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This is a reply and continuation/spin-off of the "Terran Hotkey" post. I was wondering what all you other zerg players out there prefer to set your ctr groups to/for. Zerg can have a much more different play style than terran or toss, so it might be interesting to see what zerg players have to say about their hotkey/ctr group preferences.
For me: 1 = mobile force one (main army) 2 = mobile force two (secondary army) 3 = specialty units/mobile force three (tertiary army) 4 = specialty units (mainly queens and drones) 5 = main hatchery 6 = natural/first expansion 7 = second expansion 8 = third expansion 9 = fourth expansion/second initial overlord 0 = first/primary overlord
Hotkeys 1-4 are subject to change based on my army composition, but for the most part i keep 1 for mass of one type of unit (say, hydras), 2 for the back-up/support unit (lings), and 3 for specialties like mutas/infestors. I rarely use the 4 hotkey, but if i ever do, it's pretty much just for a drone that i want to pay special attention to for scouting, waiting to build, expanding (which i later change the hotkey to accordingly), etc.
Pretty much the same as terran, i know, but the difference i think for most zerg players will lie in the hotkey of their overlords, their mass hatcheries, and perhaps their queens.
Oh, and i have no clue how to hotkey units all over the map into just one ctr group, so that's why all the expansions cover the different hotkeys. But i also think that there's an advantage to this, because then i might select specific hatcheries for specific things (like one hatch make pure drones while another pure units) and i can stack larva at some for major battles while spending larva at others.
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1/2 - Main Forces 3 - Scouting Ovie, or casters when I push 4 - Queens 5 - Hatches 6-0 - Nothing concrete. Playing around with them to find something I like.
I just like having my overseer on 3. Easy to pull it somewhere I need it in a hurry.
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0 for main hatchery, 9 for scout and then for first expo, 8 for extractor/spawning pool and second expo, 7 for third, 6 for fourth, 1 for speedlings, 2 for roaches or banelings, 3 for hydras or mutas. I'm currently in Platinum with zerg but I'm starting to face some diamond players so maybe soon my zerg will get promoted.
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1 hatchery main , 2 hatchery natural , 3 hatchery expansion, i don't hotkey units normally untill late game then i will use 0 , i know its weird but im confident in my apm =D
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1/2/3 army 4 queens 5 hatches (shift backspace method larva inject) 6 misc units{burrowbanelings infestors sometimes}/nydus/overseer group, been messing with morphing more at points a toss is going robo to shut down his production and get in for a nice timing 7 exit nydus 0 ideally all my overlords so i can instantly pull them all from the corners of the map to make a creep highway with shiftclick
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1 to 4 units (early game its overlords etc). 5 is all my hatcheries, 6 to 9 are individual queens, 0 is evo chambers.
1 is usually lings/roaches, 2 are usually micro intensive units (Mutalisks mostly as i use them extensively in every MU). 3 is usually banelings/ caster units (infestors), and 4 is usually positioned harassment units, eg a few infestors or a bunch of zerglings for a strong counter attack.
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Early game: 1- OL scout#1, then first 4 lings 2- OL scout#2 3- drone scout (if necessary), or queens 4- main hatch 5- nat hatch 0- all hatcheries
Later.. 1- Primary army 2- Secondary army or caster 3- caster/overseer/scout 4- main hatch 5- nat hatch 6- 2nd expo hatch 7-9- 3rd expo, etc 0- all hatcheries
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1. ALL hatcheries. 2. Lings 3. Mutas or roaches 4. infestors or broodlords or overseers
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1 2 3 Army 4 hatcheries 5 6 7 8 queens 9 overseer
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1 2 3 4 army (1 for scouting drone, 2 for scouting overlord)
5 for hatches 6 for first queen 7 for second queen
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1, 2 = ground units 3 = air units, else, ground 4 - All hatches 5 - Main 6 - Nat 7 - 3rd hatch 8 - 4th 9 - 5th 0 - Nydus
Double click hatch key to zoom to it immediately for spawn larva ability. 4 hotkeyed to all hatches for easier army production.
the only problem with this setup are the injects aren't as "on-point" compared to other systems, such as hotkeying the queens to one button which is super fast.
But I find where this setup shines is when you have 3+ hatches up. With other setups queen management becomes a big APM-sink as you are remaking fallen queens and keeping track of which ones are for injects and/or tumors because they're bound to keys. With this one, you can be more flexible with the queens which is perfect for me since I'm big on macro and see mid-to-end game in the majority of my games.
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1-2-3 armies (3 infestors) 4 - overlord/overseer 5 main hatch 6-9 expos 0 - all hatcheries
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1-2-3 army 4 all hatches 5-6-7 queens
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1 - First unit group 2 - Scouting drone/Second unit group 3 - Scouting OL/Third unit group 4 - All hatcheries 5 - Main hatch + main queen 6 - Nat hatch + nat queen 7+ - Additional hatch + queen
Usually ends up lings on 1, roaches/hydra on 2, anything else on 3.. muta, infestor, blord, whatever.
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1/2/3/4 army (1lings/roach 2banelings 3 hydras/infestor/ultra 4infestor) 5/6 as scouts or otherwise important units, sometimes given to nydus network or other hatches 7/8/9 single hatcheries 0 all hatches
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1 - Ground army 2 - secondary army when preparing flanks / infestors 3 - mutalisks (bw habit) 4 - all hatcheries 5 - main queen 6 - nat queen 7 - 3rd queen 8 - 4th queen etc.
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On September 11 2010 12:17 Toxiferous wrote: 1/2/3 army 4 queens 5 hatches (shift backspace method larva inject) 6 misc units{burrowbanelings infestors sometimes}/nydus/overseer group, been messing with morphing more at points a toss is going robo to shut down his production and get in for a nice timing 7 exit nydus 0 ideally all my overlords so i can instantly pull them all from the corners of the map to make a creep highway with shiftclick
Pretty much exactly the same as this :D Except i never use the nydus, more a fan of ovie drops...
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1-main army 2-secondary main army 3-harrass/third main army 4-tech structure im building 5-all hatcheries 6-all queens 7-evo chamber 8-evo chamber
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1. Melee/close range. (Zerglings/Roaches/Ultralisks) 2. Ranged 3. Mutalisks, dropping overlords, basically airborne stuff. 4. Infestors 5. All hatcheries 6-0 queens
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On September 11 2010 12:27 Butigroove wrote: 1 2 3 Army 4 hatcheries 5 6 7 8 queens 9 overseer This is what I do as well.
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