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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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1 hatch (easy to do 1sd) 2 queens 3+ unit groups
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1 = Blob 4 = All queens 5 = All hatches
can you tell I never played BW
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1 first mobile group 2 all hatcheries 3 all queens 4-7 *special* unit groups that need to be microed seperately from group 1, (banelings, mutas, infestors etc)
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For me: 1 = All Ground 2 = Scout, into All Air 3 = 1st OL/OS, or Banelings/Infestors 4 = All hatches 5 = Queen 6 = Queen 7 = Queen 8 = Creep Spread Queen 9 = Queen 0 = Nothing unless I get to 5 base, which at that point shit hit the fan any ways
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1-queens 2-hatcheries 3-ground melee 4-ground range 5-spells or air 6-spells or air 7-0 nothing
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123 units. If I have spell casters they go in 1 4 queens 5 hatcheries 6789 buildings or random units
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700 Diamond (don't expect too much)
Early game
1: slings 2: blings 5: main hatch 6: queen at main 7: scout drone 8: scout ovie
mid-late game: 1: slings 2: blings or aux ground forces 3: flyers or ground force (roach/hyrdra/ultra) 4: infestors or broods 5: hatcheries (for easy production) 6: queen at main 7: queen at expo #1 8: queen at expo #2 9: queen at expo #3 0: queen at expo #4
I find this setup to allow me battlefield control and to be able to separate appropriate grounds. I never understood Zerg's who only have 3 control groups of army. I need to have my ground force on one, blings on another (or they're wasted), my flyers for harass on another, and my infestors on another so they don't just run into battle if I a-move my ground force.
As for larva management, I have all hatcheries bound for production, and then each queen on a hotkey for spawn larva. So when I need to spawn larva I go --> 66vclick77vclick88vclick etc
Hope that helps.
-Angelus
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1)Main army 2)Specialized units--Infestors,Banelings,Mutalisks 3)All hatcheries 4)Queen #1 5)Queen #2 6)Queen #3 7)Potential Queen #4 8)Nothing 9)Nothing 0)Overseer/Scouting Overlord
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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
Exactly what I do
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1. zerglings 2. initial drone scout / whatever in the middle game 3. initial overlord scout / whatever in the middle game 4. spawning pool until I get zergling speed / initial queens / usually air units in the late game 5. main hatchery 6-9. - the rest of the hatcheries 0 - important tech structure that I want to check the progress on.
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I play grid, so I think this is the most logical hotkey setup considering attack is T. I would suggest this to anyone else using grid because you can easily 2t3t4t.
1) Queens (I minimap inject) 2) Mutas/Scout 3) Ground force (zerglings) 4) Ground force (whatever) 5) All hatches 6) Infestors 7) Upgrade Buildings
8-0) Whatever I need them for
**** Another main point: I have two hand positions that I use, one for macro, one for micro. Macro: this basically is the fps WSAD, you can build any building from that hand position or queue up any unit.
Micro: have your four fingers on WERT: this lets you switch control groups, issue combat commands, and hit abilities with pinky and ring finger.
When I spam at the beginning of matches I put the overlord on 2, 3, and 4, and practice just double clicking one of the numbers, and putting my hand quickly in the micro position. Then I'll double tap 5 and quickly put my hand in the macro position. This warms me up and keeps the two positions comfortable.
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I use Grid for lefties so I have +: Hatcheries -: Queens 0: Scouting OS/Sacked OL 3-5: Units
By the way, does anybody know how to type a "?" while using grid for lefties? Every time I press the "/" key it closes my chat line.
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1 Hatcheries 2 Queens 3 Scouting drone then queen creeper upper 4 5 6 army 7 spellcaster 8 overseeer 9 island expos.
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1.First Hatch 2.2nd Hatch. 3.3rd Hatch 4. Overlords 5.Units (Infestors, Banelings) 6. Units (Lings, Hydras, Roaches)
I dont hotkey all my hatcheries as one thing.
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1 Hatchery(s) 2 Queen(s) 3 Army 4 Army 2 (Usually Banelings or units just coming to reinforce another army) 5 Scouting Ovie, later Overseer 6 Overseer 2 7 Evo Chambers
8 - 0 unused.
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1-3 - Troops 4 - Hatches 5 - Tech buildings - Nyduses go here when I use them, in this case 4, is Hatches and Tech buildings 6-0 - Overlords and/or Scouts, extra troops for late game.
Use default hot keys. Got used to them early Beta before Grid was added, no sense in changing now really, all the keys are still on the left side the keyboard they are just different for each race, but since I've already memorized them.. Well yea.
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1,2,3 offensive units 4-all Hatcheries 5-all inject larva queens 6-additional creep queen 7- nydus 8,9,0 overlords sometimes
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Man there's like 10+ threads on this. =\
1-3 units, 4 all hatches, 5-9 queens, 0 scouting overseer
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why do people have different hatches and different queens on different hotkeys?
i just group all queens on 1, and all hatches on 1
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1: All queens 2: Technical army unit, usually blings 3: Main army 4: Technical army unit, usually mutas 5: All hatcheries 6-0: Rarely use, sometimes if i get a larger mix of units i start hotkeying them here
I know its not good that I mostly just use 1-5 but I guess it just seems awkward reaching past 5 bc im so comfortable with my hand right there for all my other hotkeys (S, D, Z, Q, T, A, S, H, V, etc..).
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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 ( all hatcheries after i take my third ) 6 = natural 7 = 8 = 9 = 0 = first/primary overseer
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On September 11 2010 15:01 Subversion wrote: why do people have different hatches and different queens on different hotkeys?
i just group all queens on 1, and all hatches on 1
I don't even see why hot key queens at all, it takes the same amount of time to double-tap your hatch key, and left click a queen as it does to double-tap your hatch key and hit your queen key.
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It's beyond me that people don't hotkey all their hatches on one key. I've got 1: main army 2: flank army/burrowed roaches/mutas etc. 3: casters 4: all hatcheries 5: all queens
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Germany / USA16648 Posts
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