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In Quake 3 times, I had two shortcuts on the desktop. Both launched the game and loaded a small map with a handful of bots and cheats enabled to be able to get full ammo and the lightning gun with a key press. One shortcut was with game speed set to 1.5 times and the other had the speed set to 2.0.
Fifteen minutes of running around and killing the bots helped a lot for those days when my reaction time and aim was seriously off. It forced me into a 100 % awake state. I only used the lightning gun, where you simply have to keep the cross-hair on the enemy as much as possible (which was pretty hard on 2.0 speed), and nothing like the rocket launcher or railgun, where the different game speed would fuck up the feel for those guns.
Perhaps an SC2 map with some kind of micro scenario would be useful. Something like having a bunch of blink stalkers and defending against waves of lings, and the need to occasionally use the minimap to go to a different part of the map. Practicing stuff like stutter stepping marines on a different speed would be bad, I guess.
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The only thing that I think is close is team melee where you have two players of a level similar to yours playing against you and controlling one race/base. Boxer used to train like and said after the trainings playing other people seemed slow and easy, they'd miss things, make mistakes which two players don't.
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I imagine at something like 3% or 5% this would be somewhat beneficial, however anything more than that and it starts to become impossible.
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After reading your post i would say i would have to disagree with you. Although your apm would get faster, you would learn timings and micro based on the increased speed and not on narmal game speed so it would really throw you off.
Id say if you really wanted to train like vegeta you practice against someone that is WAY better then you, and dont drink or eat anything while you train! lol
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There's alrdy a map that lets you play on 10x speed. It's fun, but not helping at all with training.
I don't think 2x speed or something would help you out much either.
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This may seem counter-intuitive at first but I would suggest that the exact opposite would be more beneficial: Train on slower speeds.
For instance, this is how you may train with a musical instrument. Slowing things down allows you to do everything properly. Then all you have to do is do it faster.
The analogous situstion would be microing a major battle. If it's over too fast you don't really have time to internalize all the things you need to do and there is little or no way to improve that in an orderly fashion. But do it all on slower speed and you brain learns to do it on autopilot, then all you have to do is do it faster. For this though it usually helps to push yourself to do it faster than what is actually needed.
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Maybe vegeta isn't the best character to fixate on. He doesn't really ever win fights.
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I loved DBZ. It's great because all the characters trained to do stuff super-fast: but then during the fights they would stare panting and taunting each other for like 20 minutes before 20s of action.
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The problem is you're applying what you've seen work in an anime and assume it would work for real life. In fact, if it were possible for someone to train at 50x earth's gravity, they would most likely move much slower once they were on earth for the simple fact that their body's neuromuscular system is used to something completely different.
You ever seen professional baseball players swing a heavier bat before they get up to the plate? That actually trains them to move their normal bat slower, despite feeling a lighter feeling with their bat.
What this means exactly is if you want to get faster, you have to play with the intent to be faster.
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Very very worth trying. I would consider donating to someone who made this ^^
To all you neigh-Sayers try play a game or two on the fast setting and see how much better your creep spread micro etc. is.
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Wouldnt playing with a handicap be a lot eaiser. Instead unatruallly speeding up the game playing with a handicap would force you to have a super refined build and make it necessary for amazing micro just to win battles.
Although im sure there would be problmes with this as well.
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Is it true that Flash is coming to SC2 in 2 years or was it just a joke?
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There's multitasking maps, they help you practice your multitasking at same game speed. You have to move your probe while you control your base against incoming attacks etc. If you don't micro the probe you die.
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Another handicap I like to do is play with the sound off. This trains you to incorporate the mini map more in your play and be less reliant on alerts.
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I always thought Korea = Hyperbolic Time Chamber of SC
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On October 07 2011 17:43 dicedicerevolution wrote:+ Show Spoiler +I think your idea might be connected to the origins of SC and BW being played faster from "normal" to "fastest" settings, but I'm not very knowledgeable in that area. I am however, under the impression that the proper equivalent of the idea you're trying to propose would be something more akin to the "team melee" option. If I recall correctly, some BW progamers would train to combat Flash's unparalleled multitasking abilities by using team melee and having 2 progamers take control of 1 Terran increasing the difficulty of their training. The same idea carries over in SC2 in that you want to be training against opponents that can do more within the standard competitive time frame (e.g. "faster" setting) and not play against an opponent that doesn't do anything more, but that time simply moves faster. The difference could be demonstrated in a player gaining more training benefit from playing Korean ladder players who seemingly have "more stuff" and "better control" than their AM counter-parts. If this player would have adopted your idea, then he would simply be playing the same AM ladder players who have "less stuff" and "less control" but everything would just be abbreviated and he would still not be able to handle the Korean players. Being that SC2 is less mechanically demanding than BW, weighted training could take a bigger emphasis on preparation and decision making rather than pure mechanics. For example, instead of focusing on APM, focusing on unit control (e.g. similar to unit tester maps we currently have, but instead have "modified tournament maps" where a player could start with X number of Y units and play out a common scenario over and over again like holding off/executing a cheese, etc. OR even load the same mid/late-game scenario with different units to see what a good unit match-up/potential timing could be). If I'm not mistaken, players like Flash spent periods in their careers where they played less games than their counter-parts and focused more on thinking through situations so their thought process and decision making would be refined along with their mechanics. It goes without saying though that, "less" in this case is strictly a relative thing. Like the history of the human race is a very short period of time relative to the existence of the universe, sort of relative thing. This kinda thing is what I'm referring to: Custom maps would be cool though :D I think this post hit on an interesting way to implement this "harder than a real game" training. Playing against an opponent controlled by two (or more!) people would be very good for improving your multitasking in real game situations. It would be really easy to make a custom map of this too, given that you can already give allies control.
It's cool to learn that people actually did this in BW to emulate a game against Flash too!
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The description of this thread on the spotlight is way funnier than the thread itself.
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Should add this to the OP, perfect example
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what if you play double. like you start with 2 bases or even play a 1v1 with yourself from both sides. wouldn't that be easier to implement and have a similar effect ?
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