I have horrible micro. My APM is around 40, sometimes 50, yet I can still compete on diamond level from STRATEGY ALONE
The largest part of Starcraft is not micro. When people are researching their opponents in tourneys, they aren't researching their micro abilities, but their overall strategies. While micro can definately be handy, I would say overall strategy and macro is way more influential in winning.
Not surprisingly, I would disagree. In order to be competitive, you have to micromanage. It's a basic foundation. Just because you don't focus on practicing micro doesn't mean it's not a fundamental part of the gameplay.
When people watch other videos, I don't expect them to watch micromanagement techniques. That's like watching videos of a pro quarterback and watching how he holds the football. Yeah, you might look a few times if it's significantly different, but if you're rewatching the video multiple times it's to study other aspects of his gameplay. Ball-holding is a fundamental basic and requires no extra study.
By the way, 40 actions per minute is basically a button press or click every 1.5 seconds or less on average. Physically, it's not hard record a button press every half a second or so in the middle of a firefight. The basic problem is why is there so much activity in the first place. The reason is micromanagement. You're flipping between managing your fighting units and making sure the rest of your army and base are still functioning properly.
Maintaining average action per minute in the high 30's to 50's or more is fun only to those suffering from A.D.D. or who enjoy frantic pacing. The rest of us prefer to enjoy the game.
You never have to do this, EVER. The only time a unit can't complete your command is when it is impossible for him to do so, which is your fault. You never have to repeat actions to units multiple times.
I had to do it quite often during the campaign. The most common situation is a group of 10-20 marines/medics since that's what you're usually stuck with early each game where the medics are either stuck in front of the firing line or trying to heal someone on the other side of the clump. The marines don't move, because they're shooting, so you have to manually order each one to move out of the way or move the entire squad as a single unit. It's not my fault I want to save the marine in front, but his buddies are too stupid to stop firing and move over one square.
Oh, I understand, now. In your opinion, I'm just supposed to let him die.
The multiple actions comment refers to moving units one at a time. For example, we go back to the marine/medic squad and this time, we're attacking a target, but a few marines are taking too much damage. I want to save a couple, or at least let them live a few seconds longer so they can get off one more shot before dying. The idea being to spread out damage so I don't slowly lose firepower, even if the entire squad is wiped out in about the same amount of time. I'd rather lose the entire squad at once at the end than one unit at a time.
So, I move that one marine to the back, only, hey, again, his buddies are dumb schmucks who care more about shooting that getting out of the way. As a result, I must manually move each marine in his path instead of the whole line shuffling automatically. Odds are, unless you're significantly outnumbered, a couple marines might shuffle to get into firing range as enemy units die and fill in that nice hole you made for your poor injured marine. Well, guess, what, you're back to telling those marines to get the hell out of the way, assuming the marine you're trying to save isn't already dead.
We get it. You don't like tactics. However, a great strategy is made up of many tactics. With your simple, casual mode of play, you can't accentuate your strategy with tactics like flanking, pincer attack, harassment, etc. You would just have units duke it out and greater numbers win.
And you can probably get away with that. Just go for a macro style of play, have more units than the enemy, and win with brute force, micromanagement be damned.
Incorrect. My preferred method of play has the player focusing on such movements, only at the army level rather than squad. Instead of manually ordering your units to execute said maneuvers, you input them and they go off and do it while you turn your attention elsewhere or monitor the results. If I simply wanted the larger army to win, well, I'd play Starcraft and stick to the lower rungs of the ladder where the poor S.O.B's can't build an army as fast as me.
The point isn't that I hate managing individual units. The point is I hate managing them constantly because they're too stupid to do much more than point and shoot. I have almost as much fun at the tactical level if that's all there is to it, a squad and you managing each unit, nothing else on the map. At least until some dumb schmuck does something stupid like block the exit.
Honestly, people keep stressing Starcraft 2 APM from a dexterity standpoint, but that's not the hard part. It isn't hard to memorize hotkeys and press buttons quickly. It's the THINKING quickly that is really hard. When players get overwhelmed, it isn't because they physically can't handle it. Honestly, I believe most of the time they just can't think and adapt fast enough to the situation at hand.
I have never stressed about Starcraft from a dexterity view. Actions per minute is not about dexterity, so I'm not sure why you bring it up. The reason people stress APM at a competitive level is because each action is the result of a thought. It's not as if simply spamming the same button a few times magically produces more results. Each button or click is the result of a decision by the player, most likely independent of the previous. That's why it stresses most players because it's a frantic pace resulting almost entirely out of the need to micromanage your units. You cannot win competitive Starcraft by sending your units out on attack-move.
Instead, that's my preference, and, I think, the preference of many gamers. I would prefer to train my units the way I want them to behave, then send them out without having to babysit. They will attack, defend, retreat, go around, cover each other, whatever I train them to do at the squad level. The overall battle I still manage as the commander. I might have squads winning too often and advancing, but still order them to stop and retreat if I think they will get cut off and decimated. I can still order certain squads to stop holding out and retreat because they're taking too many losses or I want to lure. If I have a squad for harassment, I don't have to manually order them to attack and retreat every single time. I point, they go and harass the area or direction. They focus on the targets I want prioritized and ignore the fodder when they need to. I don't have to tell them to walk around each time they see an enemy unit not worth killing (reveals their location) they do it automatically. They see something, I hear about it, they don't see something I expected, I hear about it. Tactics are automatic, strategy is separate. I want to have harassment units, mobile armor, aerial support, leapfrogging infantry, all the fun stuff, without having to keep switching to each one.
Again, the focus is on strategy, not tactics. Yes, even if you had a human behind each unit you build, you would still need to micromanage once in a while, I understand that and don't abhor it. I simply don't want to keep micromanaging and that is the entire reason why Starcraft is a huge turnoff. I would simply love to command an entire army of human-level intelligent units (albeit with instantaneous learning curves, I don't want to wait that long for training).