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What Are Your Zerg Hotkeys?

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1 2 3 Next All
Enderdxg
Profile Joined July 2010
United States16 Posts
September 11 2010 03:09 GMT
#1
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.
Too many words?
Bair
Profile Joined May 2010
United States698 Posts
September 11 2010 03:11 GMT
#2
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.
In Roaches I Rust.
Dionyseus
Profile Blog Joined December 2004
United States2068 Posts
September 11 2010 03:14 GMT
#3
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.
9/5/10 P acct: NA D 10,683 651pts 69w56L http://sc2ranks.com/char/us/290365/LetoAtreides T acct: NA D 16,137 553pts 70w67L http://sc2ranks.com/char/us/1560008/Khrone Z: NA G 16,058 465pts 28w26L http://www.sc2ranks.com/us/1997354/Omnius
TelecoM
Profile Blog Joined January 2010
United States10700 Posts
September 11 2010 03:15 GMT
#4
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
AKA: TelecoM[WHITE] Protoss fighting
Toxiferous
Profile Joined June 2009
United States388 Posts
September 11 2010 03:17 GMT
#5
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
Phayze
Profile Blog Joined June 2009
Canada2029 Posts
Last Edited: 2010-09-11 03:21:14
September 11 2010 03:19 GMT
#6
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.
Proud member of the LGA-1366 Core-i7 4Ghz Club
systemA
Profile Joined November 2008
95 Posts
Last Edited: 2010-09-11 03:21:14
September 11 2010 03:19 GMT
#7
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
hey its me ur brother
fams
Profile Blog Joined June 2009
Canada731 Posts
September 11 2010 03:22 GMT
#8
1. ALL hatcheries.
2. Lings
3. Mutas or roaches
4. infestors or broodlords or overseers
http://www.twitter.com/famsytron/
Butigroove
Profile Blog Joined October 2006
Seychelles2061 Posts
Last Edited: 2010-09-11 03:27:36
September 11 2010 03:27 GMT
#9
1 2 3 Army
4 hatcheries
5 6 7 8 queens
9 overseer
beach beers buds beezies b-b-b-baaanelings
Disarray
Profile Blog Joined December 2007
United States1164 Posts
September 11 2010 03:28 GMT
#10
1 2 3 4 army (1 for scouting drone, 2 for scouting overlord)

5 for hatches
6 for first queen
7 for second queen
Input limit reached. Please wait to perform more actions.
Spiffeh
Profile Joined May 2010
United States830 Posts
Last Edited: 2010-09-11 03:32:29
September 11 2010 03:30 GMT
#11
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.
mardi
Profile Blog Joined August 2010
United States1164 Posts
September 11 2010 03:31 GMT
#12
1-2-3 armies (3 infestors)
4 - overlord/overseer
5 main hatch
6-9 expos
0 - all hatcheries
Karthane
Profile Joined June 2010
United States1183 Posts
September 11 2010 03:32 GMT
#13
1-2-3 army
4 all hatches
5-6-7 queens
Azile
Profile Joined March 2010
United States339 Posts
September 11 2010 03:34 GMT
#14
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.


synapse
Profile Blog Joined January 2009
China13814 Posts
September 11 2010 03:34 GMT
#15
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
:)
sixghost
Profile Blog Joined November 2007
United States2096 Posts
September 11 2010 03:42 GMT
#16
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.
mG.sixghost @ iCCup || One ling, two ling, three ling, four... Camp four gas, then ultra-whore . -Saracen
foo
Profile Joined June 2010
Australia109 Posts
September 11 2010 03:43 GMT
#17
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...
___ooo_(O,O)_ooo___
mrblue182
Profile Joined April 2010
United States151 Posts
September 11 2010 03:46 GMT
#18
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
PeRk
Profile Joined May 2010
United States73 Posts
September 11 2010 03:49 GMT
#19
1. Melee/close range. (Zerglings/Roaches/Ultralisks)
2. Ranged
3. Mutalisks, dropping overlords, basically airborne stuff.
4. Infestors
5. All hatcheries
6-0 queens
Pangolin
Profile Joined March 2008
United States1035 Posts
September 11 2010 03:56 GMT
#20
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.
It's easier not to.
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