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APM measurements changes in 1.4.0 - Page 40

Forum Index > SC2 General
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Sina92
Profile Joined January 2011
Sweden1303 Posts
September 27 2011 01:10 GMT
#781
my apm is still around 90-110, just like before the patch. high master toss na / eu
My penis is 15 inches long, I'm a Harvard professor and look better than Brad Pitt and Jake Gyllenhaal combined.
Joey Wheeler
Profile Joined July 2011
Korea (North)276 Posts
Last Edited: 2011-09-27 01:14:28
September 27 2011 01:12 GMT
#782
On September 27 2011 10:10 Sina92 wrote:
my apm is still around 90-110, just like before the patch. high master toss na / eu

That probably means you use one control group for your army

Also, I'd like to see what pros think about this. Many of the people that used the poll could possibly be in lower leagues so it's indifferent to them.
Bango
Profile Joined April 2011
United States106 Posts
September 27 2011 01:29 GMT
#783
who honestly cares if someone spams away? the only thing this patch does is it gets rid of the actually "tapping" between different upgrades as well as queens which i do. which actually is worse than just including everything. i dont understand why blizz is messing with this, it really doesnt change much nor make apm a more effective way of calculating skill =(
ello x]
WombaT
Profile Blog Joined May 2010
Northern Ireland27054 Posts
September 27 2011 01:40 GMT
#784
Sina actually separates his control groups pretty well

Anyway it's not ideal but you can have all your stuff on one or two hotkeys as long as you manually split it up and concave it with good mouse control
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
AndrewHannebaum
Profile Joined June 2011
United States6 Posts
September 27 2011 01:44 GMT
#785
the thing that is good about this is that you will be able to see ppl's real apm instead of the spaming apm, the only thing that will be annoying is that you will not be able to see a realistic in battle apm. if that makes since.
EnderCraft
Profile Joined December 2010
United States1746 Posts
September 27 2011 01:47 GMT
#786
I just realized that people who click instead of using hot keys will now have higher APM then most people who spam control groups. Interesting....
SC:BW has a higher skill ceiling than SC2? SC 64 is where it's at brah.
CursOr
Profile Blog Joined January 2009
United States6335 Posts
September 27 2011 01:51 GMT
#787
On September 27 2011 10:12 Joey Wheeler wrote:
Show nested quote +
On September 27 2011 10:10 Sina92 wrote:
my apm is still around 90-110, just like before the patch. high master toss na / eu

That probably means you use one control group for your army

Also, I'd like to see what pros think about this. Many of the people that used the poll could possibly be in lower leagues so it's indifferent to them.

The best players I know, Grand Masters and Top 40 Masters are only rolling about 60-70 average. You must be doing a lot of clicking you don't need to be. 5 or 6 clicks to move a unit to once place maybe?
When controlling units and armies ya, APM spikes to 150- but that is far from the average.
CJ forever (-_-(-_-(-_-(-_-)-_-)-_-)-_-)
aztrorisk
Profile Blog Joined April 2010
United States896 Posts
Last Edited: 2011-09-27 01:58:08
September 27 2011 01:57 GMT
#788
i like this change

tbh, i am a apm spammer but i want to really see how i compare to pros

Edit: I only apm spam because pros apm spam and I want to compare and contrast my skills with pros. Now I don't need to spam to compare and contrast but I will still spam anyways because of habit.
A lock that opens to many keys is a bad lock. A key that opens many locks is a master key.
The Final Boss
Profile Joined February 2011
United States1839 Posts
September 27 2011 02:00 GMT
#789
I don't understand the point of this change. There's got to be better things that Blizzard could apply themselves to change (replays with friends, goddammit...) that will actually affect the game rather than something as arbitrary as a number that bears with it no real meaning and I still do not believe that the new APM number means anything. It just fails to make any sense, but then again, that's Blizzard for ya...
Tazerenix
Profile Joined December 2010
Australia340 Posts
September 27 2011 02:12 GMT
#790
On September 27 2011 10:12 Joey Wheeler wrote:
Show nested quote +
On September 27 2011 10:10 Sina92 wrote:
my apm is still around 90-110, just like before the patch. high master toss na / eu

That probably means you use one control group for your army

Also, I'd like to see what pros think about this. Many of the people that used the poll could possibly be in lower leagues so it's indifferent to them.

Thats not true. 90-110 is actually high now after the patch.

I'm mid masters NA as well and I average about 100 (i spammed a fuck ton before the patch, usually up at 250 average) and I have 5 army control groups, and use all my other control groups too. I'll idle at about 60 or 70 now but when im in a battle its usually up at 250 still, no change there.
The Final Boss
Profile Joined February 2011
United States1839 Posts
September 27 2011 02:15 GMT
#791
On September 27 2011 10:12 Joey Wheeler wrote:
Show nested quote +
On September 27 2011 10:10 Sina92 wrote:
my apm is still around 90-110, just like before the patch. high master toss na / eu

That probably means you use one control group for your army

Also, I'd like to see what pros think about this. Many of the people that used the poll could possibly be in lower leagues so it's indifferent to them.

I feel like the only people who really care about APM are in lower leagues. I know that I used to care about it, but since I've improved I have since completely forgotten about APM and only look at it occasionally when trying to analyze my replays. Obviously I don't speak from experience or actual knowledge, but I doubt that pros actually take the time to look at their APM and then say "Oh man, my APM is totally fifty lower than what I want it to be." Rather, they would probably watch a replay and say "Oh man, my army control is not at the level I want it to be" or "Oh man, my macro was really terrible here," then they improve upon those areas and in turn it may raise their APM.
nanaoei
Profile Blog Joined May 2010
3358 Posts
Last Edited: 2011-09-27 03:05:02
September 27 2011 02:59 GMT
#792
camera hotkeys and minimap left-clicking weren't considered part of the measurement in bwchart either. i have no clue, but i think it's also hard to measure because it's comparable to left clicking something that can't be selected... like a random piece of terrain

since some players can get into the habit of comparing themselves to others, a lot of players will likely care less about this stat for this season.
EAPM in bw was still measured more accurately than what i think they were trying to do with this patch change.

who knows, haha

On September 27 2011 10:10 The Final Boss wrote:
...I feel like the only people who really care about APM are in lower leagues...

i think that depends also. for 1v1 players, maybe.
lower league team-match players barely even think about looking at their own replays, that much i can tell you--such that team players blame their teammate's bad build or control, and a 1v1 player will blame luckiness or the race they're playing against.
at a certain point, a player comes away from blaming other people to saddle down and improve on their own play instead... yet i know some players who take years to do so.
*@boesthius' FF7 nostalgia stream bomb* "we should work on a 'Final Progamer' fangame»whitera can be a protagonist---lastlie: "we save world and then defense it"
usethis2
Profile Joined December 2010
2164 Posts
Last Edited: 2011-09-27 04:59:41
September 27 2011 04:31 GMT
#793
On September 23 2011 00:56 momonami5 wrote:
seems like it just change that beginning type of apm spam hehe dunno why ppl proud of apm high from that then in battle its like 50 apm.

Yes. Pre-1.40, even among pros I noticed weird APM shifts. That is, the lesser/losing players' APMs tend to be ridiculously high at the beginning (let's say 400), then once the supply goes up and battles start occuring, their APMs go down (below 150). (Lots of foreigner pros)

Now with 1.40, I see the better/winning players' APMs sharply increasing under high pressure and very multitask-heavy circumstances. (300+) So far I've seen MKP and DRG's APMs being that way.

Don't tell me those pros are spamming right clicks. (rofl) They are simply performing more actions, which is reflected in their APMs.

Now, assuming the above (we will certainly see more and more evidence), can we agree this system is at least more objective?

Edit: On a second thought, MKP might be spamming right click quite a bit for his marine splitting. XD But those are legit, game-deciding, and visible on-screen spams. (i.e. verifiable by 3rd person)
TRaFFiC
Profile Blog Joined December 2010
Canada1448 Posts
September 27 2011 07:10 GMT
#794
In terms of practicality, HORRIBLE.

In terms of fun, EVEN WORSE.

I'm pretty sure blizz put this in so nubs stuck on 40 apms don't just quit.
2v2, 1v1, Zerg, Terran http://www.twitch.tv/trafficsc2
I_PROTOSSED_MY_HW
Profile Joined August 2011
22 Posts
September 27 2011 09:08 GMT
#795
This patch has made it harder for me to tell whether or not I am actually keeping on top of everything. Before the patch I used to have ~250 APM. I'd usually speed through a replay to see if my APM was around 250, and I'd know that I was on top of everything if that was the case. If I had much lower APM, I'd know that I skimped on macro/unit control/whatever.

In the last game I played (in the new patch), I had 93 APM. I cannot tell whether or not this is really bad, so due to the change I now have to disregard APM and sit through every replay and see for myself if I kept on top of everything.

Basically, changing how APM works "forced" me into sinking my time into watching replays instead of playing games. I do not like this change at all.

Do you guys know of any programs that tell you your actual APM, and not just Blizzard's arbitrarily decided "APM" measurement?
zenith8
Profile Joined October 2010
55 Posts
September 27 2011 13:17 GMT
#796
On September 27 2011 18:08 I_PROTOSSED_MY_HW wrote:
This patch has made it harder for me to tell whether or not I am actually keeping on top of everything. Before the patch I used to have ~250 APM. I'd usually speed through a replay to see if my APM was around 250, and I'd know that I was on top of everything if that was the case. If I had much lower APM, I'd know that I skimped on macro/unit control/whatever.

In the last game I played (in the new patch), I had 93 APM. I cannot tell whether or not this is really bad, so due to the change I now have to disregard APM and sit through every replay and see for myself if I kept on top of everything.

Basically, changing how APM works "forced" me into sinking my time into watching replays instead of playing games. I do not like this change at all.

Do you guys know of any programs that tell you your actual APM, and not just Blizzard's arbitrarily decided "APM" measurement?


SC2 gears will show you your in game APM and real time APM. You can get it from here:

https://sites.google.com/site/sc2gears/home

It's a pain though how blizzard changed the APM. It was always fun to see how much I could spam at the start. But I do agree it was a useful tool to see how well I was playing because I do notice a big difference between when I played badly at 70 APM compared to 100 + APM pre 1.4.

Now its a meaningless number that doesn't make sense and I just use SC2 gears to gauge actual APM because in game APM is unreliable.
Termit
Profile Joined December 2010
Sweden3466 Posts
September 27 2011 13:24 GMT
#797
In Brood War and SC2 gears I have around ~210 apm and in sc2 ingame I have like 90 avarage apm now lol.
( ̄。 ̄)~zzz ◕ ◡ ◕
ZarMulix
Profile Joined October 2010
United States77 Posts
September 27 2011 14:40 GMT
#798
On September 27 2011 13:31 usethis2 wrote:
Show nested quote +
On September 23 2011 00:56 momonami5 wrote:
seems like it just change that beginning type of apm spam hehe dunno why ppl proud of apm high from that then in battle its like 50 apm.

Yes. Pre-1.40, even among pros I noticed weird APM shifts. That is, the lesser/losing players' APMs tend to be ridiculously high at the beginning (let's say 400), then once the supply goes up and battles start occuring, their APMs go down (below 150). (Lots of foreigner pros)

Now with 1.40, I see the better/winning players' APMs sharply increasing under high pressure and very multitask-heavy circumstances. (300+) So far I've seen MKP and DRG's APMs being that way.

Don't tell me those pros are spamming right clicks. (rofl) They are simply performing more actions, which is reflected in their APMs.

Now, assuming the above (we will certainly see more and more evidence), can we agree this system is at least more objective?

Edit: On a second thought, MKP might be spamming right click quite a bit for his marine splitting. XD But those are legit, game-deciding, and visible on-screen spams. (i.e. verifiable by 3rd person)


I agree with most of this. I see that the main argument against the new APM calculation is that certain actions taken by players is not "spamming," and that these count as actions too because a player will perform them more often when they're playing better.

But I think we should take a step back and analyze what your goals are as a player, and what function tapping performs.

If you were to be the perfect player, you would have perfect macro with your build; that is, you would always produce with the maximum efficiency that the strategy you're implemented has allowed for. If your build was one barracks all game long, and that one barracks produced a marine every 15 seconds over the course of a 10 min game, you would have produced a marine 40 times. You would have selected your barracks 40 times, and 80 overall APM would have gone towards marine production.

A player that has difficulty remembering when to produce marines or if they were producing one in the first place (amidst the chaos, horrible memory, horrible timing, etc) would probably randomly tap his barracks to look at it a few times.
This means that a player that's worse at remembering to do stuff will have higher APM. The player that's better at remembering will have lower APM. Why? Because in the end they're accomplishing the same goals. Macrowise they're doing the same thing.

Tapping is a crutch. Some might argue that it's a necessary one, and that might be true for a while. But that doesn't change what tapping accomplishes. Which is absolutely nothing unless you don't have perfect timings.

Perfection in this game is what we're trying to reach. What this current APM calculation does is show us how much is being done in game. Yes, this is not how much YOU are doing. But this is irrelevant to the game. What matters is how much you get done, not how inefficient you are at doing the same thing your opponent is. If a zerg double taps his queens twice in an injection cycle, that's wasted time that zerg could be using to scout, attack, micro, etc. A better zerg will be accomplishing more and double tapping at the exact moment they need to inject.

Remember when the game first came out and everyone had shitty injects? Now it's pretty normal for my lower leagued friends to have perfect injects up until at least the 12 min mark. Pros are obviously way better.

This APM indication is not punishing anyone unless you care about a statistic that actually shows how inefficient you are. The argument that multiple clicking raises this APM is silly, because you know that not only is this difficult to implement but mass clicking has its own punishment. You can only click on your screen. Mass clicking is a waste of time and vision (not factoring in minimap vision here, it's sometimes the only thing needed, other times it's not useful - scouting etc).

So yes, now you see players with decent macro have APM closer to pros, and you have people with subpar macro drop significantly in APM. You have players who have decent macro but did a lot of double, triple, infinite checking to keep that up have APM similar to someone with decent timings and equivalent macro.

I don't see how this is a bad thing.
Zeon0
Profile Joined September 2010
Austria2995 Posts
September 27 2011 17:44 GMT
#799
i always thought my apm is quite ok with 130-160 in sc2 gears, but with new blizz apm its just 60-80 ^^

but as long as i am master i dont really care
Hater of MKP since GSL Open Season 2 | Fanboy of: NesTea Stephano IdrA DIMAGA MorroW ret DongRaeGu Snute SaSe Mvp ThorZaIN DeMusliM
usethis2
Profile Joined December 2010
2164 Posts
Last Edited: 2011-09-27 18:33:32
September 27 2011 18:31 GMT
#800
On September 27 2011 23:40 ZarMulix wrote:
Show nested quote +
On September 27 2011 13:31 usethis2 wrote:
On September 23 2011 00:56 momonami5 wrote:
seems like it just change that beginning type of apm spam hehe dunno why ppl proud of apm high from that then in battle its like 50 apm.

Yes. Pre-1.40, even among pros I noticed weird APM shifts. That is, the lesser/losing players' APMs tend to be ridiculously high at the beginning (let's say 400), then once the supply goes up and battles start occuring, their APMs go down (below 150). (Lots of foreigner pros)

Now with 1.40, I see the better/winning players' APMs sharply increasing under high pressure and very multitask-heavy circumstances. (300+) So far I've seen MKP and DRG's APMs being that way.

Don't tell me those pros are spamming right clicks. (rofl) They are simply performing more actions, which is reflected in their APMs.

Now, assuming the above (we will certainly see more and more evidence), can we agree this system is at least more objective?

Edit: On a second thought, MKP might be spamming right click quite a bit for his marine splitting. XD But those are legit, game-deciding, and visible on-screen spams. (i.e. verifiable by 3rd person)


I agree with most of this. I see that the main argument against the new APM calculation is that certain actions taken by players is not "spamming," and that these count as actions too because a player will perform them more often when they're playing better.

But I think we should take a step back and analyze what your goals are as a player, and what function tapping performs.

If you were to be the perfect player, you would have perfect macro with your build; that is, you would always produce with the maximum efficiency that the strategy you're implemented has allowed for. If your build was one barracks all game long, and that one barracks produced a marine every 15 seconds over the course of a 10 min game, you would have produced a marine 40 times. You would have selected your barracks 40 times, and 80 overall APM would have gone towards marine production.

A player that has difficulty remembering when to produce marines or if they were producing one in the first place (amidst the chaos, horrible memory, horrible timing, etc) would probably randomly tap his barracks to look at it a few times.
This means that a player that's worse at remembering to do stuff will have higher APM. The player that's better at remembering will have lower APM. Why? Because in the end they're accomplishing the same goals. Macrowise they're doing the same thing.

Tapping is a crutch. Some might argue that it's a necessary one, and that might be true for a while. But that doesn't change what tapping accomplishes. Which is absolutely nothing unless you don't have perfect timings.

Perfection in this game is what we're trying to reach. What this current APM calculation does is show us how much is being done in game. Yes, this is not how much YOU are doing. But this is irrelevant to the game. What matters is how much you get done, not how inefficient you are at doing the same thing your opponent is. If a zerg double taps his queens twice in an injection cycle, that's wasted time that zerg could be using to scout, attack, micro, etc. A better zerg will be accomplishing more and double tapping at the exact moment they need to inject.

Remember when the game first came out and everyone had shitty injects? Now it's pretty normal for my lower leagued friends to have perfect injects up until at least the 12 min mark. Pros are obviously way better.

This APM indication is not punishing anyone unless you care about a statistic that actually shows how inefficient you are. The argument that multiple clicking raises this APM is silly, because you know that not only is this difficult to implement but mass clicking has its own punishment. You can only click on your screen. Mass clicking is a waste of time and vision (not factoring in minimap vision here, it's sometimes the only thing needed, other times it's not useful - scouting etc).

So yes, now you see players with decent macro have APM closer to pros, and you have people with subpar macro drop significantly in APM. You have players who have decent macro but did a lot of double, triple, infinite checking to keep that up have APM similar to someone with decent timings and equivalent macro.

I don't see how this is a bad thing.

Finally someone gets it. Thank god I thought I was alone in this and felt like talking to brick walls. My point of view is explained in page 37 of this thread. I exampled the following.

- player A does manage constant SCV production from 3 CCs and it takes her/him avg. 10 cycling through the CCs
- player B does manage constant SCV production from 3 CCs and it takes her/him avg. 5 cycling through the CCs
- player C does manage constant SCV production from 3 CCs and she/he doesn't need to cycle around because s/he is simply so well trained to the point that s/he never forgets it without even looking at CCs.


Pre-1.40, Player A did 30 actions. B did 15, and C did 3. The result is the same for all -> 3 SCVs. And I noted that Player C might be able to do other actions (unit production, scouting, micro, etc.) while player A/B spend their time on SCV production. As ZarMulix understands correctly, the 1.40 APM measures how many things you get done, not how you get things done. And over time, it has a potential to be a more objective measure of multitasking because it removes subjectivity (tapping) from APM calculation.
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