Nah, you just don’t have any proof and are salty about it. Its pretty transparent.
Yeah, I bet Showtime’s pretty salty about it, too.
I don’t really care what he said 6 years ago.
Ironic that you probably wouldn’t care at the time nor if he said it in the present either. It’s ok I understand some people like to go the extra mile to be extra ignorant
I certainly don’t care what YOU have to say in the present.
Sounds like cope to me. Great then stop responding ?
Don’t care what the numbers say either lol.
Well, TBH I’m not sure that APM is a good measure cross faction. How would they account for things like Zealots being twice as many units as supply (and therefore half as many hit points) as marines?
The numbers dont say anything, theyre just data. Its your conclusions that I disagree with.
This is addressed by the specificity requirement of the bradford hill criteria. If protoss having lower apm is just a fluke then there should be some other skill metrics that, like apm, correlate with skill, but that Protoss are higher in. For the same performance level, protoss are lower in every known skill metric. The only explanation is that it takes less skill to achieve the same performance level.
If there weren’t any causal relationship between race and performance then the skill metrics should be randomly distributed, e.g. zerg should lead in 1-2, terran in 1-2, and protoss in 1-2. Protoss are lower in apm, epm, screen movements, spending quotient, just to name a few.
That’s why the specificity requirement exists for the bradford hill criteria. The only possible explanation is that protoss causes the lower skill metrics. How can have lower skill metrics for the same performance level? Well it means less skilled players are doing better than they ought to for their skill level.
It explains why terran dominates bronze and why protoss dominate grandmaster.
Oh? What are the other skill metrics?
Screen movements are faction dependent also. Zerg, for instance, main mechanic is to bounce base to base and inject. That said, they should have SOME metric that was more mechanically demanding.
I’m going to guess that the performance metrics listed above also mean nothing.
So to recap:
- MMR disparity means nothing
- Terran players being slightly more active means nothing
- Terran players being slightly more experienced means nothing
- The opinions of your own pro players mean nothing
- Performance metrics mean nothing
- 40% of GM means nothing
BUT:
“I split the players by MMR and then they had the same MMR!”
is an absolute smoking gun…
That about where we landed?
There is no MMR disparity. That would be the point.
Nothing that youve proven, correct.
This is just you re-stating your previous point.
Correct, 6 year old opinions mean nothing about balance.
Correct, Batz means nothing.
Correct, GM has never meant anything.
Your failure to understand the point being made does not make it invalid.
And is it easier or harder with more screen movements? Example. Let’s add 50 more screen movements to protoss per minute. If this doesn’t affect the difficulty, then protoss shouldn’t notice a difference with this change. Anyone who has played sc2 knows that this would make protoss much harder to play, unless of course it’s a lunatic or a grifter (L&G’s) in which case their opinion was irrelevant anyway.
That’s obviously harder, but for instance, spawning from larvae is one of the easiest mechanics in the game (as opposed to spawning said larva which is far more difficult). So it’s kind of faction dependent.
That said, I can see no reason why that would be the case for Protoss.
It isn’t difficult to understand, it’s just wrong. I understand fully your willfully ignorant explanations. That doesn’t make them any less braindead.
Yeah that’s a fundamental denial of the game’s mechanics right there. If you play a game against a GM you will never have enough time to hit injects. It’s one of zerg’s failure conditions. This is so stark that even players like Dark will build 2 extra macro hatches. So yes there is a cost to doing inject and no it is not easy to do. If the skill mechanics were easy to do then they would not correlate with skill.
In your hypothetical example where inject is easy, you have no pressure being applied from your opponent and so you are postulating a scenario where you gain an advantage from your opponent misplaying. That’s not the game mechanic being easy, that’s your opponent being easy.
What do you mean? I literally said
INJECT is difficult. SPENDING the injects is what’s easy.
Lmao it’s not. Go watch Shin/Ragnorok stream and you’ll see that he’s fitting macro cycles inbetween splitting/stutter stepping hydralisks vs tanks. It happens so fast you probably won’t even see it unless you watch it on half speed.
Again you are postulating a scenario where your opponent gives you time to macro. That’s an easy opponent, not an easy game mechanic. When two people are actively applying pressure to one another, it takes more apm/screen movements/spending skill to be the same level as zerg, and that’s just harder. It’s just the reality of how an RTS game works.
Those unit production cycles are no different from everyone else’s. What you’ll see, usually, is Zerg players floating money over insufficient larvae. Why? Because it’s easy to spend money as Zerg, provided you have the production (Terran is the opposite, our production comes from multiple structures rather than one).
Except that they take more apm, which is equivalent to a higher time cost, which means it’s harder to do for the same skill level.
When a terran does his macro cycle he makes 8 marines while a zerg has to make 50 lings. In a game where pressure is being applied, the terran has more time to focus on micro because the zerg is spending more time doing his macro cycles and that’s equivalent to harder micro. Less time for micro makes micro harder.
This is the absolute basics of the game genre. RTS has a time component, so when one race has to spend more time on something that is equivalent to being harder.
Wrong. Zergs have a better spending quotient than protoss or terran do for the same performance level.