Starcraft Training DBZ Style - Page 5
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TORTOISE
United States515 Posts
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theBOOCH
United States832 Posts
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Bashnek
Australia895 Posts
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R4iD
Canada142 Posts
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Athrun
Philippines16 Posts
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OSM.OneManArmy
United States509 Posts
SUPER SAIYAJIN!!!! | ||
bloken
22 Posts
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Classysaurus
United States78 Posts
Edit: I guess the idea of training in higher gravity in DBZ wasn't to do anything but get you physically more fit, as opposed to making you better at combat... so in that respect, if you aim merely to improve your mechanics, then yeah, this will work as long as you deliberately keep yourself from exploiting the environment against your opponent. Either way, anyone decides to do this, I sincerely wish you the best of luck, and hope it works. | ||
saltywet
Hong Kong1316 Posts
On October 07 2011 15:58 Endymion wrote: The problem is that if you train at 50% higher speed, you'll start cutting corners for 50% play, and when you have to play on standard speed you'll be playing incorrectly. There isn't a short cut to practicing, you just have to play a lot and get better imo. But if you want to then go for it, it'll make you easier to beat in my opinion. this problem is easy to circumvent... just play at a slightly faster speed until you can play without cutting corners, then increase the speed obviously you dont add 50% speed off the bat when you're training | ||
Phil Phoenix
United States100 Posts
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Antisocialmunky
United States5912 Posts
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NLBrowncoat
Netherlands23 Posts
But its a good idea, however it takes 2 to tango in this game so to really improve you would also need >= skilled opponents. Cuz just like any other saiyan you only get stronger by being beaten to near death by a stronger opponent | ||
jared1259
United States63 Posts
On October 07 2011 16:27 Endymion wrote: You're telling me that if you went from playing BW on fastest to playing BW on normal on iccup you would have better micro/macro in a long game on normal? I don't believe you at all, I've tried playing on normal and the differences in how it plays out are super frustrating. In theory what you're saying is correct, but it feels completely different, and you still won't know how to effectively allocate the APM. You still have to relearn to use the APM if you want to use it correctly, but if you don't believe me then you can feel free to try to improve using this method then we can 1v1 and test it out. Its funny to me that this went so quickly into an APM discussion when the OP had no mention of APM. It's not so hard to move your fingers fast enough for starcraft, any serious musician isn't too far off. But seeing a dropship on the minimap and reacting in time without letting your macro slip is a whole lot harder. Even at 10% faster speeds, split second decisions and the reactions they require will get harder. There are different ways to train and improve. Some people like to meticulously practice in the precise conditions and Endymion i'm betting that's you. Some people like (like saiyans) need somebody or something to come along kick there ass and raise the bar. Its just different styles. | ||
novabossa
United States350 Posts
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VPVash
United States139 Posts
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mordek
United States12704 Posts
What would happen if you got used to playing 25% increased speed... then when you played Fastest like normal it would feel like playing at Normal when used to fastest. It's agonizing! On October 07 2011 22:47 Antisocialmunky wrote: Actually, one way I thought of training was using the handicap settings to increase damage so you have to straight micro better/faster. As other people have brought up issues like inject timings, this would just result in bad engagement choices. You'd be learning when to fight and when to run incorrectly | ||
4rChon
150 Posts
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Antisocialmunky
United States5912 Posts
On October 07 2011 23:25 mordek wrote: qxc. So baller. What would happen if you got used to playing 25% increased speed... then when you played Fastest like normal it would feel like playing at Normal when used to fastest. It's agonizing! As other people have brought up issues like inject timings, this would just result in bad engagement choices. You'd be learning when to fight and when to run incorrectly Its more for just straight micro practice and nothing else. | ||
17Sphynx17
580 Posts
What would happen is you would make every action, unit, building and time you have to be as efficient as you can against your opponents. It is like 1 GM Rank against 2 Master Rank. That way you could develop unit control more and tactics to engage from the most effective angle while dealing the most damage for the least amount of losses. It's either that or 1 GM against 1 GM but with the the person who wants to develop having a handicap of 75% maybe? It tries to maximize the effectiveness of the player in all facets of the game. Difficult, but I think most GM Progamers are very capable of training in that condition to further develop themselves to a certain extent. But this shouldn't be the full focus of the training as it would greatly alter perceived attack timings from opponents and builds to consider. Just my two cents. =) | ||
mordek
United States12704 Posts
On October 07 2011 23:37 Antisocialmunky wrote: Its more for just straight micro practice and nothing else. Well I guess describe to me what you mean by straight micro practice. I feel like how/when to engage is just as important if not more than how quickly you move your marines around to keep them alive. That useful but you can just use the marine split challenge mod and add some other types of engagements too (like Morrow's Micro map). The OP made it sound like qxc wanted to train with more difficulty on all aspects of the game at once. You might as well just have more difficult amounts/types of units to micro against but keep all the stats the same. I feel like the split second decision making you need to have to know when to retreat or chase would be broken by inaccurate unit stats. I'm sure it would help but it may hinder decision making which I think can be just as important as the handspeed to micro. | ||
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