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Rythm sense in low star maps are useless

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Topic Starter
Colder
So essentially as the title says rythm sense in low star maps can feel really useless. In higher maps rythm sense is key if you want to get a good score on a map, but on lower maps it's more important to just use your eyes to predict when to click the circle, while also looking at the next circle's ring to ensure that you can react to it fast enough.

Now is there any solution to it? I don't think so since it would destroy the map creator's original vision.

Then why I make this thread? Because I am interested if there are other people with rythm sense who were frustrated by the low star maps' inaccurate rythm.

In this context low star maps refer to maps that are lower than 2.5 stars.
Snapy
Well, you can always put on HR to increase the approach rate or play higher approach rate maps for less time to react, therefore making it look like it's more synced to the rhythm, but yh also playing harder maps is a solution.
WitherMite

Snapy wrote:

Well, you can always put on HR to increase the approach rate or play higher approach rate maps for less time to react, therefore making it look like it's more synced to the rhythm, but yh also playing harder maps is a solution.
I dont think they are saying the maps arent synced, but that easy/normal maps have to be really undermapped for most songs. its easy to get used to most sounds having an object of some kind, so hearing one or more strong sounds in between objects I'd imagine could throw you off quite a bit.
Topic Starter
Colder

Snapy wrote:

Well, you can always put on HR to increase the approach rate or play higher approach rate maps for less time to react, therefore making it look like it's more synced to the rhythm, but yh also playing harder maps is a solution.
So about the using a mod or playing harder maps thing. I have a reason why I am not doing neither of those things. You see I think it's logical to say that if someone can't do a double tap on a low star map then they shouldn't expect to do a 4 tap on a harder map. What I am trying to say is that if someone wants to be good at this game without having the talent for it then they need to learn the basic skills if they want to master harder ones.

Also nice to see a fellow completionist here.

WitherMite wrote:

I dont think they are saying the maps arent synced, but that easy/normal maps have to be really undermapped for most songs. its easy to get used to most sounds having an object of some kind, so hearing one or more strong sounds in between objects I'd imagine could throw you off quite a bit.
And you are partially correct. You see it doesn't throw you off. Rather it makes you think that you are doing good based on how you heard the rythm and then all you see is that you are hitting circles way earlier or way later. There are of course maps without this issue, however they are rare.
Duck o-o
Youre right and i had the same problems lol

In fact i got way better accuracy and stuff on average when i could play 3 or 4* maps because while they were technically harder they are also mapped more to the rhythm of the songs

Idk if i could get good acc on a map under 3* rn unless its really low od actually
Topic Starter
Colder

Duck o-o wrote:

Youre right and i had the same problems lol

In fact i got way better accuracy and stuff on average when i could play 3 or 4* maps because while they were technically harder they are also mapped more to the rhythm of the songs

Idk if i could get good acc on a map under 3* rn unless its really low od actually
If only I had such a good rythm sense. I think you could get good accuracy under 3* if you don't use your ears and instead use your eyes. That's how I am getting first try SS on maps which are lower than 3*.
Neun_
Haha, this post made me remember when I found out time-distance equality in low star maps! It really opened a new world for me that time and I could get good accuracy at low star maps because of that. Although low star maps do rely heavily on visual cues, I think rhythm sense is also important, just not as crucial as in higher star maps.

For me, in lower star ratings, the approach circle helps anticipate when to click, while rhythm sense ensures that my clicks are aligned with the rhythm of the music.
sisig
play better maps (LOL)

undermapping is definitely a thing in most low diffs but thats just a result of people mapping the difficulties to satisfy spread requirements

there are definitely maps that have really nice low diffs and thats mostly because the mapper cares enough for their low diffs to be fun
Voidedosu

Colder wrote:

So essentially as the title says rythm sense in low star maps can feel really useless. In higher maps rythm sense is key if you want to get a good score on a map, but on lower maps it's more important to just use your eyes to predict when to click the circle, while also looking at the next circle's ring to ensure that you can react to it fast enough.

Now is there any solution to it? I don't think so since it would destroy the map creator's original vision.

Then why I make this thread? Because I am interested if there are other people with rythm sense who were frustrated by the low star maps' inaccurate rythm.

In this context low star maps refer to maps that are lower than 2.5 stars.
That's part of the point, yknow?

By and large you don't want to be thrown off by less sounds because those hitsounds help you know when you're clicking too early/late (alongside your score per individual object and the UR). As you go up in difficulty, they can afford to not have sounds on every note because as you hit 2,3 and 4*s you're expected to be able to play to the rhythm you pick up during the initial parts of the song.

Using mods doesn't help at lower SRs because it'll just screw with your timing and coordination, especially when you're playing 1-2* maps with AR10 at which point you're essentially trying to aimbot the map instead of actually playing it properly.

That being said, I'm sure there are low-diff maps that are undercharted for spread requirements, which does suck, but my point remains the same. Speaking for myself, my biggest trouble with SS-ing low-SR maps has been when the song and the objects feel too out of syn with each other that my internal rhythm sense is constantly thrown off. I honestly don't think that's due to hitsounds but either very poor circle placement or some kind of offset.
Topic Starter
Colder

Voidedosu wrote:

That's part of the point, yknow?

By and large you don't want to be thrown off by less sounds because those hitsounds help you know when you're clicking too early/late (alongside your score per individual object and the UR). As you go up in difficulty, they can afford to not have sounds on every note because as you hit 2,3 and 4*s you're expected to be able to play to the rhythm you pick up during the initial parts of the song.

Using mods doesn't help at lower SRs because it'll just screw with your timing and coordination, especially when you're playing 1-2* maps with AR10 at which point you're essentially trying to aimbot the map instead of actually playing it properly.

That being said, I'm sure there are low-diff maps that are undercharted for spread requirements, which does suck, but my point remains the same. Speaking for myself, my biggest trouble with SS-ing low-SR maps has been when the song and the objects feel too out of syn with each other that my internal rhythm sense is constantly thrown off. I honestly don't think that's due to hitsounds but either very poor circle placement or some kind of offset.
Can't wait to experience this change. However that will come later. I am doing an approach where instead of doing large difficulty jumps I just do the oppisite and raise difficulty by about 0.02* (I can't do exactly 0.01* difficulty jumps because the current star rating system isn't that accurate). I have about 10-30 maps on every 0.01* difficulty between 1* and 6*.

About mods... I think that mods are the greatest enemy of new, naive players. Like I think that many players never gain the ability to always hit perfectly circles because they immediately try to play outside of their comfort zone and never play inside of it. Also I think the beauty of low star maps is that they force you to wait between circles. Like higher star maps are "easier" in the sense that in most cases you don't have to wait between circles. And mods take away that beauty.

Don't worry. I play without hitsounds and I can confirm that the hitsounds are not the issue. I think there are three types of low-diff maps:
1. Doesn't care about rythm (These are the old maps that were created a long ago).
2. Try to care about rythm and either succeed or fail.
3. Have an easy time to keep the rythm part due to the song itself being slow.

You might be wondering how old maps I have and I think that I have maps that are pre 2020. And you might be wondering why I don't just delete them from my collection and that is because they are good practice. You can never know when a new map uses the style of these old maps.

Also it's nice to see another person who likes to SS.
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