APM measurements changes in 1.4.0 - Page 22
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tuho12345
4482 Posts
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chestnutman
176 Posts
On September 12 2011 07:43 gillon wrote: As long as sc2gears keeps an accurate value, I couldn't care less. Blizzard APM has been messed up from the start, now it's not even APM anymore, lol. exactly my thoughts. The APM tab has been messed up from the start. I cant actually believe Blizzard hasnt done anything about the ingame timer, its so strange for an "esport game" to have such an apparent and easy to fix flaw. It makes this change look like they are trolling us. From the start my theory was that there is this one guy at blizzard who no one wants to work with and who has to do all the non balance, bnet 2.0 related changes. And this guy is projecting all his hatred of the world on us. | ||
Philymaniz
United States177 Posts
On August 29 2011 03:11 Probe1 wrote: Klyberess that was brilliant. Other than that I'm glad to hear Blizzard is at work on important things like QFT Why do they work on things that noone really cares about? | ||
revy
United States1524 Posts
On August 26 2011 22:37 dbddbddb wrote: this includes build time for Everything in the game.. from units to upgrades etc, everything will have a decimal on it, you cant hide numbers from players like that. theres a reason why people say that a 0.2 movement speed on a unit is the most imbalanced thing ever etc. there is no disadvantage in this calculation for apm as everyone is affected, so just dont compare it to BW and theres no difference. You realize it would be as easy as taking the number that they display and multiplying by 1.4 right? They wouldn't have to rewrite all the code, they compute blizzard apm, multiply by 1.4, and display that instead. In the long run it's not a big deal, but the thing of it is that when it's that easy you might as well fix it. | ||
Grebliv
Iceland800 Posts
This change just sounds dumb tbh since it just removes certain types of "spam" from the apm count and then in a way empowers other types (with less apm means the remaining spam will be a larger portion of overall apm). | ||
Nayl
Canada413 Posts
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akalarry
United States1978 Posts
the next problem is that they are arbitrarily deciding what is an action now. the fairest way is to make any action... an action. it's now going to be, blizzard's arbitrarily decided actions per starcraft 2 game time minutes (badapsc2gtm) | ||
Shaok
297 Posts
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RedTerror
New Zealand742 Posts
On September 12 2011 09:00 Nayl wrote: I don't even understand why they would change this. It would make APM a completely worthless stat. not really, APM itself is a worthless stat. Effective APM is what is really important. People seem to get confused about what AMP tries to measure - Key presses are a means to an end (showing how fast you can play the game) and not the end itself (how fast you can roll you face over the keyboard). I don't care how fast pros can hit keys only how fast they can do useful actions. | ||
Mrvoodoochild1
United States1439 Posts
On September 12 2011 08:44 tuho12345 wrote: This change help ppl to believe that Sjow > Merz. Higher APM doesn't mean shit. Why do so many people say APM doesn't matter? Name me one elite korean player that has a sub 200 APM. APM isn't the end all be all of SC2 but you will NEVER see a player winning GSL with a 100-150 APM. | ||
akalarry
United States1978 Posts
On September 12 2011 09:06 RedTerror wrote: not really, APM itself is a worthless stat. Effective APM is what is really important. People seem to get confused about what AMP tries to measure - Key presses are a means to an end (showing how fast you can play the game) and not the end itself (how fast you can roll you face over the keyboard). I don't care how fast pros can hit keys only how fast they can do useful actions. how is this effective apm? it's just limiting some form of spam, in addition to limiting useful actions at the same time, while making other forms of spam even more pronounced, such as right click spamming. it in no way shows an effective apm. it's all arbitrary. since it's so hard to actually define "effective apm", they might as well keep every action an action and have the community decide on how to view apm. | ||
tuho12345
4482 Posts
On September 12 2011 09:06 Mrvoodoochild1 wrote: Why do so many people say APM doesn't matter? Name me one elite korean player that has a sub 200 APM. APM isn't the end all be all of SC2 but you will NEVER see a player winning GSL with a 100-150 APM. I believe FD has ~150 APMs when he versus BoxeR at Blizzcon last year. It does matter a lot, but not spamming and proud of it, 400 APMs like Merz doesn't mean anything. I could spam 500 APMs all game long without building anything right? | ||
ganil
253 Posts
On September 12 2011 08:44 tuho12345 wrote: NEVER see a player winning GSL with a 100-150 APM. Polt. | ||
iamcaustic
Canada1509 Posts
The only downside I see is for kids who like to flex their e-peen by artificially increasing their APM through mass hotkey/click spam and showing off to their friends how "gosu" they are with their 200+ APM. edit: grammar fixes. | ||
jeparie
United States65 Posts
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. | ||
Nayl
Canada413 Posts
On September 12 2011 09:06 RedTerror wrote: not really, APM itself is a worthless stat. Effective APM is what is really important. People seem to get confused about what AMP tries to measure - Key presses are a means to an end (showing how fast you can play the game) and not the end itself (how fast you can roll you face over the keyboard). I don't care how fast pros can hit keys only how fast they can do useful actions. Tabbing is effective APM. It's what's seperating pros from a normal master/gm players. They make their next upgrade/production cycle right after one another because they have higher apm. I do care how fast a pro plays. If someone has an inflated apm, you can easily tell this through their game play; where as players like Losira/MMA you can clearly see that most of their apm are being put to good use. | ||
Elefanto
Switzerland3584 Posts
People shouldn't be obsessed with it, it's completely worthless. Some need higher apm, spamming more through cycles to remember / keep track on it and be always in their zone, others don't. But Sjow / goody are bad examples, because their mechanics are bad. Their apm aren't sufficient to play the game at an efficient rate mechanics wise. And you see that very clearly when you watch their games. But they can currently make up for that because the game isn't as fast paced, and they can compensate with intelligent play / decision making / build orders / game understanding. | ||
akalarry
United States1978 Posts
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Rorra
Australia1066 Posts
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sunman1g
United States334 Posts
useful APM is important. top pros are still going to have 100+ apm anyway and this will hopefully put an end to ridiculous arguments like the one I had to listen the other date in "state of the game" where tyler was saying that SjoW is really slow. He has 100/120 APM which are 100% useful and not spam-related, I would like to see tyler's APM with the next patch lol. In a game where SjoW averaged 120 APM he won off bomber. I doubt tyler can beat bomber atm. basically, this change is gonna upset only who's obsessed with numbers that mean nothing | ||
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