• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 17:31
CET 23:31
KST 07:31
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
RSL Revival - 2025 Season Finals Preview8RSL Season 3 - Playoffs Preview0RSL Season 3 - RO16 Groups C & D Preview0RSL Season 3 - RO16 Groups A & B Preview2TL.net Map Contest #21: Winners12
Community News
ComeBackTV's documentary on Byun's Career !9Weekly Cups (Dec 8-14): MaxPax, Clem, Cure win4Weekly Cups (Dec 1-7): Clem doubles, Solar gets over the hump1Weekly Cups (Nov 24-30): MaxPax, Clem, herO win2BGE Stara Zagora 2026 announced15
StarCraft 2
General
Micro Lags When Playing SC2? ComeBackTV's documentary on Byun's Career ! When will we find out if there are more tournament Weekly Cups (Dec 8-14): MaxPax, Clem, Cure win RSL Revival - 2025 Season Finals Preview
Tourneys
$5,000+ WardiTV 2025 Championship Winter Warp Gate Amateur Showdown #1 Sparkling Tuna Cup - Weekly Open Tournament RSL Offline Finals Info - Dec 13 and 14! Master Swan Open (Global Bronze-Master 2)
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 504 Retribution Mutation # 503 Fowl Play Mutation # 502 Negative Reinforcement Mutation # 501 Price of Progress
Brood War
General
Klaucher discontinued / in-game color settings Anyone remember me from 2000s Bnet EAST server? BGH Auto Balance -> http://bghmmr.eu/ How Rain Became ProGamer in Just 3 Months FlaSh on: Biggest Problem With SnOw's Playstyle
Tourneys
Small VOD Thread 2.0 [Megathread] Daily Proleagues [BSL21] WB SEMIFINALS - Saturday 21:00 CET [BSL21] RO8 - Day 2 - Sunday 21:00 CET
Strategy
Simple Questions, Simple Answers Game Theory for Starcraft Current Meta Fighting Spirit mining rates
Other Games
General Games
Stormgate/Frost Giant Megathread General RTS Discussion Thread Nintendo Switch Thread Mechabellum PC Games Sales Thread
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Mafia Game Mode Feedback/Ideas Survivor II: The Amazon Sengoku Mafia TL Mafia Community Thread
Community
General
Russo-Ukrainian War Thread US Politics Mega-thread Things Aren’t Peaceful in Palestine The Games Industry And ATVI YouTube Thread
Fan Clubs
White-Ra Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece Movie Discussion!
Sports
2024 - 2026 Football Thread Formula 1 Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
TL+ Announced Where to ask questions and add stream?
Blogs
The (Hidden) Drug Problem in…
TrAiDoS
I decided to write a webnov…
DjKniteX
James Bond movies ranking - pa…
Topin
Thanks for the RSL
Hildegard
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1433 users

[G] APM Vs. Ability Completion Time

Forum Index > StarCraft 2 Strategy
Post a Reply
1 2 3 4 Next All
TheKRoc
Profile Joined February 2011
United States74 Posts
Last Edited: 2011-08-01 06:30:41
August 01 2011 05:00 GMT
#1
Personal Introduction and Goals of this Post:

+ Show Spoiler +

I am TheKingRoc, an avid follower of Starcraft 2 and eSports, and am diamond on the NA ladder.

Often when I listen to professional players or commentators, they seem to make a connection between the speed at which a player is able to complete a task and their Actions Per Minute; the purpose of this post is to debunk this myth, and provide a more accurate description and metric for a players ACT (more on this later). I will also provide some simple neurological techniques that can help any player with 15 minutes to increase those same numbers.


Disclaimers:

+ Show Spoiler +

1. This post will not help you to increase your APM, and may even decrease it.

2. This post is not related to any specific strategy, and should not be viewed as a tool to help you beat other players. This guide is here to make you more efficient with the keyboard and mouse.

3. This post contains fairly technical terminology. No prior knowledge is required to comprehend all written information, and I do try to be very concise and transparent, but please take the time to understand everything outlined before bashing in the comments section.

4. This post is in numerous areas may not technically coincide with relevant scientific research. Many things were changed in order to make the subject matter more apparent in it's relevance to Starcraft, please understand that all of the concepts are indeed concurrent with preexisting scientific data.



Definitions:

+ Show Spoiler +


SC2 APM:

+ Show Spoiler +
Most people know the answer to this question; your Actions per Minute in Starcraft 2 is the amount of times you depress a key with a relevant hotkey, right click, or left click every 1.39 minutes.

Layman's terms: How fast you hit the keyboard and mouse.

ACT:

+ Show Spoiler +
ACT, or action completion time, is the amount of time (generally measured in milliseconds) is the time it takes an individual to mentally process a set of instructions and physically complete a relevant action. This is actually split in to two metrics ACT and PCT (Process Completion Time) but for the sake of comprehension, this post will be categorizing both as the former.

ACT is made up of your MCT and PCT.

Layman's terms: How long it takes you to do a specific task.

Handspeed:

+ Show Spoiler +
The speed at which a player's hand is able to move from a starting point to a desired destination; this should be metricized with three to five point times (this is basically measuring how long it takes your hand to go from a key to another in milliseconds; generally QP, AL, Z>, QM, and ZP are used as starting points and desired destinations), but this in a practical sense cannot be done to a highly accurate degree.

Layman's terms: How fast your hands can move from one place to another on the keyboard.


MCT:

+ Show Spoiler +
This is a bit more complicated. Mental Classification Time (MCT) is the time it takes for your brain to pick up a stimuli from your senses (the pixels that you identify as a Thor, for example), send it through your mental decision making process, decide upon a response (lets say this is a magic box), and send the relevant actions required to complete that same response to a selected grouping of muscles. Sometimes, this response is no response.

MCT is half of what makes your ACT.

Layman's terms: The time it takes your brain to process information, and tell your hands to do something with it.


PCT:

+ Show Spoiler +
The time it takes your fingers and hands to complete the tasks assigned to them by your brain. This includes all actions required to get to the point where you can complete the task (sometimes the human brain fucks this step up) and the actual completion of the task itself.

PCT is the other half of your ACT (not literally half, just for simplicity's sake).

Layman's terms: How long your fingers take to do what your brain says.


PIT:

+ Show Spoiler +
The time your muscles spend idling (physical idle time), generally during MCT.




Why APM is Truly (sort of) a Useless Statistic:

+ Show Spoiler +
      To answer this question, let's first recall what APM is: How many times you hit the keyboard and mouse in about a minute.
      Now, you also need to realize that for the entire duration of a SC2 match, all you do is create and complete these little, short tasks; you do it hundreds of times each and every game.
       Therefore, using common sense, we can deduce APM is actually a measure of [(Number of completed tasks * average actions included per task) completed per 1.39 minutes], which makes it basically a rough measure of how many tasks you assign yourself. You can't really improve this number (it's pretty much defined by how mentally "quick" you are; if you can find a way to make yourself smarter, be sure to tell me), and you definitely don't want to increase the length of each task, so APM is down the shitter as far as a measure of speed.
       APM is a poor and inconsistent measure of hand speed, because many players do not utilize the entirety of their handspeed (none are required to) for a significant portion of the game, so APM sucks again here.
       The only real use for APM would be to measure the MCT and PCT (moreso the PCT) of one player against the other; keep in mind this statistic is really, really skewed as well, because of that same lack of full mental and physical application across the board for the whole duration of measurement.



How individual or compiled ACT is a better measure, even if there isn't really a way to measure it:
+ Show Spoiler +
       In simple and perfectly adequate terms, ACT is a more specific measure of your speed, with better delimiters and no possible inaccuracy.
       The reasoning behind this is that ACT is a very small-scale measurement (generally used to find only the speed of three or four events in sequence) that inaccuracies are unlikely, because you're not comparing 15 minutes of data versus 15 minutes of data.
       ACT is your "true" speed, in the sense that it measures the timeliness in which you can begin and finish just about any task. In SC, we can use ACT on a larger scale to measure tasks commonly required for effective macro, like making an SCV, but more on that later.



How does one improve their ACT?

+ Show Spoiler +
      Like nearly everything a human does, the only way to improve the speed at which one completes any particular action is to complete that action a batrillion times. In essence, every task that you want to do faster, you have to do a lot to do faster (I apologize for that sentence).
       However, not all practice is truly efficient. For instance, if you load up a ladder game and try to do everything required for good macro, drop, and micro and the same time, your brain will learn how to do all of those things at a much slower rate, and the acquired knowledge will not independently assort; this basically means that you learn things in the context of other things, and if you don't do those other things you suck at the thing you learned.
       Therefore, the best way to learn any particular task is to take it to the smallest level, and surround it with itself. So, to put that into english: if you make thirty SCVs in a row you know how to make SCVs better than if you, say, make 15 SCVs, a marine, then 15 more SCVs.
       Make your goal to isolate problem areas where your fingers fumble (this is where we start to apply some of those far away definitions), and work on completing those motions a million times.
       Let's say that you have a problem double tapping your two hotkey, then your 1 hotkey, and queuing a probe. You should work on doing those exact motions repetitively to best isolate the problem and train your fingers to quickly complete the motion. Make sure to iron out all of the really obvious keystroke problems you have, before moving on to the MCT area.
       It's also extremely beneficial to practice making quick responses to stimuli in the game to decrease your MCT: load up a few custom games, and tell a friend to do a different 6:30 push ever game. Scout, and try to read the information and make the correct decisions to defend the push every time.
       Truly, the best practice for improving your ACT is to be consistently aware of stutters in your process; if you know you have to do something but can't seem to get to it, there's a PCT problem and you should fix it by repetition. Watch your replays; if you see that you could have better defended a push, make sure you know the correct responses and properly execute them; one key factor in a good MCT is familiarity with the desired response. Always be sure to know what to do; if you don't, than go read the rest of the strategy forum before finishing this post



Do I need to measure my ACT in order to improve it? Hell, what am I actually improving?

+ Show Spoiler +
      No! Knowledge of the defintion of ACT (or any controllable statistic, for that matter) is enough to positively effect your ACT.
       It does help, however, to know that you can affect three key areas that make up ACT: PCT, MCT, and indirectly, PIT (These terms are all defined above). Every time you increase the speed at which you preform an action, you are almost positively decreasing the length of all three of these things independently of one another.
       It's also good to know that up to around 275 SC2 APM, an increase in a consistently present action like the production of an SCV will reflect in your APM. The reasoning for this is that for the majority of the mid and late game, you have tasks that make it through the MCT phase, but are bumped off at the PCT phase because of the limited queue of the physical reflex (sorry about how french that probably sounds).


FAQ:

+ Show Spoiler +


[i]You don't give APM enough credit. The top pros all have 300 APM, and you need it to be fast enough to macro effectively!

The reason I say APM is invalid is again because it is a [i]product of your ACT. Please, go read the "Why APM is useless" section again, and notice how APM can be simplified to a formula where the only variables are in direct correlation to ACT; the top pros all have 300 APM because they process a hell of a lot of tasks in a hella short time (this is particularly true for BW). This requires high hand speed which, when fully utilized, produces APM.

The Fact is, you don't need to have all of the extra translation required and risk for misinterpretation that APM has inherently, when it really tells you nothing except for a players handspeed. Again, even that statistic is likely invalid, because the vast majority of players do not use the entirety of their handspeed for the entirety of the measurable period.



Edit History:

+ Show Spoiler +
Intricate1
Profile Joined May 2011
169 Posts
Last Edited: 2011-08-01 05:15:32
August 01 2011 05:09 GMT
#2
This post Resereved for the eventual link to the "How To Improve Thread" and the link to its discussion on

"Execution Speed"

Edit-

ACT is just another name for Execution Speed, right?

Execution speed is a factor that really
di erentiates pros from amateurs and others from those a level or few lower, yet it is scarcely talked about
at all


This is from Ver's classic thread "How To Improve"
http://www.teamliquid.net/staff/stet_tcl/How_to_Improve_by_Ver.pdf

Execution Speed

+ Show Spoiler +
Execution Speed
The most important area of multitasking is that of execution speed. Execution speed is a factor that really
di erentiates pros from amateurs and others from those a level or few lower, yet it is scarcely talked about
at all. The easiest way to understand is with a demonstration. Take for example mid to lategame TvZ, right
after swarm is out and the Zerg is busy securing their 4th gas. During this period one approach is to pressure
the Zerg enough so that the Zerg makes a mistake or leaves an opening that can be exploited. Should the
Terran not do any damage before the Zerg can start pumping out 4 gas ultra/ling, the Terran ends up at a
mild to severe disadvantage. Ergo the Terran will naturally march around between various points of entry
throwing irradiates, killing isolated units and sunkens, sieging up, and dropping the 3rd or the main. The
primary factor in deciding victory in this scenario is which side is faster.
If you want proof, go through the best pro TvZ'ers and look at their games in this section of the game.
In virtually every single example you will be unable to point to more than a few second window (at most)
where their army is idle. Some infantry may be providing scourge cover for Vessels to irradiate a de ler
or lurkers, other infantry might be denying an expansion or forcing a dark swarm, but something is always
happening. What is more, the Terran army never sits still even if it is not attacking. It provides pressure
by moving constantly, forcing the Zerg to be uncertain to the timing and intentions of his opponent. If the
Zerg is not prepared for the speed of the Terran's movements, some aspect of their defense will be open and
they will either die or get crippled. So not only is it important to be able to initiate the movements at a
non-stop rate, but you also must be able to react to high-speed movements as well. If not, that very same
Terran player might nd themselves victim to a terrifying plague or
ank that just came a second earlier
than they expected. When you look at games of weaker players in the above scenario, you'll see how their
armies stop moving quite often, they don't make enough threats, they don't put on enough pressure; in fact,
they just seem to sit around often. Without the direct pro comparison it doesn't seem that abnormal, but
the di erence between an army sitting in the middle and an army ghting on your doorstep is worlds apart
to the opponent. Should you pit that slower amateur against a pro, the pro could simply win, irregardless
of every other skill, simply by striking faster and more often than his opponent is prepared to handle.
Execution speed is often the factor in many losses attributed to other causes. Think back to some of the
games that you might have lost where the deciding factor was that swarm blocking a winning attack at the
last moment, that Terran army that attacks too quickly and emps your arbiter a second before you are ready
to strike, or the Protoss army that attacks out of the black and crushes your hydralisks because you didn't
have the time to organize them for battle. Once you get to a (not particularly high) level where everyone
has great macro, everybody's micro is solid, and awareness is nice, execution speed is the main mechanical
skill that di erentiates great from good.
Improving this all-important attribute is going to be gradual, and oftentimes enough from the results
18of improving the rest of your skills. Practicing with a concentrated e ort to move your armies faster and
faster will obviously help propel this along, but that alone will not do it. In order to increase the speed and
e ectiveness of your attacks, you will also need to have the knowledge of what kind of movement, where to
move, and when to move all down subconsciously. This will be acquired both from studying progames and
from your own experience.
Lastly, one nal approach that may help is playing from the other point of view. A Terran player working
on ZvT or vice versa is a particularly great case because of how important execution speed and reaction is in
both sides of that matchup. By doing this, you will get to experience directly just how important execution
speed is. You will lose many times over to those mm that strike right before your defense is entirely setup,
or the lurker/ling that rams into your natural under swarm while you are still assembling your army. An
even greater way to experience this factor and gain insight on how to improve your own play, short of ndng
a practice partner of much higher skill, is to play against a team melee team. As one person is always
controlling the army, it will be abundantly clear how much bene t they reap simply from always being able
to move their forces faster than you have experienced.
As we can see every mechanical aspect requires both knowing what to do and actually doing it. One is
a knowledge component gained from both experience and careful studying of pros, the other is a mechan-
ical/subconscious component gained purely from experience. Of all the mechanical skills, multitasking is
the most dependant on experience and repitition. The shortcuts come from knowing what to do; the rest
depends on doing the same things over and over and slowly optimizing them.
Multitasking requires:
1. Understanding exactly what you are doing and why (study/experience)
2. Becoming so familiar with every action that the process becomes subconscious (practice)
3. Optimizing your actions to focus on the most important while ignoring the trivial (experience)
4. Becoming extremely aware of the minimap (practice/experience)
5. Force yourself to become faster by playing against opponents who punish you severely if you don't
(practice)
6. Improving your execution speed (study, experience, practice

SkaPunk
Profile Joined October 2010
United States471 Posts
August 01 2011 05:12 GMT
#3
So APM isn't your Internet penis size?
Team Fallacy
Wasteweiser
Profile Blog Joined August 2010
Canada522 Posts
August 01 2011 05:13 GMT
#4
APM spamming helps you get incrediably familiar with your keyboard making ACT very short. APM in my opinion is still a very important determinate of skill, thats why almost all top pros in korea are 300+. MCT however is very important and different category all togeather but i still dont see any of this information making APM irrelevent by any means.
Obitus.243
Gimmickkz
Profile Joined April 2011
154 Posts
Last Edited: 2011-08-01 05:22:22
August 01 2011 05:14 GMT
#5
I think you're downplaying APM too much. APM is more or less how quickly you can get your strategies going. Multitasking and APM goes hand in hand, you can't do one well without doing the other well.
Spotting 2 drops doesn't mean you can keep up with both of them and defend with minimal losses, despite knowing exactly how to do it in your head. Same goes with the person dropping.


Nada said APM is "how quick you can draw your picture in game with a keyboard and mouse." Pretty effin important picture if you ask me.

edit: and yeah only good for masters+ I guess :3. I always forget to think about leagues lower than where I'm at sorry :T
Emperor_Earth
Profile Blog Joined April 2009
United States824 Posts
Last Edited: 2011-08-01 05:52:15
August 01 2011 05:14 GMT
#6
What the...? I don't even...

I think you're going to find a very strong correlation b/t vAPM and your FOTM "ACT".

This is like saying... Guys! Don't use measure pitches in mph! Measure it as travel time from pitcher's mound to home plate! MPH is (mostly) worthless as an indicator of a pitcher's throwing power! It's all about the travel time you see.
@Emperor_Earth ------- "Amat Victoria Curam."
cristo1122
Profile Blog Joined November 2010
Australia505 Posts
August 01 2011 05:16 GMT
#7
so the solution is to play and practise areas of specific weakness i dont know if this radical concept will take on it just as ridiculous as using ur keyboard and mouse rather than just the mouse.
ZvP imbalanced blizzards solution nerf terran
BioTech
Profile Joined March 2011
Australia264 Posts
Last Edited: 2011-08-01 05:19:06
August 01 2011 05:17 GMT
#8
I like the original post.

I strongly suspect paying attention to APM is a waste of time unless you are Masters or higher. Im a high diamond and my APM in most games is in the 30s or 40s. Actually never in the 50s. I beat people on 200APM and deduce that these guys are spamming and havent devised gameplans or execution as good as mine.
I actually played the original WarCraft - Orcs v Humans back in 1995!
Twiggs
Profile Joined January 2011
United States600 Posts
August 01 2011 05:18 GMT
#9
Cool post, definitely made me think about how I was practicing. I have always felt massing ladder games are not really great for improving my terrible mechanics because there are so many mechanics to practice my brain is overwhelmed and nothing really improves.

Keep up the good work!
My life for Auir | FLASH . JD . BISU . HERO . Nony . Incontrol . FIGHTING
brachester
Profile Blog Joined March 2011
Australia1786 Posts
August 01 2011 05:25 GMT
#10
zactic dislikes these kind of threads, and somehow after his rants, more and more of them pop up,hahaha, it's like people trying to piss him off or something
p.s. nice post
I hate all this singing
SkaPunk
Profile Joined October 2010
United States471 Posts
August 01 2011 05:25 GMT
#11
Yeah what bio tech said. Until you can utilize your APM, it's not important. But I belive at the highest levels, pushing yourselfto play faster is important, and the only measurable way to do this is APM. APM is an important tool of self improvement (if you don't lie toyourself that spamming is making you faster.
Team Fallacy
Krayze
Profile Joined May 2009
United States213 Posts
August 01 2011 05:53 GMT
#12
APM helps your hands move faster and complete the mental checklists (injecting larvae, making units etc.) So I think it is important.

In my mind, if you have enough apm, you can cycle through your mental checklist faster and don't have to think about timings as much. For example, you have 4 hatches with 4 queens and their injects aren't lined up. If your apm is high, you will just cycle through each one every few seconds and inject (whether inject is ready or not). This takes out the mental load of remembering the timings of your injects. It's solving a problem with your hands instead of your brain so you can focus on other parts of the game. That's why I work on APM or whatever definition you would give this :p
TheKRoc
Profile Joined February 2011
United States74 Posts
August 01 2011 05:59 GMT
#13
On August 01 2011 14:53 Krayze wrote:
APM helps your hands move faster and complete the mental checklists (injecting larvae, making units etc.) So I think it is important.

In my mind, if you have enough apm, you can cycle through your mental checklist faster and don't have to think about timings as much. For example, you have 4 hatches with 4 queens and their injects aren't lined up. If your apm is high, you will just cycle through each one every few seconds and inject (whether inject is ready or not). This takes out the mental load of remembering the timings of your injects. It's solving a problem with your hands instead of your brain so you can focus on other parts of the game. That's why I work on APM or whatever definition you would give this :p


Aha! This is the key thing that most people don't understand. When you say having enough APM allows you to "cycle through your mental checklist and [not] have to think about think about timing as much", you mean to say "Having a faster MCT on many key points in a macro cycle allows you to macro more efficiently without having to worry about the minutiae.

I know it seems like a subtle difference, but try to understand that macroing faster and playing faster in general is a result of having a faster overall ACTs; having higher APM is a symptom of that.
TheKRoc
Profile Joined February 2011
United States74 Posts
August 01 2011 06:03 GMT
#14
On August 01 2011 14:16 cristo1122 wrote:
so the solution is to play and practise areas of specific weakness i dont know if this radical concept will take on it just as ridiculous as using ur keyboard and mouse rather than just the mouse.


I don't understand if this is humorous or not, but it is generally more conductive to mechanical improvement and keyboard accuracy to practice everything as independently as possible, yes.
Probe1
Profile Blog Joined August 2010
United States17920 Posts
August 01 2011 06:07 GMT
#15
This thread cycles around every month or so. As bonerificus and the rest of the educated world says: APM is the byproduct of expedient playing. It is not something you should try to increase for the sake of itself. You should be practicing on execution speed or ability completion time or macroing, however the current flavor is labeled, it's still the same great strawberry ice cream that is playing gosu.

People that worry about their APM are people that are either at the very top or in divisions they would rather not disclose. Seeing how the real improvement is execution speed..

You know what no, I can't do this. This thread comes around too often. gg.
우정호 KT_VIOLET 1988 - 2012 While we are postponing, life speeds by
TheKRoc
Profile Joined February 2011
United States74 Posts
August 01 2011 06:10 GMT
#16
On August 01 2011 14:18 R3demption wrote:
Cool post, definitely made me think about how I was practicing. I have always felt massing ladder games are not really great for improving my terrible mechanics because there are so many mechanics to practice my brain is overwhelmed and nothing really improves.

Keep up the good work!



Thanks so much!

A humongous problem with trying to grind whole games of Starcraft 2 is the lack of isolation - like you said, it "overloads" your brain in a way; your subconscious is, in simple terms, very easily distracted. Rarely will you be able to perfect keystrokes and physical movements to the point of "muscle memory" without individually practicing that motion, because you'll just never be able to get through the entirety of the motion without thinking ahead to whatever you need to be doing next.

To be very specific, this prevents nerves in your fingertips from associating positions on the keyboard in sequence with an instruction from your brain. You'll always have the commands "muddled" to some point; often this can lead to things like building two Cybernetics Cores rather than a Cybernetics Core and a Twilight Council. These structures are associated with common traits (tech, upgrade, etc.) and if not properly isolated the building of which can often enter the muscle memory stage "incorrectly".
TheKRoc
Profile Joined February 2011
United States74 Posts
August 01 2011 06:13 GMT
#17
On August 01 2011 15:07 Probe1 wrote:
This thread cycles around every month or so. As bonerificus and the rest of the educated world says: APM is the byproduct of expedient playing. It is not something you should try to increase for the sake of itself. You should be practicing on execution speed or ability completion time or macroing, however the current flavor is labeled, it's still the same great strawberry ice cream that is playing gosu.

People that worry about their APM are people that are either at the very top or in divisions they would rather not disclose. Seeing how the real improvement is execution speed..

You know what no, I can't do this. This thread comes around too often. gg.


I don't really talk about the same things that are talked about every time. I think I go much more in-depth as to the reasoning behind the invalidity of trying to raise APM than others ever did. I also think I took a more guided approach to helping players who want to increase their speed, without telling them to spam.

Execution speed is a term that actually refers only to what is referred to in the article as PCT; MCT is a whole different beast and something that no one has talked about in the past, to my knowledge.
whoopingchow
Profile Joined June 2011
United States293 Posts
August 01 2011 06:14 GMT
#18
To me, APM has always seemed more of how many things you can keep track of, more than a measurement of physical ability. I've definitely found that isolating the problem, like you mention in your OP, to absolutely help me. Like Day9 says, making things automatic drastically frees up my mind to think about things that require more of my focus, like decision making or micro-ing. To this end, I've taken to opening up blank Notepad documents when I'm at work and just spamming hotkeys and sequences (I'm T, so 5s5s4a4a4a3s3s3s557bs115s5s etc). Practicing this automaticity frees up some space in my brain to process scouting information, tactics, etc. Obviously, I have a long way to go, but I've definitely found myself forgetting fewer things and keeping up my macro, and gradually increasing my APM as I've gotten better at doing things automatically and focusing on other things.

TLDR: I absolutely agree with your "isolate the problem and focus on it" adage. I open up a blank text files at work and spam hotkey combinations I know I need to do in-game to practice and it's definitely helped me a ton.
TheKRoc
Profile Joined February 2011
United States74 Posts
August 01 2011 06:16 GMT
#19
On August 01 2011 14:14 Emperor_Earth wrote:
What the...? I don't even...

I think you're going to find a very strong correlation b/t vAPM and your FOTM "ACT".

This is like saying... Guys! Don't use measure pitches in mph! Measure it as travel time from pitcher's mound to home plate! MPH is (mostly) worthless as an indicator of a pitcher's throwing power! It's all about the travel time you see.


There is a clear correlation between a player's ACT on several frequent tasks, and their APM. I said something along those lines, if you read the post...

One thing the OP tries to illustrate is how APM is a product of good ACTs, rather than APM being a valuable stastistic to raise on it's own. I don't really think the difference is anything like the one illustrated in your metaphor.
integral
Profile Blog Joined February 2009
United States3156 Posts
Last Edited: 2011-08-01 06:19:30
August 01 2011 06:18 GMT
#20
Unfortunately, as smart as this post is, until there is a measurable metric for how to compare ACT between players, people are going to cling to the old model of APM simply because it's familiar. It's obvious to any broodwar fan that APM isn't everything -- Flash is hands down the best starcraft player and he's not even close to being the highest APM player. Despite his lower average APM though, I'd feel quite comfortable saying that flash's ACT is significantly faster than probably every other player -- his processing speed, decision-making, and execution is often flawless.

I'd suggest editing your post to remove the controversial claim that APM is "useless", you're going to get a hundred people in here arguing why it isn't who didn't even read what you wrote.
1 2 3 4 Next All
Please log in or register to reply.
Live Events Refresh
BSL 21
20:00
RO8 - Day 3
Sziky vs Dewalt
eOnzErG vs Cross
ZZZero.O264
LiquipediaDiscussion
Ladder Legends
19:00
WWG Amateur Showdown
davetesta62
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
White-Ra 414
ProTech158
StarCraft: Brood War
EffOrt 275
ZZZero.O 264
Dewaltoss 66
Shuttle 63
Mong 21
NaDa 6
Dota 2
NeuroSwarm58
febbydoto29
LuMiX1
League of Legends
Trikslyr39
Counter-Strike
fl0m1646
Heroes of the Storm
Khaldor376
Other Games
Grubby6449
FrodaN1809
hungrybox831
B2W.Neo300
ToD140
ViBE23
Chillindude17
Organizations
Other Games
gamesdonequick1156
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 18 non-featured ]
StarCraft 2
• StrangeGG 63
• RyuSc2 36
• musti20045 25
• IndyKCrew
• AfreecaTV YouTube
• intothetv
• Kozan
• sooper7s
• LaughNgamezSOOP
• Migwel
StarCraft: Brood War
• XenOsky 1
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• masondota2824
League of Legends
• Doublelift1743
Other Games
• imaqtpie2058
• Shiphtur229
Upcoming Events
Sparkling Tuna Cup
11h 29m
Ladder Legends
18h 29m
BSL 21
21h 29m
StRyKeR vs TBD
Bonyth vs TBD
Replay Cast
1d 10h
Wardi Open
1d 13h
Monday Night Weeklies
1d 18h
WardiTV Invitational
3 days
Replay Cast
4 days
WardiTV Invitational
4 days
ByuN vs Solar
Clem vs Classic
Cure vs herO
Reynor vs MaxPax
Replay Cast
6 days
Liquipedia Results

Completed

Acropolis #4 - TS3
RSL Offline Finals
Kuram Kup

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
YSL S2
BSL Season 21
Slon Tour Season 2
CSL Season 19: Qualifier 1
WardiTV 2025
META Madness #9
eXTREMESLAND 2025
SL Budapest Major 2025
ESL Impact League Season 8
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22

Upcoming

CSL Season 19: Qualifier 2
CSL 2025 WINTER (S19)
BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
Bellum Gens Elite Stara Zagora 2026
HSC XXVIII
Big Gabe Cup #3
OSC Championship Season 13
Nations Cup 2026
ESL Pro League Season 23
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.