4 ms·
I felt this way until I tried it. The rationalization, which I agree with as well, is that spamming in the early game and keeping up a steady rhythm "warms you
by mquander 16y ago
I felt this way until I tried it. The rationalization, which I agree with as well, is that spamming in the early game and keeping up a steady rhythm "warms you up" in a way that makes it easier to maintain that speed when you really need it for micro-intensive portions of the game. So I don't believe it's really a pissing contest for very many players. (Although it's a poor metric.)
Also worth considering is that high APM is an unnatural requirement imposed by some limitations particular to SC:BW -- no automining, huge armies but a control group size limit, queued units consume minerals immediately (thus queueing is suboptimal.) In other RTSes without limitations like this, it's much more practical to have a lower APM. For example, in WC3, which has less units on the field at once and less base management, some players have been successful at a near-pro level with only around 60 APM. In SC2, with automining and large control groups, it seems like the best current players are frequently only between 100-150.
- mcantor 16y agoFascinating! I never thought about using spamming as a "warm up" for late-game encounters which actually require triple-digit APMs to play at full effectiveness. Thanks for this post.
- lawn 16y agoNote that it's 100-150 apm on SC2's fast setting even though you're actually playing at faster, so the apm is actually higher.
- mquander 16y agoI forgot about that, thank you.