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Easier Hotkeys

Forum Index > Brood War Strategy
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Beamer
Profile Joined March 2010
United States242 Posts
Last Edited: 2017-08-18 13:12:03
August 16 2017 21:26 GMT
#1
I customized my hotkeys such that all hotkeys can be easily reached with the left hand, and I want to share my setup with others who are interested. The hotkeys file can be downloaded here. Put this file in the following directory:

C:\Users\USERNAME\Documents\Starcraft\Hotkeys\$device\

If the link above doesn't work, or if you don't trust downloads from random people on the internet, the raw text is in the spoiler below. Put that in a file named keys.txt and put it in the above directory. Some guidelines I tried to follow:

1. If a hotkey is not on the left side of the keyboard, change it. That is all keys on the wrong side of the picture below. The one exception is M for Move. I don't think M is used when right-click is available, so I didn't bother changing it.

[image loading]

2. If a hotkey is already on the left side of the keyboard, don't change it. Some exceptions include units with D hotkeys (Hold Position was switched from H to D) and units with R hotkeys (Patrol was switched from P to R).

3. Hotkeys that I change should make sense.

For those interested, here are the hotkeys that I changed:

+ Show Spoiler +

Attacking Units
Patrol: P > R
Hold Position: H > D

Terran

Terran Buildings
Liftoff: L > Q
Land: L > A

SCV
Build Bunker: U > D (Defense))
Build Science Facility: I > C

Ghost
Lockdown: L > W
Nuclear Strike: N > B (Bomb)

Medic
Restoration: R > T

Vulture
Use Spider Mines: I > E

Siege Tank
Siege Mode: O > E
Tank Mode > O > E

Dropship/Bunker
Load: L > F
Unload: U > V

Battlecruiser
Yamato Gun: Y > G

Science Vessel
Activate Defensive Matrix: D > F
Irradiate: I > A

Command Center
Build Nuclear Silo: N > B

Nuclear Silo
Arm Nuclear Silo: N > B

Barracks
Train Marine: M > A

Academy
Research U-238 Shells: U > A

Machine Shop
Research Ion Thusters: I > T
Research Spider Mines: M > E

Starport
Build Valkyrie: Y > A

Armory
Upgrade Vehicle Plating: P > E
Upgrade Ship Plating: H > D

Science Facility
Research Irradiate = I > A
Build Physics Lab: P > B

Physics Lab
Research Yamato Gun: Y > G

Covert Ops
Research Lockdown: L > W
Research Ocular Implants: O > G
Research Moebius Reactor: M > R

Protoss

Probe
Warp in Nexus: N > S
Warp in Pylon: P > E
Warp in Cybernetics Core: Y > R
Warp in Observatory: O > V

High Templar
Hallucination: L > A
Archon Warp: R > C

Dark Templar
Dark Archon Meld: R > C

Reaver
Build Scarab: R > C

Corsair
Disruption Web: D > W

Carrier
Build Interceptor: I > T

Arbiter
Recall: R > C

Nexus
Probe: P > E

Gateway
Warp in Dark Templar: K > A

Robotics Facility
Build Observer: O > B

Stargate
Warp in Corsair: O > E

Fleet Beacon
Develop Argus Jewel: J > R

Arbiter Tribunal
Develop Khaydarin Core: K > C

Citadel of Adun
Develop Leg Enhancements: L > E

Templar Archives
Develop Psionic Storm: P > S
Develop Hallucination: H > A
Develop Khaydarin Amulet: K > D
Develop Mind Control: M > C

Zerg

Land Units
Burrow: U > E
Unburrow: U > E

Larva
Morph to Overlord: O > V
Morph to Hydralisk: H > A
Morph to Mutalisk: M > T
Morph to Ultralisk: U > R

Drone
Mutate into Hatchery: H > A
Mutate into Nydus Canal: N > C
Mutate into Ultralisk Cavern: U > R

Hydralisk
Morph to Lurker: L > F

Mutalisk
Devourer Aspect: D > V

Queen
Infest Terran Command Center: I > F
Parasite: R > T

Hatchery
Mutate into Lair: L > E

Evolution Chamber
Upgrade Melee Attacks: M > E

Creep Colony
Mutate into Sunken Colony: U > E

Spawning Pool
Evolve Metabolic Boost: M > B

Hydralisk Den
Evolve Muscular Augments: M > A
Evolve Lurker Aspect: L > F

Lair
Evolve Pneumatized Carapace: P > C
Mutate into Hive: H > E

Nydus Canal
Place Nydus Canal Exit: N > E

Defiler Mound
Evolve Metasynaptic Node: M > E

Infested Command Center
Train Infested Terran: I > T


Raw text for keys.txt

+ Show Spoiler +

STR_RSRCH_STIM=t
STR_RSRCH_MAGNA=w
STR_RSRCH_EMP=e
STR_RSRCH_MINES=e
STR_RSRCH_SIEGE=s
STR_RSRCH_DEFMTX=m
STR_RSRCH_IRRADIATE=a
STR_RSRCH_YAMATO=g
STR_RSRCH_SHIP_CLOAK=c
STR_RSRCH_MAN_CLOAK=c
STR_USESTIM=t
STR_USEMAGNA=w
STR_USEMINES=e
STR_SCANNERSWEEP=s
STR_SIEGE_MODE=e
STR_TANK_MODE=e
STR_DEFMTX=f
STR_USEEMP=e
STR_IRRADIATE=a
STR_YAMATO=g
STR_CLOAK=c
STR_DECLOAK=c
STR_RSRCH_BURROW=b
STR_RSRCH_INFEST=i
STR_RSRCH_INFBROOD=b
STR_RSRCH_PLAGUE=s
STR_RSRCH_PARASITE=r
STR_RSRCH_BLOODBOIL=g
STR_RSRCH_ENSNARE=e
STR_RSRCH_CONSUME=c
STR_BURROW=e
STR_DEBURROW=e
STR_INFEST=f
STR_INFBROOD=b
STR_PLAGUE=w
STR_PARASITE=t
STR_BLOODBOIL=g
STR_CONSUME=c
STR_KERRIGAN_CONSUME=u
STR_ENSNARE=e
STR_RSRCH_PSISTORM=s
STR_RSRCH_HALLUCINATION=a
STR_RSRCH_RECALL=r
STR_RSRCH_STASIS=s
STR_RSRCH_SUMMON_ARCHON=a
STR_PSISTORM=t
STR_HALLUCINATION=a
STR_RECALL=c
STR_STASIS=t
STR_MAKE_P_ARCHON=c
STR_UP_T_ARMOR=a
STR_UP_T_VEHICLE_PLATING=e
STR_UP_T_SHIP_PLATING=d
STR_UP_Z_CARAPACE=c
STR_UP_Z_PLATING=c
STR_UP_P_ARMOR=a
STR_UP_P_PLATING=a
STR_UP_T_MAN_GUNS=w
STR_UP_T_VEHICLE_GUNS=w
STR_UP_T_SHIP_GUNS=s
STR_UP_Z_MELEE_ATTACKS=e
STR_UP_Z_MISSILE_ATTACKS=a
STR_UP_Z_FLYER_ATTACKS=a
STR_UP_P_GND_WEAPONS=w
STR_UP_P_AIR_WEAPONS=w
STR_UP_P_SHIELDS=s
STR_UP_MARINE_GUN_RANGE=a
STR_UP_VULTURE_SPEED=t
STR_UP_VESSEL_ENERGY=t
STR_UP_GHOST_SIGHT=g
STR_UP_GHOST_ENERGY=r
STR_UP_WRAITH_ENERGY=a
STR_UP_CRUISER_ENERGY=c
STR_UP_OVERLORD_TRANSPORT=v
STR_UP_OVERLORD_SIGHT=a
STR_UP_OVERLORD_SPEED=c
STR_UP_ZERGLING_SPEED=b
STR_UP_ZERGLING_ATTACK_SPEED=a
STR_UP_HYDRALISK_SPEED=a
STR_UP_HYDRALISK_ATTACK_RANGE=g
STR_UP_QUEEN_ENERGY=g
STR_UP_DEFILER_ENERGY=e
STR_UP_DRAGOON_ATTACK_RANGE=s
STR_UP_ZEALOT_SPEED=e
STR_UP_SCARAB_DAMAGE=s
STR_UP_REAVER_CAPACITY=c
STR_UP_SHUTTLE_SPEED=g
STR_UP_OBSERVER_SIGHT=s
STR_UP_OBSERVER_SPEED=g
STR_UP_TEMPLAR_ENERGY=d
STR_UP_SCOUT_SIGHT=a
STR_UP_SCOUT_SPEED=g
STR_UP_CARRIER_CAPACITY=c
STR_UP_ARBITER_ENERGY=c
STR_MAKE_Z_ZERGLING=z
STR_MAKE_Z_HYDRALISK=a
STR_MAKE_Z_ULTRALISK=r
STR_MAKE_Z_DRONE=d
STR_MAKE_Z_OVERLORD=v
STR_MAKE_Z_MUTALID=t
STR_GUARDIAN_ASPECT=g
STR_MAKE_Z_QUEEN=q
STR_MAKE_Z_DEFILER=f
STR_MAKE_Z_AVENGER=s
STR_MAKE_Z_INFESTED=t
STR_MAKE_T_MARINE=a
STR_MAKE_T_GHOST=g
STR_MAKE_T_FIREBAT=f
STR_MAKE_T_VULTURE=v
STR_MAKE_T_GOLIATH=g
STR_MAKE_T_TANK=t
STR_MAKE_T_SCV=s
STR_MAKE_T_WRAITH=w
STR_MAKE_T_VESSEL=v
STR_MAKE_T_DROPSHIP=d
STR_MAKE_T_BCRUISER=b
STR_MAKE_T_NUKE=b
STR_MAKE_P_OBSERVER=b
STR_MAKE_P_PROBE=e
STR_MAKE_P_ZEALOT=z
STR_MAKE_P_DRAGOON=d
STR_MAKE_P_TEMPLAR=t
STR_MAKE_P_SHUTTLE=s
STR_MAKE_P_SCOUT=s
STR_MAKE_P_ARBITER=a
STR_MAKE_P_CARRIER=c
STR_MAKE_P_INTERCEPTOR=t
STR_MAKE_P_REAVER=v
STR_MAKE_P_SCARAB=c
STR_BLD_HATCHERY=a
STR_BLD_CREEP_COLONY=c
STR_BLD_ZEXTRACTOR=e
STR_BLD_SPAWNING=s
STR_BLD_EVO_CHAMBER=v
STR_BLD_HYDRA_DEN=d
STR_BLD_NYDUS=c
STR_BLD_SPIRE=s
STR_BLD_NEST=q
STR_BLD_ULTRA_CAVERN=r
STR_BLD_DEFILER_MOUND=d
STR_BLD_LAIR=e
STR_BLD_HIVE=e
STR_BLD_GREATERSPIRE=g
STR_BLD_SPORE_COLONY=s
STR_BLD_SUNKEN_COLONY=e
STR_NYDUS_EXIT=e
STR_BLD_NEXUS=s
STR_BLD_PYLON=e
STR_BLD_ASSIMILATOR=a
STR_BLD_GATEWAY=g
STR_BLD_FORGE=f
STR_BLD_PHOTON=c
STR_BLD_CYBER_CORE=r
STR_BLD_SHIELDBATT=b
STR_BLD_ROBOTICS=r
STR_BLD_OBSERVATORY=v
STR_BLD_CITADEL=c
STR_BLD_ARCHIVES=t
STR_BLD_STARGATE=s
STR_BLD_FLEET_BEACON=f
STR_BLD_TRIBUNAL=a
STR_BLD_ROBOTICS_BAY=b
STR_BLD_TCOMMANDCTR=c
STR_BLD_DEPOT=s
STR_BLD_REFINERY=r
STR_BLD_BARRACKS=b
STR_BLD_ENGINEERING=e
STR_BLD_TURRET=t
STR_BLD_ACADEMY=a
STR_BLD_PILLBOX=d
STR_BLD_FACTORY=f
STR_BLD_TSTARPORT=s
STR_BLD_SCIENCE_FAC=c
STR_BLD_ARMORY=a
STR_BLD_COMSAT=c
STR_BLD_SILO=b
STR_BLD_DOCKS=c
STR_BLD_COVERT_OPS=c
STR_BLD_PHYSICS=b
STR_BLD_MACHINE=c
STR_MOVE=m
STR_STOP=s
STR_ATTACK=a
STR_PATROL=r
STR_HOLD=d
STR_WAYPOINTS=w
STR_LAND=a
STR_LIFTOFF=q
STR_RALLYPOINT=r
STR_RECHARGE=r
STR_SELECT_LARVA=s
STR_GATHER=g
STR_RETURN=c
STR_REPAIR=r
STR_BUILD=b
STR_BLD_ADVANCED=v
STR_MUTATE=b
STR_MUTATE_ADV=v
STR_MORPH_ADV=v
STR_PICKUP=f
STR_UNLOAD=v
STR_NUKESTRIKE=b
STR_PLACE_COP=p
STR_RSRCH_CURE=r
STR_RSRCH_MYOPIA=f
STR_HEAL=a
STR_CURE=t
STR_MYOPIA=f
STR_RSRCH_LURKERASPECT=f
STR_RSRCH_DISRUPTOR=d
STR_RSRCH_MINDCONTROL=c
STR_RSRCH_PSYFEEDBACK=f
STR_RSRCH_PARALIZE=e
STR_MAKE_P_DARCHON=c
STR_DISRUPTOR=w
STR_MINDCONTROL=c
STR_PSYFEEDBACK=f
STR_USEPARALIZE=e
STR_UP_MEDIC_ENERGY=d
STR_UP_T_MISSILE_BOOST=c
STR_UP_Z_ULTRA_SPEED=a
STR_UP_Z_ULTRA_ARMOR=c
STR_UP_CORSAIR_ENERGY=r
STR_UP_DARCHON_ENERGY=t
STR_DEVOURER_ASPECT=v
STR_MAKE_Z_LURKER=f
STR_MAKE_T_MEDIC=c
STR_MAKE_T_FRIGATE=a
STR_MAKE_P_CORSAIR=e
STR_MAKE_P_DTEMPLAR=a
STR_PLAYBACK_HELP_SPEEDUP=u
STR_PLAYBACK_HELP_PLAY=p
STR_PLAYBACK_HELP_PAUSE=p
STR_PLAYBACK_HELP_SLOWDOWN=d
nbaker
Profile Joined July 2009
United States1341 Posts
August 16 2017 21:42 GMT
#2
Not sure why you chose different keys for lurker burrow and unburrow. That sounds annoying to deal with.
PntBttr
Profile Joined April 2017
7 Posts
August 16 2017 21:44 GMT
#3
On August 17 2017 06:42 nbaker wrote:
Not sure why you chose different keys for lurker burrow and unburrow. That sounds annoying to deal with.


It provides a nice mental separation for me, thinking of different actions requiring different keys. I have mine on E and R and it already feels more natural than just U.
Trizz
Profile Joined June 2010
Netherlands1318 Posts
August 16 2017 22:06 GMT
#4
I feel like this was meant to be posted before 1.18, you can change hotkeys, in game, yourself.
nope
wind`
Profile Joined August 2017
6 Posts
August 16 2017 22:08 GMT
#5
I would argue against the first guideline, specifically for Zerg hotkeys.

Having all of the hotkeys on the left side will make it difficult when using the control group hotkeys that are on the right side of the keyboard (ie. 6~0). It would be more efficient to have some hotkeys on the right side of the keyboard, on the condition that they are only pressed after one of the keys between 6 or 0 has been pressed.

This condition fits well with zerg macro, since zerg players tend to bind all their hatcheries to keys 4~0. I noticed that when reaching towards these keys with your index or middle finger, my thumb tends to be near the bottom right of the keyboard naturally. Therefore, I suggest that the bottom right portion of the keyboard should be used for some unit hotkeys.

This condition also suits terran comsats. Most terran players bind their comsats to keys '8, 9, 0', so the scan hotkey may be better placed at 'K' or 'L'.

One argument against having keys on the right side is that it would be difficult to reach these keys if you selected the relevant unit with the mouse instead of using the control group hotkey. However, I'd argue that you should not be selecting units with the mouse if you saved it to a hotkey in the first place, as mouse movements are very slow compared to keyboard presses.



Beamer
Profile Joined March 2010
United States242 Posts
Last Edited: 2017-08-16 22:26:59
August 16 2017 22:11 GMT
#6
On August 17 2017 06:42 nbaker wrote:
Not sure why you chose different keys for lurker burrow and unburrow. That sounds annoying to deal with.


I could change them so that one key does both. One possible reason not to is that is could minimize damage from a misclick. Let's say you have a bunch of lurkers in a control group where some are burrowed and others are unburrowed in the same area. If your lurkers are detected and being attacked, you want to unburrow them all and run away. With 2 hotkeys, you might instinctively press the unburrow button for the whole group, and nothing happens because when a mix of burrowed and unburrowed units are selected, you can only burrow. So you can quickly select your burrowed lurkers, unburrow them and run away.

How is this different when burrow and unburrow are the same hotkey? When your lurkers are detected and attacked, you instinctively press the unburrow hotkey. This time, all of your unburrowed lurkers burrow while under fire. This misclick can leave your units in danger longer than if there was a separate key for burrowing and unburrowing.

Of course, this is all speculation and it might just be easier to have one hotkey for both. After all, Both siege mode and tank mode are bound to the same key here, so the different burrow keys are not consistent with that. I will probably go ahead and make unburrow F as well.

On August 17 2017 07:06 Trizz wrote:
I feel like this was meant to be posted before 1.18, you can change hotkeys, in game, yourself.


Before 1.18, this post would have been meaningless because there was no way to change the hotkeys.

On August 17 2017 07:08 wind` wrote:
I would argue against the first guideline, specifically for Zerg hotkeys.

Having all of the hotkeys on the left side will make it difficult when using the control group hotkeys that are on the right side of the keyboard (ie. 6~0). It would be more efficient to have some hotkeys on the right side of the keyboard, on the condition that they are only pressed after one of the keys between 6 or 0 has been pressed.

This condition fits well with zerg macro, since zerg players tend to bind all their hatcheries to keys 4~0. I noticed that when reaching towards these keys with your index or middle finger, my thumb tends to be near the bottom right of the keyboard naturally. Therefore, I suggest that the bottom right portion of the keyboard should be used for some unit hotkeys.


I'm not sure how well if fits with Zerg macro. Regardless of the unit-producing hotkeys, you always have to press the Select Larva hotkey first. It seems like it would be best to have all of the unit-producing hotkeys close to the Spawn Larva hotkey. I could move this hotkey closer to the center of the keyboard, but I don't really like the idea.
Sinistro
Profile Joined February 2012
Brazil684 Posts
August 17 2017 02:51 GMT
#7
I wish they changed how the hotkeys are set so grid would work. Basically you can make everything work in a grid format, with one exception:

The infested command center rally point is in the (2,3) position, while all other command centers is on the (1,2) position.
wind`
Profile Joined August 2017
6 Posts
Last Edited: 2017-08-17 20:15:55
August 17 2017 20:15 GMT
#8
On August 17 2017 07:11 Beamer wrote:
I'm not sure how well if fits with Zerg macro. Regardless of the unit-producing hotkeys, you always have to press the Select Larva hotkey first. It seems like it would be best to have all of the unit-producing hotkeys close to the Spawn Larva hotkey. I could move this hotkey closer to the center of the keyboard, but I don't really like the idea.


I think moving the Select Larva hotkey towards the center would be worthwhile. It's especially useful for macroing with hatcheries that are on keys '8,9,0', otherwise the hand needs to be stretched very far to reach the Select Larva key and the Hatchery keys. This is more for the late game ZvT or mid-game ZvP where the zerg actually has that many hatcheries.

On the other hand, some zergs are content with just using 4,5,6,7 for main hatcheries, and then manually selecting the rest of their macro hatcheries. Jaedong has said that he does not even use 8,9,0. For these kinds of players, I think your hotkey setup is very suitable.

For me personally, I want to be able to macro with as many hotkeys as possible so that I don't have to take my eyes off my army. Especially in ZvP where your army can melt in a moment's notice due to storm.


Another suggestion I have for your Zerg hotkeys is that Lair ('A') should not overlap with any unit hotkey. In this case, it's Hydralisk ('A'). The problem is that if a player macros carelessly and presses '5sa' on a hatchery that does not have larva, it'll morph it into a Lair.

Beamer
Profile Joined March 2010
United States242 Posts
Last Edited: 2017-08-18 13:29:30
August 18 2017 13:29 GMT
#9
I agree with a number of suggestions here, so I made the following changes. These changes are already in the OP.

It makes sense to make burrow and unburrow use the same hotkey to be consistent with the other togglable hotkeys, cloak/uncloak = C and siege/unsiege = E. I chose to make burrow/unburrow = E to use the same hotkey as siege/unsiege since they are similar actions. As a result, I had to change Hydra's Lurker-morph from E to another key, so I chose F. For consistency, I changed the Den's Lurker research to F as well. Finally, I agree that making the Lair hotkey different from any unit production hotkeys can prevent accidental Lair upgrading. I decided to use the same hotkey as the Hive upgrade hotkey, E. That should make upgrading the Hatch/Lair easy to remember.

Hotkey Changes:
+ Show Spoiler +

Land Units
Burrow: U > F E
Unburrow: U > V E

Hydralisk
Morph to Lurker: L > E F

Hatchery
Mutate into Lair: L > A E

Hydralisk Den
Evolve Lurker Aspect: L > E F
raid3n
Profile Joined June 2007
United States58 Posts
August 18 2017 14:05 GMT
#10
This is excellent, thanks Beamer!
mYster
Profile Joined January 2016
10 Posts
August 19 2017 09:33 GMT
#11
I dont have the folder hotkeys and $device in this directory, if i create it manually it seems like it does not work. Help please.
Beamer
Profile Joined March 2010
United States242 Posts
Last Edited: 2017-08-19 16:09:29
August 19 2017 16:08 GMT
#12
On August 19 2017 18:33 mYster wrote:
I dont have the folder hotkeys and $device in this directory, if i create it manually it seems like it does not work. Help please.

A couple things you can try. First, in the game's main menu, click on Hotkeys, change any one of the hotkeys to something different, click Save, and close the game. Then see if the directory is there. Second, be sure you are looking in the correct directory. It won't be in the C:\Program Files (x86)\StarCraft\ folder. Also, if you changed your default Documents folder (like I actually did on my PC ), it may not be in C:\Users\USERNAME\Documents\Starcraft\ either. On my specific machine, I changed my default Documents folder to a different drive, so my keys.txt file is actually in D:\USERNAME\Documents\Starcraft\Hotkeys\$device\. I am not sure what your specific setup is, but I hope you can figure it out.
Drake
Profile Joined October 2010
Germany6146 Posts
August 21 2017 11:24 GMT
#13
i put patrol to Q since its over A and nicer to use for me to micro
Nb.Drake / CoL_Drake / Original Joined TL.net Tuesday, 15th of March 2005
404AlphaSquad
Profile Joined October 2011
839 Posts
August 22 2017 02:47 GMT
#14
I put scan on p so that i can just press 0p or 9p
aka Kalevi
Beaveronfire
Profile Joined August 2017
2 Posts
August 22 2017 12:23 GMT
#15
Hey guys,

not sure if this is the right place. Coming back from SCII to SC Remastered and man, it feels good to be back. One important thing for me is the hotkey option. I immediatly changed it to my own Grid Style from SCII and when I head over to the campaign to test it out, all is fine (and a keys.txt is created with the correct hotkeys).
But as soon as I restart the client, the hotkeys are switched back to default. And checking the keys txt afterwards, it is also reversed to the default state.

I used the battlenet forum in order to get an answer, which I haven so far. That´s why I´m giving teamliquid a shot once again (under a new account to to own stupidity).

Thanks in advance and have a nice day!
Demurity
Profile Joined April 2011
United States424 Posts
August 22 2017 13:06 GMT
#16
On August 22 2017 21:23 Beaveronfire wrote:
Hey guys,

not sure if this is the right place. Coming back from SCII to SC Remastered and man, it feels good to be back. One important thing for me is the hotkey option. I immediatly changed it to my own Grid Style from SCII and when I head over to the campaign to test it out, all is fine (and a keys.txt is created with the correct hotkeys).
But as soon as I restart the client, the hotkeys are switched back to default. And checking the keys txt afterwards, it is also reversed to the default state.

I used the battlenet forum in order to get an answer, which I haven so far. That´s why I´m giving teamliquid a shot once again (under a new account to to own stupidity).

Thanks in advance and have a nice day!


There's a post on the battle.net forums by Blizzard saying they are working on bug fixes. On that list, its the reverting of options to default upon every re-login (all options including mouse and audio settings as well). So be patient and this will be resolved.

And Welcome to BW!
|Terran|
Beaveronfire
Profile Joined August 2017
2 Posts
August 22 2017 15:16 GMT
#17
Hey,

thanks for your fast answer. I´ll hang in there then and wait. Good to know they are working on it already.

See you on the battlefield!
BonitiilloO
Profile Joined June 2013
Dominican Republic623 Posts
August 23 2017 00:59 GMT
#18
have any progamer change any hotkey so far?
How may help u?
NasKe_
Profile Joined October 2010
Brazil570 Posts
Last Edited: 2017-08-23 01:38:25
August 23 2017 01:37 GMT
#19
I think this was a good time to do massive changes since I am basically learning everything all over again. My setup is really weird right now, but it works. I only use Q W E R, A S D F and C, only exception is P for Probe so I can do 0p9p8p, but I might change it to E. Doing pylons with by going R > E is way faster than B > P, and there is no way I miss type.
medium_AI
Profile Joined August 2017
Norway42 Posts
August 27 2017 17:53 GMT
#20
I've been thinking a lot on this, and tried out different setups. Currently I'm using W E R T for unit stuff (patrol on W, hold position on E, Abilities (like stim, irradiate) on R and attack move on T. For sience vessels I have shockwave on J, matrix on D.

This setup allows me to access army hotkeys and helps me reach the camera hotkeys, but I'm still having a hard time with production. Currently using 6 to 0 for production, but I'm considering just keeping it on the army hotkeys early game and just use camera hotkeys midgame.

If you were to completely redo your layout as terran, how would you do it?
type IndexPreservingSetter s t a b = forall p f. (Conjoined p, Settable f) => p a (f b) -> p s (f t)
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