How does the APM counter in SC II replays compare?
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HalfAmazing
Netherlands402 Posts
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Puosu
6982 Posts
edit: wtf my sentences here are the most fucked up thing ever, hope you guys understand what I am trying to get through.. | ||
milly9
Canada325 Posts
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Badred
Canada129 Posts
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theqat
United States2856 Posts
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Pokebunny
United States10654 Posts
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iTcouLdbeWorsE
Germany15 Posts
so basically apm is calculated for fast despite u playing faster which is 50% faster so take ur apm and add 50% that should be ur real apm (there might still be diffrences how sc2 and bwchart count apm) | ||
Dav_
Hungary236 Posts
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Whakkah
Sweden113 Posts
On February 26 2010 02:26 Badred wrote: I would be inclined think that's a bug. The APM counter should be displaying actions per real minute, not actions per game minute. Otherwise you could just set your game speed to slow and suddenly everyone's pulling 1,000 apm without breaking a sweat... It wouldn't really make any sense if they intended it to be based off of game time. Although I agree with you in saying that it would be wiser to have it based of real time, at the end of the day it doesn't matter too much as long as everybody runs by the same clock. It will simply become a new standard instead where 200+ is what used to be 300+. Personally I don't really mind it, it's just a transition phase. Ideally it would be better to have it run by "real time" as opposed to "game time" but in 2 months from now nobody is going to care about it anymore as people have adjusted. | ||
silencefc
United States875 Posts
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Puosu
6982 Posts
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Tareth
United States46 Posts
On February 26 2010 02:28 theqat wrote: I don't think what Puosu said is accurate. When you change the speed during a replay, the APM doesn't seem to be effected. My understanding of his post is that the APM calculations are based off of game seconds (not real seconds) of the game as it was played, not the speed of the replay. | ||
Whakkah
Sweden113 Posts
On February 26 2010 02:32 Puosu wrote: Whakkah, it will be problematic when comparing to other games though and I can't really see any good reason to have it based on game time, what are the benefits? I am not advocating that it would be good. In fact, I hope they change it but I wouldn't be terribly upset if they do not. Personally, I do not care about my apm in SC2 in comparison to other games. Just because I have 120apm in Wc3 doesn't really mean much when I play SC2. But yes, if they could change it, thumbs up. | ||
Jyvblamo
Canada13788 Posts
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EsX_Raptor
United States2801 Posts
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Whakkah
Sweden113 Posts
On February 26 2010 02:36 Jyvblamo wrote: Perhaps in the replay counter in SC2 doesn't consider selections as actions? Possibly. Someone needs to test this. Run a game at "Slower" and just spam some stuff and compare it to a game on "Faster". See what happens. | ||
stumpster
United States67 Posts
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cuteFayth
Canada1167 Posts
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BlasiuS
United States2405 Posts
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Whakkah
Sweden113 Posts
On February 26 2010 02:40 cuteFayth wrote: why do you guys care about your APM, just play games and rape people, if you're #1 in the world with 50 APM, you shouldn't care, you're still #1 First of all, we're not discussing the importance of APM in this thread, merely the way that it is measured in the game. Moreover, I do find it interesting to see how my speed grows as I continue to play the game. My first Wc3 games that I played were around 50apm and after having played it for about a year it jumped to about 150apm... that worked as a measure of personal skill growth for me. Thus, I find it an interesting correlation to skill (not necessarily an indicator thereof, however). | ||
udgnim
United States8024 Posts
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tec27
United States3673 Posts
On February 26 2010 02:39 Whakkah wrote: Possibly. Someone needs to test this. Run a game at "Slower" and just spam some stuff and compare it to a game on "Faster". See what happens. You shouldn't really need to test it, what people are saying here is likely true. What your APM comes out as entirely depends on what time period is considered 'normal' for how long each game tick runs. In SC1, every tool that measures it considers fastest to be 'normal', so everything revolves around that. In SC2, this is likely the 'fast' speed (at least for now), so your APM comes out lower because the game thinks each game tick lasts longer than it actually does. | ||
Zealotdriver
United States1557 Posts
1. Set up a clock, metronome, or timer that counts in seconds. 2. Synchronize your actions to 1 action per second, also known as 60 actions per minute. You don't have to be perfectly on beat, just one action per second. 3. Test on two different game speeds. 4. Post your replays and results on team liquid. | ||
NonY
8716 Posts
On February 26 2010 03:01 udgnim wrote: I don't think it's that big of a deal since I assume SC2's APM counter will be the standard used to measure APM. It shouldn't be a big deal to fix it. Everyone, including Blizzard, saying "oh we know it's not really APM, it's more like AP45seconds, but we'll just call it APM anyway" is so ridiculously sloppy. Beta game is buggy. Fix bugs, ez. | ||
Ruthless
United States492 Posts
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Floophead_III
United States1832 Posts
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Ruthless
United States492 Posts
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cuteFayth
Canada1167 Posts
On February 26 2010 02:44 Whakkah wrote: First of all, we're not discussing the importance of APM in this thread, merely the way that it is measured in the game. Moreover, I do find it interesting to see how my speed grows as I continue to play the game. My first Wc3 games that I played were around 50apm and after having played it for about a year it jumped to about 150apm... that worked as a measure of personal skill growth for me. Thus, I find it an interesting correlation to skill (not necessarily an indicator thereof, however). Well I was replying to people who said they were disapointed that their APM was somewhat low... I mean... meh | ||
N3rV[Green]
United States1935 Posts
So to anyone who says APM is not important, I disagree sir. It is important to the point that an accurate representation is required. | ||
TimeToPractice!
United States105 Posts
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TimeToPractice!
United States105 Posts
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FaZiNaTe
Germany290 Posts
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TimeToPractice!
United States105 Posts
Flip that percentage over and get 27.917% - that's how much of the minute you had remaining. Take your APM in a faster game and multiply it by 1.27917% to get your actual APM. So if I had 80 APM in a faster match, it would actually be 103.6 APM for a full real-time minute. Hope this helps. | ||
MorroW
Sweden3522 Posts
are the first 5 practice games in normal speed? also another noob question, how do i watch the replay of the game i just played in the easiest way? | ||
kli6891
United States143 Posts
On February 26 2010 06:18 TimeToPractice! wrote: 43.25 seconds into one minute is 72.083% of one minute. Flip that percentage over and get 27.917% - that's how much of the minute you had remaining. Take your APM in a faster game and multiply it by 1.27917% to get your actual APM. So if I had 80 APM in a faster match, it would actually be 103.6 APM for a full real-time minute. Hope this helps. Alternatively, just divide 80 by .72083 | ||
yoshi_yoshi
United States440 Posts
So to add the notion of time they would need to make the user changing the speed settings an "action"... player 1 changed speed to "faster" on tick 5398. | ||
crate
United States2474 Posts
I do think that Blizz should either do that or just call it "actions per game minute" or something. APGM might not be as familiar as APM, but it would at least be an accurate name. | ||
oob
Sweden630 Posts
On February 26 2010 02:26 Badred wrote: I would be inclined think that's a bug. The APM counter should be displaying actions per real minute, not actions per game minute. Otherwise you could just set your game speed to slow and suddenly everyone's pulling 1,000 apm without breaking a sweat... It wouldn't really make any sense if they intended it to be based off of game time. Why would anyone play on slow speed just to get 1000+ apm? O.o | ||
Cheerio
Ukraine3178 Posts
On February 26 2010 06:18 TimeToPractice! wrote: 43.25 seconds into one minute is 72.083% of one minute. Flip that percentage over and get 27.917% - that's how much of the minute you had remaining. Take your APM in a faster game and multiply it by 1.27917% to get your actual APM. So if I had 80 APM in a faster match, it would actually be 103.6 APM for a full real-time minute. Hope this helps. wrong the multiplier is 1,3872832369942196531791907514451 | ||
ZenDeX
Philippines2916 Posts
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