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I did read the whole post, and I did address the whole post. This is why me and so many others prefer coh to sc2. That is due to the SC2-esque "Whoever is better at clicking fast wins" gameplay.
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Faster pace does mean more mistakes, but that is not due to strategy.
Novela a solas con el enemigo full#
This is why I request(ed) you read the full post before you quote.īut, for the most part, moving a unit slightly back will not save it but teching right/wrong at the right/wrong time will often win/lose a game. For instance: moving an important unit slightly back can save that unit, whereas teching to wm's t2 will be needed regardless, diminishing the decision to "when" rather than "if" and "when".Īs stated before, the quality of the average decision will probably decrease, but this leads to an increasing level of competitive play due to increased susceptibility to mistakes leading to a higher skill threshold.īefore, you asked a reason and now you assume an absence of a reason to change the game speed after I already presented a reason on both occasions (this might not be your reason, but A reason). Jump back to quoted post, 00:44 AM The_Riddler Whether these decisions are of major or minor importance cannot be deducted from the action itself. I said it would, and there is no reason to change it. Faster pacing requires less important decisions made to adapt to the opponent's actions due to less time to think, and more minor ones to do more menial(not the optimum word here, not sure what is) tasks.Īnd I did address the whole post, which was based on the opinion that it would not hurt it to increase the speed. Jump back to quoted post, 22:17 PM The_Riddler I will explain the mechanism again.īut a mouse click moving a unit slightly back is not an equal decision to say teching.
Novela a solas con el enemigo professional#
This translates to a high extend to professional traders, statesmen, corporate executives etc. The quality of the best decision maker (skill), as opposed to the average decision maker (threshold), increases with the appliance of greater time pressure. This is not something that specifies to RTS games alone. To take it even further, the average decision will probably even be of a lower quality, making players more sensitive to mistakes, which increases the level of competition due to a greater filtering amongst players. And ofcourse, as also stated before, more decisions do not necessarily increase the effectiveness of them. Now, as stated twice before, a NOTCH does not mean these finer details become obsolete. Game speed increases -> number of actions per unit of time per seperate unit increases (for instance: a unit has a higher probability of encountering an engagement) -> APM increases (as you correctedly stated).Įvery mouseclick equals a decision, thus the number of decisions increases with the speed of the game.