MountainGo wrote:No one is saying it's good to send your units into a situation where they're going to die without doing any damage whatsoever. The point is that no matter what crazy combat scenario you're given, it takes a lot of skill and attention to get results better than attack-moving, and even then it's not worth it if it means letting your production buildings go idle.CSamurai wrote:My point is, while macro is important, build order is important, but it isn't the only skill you need to worry about. You need to focus on it, sure, but what good is having twice as many zealots as your opponent has marauders if you let the terran kite them into their 2 banshees?
Counter example two: If I encounter a group of marauders and marines (good old M&Ms) with my zealots and my stalkers. It's always better for me to focus fire my stalkers on the marauders, and let my zealots run wild than it is for me to let the stalkers auto aim at whatever the Pinky Algo feels like hitting today, Brain. (appologies to those who don't get the reference. Pinky is an idiot. So are my stalkers.)
Yes, the ideal situation is to have so many marauders and zealots that it doesn't matter if I pay attention, but micro still beats things.
MountainGo wrote:As for build order, if what you mean is choosing a good one, then that should just be a once and done thing. That pdf (written by a Korean pro) recommends choosing one and only one build and practicing it to (near-) perfection--against both humans and AI. In virtually every game I see from low-league players, I notice that the loser could have easily won with better macro mechanics alone.
Actually, what I mean is that Build order and macro (keeping the buildings producing) are part and parcel to me. You have to know what you should be dropping when in order to keep all your money spent, and what to produce when in order to keep your army size up. There's a whole balancing act of buildings vs army that is macro, and build order is a large part of macro.
MountainGo wrote:The point about all pros being equally good at macro is, I think, just to illustrate that it is a necessary first step. That alone doesn't prove that it is the easiest way to improve initially. But it is. Really. And I've never heard an expert player say otherwise.
Maybe your chief goal isn't to improve as much as possible. Maybe you find it boring to focus only on macro mechanics. That's completely valid (just ask shygost, who refuses to do any complex reading simply because he doesn't like to), in which case none of this applies to you.
I can understand that it's the low hanging fruit, as it were, and that it's a big area where almost all us gold and below players have huge screaming issues. It's easy to fix, and should be focused on, you won't find me arguing this point. I just don't feel that if you want to improve as much as possible that it's healthy to focus on one and only one aspect of any game.
I've felt this way about go, and I feel this way fairly strongly about SC2.
You can just improve one portion of the game, and vastly improve your rating, but I don't feel that this is the best way to improve, even if it is easiest. If build order is joseki, whole board thinking is macro, and tsumego are micro, then the best way to truly get better, to improve in a lasting way, is to study all these aspects. If you don't want to improve as much as you can, then yes, you can ignore one in favour of the others. And, yes, in go, if you ignore your tsumego, it doesn't much matter how good your whole board strategy is, since you won't be able to beat unreasonable plays. In SC2 it's reversed, if your opening and your continued macro aren't up to snuff, then you won't win because you won't have enough units for your micro to matter.
I guess I'm just into improvement as a holistic, whole game thing.
Macro is very, very important. In spite of my terrible, terrible, terrrible, terrible micro, I win games because of massive macro advantages. It does make up for my crappy micro. I mean, look at me, I still struggle with forcefield play, and I win games, because I out build, out expand, and out produce my opponent.
But this doesn't mean all I should focus on is getting even better at doing that. I am working at getting better at my macro, but I don't want to ignore the fact that I can't do decent forcefield placement in the heat of battle.
MountainGo wrote:I've been trying to think of an accurate go analogy, and I just can't. It must be because there is no dexterity involved in go. But imagine if there were! If you had to toss the stones onto the board from a foot away and let them lie where they fell, then there would be no point in focusing on strategy until you reached a very high accuracy with your tosses!
Wouldn't dexterity be more of a micro problem? I've never had my hot key usage determined by my dexterity in terms of production.
MountainGo wrote:EDIT: I could probably blab on and on all day about this, and I'm pretty sure I basically have already throughout this thread. I'm not sure why it gets me so riled up. But at this point, if anyone still wants to disagree, then there's not much I can say. I would definitely recommend, though, reading that entire piece by Ver (regardless of your skill level). I found it inspiring and invigorating.
I'd love to read that piece by Ver, as soon as I get home. I'm sure I agree with a lot of what he's said.
I'm probably just being unecessarily stuborn about all this, and if the discussion comes off as an argument or as dull, feel free to tell me to drop it.