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APM measurements changes in 1.4.0 - Page 23

Forum Index > SC2 General
Post a Reply
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iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
September 12 2011 00:19 GMT
#441
On September 12 2011 09:12 jeparie wrote:
What people seem to be ignoring is that cycling your hotkeys to monitor production is important, effective APM.

Sure, you could macro perfectly by only selecting a building when you're going to a build a unit out of it. It is technically possible. It is, however, not realistic, and not nearly as effective as constantly cycling your hotkeys.

This is why someone with high APM will oftentimes have better macro than someone with low apm, even though the recorded APM seems much too high to be useful actions.

Checking on a building to see if you should build a unit there IS A USEFUL ACTION even if you don't build a unit.

From my experience in the PTR, I believe you actually do generate APM for cycling through different control groups at a reasonable pace. I noticed in a replay that my APM increased when switching between a nexus and scouting probe, for example. However, the system doesn't add additional APM for spamming a sequence in quick succession (e.g. 123123123123, you'll only get APM for the first 123).

Because, ideally, you should be capable of cycling through production at regular intervals (and not in super-quick succession) in order to keep up your macro, I don't think there's much of an issue here. Granted, this isn't in any way confirmed, rather just my observation when looking at my PTR games.
Twitter: @iamcaustic
Steel
Profile Blog Joined April 2010
Japan2283 Posts
September 12 2011 00:20 GMT
#442
can they just make 1 action = 1 action and use real seconds

idk maybe my logic is flawed but seems like it'd make sense
Try another route paperboy.
HowardRoark
Profile Blog Joined February 2010
1146 Posts
September 12 2011 00:31 GMT
#443
I think this change is great. Also, I think they should add a feature that remove, let us say, the first 3 minutes of the game, and then display the average APM after that. This will further show the "true" APM and it will be interesting to see which of the pro's that drop from 400 APM to 70. Probably SjoW will turn out to actually be among the highest (non KR) APM'ers after a fix like that.
"It is really good to get the double observatory if you want to get the speed and sight range for the observer simultaneously. It's a little bit of an advanced tactic, and by advanced, I mean really fucking bad."
Kambing
Profile Joined May 2010
United States1176 Posts
September 12 2011 00:39 GMT
#444
On September 12 2011 09:19 stormfoxSC wrote:
Show nested quote +
On September 12 2011 09:12 jeparie wrote:
What people seem to be ignoring is that cycling your hotkeys to monitor production is important, effective APM.

Sure, you could macro perfectly by only selecting a building when you're going to a build a unit out of it. It is technically possible. It is, however, not realistic, and not nearly as effective as constantly cycling your hotkeys.

This is why someone with high APM will oftentimes have better macro than someone with low apm, even though the recorded APM seems much too high to be useful actions.

Checking on a building to see if you should build a unit there IS A USEFUL ACTION even if you don't build a unit.

From my experience in the PTR, I believe you actually do generate APM for cycling through different control groups at a reasonable pace. I noticed in a replay that my APM increased when switching between a nexus and scouting probe, for example. However, the system doesn't add additional APM for spamming a sequence in quick succession (e.g. 123123123123, you'll only get APM for the first 123).

Because, ideally, you should be capable of cycling through production at regular intervals (and not in super-quick succession) in order to keep up your macro, I don't think there's much of an issue here. Granted, this isn't in any way confirmed, rather just my observation when looking at my PTR games.


This is incorrect. Unless the delta between selections needs to be greater than 15s (which is what I just tested on the PTR), then there is no timeout that makes later selections "actionful" again.
Passionless
Profile Joined August 2011
United States18 Posts
September 12 2011 00:44 GMT
#445
Considering knowing your APM does nothing for your skill this is such a useless change.
It was just a cool little addition. This does not deserve any attention. APM is needed, yes, but it's not important to know it. You want to have as many effective actions as possible.
Jubio
Profile Joined June 2010
United States50 Posts
September 12 2011 00:45 GMT
#446
I don't understand. APM is all of your actions. Actions is any keyboard click or mouse click to interact with the game. Why are they even messing around with this?I feel this is a bad decision on the part of blizzard.
LOL late game terran I "Manner cc is a must, but as a ceremony it was not quite enough, manner cc needs to have at least 5 SCVs doing it" - FBH I Savior broke my heart ;_;
cHaNg-sTa
Profile Blog Joined March 2008
United States1058 Posts
September 12 2011 00:47 GMT
#447
Most worthless change ever that makes no sense. So if I constantly issue move command for my unit, it registers as one command? When in reality, these move commands are actually pretty damn important? Although APM is not an essential skill to have, it just makes ppl with lower APM think it's ok to where they at speedwise because they're only have "a little less" APM compared to pro players.
Jaedong <3 HOOK'EM HORNS!
DreamChaser
Profile Blog Joined February 2011
1649 Posts
September 12 2011 00:50 GMT
#448
yea whatever i dont really care like i'll look at my APM in game 85 ok im sure i'll be sad whe n ifirst see it at like 40 lol. But eventually just get over it.
Plays against every MU with nexus first.
KaoReal
Profile Joined May 2010
Canada340 Posts
Last Edited: 2011-09-12 00:52:56
September 12 2011 00:51 GMT
#449
Good change in my opinion. If I'm not mistaken, this will be a more accurate model for EAPM. I think if it is good enough to make a decent estimate at EAPM, we may actually have a reason to check the APM in spectator mode.

It seems that now it will be more like a measurement for effective multitasking.
Life can only be understood backwards, but must be lived forward
RedTerror
Profile Blog Joined December 2008
New Zealand742 Posts
September 12 2011 00:51 GMT
#450
On September 12 2011 09:47 cHaNg-sTa wrote:
Most worthless change ever that makes no sense. So if I constantly issue move command for my unit, it registers as one command? When in reality, these move commands are actually pretty damn important? Although APM is not an essential skill to have, it just makes ppl with lower APM think it's ok to where they at speedwise because they're only have "a little less" APM compared to pro players.


No. Re-read the OP.
shtdisturbance
Profile Joined February 2010
Canada613 Posts
September 12 2011 00:52 GMT
#451
It does not matter as many others have said but they should still leave well enough alone, apm should be actions per minute not all this stuff they are changing it too. Now its like not all you actions in less than a minute.
synapse
Profile Blog Joined January 2009
China13814 Posts
September 12 2011 00:52 GMT
#452
It's not a good or bad thing, but I honestly don't understand why Blizzard cares about how we see apm / felt the need to change it.
:)
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
Last Edited: 2011-09-12 01:19:35
September 12 2011 01:18 GMT
#453
On September 12 2011 09:39 Kambing wrote:
Show nested quote +
On September 12 2011 09:19 stormfoxSC wrote:
On September 12 2011 09:12 jeparie wrote:
What people seem to be ignoring is that cycling your hotkeys to monitor production is important, effective APM.

Sure, you could macro perfectly by only selecting a building when you're going to a build a unit out of it. It is technically possible. It is, however, not realistic, and not nearly as effective as constantly cycling your hotkeys.

This is why someone with high APM will oftentimes have better macro than someone with low apm, even though the recorded APM seems much too high to be useful actions.

Checking on a building to see if you should build a unit there IS A USEFUL ACTION even if you don't build a unit.

From my experience in the PTR, I believe you actually do generate APM for cycling through different control groups at a reasonable pace. I noticed in a replay that my APM increased when switching between a nexus and scouting probe, for example. However, the system doesn't add additional APM for spamming a sequence in quick succession (e.g. 123123123123, you'll only get APM for the first 123).

Because, ideally, you should be capable of cycling through production at regular intervals (and not in super-quick succession) in order to keep up your macro, I don't think there's much of an issue here. Granted, this isn't in any way confirmed, rather just my observation when looking at my PTR games.


This is incorrect. Unless the delta between selections needs to be greater than 15s (which is what I just tested on the PTR), then there is no timeout that makes later selections "actionful" again.

I have to ask what unit production cycle is 15 seconds or less. Also, were any other actions performed between hotkey cycles? If not, then your testing is unrealistic.
Twitter: @iamcaustic
cHaNg-sTa
Profile Blog Joined March 2008
United States1058 Posts
September 12 2011 01:23 GMT
#454
On September 12 2011 09:51 RedTerror wrote:
Show nested quote +
On September 12 2011 09:47 cHaNg-sTa wrote:
Most worthless change ever that makes no sense. So if I constantly issue move command for my unit, it registers as one command? When in reality, these move commands are actually pretty damn important? Although APM is not an essential skill to have, it just makes ppl with lower APM think it's ok to where they at speedwise because they're only have "a little less" APM compared to pro players.


No. Re-read the OP.

Point taken. Though, stance remains unchanged.
Jaedong <3 HOOK'EM HORNS!
Grijzeham
Profile Blog Joined July 2010
United Kingdom50 Posts
September 12 2011 02:01 GMT
#455
On September 12 2011 08:37 nikj wrote:
Show nested quote +
On September 12 2011 08:31 Grijzeham wrote:
I think a part of the reason they have been trying to "fix" the apm (second time now I believe) is because their estimate of your skill is based on in game info (similar to the info that sc2gears provides) apm included so by "fixing" the apm bug's they will be able to more accurately place certain players.

Just to be clear this is based on 0 information at all and is just speculation but it would make some amount of sense, it would also help to explain why 1 guy goes 5-0 in placement and gets diamond while others do the same and get gold/platinum (I 5-0'd on my second account as zerg by 6 pooling and got gold) just a thought..



This is absolutely wrong.

If you are interested in how the Ladder really works, I suggest this guide:
[G] Comprehensive SC2 League and Ladder Guide


I've read that post before I'm aware you're placed into leagues based on mmr, the problem is that mmr is supposed to be a representation of skill, except "skill" pretty damn hard to judge without watching every single game. So theoretically without watching every single game they need a way to automatically work out your "skill" such as by in game information... like maybe... apm?
Zeke50100
Profile Blog Joined February 2010
United States2220 Posts
September 12 2011 02:13 GMT
#456
"How many fruits have you eaten?"

A. "I have eaten 16 apples, 4 oranges, and 3 bananas, so I have eaten 23 fruits"
B. "I have eaten apples, oranges, and bananas, so I have eaten 3 fruits"

Are people still freaking out because Blizzard is choosing B? Who actually cares? People are flaming Blizzard for the sake of flaming Blizzard. Be quiet and discuss something important. The world isn't going to end because Blizzard is undermining the definition of APM that you like the best.

In any case, I think this change is bad because it draws attention to something completely worthless. Whoo.
nikj
Profile Joined July 2010
Canada669 Posts
September 12 2011 03:22 GMT
#457
On September 12 2011 11:01 Grijzeham wrote:
Show nested quote +
On September 12 2011 08:37 nikj wrote:
On September 12 2011 08:31 Grijzeham wrote:
I think a part of the reason they have been trying to "fix" the apm (second time now I believe) is because their estimate of your skill is based on in game info (similar to the info that sc2gears provides) apm included so by "fixing" the apm bug's they will be able to more accurately place certain players.

Just to be clear this is based on 0 information at all and is just speculation but it would make some amount of sense, it would also help to explain why 1 guy goes 5-0 in placement and gets diamond while others do the same and get gold/platinum (I 5-0'd on my second account as zerg by 6 pooling and got gold) just a thought..



This is absolutely wrong.

If you are interested in how the Ladder really works, I suggest this guide:
[G] Comprehensive SC2 League and Ladder Guide


I've read that post before I'm aware you're placed into leagues based on mmr, the problem is that mmr is supposed to be a representation of skill, except "skill" pretty damn hard to judge without watching every single game. So theoretically without watching every single game they need a way to automatically work out your "skill" such as by in game information... like maybe... apm?


apm has never been considered an accurate measurement of "skill." I hope it would never be considered in the equation for any competitive ladder. In the end it comes down to whether or not you win the game, not who can click faster.
Y'know sometimes people ask me y'know like "What's your religion and stuff?" And I'm like "y' know it's like RTS." Uh, and they're like, "What's that?" And I'm like, "Y'know it's kinda like, kinda like Buddism."
Dfgj
Profile Joined May 2008
Singapore5922 Posts
September 12 2011 03:24 GMT
#458
Didn't spam in a way that would be affected by this anyways.
Gojira621
Profile Joined October 2010
United States374 Posts
September 12 2011 03:32 GMT
#459
good change. now people will worry less about how high their apm is. I mean I've tried to improve mine over time and it has continually grown but it really doesn't mean I'm better at the game. It's kind of a silly change but I guess they want people to focus less on their APM and more on building skills.
www.twitch.tv/Gojira621
KenZo-
Profile Joined December 2010
Faroe Islands190 Posts
September 12 2011 04:01 GMT
#460
This is a plain stupid change, I mean regardless of what you do u wont reach much more than 100 SAPBM in PTR, I mean while playing like I did before, I had around 220-250APM on a good day.
So thank you Blizzard, for making the measurement even more useless.
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