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Is success dependent on APM ?

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4 days ago
Do you have to play fast to be good? Is it possible to develop a style of play that minimizes the importance of APM?
+0 / -0

4 days ago
the apm / mechanical requirement to do well in this game is low, its mostly based around game sense
+2 / -0

3 days ago
For this post I'll assume you are talking about 1v1 gameplay.

Yes there is a minimum threshold of APM required to respond to things happening in the game.

No it is not starcraft-tier. By all accounts, zero-k is a game where you do not need APM to win.

When people talk about APM in RTS games, the gold standard is esports tier starcraft. In those tournaments, you'll see players bost high 200 and mid 300 apm, where that means players are doing about 300 keypresses and mouseclicks per minute, or about 5 per second. A lot of this APM is rythmic in downtime, shifting the view of the camera, re-issuing move orders to the same place on the map, setting and switching between control groups in set up for explosive bursts of combat. Once combat rolls around, the high apm is used to carefuly move different groups of units, cast many different spells at the same time, or any other very useful things which are required to eek out an edge. But even durring combat, there are required economic actions, like producing more marines, or building a new base. This is absolutely required in starcraft, because you need to wait unill you have the resouces to queue actions, and you are accruing resources while you are doing combat things. This is where starcraft becomes an apm nightmare.

Zero-k is much more different than starcraft. Units have a lot more 'lag' to their movement, and can fire while moving and without issuing orders. Weapons in starcraft are instant hit and often issued commands target the closest unit, which makes 'blink micro' a very valuable tool, where a player needs to select a specific low health frontline unit and remove them from the front line of combet to protect their firepower, and this requires a reaction time of less than half a second to do optimally, and is a routine occurrence. A lot of things happen instantly, like weapon damage, the blink, movement. In zero-k, weapons are physics based, have a travel time, movement requires a unit to turn and accelerate, cannons need to face the right direction before firing. In zero-k, there is absolutely an advantage to paying close attention to these things, so that you can dodge projectiles and win trades. But zero-k has a lot more warning for the player before this needs to happen, due to the presence of radar, and the general speed of units and line of sight. And primarily, you can queue actions for your economy well before combat happens, and you don't need to touch it during combat.

This is a lot of words to say "the game does not require a fixed schedule of inputs like starcraft. Because there's not this fixed schedule, zero-k is a less apm focused game." So you should think about how you're going to accomplish all the things of top-level play at a more slack pace.

Actionable advice
Use the mechanics of the game to help you macro more effectively.

Be cognizant of energy expenditure and your energy scaling, i.e. your fundamentals in economy. If you build units that spend e like planes, shields, cloak, be sure to have extra energy. Have extra energy for reclaim and repairs when you're doing that.

Understand the construction priority system.
https://zero-k.info/mediawiki/Economy_Guide#Priority

When you understand priority, know that you can leverage Resource Reserve.
https://zero-k.info/mediawiki/Economy_Guide#Reserving_resources

Look into Default unit states. There are many useful options that you should set, like factory assist.
https://zero-k.info/mediawiki/Unit_states#Factory_Assist
I use factory assist on all my factories by default and expose the toggle in my UI. Often, I'll have 2 constructors by my factory chilling and assisting it, so that when I want new free cons I will queue 2 more and take the 2 that already exist, so it's always on-demand. I do not need to schedule "build cons, in 10 seconds give them orders" in my brain, just "build 2 new cons, move the ones that exist" in one smooth action when I need to build mexes.

I have a hotkey to set build construction to high priority. When I want a turret, I use that hotkey on the building, often in conjunction with resource reserve. Hotkeys/instant/set high priority
https://zero-k.info/mediawiki/Unit_states#Build_Priority

90% of the time when I'm building from a factory, that factory has repeat queue. I set a queue of a mix of 1-3 units, like dart-scorcher-fencer or ronin-ronin-ronin-ronin-reaver. I use alt-click to build single units, for example if my queue is glaive I will alt-queue in 2 reavers and a conjurer, so that my factory returns to infinite glaive. When I feel that glaive is countered, I click on my factory, use the stop command (I have it bound to ctrl-s) to clear the queue, then start a different queue, like some ratio of ronin-reaver, ronin to kill the counter and reaver to anticipate the raider response.

You need to set your mindset. You need to be able to think about multiple things happening on the map "at the same time". Every attack vector you can strike, every attack vector you can be hit from, and your economy. Try setting a mental 30-second timer in your head "I should think about my economy", and make sure you back off your frontline dutties and asses your economic concerns: need to build energy?(yes at least a solar) Are there metal extractors you need to take? Is there a juicy reclaim field you should send cons to? Does your factory need more plates/caretakers?

When a frontline constructor is being approached by an enemy, and it has a long command queue, and you can intercept the attack with nearby units, issues a new order to the front of the constructor's command queue: Move away. This should preserve the queue you spent time clicking before, while you can then micro the fight part of the game and push the enemy back. You can issue this order by holding down spacebar while right clicking in the path of desired retreat. Example: I have a mason on comet catcher that has a queue to build 5 mex clusters with solars and llts on them, and it's being approached by an enemy kodachi. I have 5 scorchers in the vicinity, but the kodachi will reach and attack the mason before I can intercept. I space-click issue a move order on the mason towards the scorchers, and I micro the scorchers to scare off the kodachi, while managing other fronts in a zoomed out state. I can safely ignore the mason, which will continue on it's mex building queue safely, or I can cancel that move order by re-issuing a move order on the exact same place to cancel it and optimize the mason's travel time. I do not have to spend seconds re-issuing the queue.
+6 / -0
You have to play fast to be in the top 10 of the 1v1 ladder, and probably the top 20. But the type of speed is more in map awareness, decision making, and splitting you attention (by rapidly switching between areas). Raw APM is not a great measure here because there are a lot of tools that let you quickly implement decisions, which makes the decisions and awareness more of the bottleneck. We try to avoid the "makework" clicks that USrankAdminSteel_Blue wrote about, which reduces the APM requirement compared to Starcraft, but there are still quite a few meaningful actions to quickly decide between and take. Speed when reacting to new information (such as while raiding) is particularly important.

You may be able to approach the top 10 without playing fast, but only because game knowledge is also a significant factor. Speed is somewhat linked to game knowledge though, since deep knowledge often cashes out to being able to make decisions faster via familiarity. The balance also shifts towards game knowledge in larger team or free-for-all games, where escalation accentuates the importance of knowledge.
+2 / -0
in my opinion, the APM to victory ratio in zero-k is like that of fighting games, speed definitely is good! you need to be fast enough to not drop comboes, but button mashing alone wont win a match, you also need the technical skill and game knowledge to know what moves those comboes use, and when is the right time to use them, there's a reason me and my buddy say "pressing buttons?" to each other when we land a raw super

if it's an accessibility thing, during a game you can press + or - to increase or lower the gamespeed, and this is ajustable mid-play, so you can try various speed until you find one you like, this may only be available in custom lobbies though

after another friend of mine got me to play starcraft 2 not too long ago, i couldnt play it for long, playing zero-k and then starcaft for me really is like using a browser with adblock, and then being told to use one without adblock, i can never go back

and there is a lot of stuff to do in ZK especially if you play large maps in a 1v1, you'll need to manage your entire army still, granted you can zoom out very far and see the big picture at once (seriously why is the camera in starcraft so low to the ground that it'd be immune to AA cannons!?), and seeing the big picture cuts out a lot of that APM inflation other RTS games have, since you dont need to spam camera changes all the time

also ZK has many tools which reduce the need for APM, such as longer queues in factories with infinite build toggles, the mex command (and it's alt and ctrl variants!) allowing you to extremely easily setup mass extraction commands, your units including engineers being able to queue up to 30(?) orders at once, and the lower amount of active abilities compared to other games, using these and other features to queue orders up will drastically lower APM requirement or "speed-stress"
+3 / -0
2 days ago
if you had infinity apm and only a flea it would make that flea very hard to kill.. so it does make a difference.. its part of the reason AI is strong.. but beating ai is possible because it makes poor choices.. so as long as you play smarter you can beat a player who plays faster.
+1 / -0

43 hours ago
quote:
Is it possible to develop a style of play that minimizes the importance of APM?


Yes. (Although that depends on what "good" is) I think what people call "game sense" or "game knowledge" here is the ability to decide
what click is the most important at that moment. As a tip to get there I would recommend you to play bot games, because these help you to develop routine. Speed comes from routine, not from trying to force it. (Obviously play against humans too.)
+1 / -0