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It seems people are pretty split on this topic. I've watched my own replays and I've seen that throwing the pool down by just 1 second earlier could let me kill one more probe that's blocking for an unfinished cannon.
In the same game I lose all of my scourge a few seconds before flyer carapace is done and immediately die.
Of course there are other things to focus on, like actually winning the game later. But I can't do that if I literally just died to the corsair/zealot/archon push
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Of course as you play on you will realize that even a 3-4 second earlier 7th SCV can result in a 1 minute earlier fully saturated 3rd base or even a early natural base saturation (with the unit conflicts, build orders, etc. all together). But how StarCraft is played better is actually by knowing all of the timings for units, build orders, etc. and using this to play against your opponent.
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I do think even a fraction of a second can matter: that said, part of the thing thats interesting about Starcraft is that we decide what to prioritise. That thread which was up recently "I do this better than progamers" is a good illustration of that. A lot of pros will just move on from xyz situation to go back to macro or something like that, and so amateur players will handle that situation 'better'. A fraction of a second in your build matters but there are a lot of things which matter and I personally am usually not hyper focused on timings because I focus on other parts of my game. I do have some builds that I've fine tuned where every second matters, where I found that cutting a drone off gas very briefly can make me the mineral difference to hit a timing 1-3 seconds earlier and I bother with that.
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United Kingdom1688 Posts
Doesn't it more depend on how many 1 seconds' you're losing? At low levels, you're probably losing seconds left right and center. So any individual thing that costs you a second probably costs you very little, relative to all of your other glaring errors
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