Just posted! Great job on the guide by the way ^^
[G] How to Improve Efficiently at SC2 1v1 - Page 17
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eXalt
United States71 Posts
Just posted! Great job on the guide by the way ^^ | ||
Goibon
New Zealand8185 Posts
Oh well, at least my clicking will improve :D | ||
fuzzy_panda
New Zealand1681 Posts
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Razith
Canada431 Posts
During the first few minutes of the game, when I have just 1 command center and 1 barracks on my hot keys, I'll often tap while scouting to make sure I don't forget to keep building marines and SCVs. A quick tap shows me where the progress bar is so I can stay on top of my macro. However, when I get into mid-late game and have more than 1 CC bound to my hot key and multiple production facilities on a hot key, all I see is the white bars to show ques, but nothing about duration. I could tap, see all these white bars and think "Ok I'm producing", but in reality they could be 5 seconds away from completing. Is there a trick to over come this? | ||
CecilSunkure
United States2829 Posts
On April 10 2011 08:59 Razith wrote: The only question I have is about tapping. During the first few minutes of the game, when I have just 1 command center and 1 barracks on my hot keys, I'll often tap while scouting to make sure I don't forget to keep building marines and SCVs. A quick tap shows me where the progress bar is so I can stay on top of my macro. However, when I get into mid-late game and have more than 1 CC bound to my hot key and multiple production facilities on a hot key, all I see is the white bars to show ques, but nothing about duration. I could tap, see all these white bars and think "Ok I'm producing", but in reality they could be 5 seconds away from completing. Is there a trick to over come this? Just get in the habit of knowing when they are about done. If in doubt, just keep 2 SCVs in each queue -that's what I do. | ||
Razith
Canada431 Posts
On April 10 2011 10:31 CecilSunkure wrote: Just get in the habit of knowing when they are about done. If in doubt, just keep 2 SCVs in each queue -that's what I do. That's what I've been doing as well. I check regularly and generally start queuing another cycle when there's only one white line / I feel like its been there a while, but it'd be nice to have a more accurate way to tell. Too bad there aren't mini production bars. | ||
CecilSunkure
United States2829 Posts
On April 10 2011 10:37 Razith wrote: That's what I've been doing as well. I check regularly and generally start queuing another cycle when there's only one white line / I feel like its been there a while, but it'd be nice to have a more accurate way to tell. Too bad there aren't mini production bars. Well I actually don't mind. Don't want the game playing everything for the player -you need some sort of way for higher skilled players to separate themselves from the lower-tier players... Just a thought. | ||
Razith
Canada431 Posts
On April 10 2011 10:38 CecilSunkure wrote: Well I actually don't mind. Don't want the game playing everything for the player -you need some sort of way for higher skilled players to separate themselves from the lower-tier players... Just a thought. Would it really be that big of a change? Zerg can see the number of larva on each hatchery (but not larva inject) when bound to a hot key, Protoss can see the warp-gate cool down ticking away when bound to one key. All races suffer from the lack of a production bar with multiple buildings bound, but Terran suffers the most as this is all our production facilities. It would also require the the same amount of actions. Regardless, I'm going to have to tap through my keys to see if my building is producing or not. This doesn't remove the amount of actions, but rather feeds in more accurate information. | ||
CecilSunkure
United States2829 Posts
On April 10 2011 10:49 Razith wrote: Would it really be that big of a change? Zerg can see the number of larva on each hatchery (but not larva inject) when bound to a hot key, Protoss can see the warp-gate cool down ticking away when bound to one key. All races suffer from the lack of a production bar with multiple buildings bound, but Terran suffers the most as this is all our production facilities. It would also require the the same amount of actions. Regardless, I'm going to have to tap through my keys to see if my building is producing or not. This doesn't remove the amount of actions, but rather feeds in more accurate information. No I don't think it would be a very big change, but this change along with a lot of other similar changes can be a big change in all. I'm just being overly idealistic | ||
Razith
Canada431 Posts
On April 10 2011 10:56 CecilSunkure wrote: No I don't think it would be a very big change, but this change along with a lot of other similar changes can be a big change in all. I'm just being overly idealistic Haha well I do agree with you about not making this game over simplistic. I love games with high skill caps that make for amazing play; if anything that is what makes them so interesting to watch (got my fingers crossed for Tribes Ascend ). I would be against things like auto cast injects for zerg, but I think this would be a harmless change. Heck look at the ability to select 255 units at once now. I bet in BW days they would say it would make the game too easy. Now you're punished for leaving your units in a ball due to aoe. | ||
poboxy
Canada48 Posts
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uGoatt
United States85 Posts
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LucienL
Netherlands8 Posts
There are also a variety of different palm grips you should familiarize yourself with. You should familiarize yourself with the three types of grips. The palm grip usually is a result of a player using their shoulder as their pivot. This is (I'd assume) good for FPS playing. I know though that the palm grip is terrible for RTS play. RTS play benefits from being have to have precise movements, and if your pivot is all the way in your shoulder you will have a pretty hard time making precise movements. I have to disagree with this. Just like how writing is done best from the shoulder, it's a very strong way to control your mouse. Using a low sensitivity was very common in Quake 3 because, amongst many other things, it let you control your lightning gun way better. To kill someone with a lightning gun you had to keep your aim on them constantly, which was hard when they were making small, quick movements constantly, trying to dodge your aim. It was easier to pull off that kind of precise aim with a low sensitivity - so low that you HAD to use your entire arm to control your mouse. defensive players who needed supreme accuracy would often use a very low sensitivity in that game. Another thing is that mouse acceleration is hugely misunderstood. Variable mouse acceleration is bad, sure, but real mouse acceleration is that you basically have two sensitivities. One default sensitivity, and a second sensitivity setting which kicks in if you move your mouse beyond a certain speed. This let Quake 3 players have extremely low sensitivities which were good for accuracy and precise movements, without restricting their freedom. It's ashame this kind of acceleration has basically vanished. That said, high sensitivity is still viable, and especially so in RTS games. It's just that low isn't bad either. | ||
Akta
447 Posts
I like clear logical structures. What are opinions built on, how does your brain analyze the thousands of questions you ask yourself every day and so on. We take finished usually vague conclusions from previous experiences and use them when we think about something. Sometimes it can be very complicated but every single opinion and choice can be broken down and analyzed. For example political preferences tend to be built on somewhat simple blocks of base opinions. Example: How do I approach X? 1, 2, 3 and 4 tells me to approach X the Y way. 1 was based on 101, 102, 103 and 104. 101 was based on 1001, 1002, 1003 and 1004. And so on. Perhaps we go 1 or 2 depths down for an average quick though, it probably needs to work like this to be efficient. But of course the system leads to an extreme amount of errors in our thought processes. So how should we learn things etc? Well crystal clear logical structures are proven to be efficient and perhaps that is all there is to it. Most people don't have structured thought processes and goals for anything. Take a random computer game someone plays and the person likely just wants something. Someone wants to have the best gear in WoW and someone else wants to beat everyone else in sc2. The way I see things, if you want to become good at something the logical goal should be to get better. If someone asked me how to become the word champion in sc2 I would answer "by getting better at sc2". Mental structure: 1 Problem: Want to win GSL. Solution: Get better at playing starcraft 2. <--- Main goal. 2 1 sub problem: Want to get better at starcraft 2. Solution: 3 2 sub problem: Solution: 3.1 3 sub problem: Solution: 3.11 3.1 sub problem: Solution 3.12 3.1 sub problem: Solution: 3.121 3.11 sub problem: Solution: 4 2 sub problem: Solution: 4.1 4 sub problem: Solution: I love stuff like this and I don't question the goal section, I just don't quite understand it. | ||
SushilS
2115 Posts
*Cancels all appointments for the rest of the day!lol.* | ||
Braag
United States15 Posts
Could anyone help? | ||
CecilSunkure
United States2829 Posts
On April 11 2011 01:37 Braag wrote: I need some help with the mouse acceleration, I have messed around with it for a couple of hours now and I haven't been able to change anything, I have deleted the regedit files, did the markc fix, and did everything multiple times to make sure I did it right, however I see NO difference. Could anyone help? Download the registry tools, find which one to run, then run it. Then log off, and back on. That's it. | ||
spinal2k
Portugal148 Posts
thank you for this. Tastless brought me here! | ||
Fuze
Belgium6 Posts
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BearSandwich
United States44 Posts
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