is really basic. Diverting attention from your opponent is a super obvious thing that everyone understands at a basic level, but you shouldn't be doing it for the full purpose of saying, "Oh gee, I REALLY hope I can mess with his macro some or make him have to work really hard." I would say that the main idea behind diverting focus is not so you can "focus on your own macro" but to actually ALLOW you to do stuff like move across army, divert and hit the 3rd, etc. You should be able to find your own way to multitask well, the key is not hoping your opponent can't multitask as well, it's DOING SOMETHING with the time and focus you've bought for yourself.

Why would you not attack a building scv with your scout probe? It diverts 2 additional miners from mining or temporarily halts construction. It takes zero micro to do once and always yields an economic advantage... (using the method the OP described)
zmansman17
Profile Joined March 2011
United States2567 Posts
August 16 2012 01:19 GMT
#22
On August 16 2012 01:25 mordek wrote:
Show nested quote +
On August 16 2012 00:01 Chaggi wrote:
On August 15 2012 22:01 zmansman17 wrote:
I like hearing from scrappy players because that is how I started as well. I think the idea of "diverting your opponent's attention" is much more valuable than we think.

For example, when Reaper FE was more viable (if I can hark back to earlier TvZ), I found the opening to be very good because not only did it afford me some map control, but also it allowed me to harass the Zerg player and delay injects.

If you think about it, any time you can distract a player, especially a Zerg in the early game, you may halt their macro and temporarily obfuscate their plans.

If this isn't reason enough, I would also add that this sort of play is more aggressive and it lets you be in control of the game's tempo. You put your opponent into a defensive mindset, which benefits you down the line.

In any case, this sort of play isn't so different from competitive sports like tennis, which I played in college; This is also why I think ESPORTs are indeed sports. These sort of ploys and mind games happen all the time and it makes the excitement of the game more palpable.


are you taking the SAT cause that's a lot of SAT words for an internet forum

and this is pretty much exactly why I play aggressively, even though it gets me killed more often than not ....

Lol in the last paragraph he says he played tennis in college so I doubt he's studying for a test for entering college

Also, was it the use of palpable or what? Haha


lol. Those good ol' SAT words?
♞ - His EKG is flattening get me a defib stat! Prepped and Ready! - ♞
ODKStevez
Profile Joined February 2011
Ireland1225 Posts
August 16 2012 01:46 GMT
#23
I knew it was important but I like how this guy puts it as a resource. I think lots of players under estimate this and thanks for writing this up!
Luppa <3
OSM.OneManArmy
Profile Joined April 2011
United States509 Posts
August 16 2012 02:54 GMT
#24
well yes, stressing your opponents multi-tasking abilities/attention has been known forever.. I think its better to improve your own ability to spread attention rather than focus on your opponents though.
Admin of High School Starleague // hsstarleague.com // https://www.facebook.com/HSStarleague // UCI Dota2 President https://www.facebook.com/groups/ucidota/
SuPerFlyTNT
Profile Joined November 2010
United States145 Posts
August 16 2012 22:42 GMT
#25
Hey I like this kind of play and I climbed the ladder by focusing on this type of stuff. Particularly I would do drops - I'm terran. Multi-dropping. But I see what you mean about it not being easy for drops to be attention-positive for terran. Besides nukes (or a cloaked ghost into a mineral line) what are some low attention terran plays? I can't really think of any but I would really like to focus more on this type of play without switching races - I have actually considered protoss a lot for this type of stuff and have occasionally done stints as protoss on ladder.

Anyone got more suggestions? Someone said 2 banshees to 2 mineral lines with shift clicks on workers. thats good but not as good as like... a DT just right click and forget
Every time my fingers touch brains.
Kingy604
Profile Joined December 2011
United Kingdom54 Posts
August 16 2012 22:54 GMT
#26
This is a great guide

This intertwines very well with the effectiveness of APM and EAPM, the fact that higher APM =/= more skill. What is the point of having 300 apm when you cant pay enough attention what is going on in the game?

Maybe worth adding a sentence about how this is relevant to spamming APM at a lower level?
"Its all fun and games, until someone looses an eye... Then it is fun and games you can't see anymore."
Bam Lee
Profile Joined June 2012
2336 Posts
August 16 2012 23:16 GMT
#27
The attention positive thing is something a lot of players with the lack of multitasking ability should really look into. There are a lot of players that screw up their macro because of doing attention-negative stuff so i think this thread is quite a help for some people that do not understand the difference. Still i would rather make it a discussion than a guide(for now atleast).
BuddhaMonk
Profile Joined August 2010
781 Posts
August 17 2012 00:08 GMT
#28
This is not quite what the OP was talking about - it is in fact the opposite of it, but I felt it was relevant. Delaying your action in order to withhold the alert an opponent receives (and thus will command his attention) for some gain is something you also see done often.

For example, taking out an overlord on the edge of the base with stalkers. If you simply attack move, the opponent will get an alert and may be able to save his overlord in time. If you move command your stalkers below the overlord, then shift right-click on the overlord you are more certain of killing it before it can retreat since the opponent gets the alert too late.

The same can be true if you spot a group of units out in the map just sitting there, you may want to move command right next to the units with an overwhelming force and only attack when you're close enough to be sure he won't be able to retreat after being alerted to the attack.
sc2pal
Profile Joined February 2011
Poland624 Posts
August 17 2012 00:21 GMT
#29
early game when he attacks ur workers with his scout attack his scout, after 2-3 sec pull 4 workers and kill his scouting worker while saving urs in his main


??

profit




i do that alot :e
incoherent
Profile Joined November 2011
United States54 Posts
Last Edited: 2012-08-17 02:27:28
August 17 2012 02:27 GMT
#30
On August 16 2012 03:42 Fairwell wrote:
Even though you are stating that this is meant primarily for lower levels of play I would go further and say that this is absolutely only a good thing at lower levels of play. Whenever someone puts a worker to follow my scouting probe I'm as happy as I can get in the early game. Each minute this guy is losing 40 minerals of lost mining time while gaining nothing. Obviously this requires yourself to be able to micro your worker while macroing perfectly at home, but people playing at a better level should be able to do this.

You don't actually have to make waypoint flowers with your scout worker; just make a circular patrol around their mineral line and go back to macroing. (Granted, vZ you want to check their natural pretty quickly, and vT doing this means you'll lose the scout to their first marine, but all in all it's probably still better than a low-level player continuing to expend attention keeping it alive.)
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