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Millicant
Profile Joined July 2010
United States78 Posts
November 01 2013 03:11 GMT
#1121
Haha thank you JaKaTaK. Sounds great - that would be a neat feature.

Until then, I will use this to practice my mechanics. A little "back to the basics" never hurt anyone, especially me. Thanks for all your efforts - this is a very clean and well presented system.

PS that video on motivation is mind-blowing.
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
November 01 2013 03:35 GMT
#1122
@Millicant
Thanks :D
The one on the ladder system change? About why everyone got demoted? Or did I make a video I completely forgot about? Because that last one is certainly probable
Commentatorhttps://www.youtube.com/JaKaTaKtv
Millicant
Profile Joined July 2010
United States78 Posts
November 02 2013 00:34 GMT
#1123
On November 01 2013 12:35 JaKaTaK wrote:
@Millicant
Thanks :D
The one on the ladder system change? About why everyone got demoted? Or did I make a video I completely forgot about? Because that last one is certainly probable


The one on motivation. Dan pink is it?
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
November 03 2013 17:33 GMT
#1124
ooooooooooooooo

Yea, I love that one :D
Commentatorhttps://www.youtube.com/JaKaTaKtv
Millicant
Profile Joined July 2010
United States78 Posts
November 03 2013 22:01 GMT
#1125
Just wanted to check back in and share progress/testify about this system.

It's working great so far - more than anything else one factor has improved greatly: the fun! I have a great time developing my mechanics and it's paying off in game as well. I've stopped at Level 3 (adding only 1 battle unit) and it's working well. It's just right for me so far - enough army diversity to keep things interesting and involve a little micro, but not enough to overwhelm my limited APM and force my mechanics to suffer.

Point being: It's working nicely. I like the system and I recommend it to others. It doesn't eliminate your ability to use all your high-level knowledge, it simply asks you to focus on the basic mechanics/macro and make it sharp, which helps everything else in return.

Thanks JaKaTaK and GGtracker - you rock.
Jermman
Profile Joined November 2011
Canada174 Posts
November 03 2013 23:14 GMT
#1126
Everyone learning to play sc2 this way is seriously seriously stunting their strategic growth. You will never breach masters with the mindset this teaches you to play in. Just wanted to throw this out there.
Terran/Random Player
B-rye88
Profile Joined October 2013
Canada168 Posts
November 03 2013 23:54 GMT
#1127
The purpose is to break down the game into manageable chunks, and prioritize learning mechanics, so that you can later concentrate energy on learning strategy. When you're in bronze/silver/gold, you're not trying to reach master, you're trying to improve so that you can later reach masters.
vaderseven
Profile Joined September 2008
United States2556 Posts
November 04 2013 04:31 GMT
#1128
On November 04 2013 08:14 Jermman wrote:
Everyone learning to play sc2 this way is seriously seriously stunting their strategic growth. You will never breach masters with the mindset this teaches you to play in. Just wanted to throw this out there.


Prove it!

Run a test of two noobs, one that does one that doesn't and then you can post the results.

That would be more eye catching than your current post.

Personally, I could see this working though I would do it differently. If I could revamp how I learned I would learn (for this example TvZ) how 1 base all in (2 rax), then 1 rax FE into a 2 base all in (1 rax fe into 7/2/1), then 3 base all in (1 rax FE into 1/1/0 into 3rd CC double eng into 8/2/1), and then into more complex plans. I would feel pretty good about learning the WHY of how the meta is where it is and how both sides can be safe or aggressive and it would be nice feeling.

I dont know where I would get those basic build numbers as a 100% noob though so this guide is very cool in that it gives a 100% new player a cookie cutter way to learn enough to get into the game and from there learn alot more.
RESOqub
Profile Joined September 2013
51 Posts
Last Edited: 2013-11-04 23:37:45
November 04 2013 23:32 GMT
#1129
On November 04 2013 08:14 Jermman wrote:
Everyone learning to play sc2 this way is seriously seriously stunting their strategic growth. You will never breach masters with the mindset this teaches you to play in. Just wanted to throw this out there.


Hardly. You get a much better feel for how to defend individual attacks by just playing one way and doing it over and over than you ever will ducking and diving to try and figure out a strategy.

The whole build order thing can come after you've plowed your way into high diamond. Just to put into perspective just how effective this method of playing is, I offer my ggtracker as proof.

http://ggtracker.com/players/530061/ThePaladin

However, this method DOES have one issue. The issue is that the saturation speed metric is only accurate for one base. I have to be incredibly lucky to find five games where I saturate every single base without being pressured. If you look at my gg tracker, you will find that in most of those games, some kind of early pressure comes which either kills scvs at my second or decreases saturation speed.

I still win because I flat out plow through everyone I play in my league but that's hardly relevant.

The massive spike in win rates is where I started at level 1 after 2 weeks of not playing. I have now promoted myself to level 3 because I realized I was macroing well enough but was getting all inned in every 2 games and thus would never hit the saturation mark. I'm keeping things simple still, though. While strictly speaking it is not following the staircase absolutely, there really is no way to hold an all in that loses you SCVs and still hit Master saturation. Further, some games are so one sided at this level that I flat out kill my opponent before I even take my third.

The main advantage of this approach is it forces you to do a lot with very little. As an example, while making pure marines against protoss, I am now so sure of my macro behind my attacks that I happily use multi pronged attacks and do insane amounts of damage.

Further, a lot of us don't want to be amazingly competitive. Some of us just want to get the hell out of bronze and gold. This'll get you up to Diamond, I think.

EDIT: I don't do the Staircase on a map to pracftice, btw. I do it on the ladder because, well, why the hell not.
fethers
Profile Joined November 2012
United States19 Posts
Last Edited: 2013-11-04 23:57:49
November 04 2013 23:57 GMT
#1130
I have the same problem with Saturation speed. There are just too many games where I have 4 zealots at my Natural, or I am defending yet another Mass lings build in ZvZ.

The other problem with this method is extremely long games. You can only spend so much money when you have 6 hatcheries and are only making Roaches.
RESOqub
Profile Joined September 2013
51 Posts
November 05 2013 00:02 GMT
#1131
I offer this gentleman as an example. Switch ggtracker into normal mode and compare.

http://ggtracker.com/players/66867/crexis
NeThZOR
Profile Blog Joined November 2010
South Africa7387 Posts
November 05 2013 00:24 GMT
#1132
My life would have been much easier if I had read TheStaircase method when I started out
SuperNova - 2015 | SKT1 fan for years | Dear, FlaSh, PartinG, Soulkey, Naniwa
Crugio
Profile Blog Joined April 2011
Australia45 Posts
November 05 2013 04:13 GMT
#1133
I think that you have a typo in the reference sheet.

Under Guidelines/Notes, 6th point: Try 48 workers on Step 1 (3 base saturation).

I think that you meant 2 base saturation.
I'm in a world of hurt!
Dragnmn
Profile Joined May 2011
Netherlands52 Posts
November 05 2013 10:23 GMT
#1134
On November 05 2013 13:13 Crugio wrote:
I think that you have a typo in the reference sheet.

Under Guidelines/Notes, 6th point: Try 48 workers on Step 1 (3 base saturation).

I think that you meant 2 base saturation.


Saturation is generally seen as 16 workers on minerals per base, those 8 extra workers to hit 24 are more efficiently put on another base. 16 workers per base will get you 16 workers worth of income, 24 workers will only get you about 20 workers (I believe, don't quote me on this) of income.
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
November 05 2013 20:45 GMT
#1135
16 workers per base gets you more income per worker than 24 per base. So its always better to have 48 workers on 3 base than on 2 base.

I agree that Saturation Speed isn't the best metric. Its unfortunately the best we have for now as GGTracker is still in the hiring process for a developer that I can work with to find better metrics, and play with the ones we have (as well as make a sweet interface for TheStaircase). Until that time, Saturation Speed is better than no metric IMO, and its good enough for Staircase games (if not so much for all games).
Commentatorhttps://www.youtube.com/JaKaTaKtv
anilusion
Profile Joined July 2010
Sweden247 Posts
November 17 2013 00:18 GMT
#1136
Does it make any difference if you do this vs AI, or is it design to be used on ladder?
Tisdel
Profile Joined November 2013
9 Posts
November 23 2013 03:41 GMT
#1137
I'm torn.

On one hand, this seems to be a good idea. Destiny going mass queens and winning in the lower leagues always stuck with me.

On the other hand, I feel like this is only going to bore a newer or less skilled player, rather than encourage him. Honestly I think picking one build for each matchup and doing an analysis after is better. As they become more comfortable with the build, the macro comes after. I think limiting unit possibilities is fine in theory (people who rush every tech structure in low leagues come to mind) but I think in execution it's going to limit the flexibility of the race the person is playing, and because of their worse mechanics, punish extremely harshly before they improve.

Has anyone here used this method to great effect?
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
November 23 2013 05:57 GMT
#1138
My personal experience using this method to teach my 100% noob friends to Starcraft is that they have a lot of fun. I think the big mistake a lot of players make when introducing their friends to Sc2 is that they fail to remember how difficult it was when they first started. What might be super boring to you is likely very challenging and fun to your noob friend. Give it a try, have them play one game and ask how they like it. If they're not having fun, switch to something else! Everyone's got their own style
Commentatorhttps://www.youtube.com/JaKaTaKtv
arcadus
Profile Joined September 2010
United States2 Posts
November 23 2013 14:13 GMT
#1139
thanks for this, jakatak. it's helped me considerably, and has given me a way to measure improvement and keeps me playing more
i've also started using the core hotkeys, which at first glance looked insane, but its pretty intuitive after some practice
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
November 23 2013 17:50 GMT
#1140
Thanks arcadus.

I get so pumped when someone says TheCore is intuitive. That was our #1 criticism for a long time. (that and the ever arrogant, "I would be nice if there was some logic in the way the keys were setup") I hope you're having a more fun less frustrating Sc2 experience now (sounds like you are)
Commentatorhttps://www.youtube.com/JaKaTaKtv
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